Thank you, Melanie for solving: When receiving an ObjectAdd packet, the Rotation member is silently ignored and the prim is created with 0,0,0,1 rotation. The patch introduces a fix that passes the Rotation parameter from the packet to the object and uses it in the actual object creation.
parent
41e71e5548
commit
8af272b3ab
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@ -249,7 +249,7 @@ namespace OpenSim.Framework
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public delegate void UUIDNameRequest(LLUUID id, IClientAPI remote_client);
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public delegate void AddNewPrim(LLUUID ownerID, LLVector3 pos, PrimitiveBaseShape shape);
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public delegate void AddNewPrim(LLUUID ownerID, LLVector3 pos, LLQuaternion rot, PrimitiveBaseShape shape);
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public delegate void CreateInventoryFolder(
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IClientAPI remoteClient, LLUUID folderID, ushort folderType, string folderName, LLUUID parentID);
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@ -444,4 +444,4 @@ namespace OpenSim.Framework
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event Action<IClientAPI> OnConnectionClosed;
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void SendLogoutPacket();
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}
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}
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}
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@ -243,7 +243,7 @@ namespace OpenSim.Region.ClientStack
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{
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ObjectAddPacket addPacket = (ObjectAddPacket) Pack;
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PrimitiveBaseShape shape = GetShapeFromAddPacket(addPacket);
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OnAddPrim(AgentId, addPacket.ObjectData.RayEnd, shape);
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OnAddPrim(AgentId, addPacket.ObjectData.RayEnd, addPacket.ObjectData.Rotation, shape);
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}
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break;
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case PacketType.ObjectShape:
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@ -568,12 +568,12 @@ namespace OpenSim.Region.Environment.Scenes
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/// </summary>
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/// <param name="addPacket"></param>
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/// <param name="ownerID"></param>
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public void AddNewPrim(LLUUID ownerID, LLVector3 pos, PrimitiveBaseShape shape)
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public void AddNewPrim(LLUUID ownerID, LLVector3 pos, LLQuaternion rot, PrimitiveBaseShape shape)
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{
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if (PermissionsMngr.CanRezObject(ownerID, pos))
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{
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SceneObjectGroup sceneOb =
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new SceneObjectGroup(this, m_regionHandle, ownerID, PrimIDAllocate(), pos, shape);
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new SceneObjectGroup(this, m_regionHandle, ownerID, PrimIDAllocate(), pos, rot, shape);
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AddEntity(sceneOb);
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SceneObjectPart rootPart = sceneOb.GetChildPart(sceneOb.UUID);
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// if grass or tree, make phantom
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@ -1565,4 +1565,4 @@ namespace OpenSim.Region.Environment.Scenes
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}
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}
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}
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}
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}
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@ -322,7 +322,7 @@ namespace OpenSim.Region.Environment.Scenes
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///
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/// </summary>
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public SceneObjectGroup(Scene scene, ulong regionHandle, LLUUID ownerID, uint localID, LLVector3 pos,
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PrimitiveBaseShape shape)
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LLQuaternion rot, PrimitiveBaseShape shape)
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{
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m_regionHandle = regionHandle;
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m_scene = scene;
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@ -330,13 +330,21 @@ namespace OpenSim.Region.Environment.Scenes
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// this.Pos = pos;
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LLVector3 rootOffset = new LLVector3(0, 0, 0);
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SceneObjectPart newPart =
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new SceneObjectPart(m_regionHandle, this, ownerID, localID, shape, pos, rootOffset);
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new SceneObjectPart(m_regionHandle, this, ownerID, localID, shape, pos, rot, rootOffset);
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m_parts.Add(newPart.UUID, newPart);
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SetPartAsRoot(newPart);
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AttachToBackup();
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}
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/// <summary>
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///
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/// </summary>
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public SceneObjectGroup(Scene scene, ulong regionHandle, LLUUID ownerID, uint localID, LLVector3 pos,
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PrimitiveBaseShape shape):this(scene, regionHandle, ownerID, localID, pos, LLQuaternion.Identity, shape)
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{
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}
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#endregion
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public string ToXmlString()
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@ -1386,4 +1394,4 @@ namespace OpenSim.Region.Environment.Scenes
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Text = text;
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}
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}
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}
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}
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@ -271,6 +271,11 @@ namespace OpenSim.Region.Environment.Scenes
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{
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}
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public SceneObjectPart(ulong regionHandle, SceneObjectGroup parent, LLUUID ownerID, uint localID,
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PrimitiveBaseShape shape, LLVector3 groupPosition, LLVector3 offsetPosition):this(regionHandle, parent, ownerID, localID, shape, groupPosition, LLQuaternion.Identity, offsetPosition)
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{
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}
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/// <summary>
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/// Create a completely new SceneObjectPart (prim)
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/// </summary>
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@ -281,7 +286,7 @@ namespace OpenSim.Region.Environment.Scenes
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/// <param name="shape"></param>
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/// <param name="position"></param>
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public SceneObjectPart(ulong regionHandle, SceneObjectGroup parent, LLUUID ownerID, uint localID,
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PrimitiveBaseShape shape, LLVector3 groupPosition, LLVector3 offsetPosition)
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PrimitiveBaseShape shape, LLVector3 groupPosition, LLQuaternion rotationOffset, LLVector3 offsetPosition)
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{
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m_name = "Primitive";
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m_regionHandle = regionHandle;
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@ -297,7 +302,7 @@ namespace OpenSim.Region.Environment.Scenes
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GroupPosition = groupPosition;
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OffsetPosition = offsetPosition;
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RotationOffset = LLQuaternion.Identity;
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RotationOffset = rotationOffset;
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Velocity = new LLVector3(0, 0, 0);
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AngularVelocity = new LLVector3(0, 0, 0);
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Acceleration = new LLVector3(0, 0, 0);
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