Hopefully fixed the bugs in primitives rotation editing

This commit is contained in:
MW
2007-08-25 14:12:40 +00:00
parent c35e3b1f35
commit 573fb3a609
3 changed files with 9 additions and 6 deletions

View File

@@ -897,13 +897,14 @@ namespace OpenSim.Region.Environment.Scenes
/// <param name="rot"></param>
private void UpdateRootRotation(LLQuaternion rot)
{
Axiom.Math.Quaternion axRot = new Quaternion(rot.W, rot.X, rot.Y, rot.Z);
Axiom.Math.Quaternion oldParentRot = new Quaternion(this.m_rootPart.RotationOffset.W, this.m_rootPart.RotationOffset.X, this.m_rootPart.RotationOffset.Y, this.m_rootPart.RotationOffset.Z);
this.m_rootPart.UpdateRotation(rot);
if (m_rootPart.PhysActor != null)
{
m_rootPart.PhysActor.Orientation = new Quaternion(m_rootPart.RotationOffset.W, m_rootPart.RotationOffset.X, m_rootPart.RotationOffset.Y, m_rootPart.RotationOffset.Z);
}
Axiom.Math.Quaternion axRot = new Quaternion(rot.W, rot.X, rot.Y, rot.Z);
Axiom.Math.Quaternion oldParentRot = new Quaternion(this.m_rootPart.RotationOffset.W, this.m_rootPart.RotationOffset.X, this.m_rootPart.RotationOffset.Y, this.m_rootPart.RotationOffset.Z);
foreach (SceneObjectPart prim in this.m_parts.Values)
{
@@ -916,7 +917,8 @@ namespace OpenSim.Region.Environment.Scenes
Axiom.Math.Quaternion primsRot = new Quaternion(prim.RotationOffset.W, prim.RotationOffset.X, prim.RotationOffset.Y, prim.RotationOffset.Z);
Axiom.Math.Quaternion newRot = oldParentRot * primsRot;
newRot = axRot.Inverse() * newRot;
prim.RotationOffset = new LLQuaternion(newRot.w, newRot.x, newRot.y, newRot.z);
prim.RotationOffset = new LLQuaternion(newRot.x, newRot.y, newRot.z, newRot.w);
prim.ScheduleTerseUpdate();
}
}
this.m_rootPart.ScheduleTerseUpdate();