some steps to rez center or root of prim inventory object at requested
position ( does nothing diferent still )avinationmerge
parent
b4a91f5dde
commit
7bcb68d7c4
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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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RayStart, RayEnd, RayTargetID, Quaternion.Identity,
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BypassRayCast, bRayEndIsIntersection, true, scale, false);
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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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}
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}
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@ -2463,7 +2463,7 @@ namespace OpenSim.Region.Framework.Scenes
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/// <param name="param"></param>
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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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/// <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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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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{
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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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@ -2474,6 +2474,7 @@ namespace OpenSim.Region.Framework.Scenes
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float offsetHeight;
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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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bool success = sourcePart.Inventory.GetRezReadySceneObjects(item, out objlist, out veclist,out bbox, out offsetHeight);
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if (!success)
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if (!success)
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return null;
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return null;
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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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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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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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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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}
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public void llRezAtRoot(string inventory, LSL_Vector pos, LSL_Vector vel, LSL_Rotation rot, int param)
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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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{
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m_host.AddScriptLPS(1);
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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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return;
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}
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}
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// need the magnitude later
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List<SceneObjectGroup> new_groups = World.RezObject(m_host, item, pos, rot, vel, param, atRoot);
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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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// If either of these are null, then there was an unknown error.
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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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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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public void llRezObject(string inventory, LSL_Vector pos, LSL_Vector vel, LSL_Rotation rot, int param)
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{
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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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}
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public void llLookAt(LSL_Vector target, double strength, double damping)
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public void llLookAt(LSL_Vector target, double strength, double damping)
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