refactor Scene.RezObject() to use AddNewSceneObject() rather than copy/pasting code with small differences

bulletsim
Justin Clark-Casey (justincc) 2011-05-21 00:02:53 +01:00
parent f2095ea279
commit 90567a9eaa
4 changed files with 17 additions and 25 deletions

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@ -2095,19 +2095,7 @@ namespace OpenSim.Region.Framework.Scenes
sourcePart.Inventory.RemoveInventoryItem(item.ItemID); sourcePart.Inventory.RemoveInventoryItem(item.ItemID);
} }
AddNewSceneObject(group, true); AddNewSceneObject(group, true, pos, rot, vel);
group.AbsolutePosition = pos;
group.Velocity = vel;
if (rot != null)
group.UpdateGroupRotationR((Quaternion)rot);
// TODO: This needs to be refactored with the similar code in
// SceneGraph.AddNewSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, Vector3 pos, Quaternion rot, Vector3 vel)
// possibly by allowing this method to take a null rotation.
if (group.RootPart.PhysActor != null && group.RootPart.PhysActor.IsPhysical && vel != Vector3.Zero)
group.RootPart.ApplyImpulse((vel * group.GetMass()), false);
// 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.

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@ -1976,12 +1976,12 @@ namespace OpenSim.Region.Framework.Scenes
/// </remarks> /// </remarks>
/// <param name="sceneObject"></param> /// <param name="sceneObject"></param>
/// <param name="attachToBackup"></param> /// <param name="attachToBackup"></param>
/// <param name="pos">Position of the object</param> /// <param name="pos">Position of the object. If null then the position stored in the object is used.</param>
/// <param name="rot">Rotation of the object</param> /// <param name="rot">Rotation of the object. If null then the rotation stored in the object is used.</param>
/// <param name="vel">Velocity of the object. This parameter only has an effect if the object is physical</param> /// <param name="vel">Velocity of the object. This parameter only has an effect if the object is physical</param>
/// <returns></returns> /// <returns></returns>
public bool AddNewSceneObject( public bool AddNewSceneObject(
SceneObjectGroup sceneObject, bool attachToBackup, Vector3 pos, Quaternion rot, Vector3 vel) SceneObjectGroup sceneObject, bool attachToBackup, Vector3? pos, Quaternion? rot, Vector3 vel)
{ {
if (m_sceneGraph.AddNewSceneObject(sceneObject, attachToBackup, pos, rot, vel)) if (m_sceneGraph.AddNewSceneObject(sceneObject, attachToBackup, pos, rot, vel))
{ {

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@ -311,25 +311,26 @@ namespace OpenSim.Region.Framework.Scenes
/// This method does not send updates to the client - callers need to handle this themselves. /// This method does not send updates to the client - callers need to handle this themselves.
/// <param name="sceneObject"></param> /// <param name="sceneObject"></param>
/// <param name="attachToBackup"></param> /// <param name="attachToBackup"></param>
/// <param name="pos">Position of the object</param> /// <param name="pos">Position of the object. If null then the position stored in the object is used.</param>
/// <param name="rot">Rotation of the object</param> /// <param name="rot">Rotation of the object. If null then the rotation stored in the object is used.</param>
/// <param name="vel">Velocity of the object. This parameter only has an effect if the object is physical</param> /// <param name="vel">Velocity of the object. This parameter only has an effect if the object is physical</param>
/// <returns></returns> /// <returns></returns>
public bool AddNewSceneObject( public bool AddNewSceneObject(
SceneObjectGroup sceneObject, bool attachToBackup, Vector3 pos, Quaternion rot, Vector3 vel) SceneObjectGroup sceneObject, bool attachToBackup, Vector3? pos, Quaternion? rot, Vector3 vel)
{ {
AddNewSceneObject(sceneObject, true, false); AddNewSceneObject(sceneObject, true, false);
// we set it's position in world. if (pos != null)
sceneObject.AbsolutePosition = pos; sceneObject.AbsolutePosition = (Vector3)pos;
if (sceneObject.RootPart.Shape.PCode == (byte)PCode.Prim) if (sceneObject.RootPart.Shape.PCode == (byte)PCode.Prim)
{ {
sceneObject.ClearPartAttachmentData(); sceneObject.ClearPartAttachmentData();
} }
sceneObject.UpdateGroupRotationR(rot); if (rot != null)
sceneObject.UpdateGroupRotationR((Quaternion)rot);
//group.ApplyPhysics(m_physicalPrim); //group.ApplyPhysics(m_physicalPrim);
if (sceneObject.RootPart.PhysActor != null && sceneObject.RootPart.PhysActor.IsPhysical && vel != Vector3.Zero) if (sceneObject.RootPart.PhysActor != null && sceneObject.RootPart.PhysActor.IsPhysical && vel != Vector3.Zero)
{ {

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@ -126,7 +126,10 @@ namespace OpenSim.Region.Framework.Tests
Assert.That(rezzedObject, Is.Not.Null); Assert.That(rezzedObject, Is.Not.Null);
Assert.That(rezzedObject.AbsolutePosition, Is.EqualTo(rezPos)); Assert.That(rezzedObject.AbsolutePosition, Is.EqualTo(rezPos));
Assert.That(rezzedObject.Velocity, Is.EqualTo(rezVel));
// Velocity doesn't get applied, probably because there is no physics in tests (yet)
// Assert.That(rezzedObject.Velocity, Is.EqualTo(rezVel));
Assert.That(rezzedObject.Velocity, Is.EqualTo(Vector3.Zero));
// Confusingly, this isn't the rezzedObject.Rotation // Confusingly, this isn't the rezzedObject.Rotation
Assert.That(rezzedObject.RootPart.RotationOffset, Is.EqualTo(rezRot)); Assert.That(rezzedObject.RootPart.RotationOffset, Is.EqualTo(rezRot));