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.

afrisby
Charles Krinke 2007-11-01 03:56:54 +00:00
parent 41e71e5548
commit 8af272b3ab
5 changed files with 24 additions and 11 deletions

View File

@ -249,7 +249,7 @@ namespace OpenSim.Framework
public delegate void UUIDNameRequest(LLUUID id, IClientAPI remote_client);
public delegate void AddNewPrim(LLUUID ownerID, LLVector3 pos, PrimitiveBaseShape shape);
public delegate void AddNewPrim(LLUUID ownerID, LLVector3 pos, LLQuaternion rot, PrimitiveBaseShape shape);
public delegate void CreateInventoryFolder(
IClientAPI remoteClient, LLUUID folderID, ushort folderType, string folderName, LLUUID parentID);

View File

@ -243,7 +243,7 @@ namespace OpenSim.Region.ClientStack
{
ObjectAddPacket addPacket = (ObjectAddPacket) Pack;
PrimitiveBaseShape shape = GetShapeFromAddPacket(addPacket);
OnAddPrim(AgentId, addPacket.ObjectData.RayEnd, shape);
OnAddPrim(AgentId, addPacket.ObjectData.RayEnd, addPacket.ObjectData.Rotation, shape);
}
break;
case PacketType.ObjectShape:

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@ -568,12 +568,12 @@ namespace OpenSim.Region.Environment.Scenes
/// </summary>
/// <param name="addPacket"></param>
/// <param name="ownerID"></param>
public void AddNewPrim(LLUUID ownerID, LLVector3 pos, PrimitiveBaseShape shape)
public void AddNewPrim(LLUUID ownerID, LLVector3 pos, LLQuaternion rot, PrimitiveBaseShape shape)
{
if (PermissionsMngr.CanRezObject(ownerID, pos))
{
SceneObjectGroup sceneOb =
new SceneObjectGroup(this, m_regionHandle, ownerID, PrimIDAllocate(), pos, shape);
new SceneObjectGroup(this, m_regionHandle, ownerID, PrimIDAllocate(), pos, rot, shape);
AddEntity(sceneOb);
SceneObjectPart rootPart = sceneOb.GetChildPart(sceneOb.UUID);
// if grass or tree, make phantom

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@ -322,7 +322,7 @@ namespace OpenSim.Region.Environment.Scenes
///
/// </summary>
public SceneObjectGroup(Scene scene, ulong regionHandle, LLUUID ownerID, uint localID, LLVector3 pos,
PrimitiveBaseShape shape)
LLQuaternion rot, PrimitiveBaseShape shape)
{
m_regionHandle = regionHandle;
m_scene = scene;
@ -330,13 +330,21 @@ namespace OpenSim.Region.Environment.Scenes
// this.Pos = pos;
LLVector3 rootOffset = new LLVector3(0, 0, 0);
SceneObjectPart newPart =
new SceneObjectPart(m_regionHandle, this, ownerID, localID, shape, pos, rootOffset);
new SceneObjectPart(m_regionHandle, this, ownerID, localID, shape, pos, rot, rootOffset);
m_parts.Add(newPart.UUID, newPart);
SetPartAsRoot(newPart);
AttachToBackup();
}
/// <summary>
///
/// </summary>
public SceneObjectGroup(Scene scene, ulong regionHandle, LLUUID ownerID, uint localID, LLVector3 pos,
PrimitiveBaseShape shape):this(scene, regionHandle, ownerID, localID, pos, LLQuaternion.Identity, shape)
{
}
#endregion
public string ToXmlString()

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@ -271,6 +271,11 @@ namespace OpenSim.Region.Environment.Scenes
{
}
public SceneObjectPart(ulong regionHandle, SceneObjectGroup parent, LLUUID ownerID, uint localID,
PrimitiveBaseShape shape, LLVector3 groupPosition, LLVector3 offsetPosition):this(regionHandle, parent, ownerID, localID, shape, groupPosition, LLQuaternion.Identity, offsetPosition)
{
}
/// <summary>
/// Create a completely new SceneObjectPart (prim)
/// </summary>
@ -281,7 +286,7 @@ namespace OpenSim.Region.Environment.Scenes
/// <param name="shape"></param>
/// <param name="position"></param>
public SceneObjectPart(ulong regionHandle, SceneObjectGroup parent, LLUUID ownerID, uint localID,
PrimitiveBaseShape shape, LLVector3 groupPosition, LLVector3 offsetPosition)
PrimitiveBaseShape shape, LLVector3 groupPosition, LLQuaternion rotationOffset, LLVector3 offsetPosition)
{
m_name = "Primitive";
m_regionHandle = regionHandle;
@ -297,7 +302,7 @@ namespace OpenSim.Region.Environment.Scenes
GroupPosition = groupPosition;
OffsetPosition = offsetPosition;
RotationOffset = LLQuaternion.Identity;
RotationOffset = rotationOffset;
Velocity = new LLVector3(0, 0, 0);
AngularVelocity = new LLVector3(0, 0, 0);
Acceleration = new LLVector3(0, 0, 0);