* Fixes the attachment scripted rotation bug. The problem is the code was relying on m_host.ParentId = 0 to determine if the attachment should be rotated against root prim offset. To fix it for attachments, we also need to check if the host's localID == RootPart's localID. otherwise we are cumulatively rotating against the host's root part rotation offset (which in this case, is it's own rotation)
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ce4b09cf63
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397aa74777
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@ -2353,8 +2353,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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{
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m_host.AddScriptLPS(1);
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SceneObjectPart rootPart = m_host.ParentGroup.RootPart;
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// Teravus: if (m_host.ParentID == 0) is bug code because the ParentID for the Avatar will cause this to be nonzero for root prim attachments
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// which is then treated like a child prim rotation and it's offset gets cumulatively multiplied against.
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// to fix the scripted rotations we also have to check to see if the root part localid is the same as the host's localid.
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// RootPart != null should shortcircuit
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// try to let this work as in SL...
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if (m_host.ParentID == 0)
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if (m_host.ParentID == 0 ) //|| (rootPart != null && m_host.LocalId == rootPart.LocalId))
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{
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// special case: If we are root, rotate complete SOG to new rotation
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SetRot(m_host, rot);
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@ -2362,7 +2371,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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else
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{
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// we are a child. The rotation values will be set to the one of root modified by rot, as in SL. Don't ask.
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SceneObjectPart rootPart = m_host.ParentGroup.RootPart;
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if (rootPart != null) // better safe than sorry
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{
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SetRot(m_host, rootPart.RotationOffset * (Quaternion)rot);
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