Merge branch 'master' into careminster-presence-refactor

This commit is contained in:
Melanie
2010-08-25 23:22:23 +01:00
15 changed files with 328 additions and 115 deletions

View File

@@ -312,6 +312,42 @@ namespace OpenSim.Region.Framework.Scenes
return AddSceneObject(sceneObject, attachToBackup, sendClientUpdates);
}
/// <summary>
/// Add a newly created object to the scene.
/// </summary>
///
/// This method does not send updates to the client - callers need to handle this themselves.
/// <param name="sceneObject"></param>
/// <param name="attachToBackup"></param>
/// <param name="pos">Position of the object</param>
/// <param name="rot">Rotation of the object</param>
/// <param name="vel">Velocity of the object. This parameter only has an effect if the object is physical</param>
/// <returns></returns>
public bool AddNewSceneObject(
SceneObjectGroup sceneObject, bool attachToBackup, Vector3 pos, Quaternion rot, Vector3 vel)
{
AddNewSceneObject(sceneObject, true, false);
// we set it's position in world.
sceneObject.AbsolutePosition = pos;
if (sceneObject.RootPart.Shape.PCode == (byte)PCode.Prim)
{
sceneObject.ClearPartAttachmentData();
}
sceneObject.UpdateGroupRotationR(rot);
//group.ApplyPhysics(m_physicalPrim);
if (sceneObject.RootPart.PhysActor != null && sceneObject.RootPart.PhysActor.IsPhysical && vel != Vector3.Zero)
{
sceneObject.RootPart.ApplyImpulse((vel * sceneObject.GetMass()), false);
sceneObject.Velocity = vel;
}
return true;
}
/// <summary>
/// Add an object to the scene. This will both update the scene, and send information about the