convert a LSL rotation of <0,0,0,0> to <0,0,0,1> and not <0,0,1,0> in SitTarget. Something seems to be doing that before this gets called, but just in case...
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4027c8e9c9
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b30c23eba4
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@ -7099,7 +7099,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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{
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{
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// LSL quaternions can normalize to 0, normal Quaternions can't.
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// LSL quaternions can normalize to 0, normal Quaternions can't.
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if (rot.s == 0 && rot.x == 0 && rot.y == 0 && rot.z == 0)
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if (rot.s == 0 && rot.x == 0 && rot.y == 0 && rot.z == 0)
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rot.z = 1; // ZERO_ROTATION = 0,0,0,1
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rot.s = 1; // ZERO_ROTATION = 0,0,0,1
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part.SitTargetPosition = new Vector3((float)offset.x, (float)offset.y, (float)offset.z);
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part.SitTargetPosition = new Vector3((float)offset.x, (float)offset.y, (float)offset.z);
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part.SitTargetOrientation = Rot2Quaternion(rot);
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part.SitTargetOrientation = Rot2Quaternion(rot);
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