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.

bulletsim
Justin Clark-Casey (justincc) 2011-04-12 22:15:40 +01:00
parent 98d7de22dc
commit 3ba5eeb6c3
1 changed files with 13 additions and 7 deletions

View File

@ -2016,14 +2016,14 @@ namespace OpenSim.Region.Framework.Scenes
/// </summary> /// </summary>
/// <param name="sourcePart"></param> /// <param name="sourcePart"></param>
/// <param name="item"></param> /// <param name="item"></param>
/// <param name="pos"></param> /// <param name="pos">The position of the rezzed object.</param>
/// <param name="rot"></param> /// <param name="rot">The rotation of the rezzed object. If null, then the rotation stored with the object
/// <param name="vel"></param> /// will be used if it exists.</param>
/// <param name="vel">The velocity of the rezzed object.</param>
/// <param name="param"></param> /// <param name="param"></param>
/// <returns>The SceneObjectGroup rezzed or null if rez was unsuccessful</returns> /// <returns>The SceneObjectGroup rezzed or null if rez was unsuccessful</returns>
public virtual SceneObjectGroup RezObject( public virtual SceneObjectGroup RezObject(
SceneObjectPart sourcePart, TaskInventoryItem item, SceneObjectPart sourcePart, TaskInventoryItem item, Vector3 pos, Quaternion? rot, Vector3 vel, int param)
Vector3 pos, Quaternion rot, Vector3 vel, int param)
{ {
if (null == item) if (null == item)
return null; return null;
@ -2041,8 +2041,14 @@ namespace OpenSim.Region.Framework.Scenes
if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0) if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
sourcePart.Inventory.RemoveInventoryItem(item.ItemID); sourcePart.Inventory.RemoveInventoryItem(item.ItemID);
} }
AddNewSceneObject(group, true, pos, rot, vel); AddNewSceneObject(group, true);
group.AbsolutePosition = pos;
group.Velocity = vel;
if (rot != null)
group.UpdateGroupRotationR((Quaternion)rot);
// We can only call this after adding the scene object, since the scene object references the scene // We can only call this after adding the scene object, since the scene object references the scene
// to find out if scripts should be activated at all. // to find out if scripts should be activated at all.