* Stop requiring local ids in the SOG constructors.

* These are assigned when the object is attached to the scene
This commit is contained in:
Justin Clarke Casey
2008-11-07 21:07:14 +00:00
parent af35f4cb4a
commit 54e10e5b61
8 changed files with 38 additions and 35 deletions

View File

@@ -504,11 +504,10 @@ namespace OpenSim.Region.Environment.Scenes
/// <summary>
/// Constructor. This object is added to the scene later via AttachToScene()
/// </summary>
public SceneObjectGroup(UUID ownerID, uint localID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape)
public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape)
{
Vector3 rootOffset = new Vector3(0, 0, 0);
SceneObjectPart newPart =
new SceneObjectPart(this, ownerID, localID, shape, pos, rot, rootOffset);
SceneObjectPart newPart = new SceneObjectPart(this, ownerID, shape, pos, rot, rootOffset);
newPart.LinkNum = 0;
m_parts.Add(newPart.UUID, newPart);
SetPartAsRoot(newPart);
@@ -517,8 +516,8 @@ namespace OpenSim.Region.Environment.Scenes
/// <summary>
/// Constructor.
/// </summary>
public SceneObjectGroup(UUID ownerID, uint localID, Vector3 pos, PrimitiveBaseShape shape)
: this(ownerID, localID, pos, Quaternion.Identity, shape)
public SceneObjectGroup(UUID ownerID, Vector3 pos, PrimitiveBaseShape shape)
: this(ownerID, pos, Quaternion.Identity, shape)
{
}
@@ -1927,6 +1926,12 @@ namespace OpenSim.Region.Environment.Scenes
DelinkFromGroup(partID, true);
}
/// <summary>
/// Delink the given prim from this group. The delinked prim is established as
/// an independent SceneObjectGroup.
/// </summary>
/// <param name="partID"></param>
/// <param name="sendEvents"></param>
public void DelinkFromGroup(uint partID, bool sendEvents)
{
SceneObjectPart linkPart = GetChildPart(partID);
@@ -2006,6 +2011,7 @@ namespace OpenSim.Region.Environment.Scenes
{
if (m_isBackedUp)
m_scene.EventManager.OnBackup -= ProcessBackup;
m_isBackedUp = false;
}