on ubodeMesher no need for Coord and Quat. Those are just Vector3 and Quaternion

This commit is contained in:
UbitUmarov
2025-06-19 17:48:14 +01:00
parent 628ddc1821
commit 7cf0f73cef
5 changed files with 175 additions and 406 deletions

View File

@@ -917,11 +917,10 @@ namespace OpenSim.Region.Framework.Scenes
{
// If this is a root of a linkset, the real rotation is what the physics engine thinks.
// If not a root prim, the offset rotation is computed by SOG and is relative to the root.
if (_parentID == 0 && (Shape.PCode != 9 || Shape.State == 0))
PhysicsActor actor = PhysActor;
if (actor != null && _parentID == 0 && (Shape.PCode != 9 || Shape.State == 0))
{
PhysicsActor actor = PhysActor;
if(PhysActor != null)
m_rotationOffset = actor.Orientation;
m_rotationOffset = actor.Orientation;
}
return m_rotationOffset;
}