Remove completely unused SOG.Rotation parameter
We always use SOP.Rotation insteadremove-scene-viewer
parent
c2da1c4580
commit
61e97ee4c8
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@ -281,14 +281,6 @@ namespace OpenSim.Region.Framework.Scenes
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get { return m_parts.Count; }
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}
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protected Quaternion m_rotation = Quaternion.Identity;
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public virtual Quaternion Rotation
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{
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get { return m_rotation; }
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set { m_rotation = value; }
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}
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public Quaternion GroupRotation
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{
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get { return m_rootPart.RotationOffset; }
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@ -62,9 +62,9 @@ namespace OpenSim.Region.Framework.Scenes.Tests
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grp1.AbsolutePosition = new Vector3(10, 10, 10);
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grp2.AbsolutePosition = Vector3.Zero;
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// <90,0,0>
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grp1.Rotation = (Quaternion.CreateFromEulers(90 * Utils.DEG_TO_RAD, 0, 0));
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// grp1.UpdateGroupRotationR(Quaternion.CreateFromEulers(90 * Utils.DEG_TO_RAD, 0, 0));
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// <180,0,0>
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grp2.UpdateGroupRotationR(Quaternion.CreateFromEulers(180 * Utils.DEG_TO_RAD, 0, 0));
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@ -85,7 +85,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
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if (debugtest)
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{
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m_log.Debug("parts: " + grp1.Parts.Length);
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m_log.Debug("Group1: Pos:"+grp1.AbsolutePosition+", Rot:"+grp1.Rotation);
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m_log.Debug("Group1: Pos:"+grp1.AbsolutePosition+", Rot:"+grp1.GroupRotation);
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m_log.Debug("Group1: Prim1: OffsetPosition:"+ part1.OffsetPosition+", OffsetRotation:"+part1.RotationOffset);
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m_log.Debug("Group1: Prim2: OffsetPosition:"+part2.OffsetPosition+", OffsetRotation:"+part2.RotationOffset);
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}
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@ -152,13 +152,13 @@ namespace OpenSim.Region.Framework.Scenes.Tests
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grp4.AbsolutePosition = new Vector3(40, 40, 40);
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// <90,0,0>
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grp1.Rotation = (Quaternion.CreateFromEulers(90 * Utils.DEG_TO_RAD, 0, 0));
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// grp1.UpdateGroupRotationR(Quaternion.CreateFromEulers(90 * Utils.DEG_TO_RAD, 0, 0));
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// <180,0,0>
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grp2.UpdateGroupRotationR(Quaternion.CreateFromEulers(180 * Utils.DEG_TO_RAD, 0, 0));
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// <270,0,0>
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grp3.Rotation = (Quaternion.CreateFromEulers(270 * Utils.DEG_TO_RAD, 0, 0));
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// grp3.UpdateGroupRotationR(Quaternion.CreateFromEulers(270 * Utils.DEG_TO_RAD, 0, 0));
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// <0,90,0>
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grp4.UpdateGroupRotationR(Quaternion.CreateFromEulers(0, 90 * Utils.DEG_TO_RAD, 0));
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@ -187,12 +187,12 @@ namespace OpenSim.Region.Framework.Scenes.Tests
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{
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m_log.Debug("--------After Link-------");
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m_log.Debug("Group1: parts:" + grp1.Parts.Length);
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m_log.Debug("Group1: Pos:"+grp1.AbsolutePosition+", Rot:"+grp1.Rotation);
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m_log.Debug("Group1: Pos:"+grp1.AbsolutePosition+", Rot:"+grp1.GroupRotation);
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m_log.Debug("Group1: Prim1: OffsetPosition:" + part1.OffsetPosition + ", OffsetRotation:" + part1.RotationOffset);
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m_log.Debug("Group1: Prim2: OffsetPosition:"+part2.OffsetPosition+", OffsetRotation:"+ part2.RotationOffset);
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m_log.Debug("Group3: parts:" + grp3.Parts.Length);
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m_log.Debug("Group3: Pos:"+grp3.AbsolutePosition+", Rot:"+grp3.Rotation);
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m_log.Debug("Group3: Pos:"+grp3.AbsolutePosition+", Rot:"+grp3.GroupRotation);
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m_log.Debug("Group3: Prim1: OffsetPosition:"+part3.OffsetPosition+", OffsetRotation:"+part3.RotationOffset);
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m_log.Debug("Group3: Prim2: OffsetPosition:"+part4.OffsetPosition+", OffsetRotation:"+part4.RotationOffset);
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}
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@ -240,12 +240,12 @@ namespace OpenSim.Region.Framework.Scenes.Tests
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{
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m_log.Debug("--------After De-Link-------");
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m_log.Debug("Group1: parts:" + grp1.Parts.Length);
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m_log.Debug("Group1: Pos:" + grp1.AbsolutePosition + ", Rot:" + grp1.Rotation);
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m_log.Debug("Group1: Pos:" + grp1.AbsolutePosition + ", Rot:" + grp1.GroupRotation);
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m_log.Debug("Group1: Prim1: OffsetPosition:" + part1.OffsetPosition + ", OffsetRotation:" + part1.RotationOffset);
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m_log.Debug("Group1: Prim2: OffsetPosition:" + part2.OffsetPosition + ", OffsetRotation:" + part2.RotationOffset);
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m_log.Debug("Group3: parts:" + grp3.Parts.Length);
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m_log.Debug("Group3: Pos:" + grp3.AbsolutePosition + ", Rot:" + grp3.Rotation);
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m_log.Debug("Group3: Pos:" + grp3.AbsolutePosition + ", Rot:" + grp3.GroupRotation);
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m_log.Debug("Group3: Prim1: OffsetPosition:" + part3.OffsetPosition + ", OffsetRotation:" + part3.RotationOffset);
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m_log.Debug("Group3: Prim2: OffsetPosition:" + part4.OffsetPosition + ", OffsetRotation:" + part4.RotationOffset);
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}
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@ -541,7 +541,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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if (World.Entities.TryGetValue(target, out entity))
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{
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if (entity is SceneObjectGroup)
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((SceneObjectGroup)entity).Rotation = rotation;
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((SceneObjectGroup)entity).UpdateGroupRotationR(rotation);
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else if (entity is ScenePresence)
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((ScenePresence)entity).Rotation = rotation;
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}
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