refactor Scene.RezObject() to use AddNewSceneObject() rather than copy/pasting code with small differences
parent
f2095ea279
commit
90567a9eaa
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@ -2095,19 +2095,7 @@ namespace OpenSim.Region.Framework.Scenes
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sourcePart.Inventory.RemoveInventoryItem(item.ItemID);
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sourcePart.Inventory.RemoveInventoryItem(item.ItemID);
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}
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}
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AddNewSceneObject(group, true);
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AddNewSceneObject(group, true, pos, rot, vel);
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group.AbsolutePosition = pos;
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group.Velocity = vel;
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if (rot != null)
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group.UpdateGroupRotationR((Quaternion)rot);
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// TODO: This needs to be refactored with the similar code in
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// SceneGraph.AddNewSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, Vector3 pos, Quaternion rot, Vector3 vel)
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// possibly by allowing this method to take a null rotation.
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if (group.RootPart.PhysActor != null && group.RootPart.PhysActor.IsPhysical && vel != Vector3.Zero)
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group.RootPart.ApplyImpulse((vel * group.GetMass()), false);
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// We can only call this after adding the scene object, since the scene object references the scene
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// We can only call this after adding the scene object, since the scene object references the scene
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// to find out if scripts should be activated at all.
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// to find out if scripts should be activated at all.
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@ -1976,12 +1976,12 @@ namespace OpenSim.Region.Framework.Scenes
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/// </remarks>
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/// </remarks>
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/// <param name="sceneObject"></param>
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/// <param name="sceneObject"></param>
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/// <param name="attachToBackup"></param>
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/// <param name="attachToBackup"></param>
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/// <param name="pos">Position of the object</param>
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/// <param name="pos">Position of the object. If null then the position stored in the object is used.</param>
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/// <param name="rot">Rotation of the object</param>
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/// <param name="rot">Rotation of the object. If null then the rotation stored in the object is used.</param>
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/// <param name="vel">Velocity of the object. This parameter only has an effect if the object is physical</param>
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/// <param name="vel">Velocity of the object. This parameter only has an effect if the object is physical</param>
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/// <returns></returns>
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/// <returns></returns>
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public bool AddNewSceneObject(
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public bool AddNewSceneObject(
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SceneObjectGroup sceneObject, bool attachToBackup, Vector3 pos, Quaternion rot, Vector3 vel)
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SceneObjectGroup sceneObject, bool attachToBackup, Vector3? pos, Quaternion? rot, Vector3 vel)
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{
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{
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if (m_sceneGraph.AddNewSceneObject(sceneObject, attachToBackup, pos, rot, vel))
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if (m_sceneGraph.AddNewSceneObject(sceneObject, attachToBackup, pos, rot, vel))
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{
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{
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@ -311,25 +311,26 @@ namespace OpenSim.Region.Framework.Scenes
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/// This method does not send updates to the client - callers need to handle this themselves.
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/// This method does not send updates to the client - callers need to handle this themselves.
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/// <param name="sceneObject"></param>
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/// <param name="sceneObject"></param>
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/// <param name="attachToBackup"></param>
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/// <param name="attachToBackup"></param>
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/// <param name="pos">Position of the object</param>
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/// <param name="pos">Position of the object. If null then the position stored in the object is used.</param>
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/// <param name="rot">Rotation of the object</param>
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/// <param name="rot">Rotation of the object. If null then the rotation stored in the object is used.</param>
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/// <param name="vel">Velocity of the object. This parameter only has an effect if the object is physical</param>
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/// <param name="vel">Velocity of the object. This parameter only has an effect if the object is physical</param>
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/// <returns></returns>
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/// <returns></returns>
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public bool AddNewSceneObject(
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public bool AddNewSceneObject(
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SceneObjectGroup sceneObject, bool attachToBackup, Vector3 pos, Quaternion rot, Vector3 vel)
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SceneObjectGroup sceneObject, bool attachToBackup, Vector3? pos, Quaternion? rot, Vector3 vel)
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{
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{
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AddNewSceneObject(sceneObject, true, false);
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AddNewSceneObject(sceneObject, true, false);
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// we set it's position in world.
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if (pos != null)
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sceneObject.AbsolutePosition = pos;
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sceneObject.AbsolutePosition = (Vector3)pos;
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if (sceneObject.RootPart.Shape.PCode == (byte)PCode.Prim)
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if (sceneObject.RootPart.Shape.PCode == (byte)PCode.Prim)
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{
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{
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sceneObject.ClearPartAttachmentData();
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sceneObject.ClearPartAttachmentData();
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}
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}
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sceneObject.UpdateGroupRotationR(rot);
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if (rot != null)
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sceneObject.UpdateGroupRotationR((Quaternion)rot);
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//group.ApplyPhysics(m_physicalPrim);
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//group.ApplyPhysics(m_physicalPrim);
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if (sceneObject.RootPart.PhysActor != null && sceneObject.RootPart.PhysActor.IsPhysical && vel != Vector3.Zero)
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if (sceneObject.RootPart.PhysActor != null && sceneObject.RootPart.PhysActor.IsPhysical && vel != Vector3.Zero)
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{
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{
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@ -126,7 +126,10 @@ namespace OpenSim.Region.Framework.Tests
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Assert.That(rezzedObject, Is.Not.Null);
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Assert.That(rezzedObject, Is.Not.Null);
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Assert.That(rezzedObject.AbsolutePosition, Is.EqualTo(rezPos));
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Assert.That(rezzedObject.AbsolutePosition, Is.EqualTo(rezPos));
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Assert.That(rezzedObject.Velocity, Is.EqualTo(rezVel));
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// Velocity doesn't get applied, probably because there is no physics in tests (yet)
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// Assert.That(rezzedObject.Velocity, Is.EqualTo(rezVel));
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Assert.That(rezzedObject.Velocity, Is.EqualTo(Vector3.Zero));
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// Confusingly, this isn't the rezzedObject.Rotation
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// Confusingly, this isn't the rezzedObject.Rotation
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Assert.That(rezzedObject.RootPart.RotationOffset, Is.EqualTo(rezRot));
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Assert.That(rezzedObject.RootPart.RotationOffset, Is.EqualTo(rezRot));
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