* Objects which have their name or description changed while within inventory will now retain those details when rezzed to a scene
parent
c774cd1169
commit
da9eeffc9e
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@ -894,11 +894,29 @@ namespace OpenSim.Region.Environment.Scenes
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}
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}
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/// <summary>
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/// Rez an object into a scene
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/// </summary>
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/// <param name="remoteClient"></param>
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/// <param name="itemID"></param>
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/// <param name="RayEnd"></param>
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/// <param name="RayStart"></param>
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/// <param name="RayTargetID"></param>
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/// <param name="BypassRayCast"></param>
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/// <param name="RayEndIsIntersection"></param>
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/// <param name="EveryoneMask"></param>
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/// <param name="GroupMask"></param>
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/// <param name="NextOwnerMask"></param>
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/// <param name="ItemFlags"></param>
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/// <param name="RezSelected"></param>
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/// <param name="RemoveItem"></param>
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/// <param name="fromTaskID"></param>
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public virtual void RezObject(IClientAPI remoteClient, LLUUID itemID, LLVector3 RayEnd, LLVector3 RayStart,
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LLUUID RayTargetID, byte BypassRayCast, bool RayEndIsIntersection,
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uint EveryoneMask, uint GroupMask, uint NextOwnerMask, uint ItemFlags,
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bool RezSelected, bool RemoveItem, LLUUID fromTaskID)
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{
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// Work out position details
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byte bRayEndIsIntersection = (byte)0;
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if (RayEndIsIntersection)
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@ -910,12 +928,12 @@ namespace OpenSim.Region.Environment.Scenes
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bRayEndIsIntersection = (byte)0;
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}
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LLVector3 pos = GetNewRezLocation(RayStart, RayEnd, RayTargetID, new LLQuaternion(0, 0, 0, 1), BypassRayCast, bRayEndIsIntersection);
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RezObject(remoteClient, itemID, pos);
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}
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public virtual void RezObject(IClientAPI remoteClient, LLUUID itemID, LLVector3 pos)
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{
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LLVector3 pos
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= GetNewRezLocation(
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RayStart, RayEnd, RayTargetID, new LLQuaternion(0, 0, 0, 1),
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BypassRayCast, bRayEndIsIntersection);
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// Rez object
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CachedUserInfo userInfo = CommsManager.UserProfileCacheService.GetUserDetails(remoteClient.AgentId);
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if (userInfo != null)
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{
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@ -928,9 +946,41 @@ namespace OpenSim.Region.Environment.Scenes
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if (rezAsset != null)
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{
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AddRezObject(Helpers.FieldToUTF8String(rezAsset.Data), pos);
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//userInfo.DeleteItem(remoteClient.AgentId, item);
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//remoteClient.SendRemoveInventoryItem(itemID);
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string xmlData = Helpers.FieldToUTF8String(rezAsset.Data);
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SceneObjectGroup group = new SceneObjectGroup(this, m_regionHandle, xmlData);
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group.ResetIDs();
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AddEntity(group);
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group.AbsolutePosition = pos;
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SceneObjectPart rootPart = group.GetChildPart(group.UUID);
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// Since renaming the item in the inventory does not affect the name stored
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// in the serialization, transfer the correct name from the inventory to the
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// object itself before we rez.
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rootPart.Name = item.inventoryName;
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rootPart.Description = item.inventoryDescription;
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rootPart.TrimPermissions();
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group.ApplyPhysics(m_physicalPrim);
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group.StartScripts();
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//bool UsePhysics = (((rootPart.ObjectFlags & (uint)LLObject.ObjectFlags.Physics) > 0)&& m_physicalPrim);
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//if ((rootPart.ObjectFlags & (uint) LLObject.ObjectFlags.Phantom) == 0)
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//{
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//PrimitiveBaseShape pbs = rootPart.Shape;
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//rootPart.PhysActor = PhysicsScene.AddPrimShape(
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//rootPart.Name,
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//pbs,
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//new PhysicsVector(rootPart.AbsolutePosition.X, rootPart.AbsolutePosition.Y,
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// rootPart.AbsolutePosition.Z),
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//new PhysicsVector(rootPart.Scale.X, rootPart.Scale.Y, rootPart.Scale.Z),
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//new Quaternion(rootPart.RotationOffset.W, rootPart.RotationOffset.X,
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// rootPart.RotationOffset.Y, rootPart.RotationOffset.Z), UsePhysics);
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// rootPart.DoPhysicsPropertyUpdate(UsePhysics, true);
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// }
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//
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rootPart.ScheduleFullUpdate();
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}
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}
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}
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@ -942,36 +992,5 @@ namespace OpenSim.Region.Environment.Scenes
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{
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System.Console.WriteLine("RezSingleAttachment: unimplemented yet");
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}
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private void AddRezObject(string xmlData, LLVector3 pos)
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{
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SceneObjectGroup group = new SceneObjectGroup(this, m_regionHandle, xmlData);
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group.ResetIDs();
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AddEntity(group);
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group.AbsolutePosition = pos;
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SceneObjectPart rootPart = group.GetChildPart(group.UUID);
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rootPart.TrimPermissions();
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group.ApplyPhysics(m_physicalPrim);
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group.StartScripts();
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//bool UsePhysics = (((rootPart.ObjectFlags & (uint)LLObject.ObjectFlags.Physics) > 0)&& m_physicalPrim);
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//if ((rootPart.ObjectFlags & (uint) LLObject.ObjectFlags.Phantom) == 0)
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//{
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//PrimitiveBaseShape pbs = rootPart.Shape;
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//rootPart.PhysActor = PhysicsScene.AddPrimShape(
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//rootPart.Name,
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//pbs,
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//new PhysicsVector(rootPart.AbsolutePosition.X, rootPart.AbsolutePosition.Y,
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// rootPart.AbsolutePosition.Z),
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//new PhysicsVector(rootPart.Scale.X, rootPart.Scale.Y, rootPart.Scale.Z),
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//new Quaternion(rootPart.RotationOffset.W, rootPart.RotationOffset.X,
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// rootPart.RotationOffset.Y, rootPart.RotationOffset.Z), UsePhysics);
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// rootPart.DoPhysicsPropertyUpdate(UsePhysics, true);
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// }
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//
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rootPart.ScheduleFullUpdate();
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}
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}
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}
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