Allow a null rotation to be passed in to RezObject so that we can control whether to use the serialized rotation or not. Not used yet.
parent
98d7de22dc
commit
3ba5eeb6c3
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@ -2016,14 +2016,14 @@ namespace OpenSim.Region.Framework.Scenes
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/// </summary>
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/// </summary>
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/// <param name="sourcePart"></param>
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/// <param name="sourcePart"></param>
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/// <param name="item"></param>
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/// <param name="item"></param>
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/// <param name="pos"></param>
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/// <param name="pos">The position of the rezzed object.</param>
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/// <param name="rot"></param>
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/// <param name="rot">The rotation of the rezzed object. If null, then the rotation stored with the object
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/// <param name="vel"></param>
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/// will be used if it exists.</param>
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/// <param name="vel">The velocity of the rezzed object.</param>
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/// <param name="param"></param>
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/// <param name="param"></param>
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/// <returns>The SceneObjectGroup rezzed or null if rez was unsuccessful</returns>
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/// <returns>The SceneObjectGroup rezzed or null if rez was unsuccessful</returns>
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public virtual SceneObjectGroup RezObject(
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public virtual SceneObjectGroup RezObject(
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SceneObjectPart sourcePart, TaskInventoryItem item,
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SceneObjectPart sourcePart, TaskInventoryItem item, Vector3 pos, Quaternion? rot, Vector3 vel, int param)
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Vector3 pos, Quaternion rot, Vector3 vel, int param)
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{
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{
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if (null == item)
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if (null == item)
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return null;
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return null;
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@ -2041,8 +2041,14 @@ namespace OpenSim.Region.Framework.Scenes
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if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
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if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
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sourcePart.Inventory.RemoveInventoryItem(item.ItemID);
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sourcePart.Inventory.RemoveInventoryItem(item.ItemID);
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}
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}
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AddNewSceneObject(group, true, pos, rot, vel);
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AddNewSceneObject(group, true);
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group.AbsolutePosition = pos;
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group.Velocity = vel;
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if (rot != null)
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group.UpdateGroupRotationR((Quaternion)rot);
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// We can only call this after adding the scene object, since the scene object references the scene
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// We can only call this after adding the scene object, since the scene object references the scene
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// to find out if scripts should be activated at all.
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// to find out if scripts should be activated at all.
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