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on ubodeMesher no need for Coord and Quat. Those are just Vector3 and Quaternion
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@@ -917,11 +917,10 @@ namespace OpenSim.Region.Framework.Scenes
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{
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// If this is a root of a linkset, the real rotation is what the physics engine thinks.
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// If not a root prim, the offset rotation is computed by SOG and is relative to the root.
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if (_parentID == 0 && (Shape.PCode != 9 || Shape.State == 0))
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PhysicsActor actor = PhysActor;
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if (actor != null && _parentID == 0 && (Shape.PCode != 9 || Shape.State == 0))
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{
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PhysicsActor actor = PhysActor;
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if(PhysActor != null)
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m_rotationOffset = actor.Orientation;
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m_rotationOffset = actor.Orientation;
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}
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return m_rotationOffset;
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}
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