Merge branch 'ubitworkmaster'
commit
3a94e20d70
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@ -246,7 +246,7 @@ namespace OpenSim.Region.Framework.Interfaces
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/// <param name="objlist">The scene objects</param>
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/// <param name="veclist">Relative offsets for each object</param>
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/// <returns>true = success, false = the scene object asset couldn't be found</returns>
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bool GetRezReadySceneObjects(TaskInventoryItem item, out List<SceneObjectGroup> objlist, out List<Vector3> veclist);
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bool GetRezReadySceneObjects(TaskInventoryItem item, out List<SceneObjectGroup> objlist, out List<Vector3> veclist, out Vector3 bbox, out float offsetHeight);
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/// <summary>
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/// Update an existing inventory item.
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@ -2447,7 +2447,7 @@ namespace OpenSim.Region.Framework.Scenes
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RayStart, RayEnd, RayTargetID, Quaternion.Identity,
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BypassRayCast, bRayEndIsIntersection, true, scale, false);
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RezObject(part, item, pos, null, Vector3.Zero, 0);
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RezObject(part, item, pos, null, Vector3.Zero, 0, false);
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}
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}
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@ -2463,15 +2463,18 @@ namespace OpenSim.Region.Framework.Scenes
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/// <param name="param"></param>
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/// <returns>The SceneObjectGroup(s) rezzed, or null if rez was unsuccessful</returns>
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public virtual List<SceneObjectGroup> RezObject(
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SceneObjectPart sourcePart, TaskInventoryItem item, Vector3 pos, Quaternion? rot, Vector3 vel, int param)
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SceneObjectPart sourcePart, TaskInventoryItem item, Vector3 pos, Quaternion? rot, Vector3 vel, int param, bool atRoot)
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{
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if (null == item)
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return null;
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List<SceneObjectGroup> objlist;
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List<Vector3> veclist;
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bool success = sourcePart.Inventory.GetRezReadySceneObjects(item, out objlist, out veclist);
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Vector3 bbox;
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float offsetHeight;
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bool success = sourcePart.Inventory.GetRezReadySceneObjects(item, out objlist, out veclist,out bbox, out offsetHeight);
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if (!success)
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return null;
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@ -2488,6 +2491,28 @@ namespace OpenSim.Region.Framework.Scenes
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sourcePart.Inventory.RemoveInventoryItem(item.ItemID);
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}
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SceneObjectGroup sog;
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// position adjust
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if (totalPrims > 1) // nothing to do on a single prim
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{
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if (objlist.Count == 1)
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{
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// current object position is root position
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if(!atRoot)
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{
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sog = objlist[0];
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Quaternion orot;
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if (rot == null)
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orot = sog.RootPart.GetWorldRotation();
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else
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orot = rot.Value;
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Vector3 off = sog.GetGeometricCenter();
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off *= orot;
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pos -= off;
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}
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}
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}
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for (int i = 0; i < objlist.Count; i++)
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{
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SceneObjectGroup group = objlist[i];
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@ -2468,12 +2468,23 @@ namespace OpenSim.Region.Framework.Scenes
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public void stopMoveToTarget()
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{
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PhysicsActor pa = RootPart.PhysActor;
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if (IsAttachment)
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{
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ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar);
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if (avatar != null)
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{
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avatar.ResetMoveToTarget();
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}
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}
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else
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{
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PhysicsActor pa = RootPart.PhysActor;
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if (pa != null)
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pa.PIDActive = false;
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if (pa != null)
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pa.PIDActive = false;
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RootPart.ScheduleTerseUpdate(); // send a stop information
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RootPart.ScheduleTerseUpdate(); // send a stop information
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}
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}
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public void rotLookAt(Quaternion target, float strength, float damping)
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@ -871,7 +871,7 @@ namespace OpenSim.Region.Framework.Scenes
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return items;
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}
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public bool GetRezReadySceneObjects(TaskInventoryItem item, out List<SceneObjectGroup> objlist, out List<Vector3> veclist)
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public bool GetRezReadySceneObjects(TaskInventoryItem item, out List<SceneObjectGroup> objlist, out List<Vector3> veclist, out Vector3 bbox, out float offsetHeight)
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{
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AssetBase rezAsset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString());
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@ -882,12 +882,11 @@ namespace OpenSim.Region.Framework.Scenes
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item.AssetID, item.Name, m_part.Name);
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objlist = null;
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veclist = null;
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bbox = Vector3.Zero;
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offsetHeight = 0;
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return false;
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}
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Vector3 bbox;
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float offsetHeight;
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bool single = m_part.ParentGroup.Scene.GetObjectsToRez(rezAsset.Data, false, out objlist, out veclist, out bbox, out offsetHeight);
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for (int i = 0; i < objlist.Count; i++)
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@ -97,7 +97,7 @@ namespace OpenSim.Region.Framework.Tests
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Quaternion rezRot = new Quaternion(0.5f, 0.5f, 0.5f, 0.5f);
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Vector3 rezVel = new Vector3(2, 2, 2);
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scene.RezObject(sop1, taskSceneObjectItem, rezPos, rezRot, rezVel, 0);
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scene.RezObject(sop1, taskSceneObjectItem, rezPos, rezRot, rezVel, 0,false);
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SceneObjectGroup rezzedObject = scene.GetSceneObjectGroup("tso");
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@ -3233,6 +3233,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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}
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public void llRezAtRoot(string inventory, LSL_Vector pos, LSL_Vector vel, LSL_Rotation rot, int param)
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{
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doObjectRez(inventory, pos, vel, rot, param, true);
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}
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public void doObjectRez(string inventory, LSL_Vector pos, LSL_Vector vel, LSL_Rotation rot, int param, bool atRoot)
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{
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m_host.AddScriptLPS(1);
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@ -3260,10 +3265,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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return;
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}
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// need the magnitude later
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// float velmag = (float)Util.GetMagnitude(llvel);
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List<SceneObjectGroup> new_groups = World.RezObject(m_host, item, pos, rot, vel, param);
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List<SceneObjectGroup> new_groups = World.RezObject(m_host, item, pos, rot, vel, param, atRoot);
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// If either of these are null, then there was an unknown error.
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if (new_groups == null)
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@ -3311,7 +3313,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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public void llRezObject(string inventory, LSL_Vector pos, LSL_Vector vel, LSL_Rotation rot, int param)
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{
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llRezAtRoot(inventory, pos, vel, rot, param);
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doObjectRez(inventory, pos, vel, rot, param, false);
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}
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public void llLookAt(LSL_Vector target, double strength, double damping)
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