make ResetChildPrimPhysicsPositions only do what it is supposed to do and
not what AbsolutePosition doesavinationmerge
parent
cf132430ae
commit
f9fdf26ec3
|
@ -1840,11 +1840,21 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
// Setting this SOG's absolute position also loops through and sets the positions
|
// Setting this SOG's absolute position also loops through and sets the positions
|
||||||
// of the SOP's in this SOG's linkset. This has the side affect of making sure
|
// of the SOP's in this SOG's linkset. This has the side affect of making sure
|
||||||
// the physics world matches the simulated world.
|
// the physics world matches the simulated world.
|
||||||
AbsolutePosition = AbsolutePosition; // could someone in the know please explain how this works?
|
// AbsolutePosition = AbsolutePosition; // could someone in the know please explain how this works?
|
||||||
|
|
||||||
// teravus: AbsolutePosition is NOT a normal property!
|
// teravus: AbsolutePosition is NOT a normal property!
|
||||||
// the code in the getter of AbsolutePosition is significantly different then the code in the setter!
|
// the code in the getter of AbsolutePosition is significantly different then the code in the setter!
|
||||||
// jhurliman: Then why is it a property instead of two methods?
|
// jhurliman: Then why is it a property instead of two methods?
|
||||||
|
|
||||||
|
// do only what is supposed to do
|
||||||
|
Vector3 groupPosition = m_rootPart.GroupPosition;
|
||||||
|
SceneObjectPart[] parts = m_parts.GetArray();
|
||||||
|
|
||||||
|
foreach (SceneObjectPart part in parts)
|
||||||
|
{
|
||||||
|
if (part != m_rootPart)
|
||||||
|
part.GroupPosition = groupPosition;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public UUID GetPartsFullID(uint localID)
|
public UUID GetPartsFullID(uint localID)
|
||||||
|
|
Loading…
Reference in New Issue