mirror of
https://github.com/opensim/opensim.git
synced 2026-08-08 18:25:33 +08:00
Merge branch 'master' into careminster-presence-refactor
This commit is contained in:
@@ -352,25 +352,26 @@ namespace OpenSim.Region.Framework.Scenes
|
||||
/// 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="pos">Position of the object. If null then the position stored in the object is used.</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>
|
||||
/// <returns></returns>
|
||||
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);
|
||||
|
||||
// we set it's position in world.
|
||||
sceneObject.AbsolutePosition = pos;
|
||||
if (pos != null)
|
||||
sceneObject.AbsolutePosition = (Vector3)pos;
|
||||
|
||||
if (sceneObject.RootPart.Shape.PCode == (byte)PCode.Prim)
|
||||
{
|
||||
sceneObject.ClearPartAttachmentData();
|
||||
}
|
||||
|
||||
sceneObject.UpdateGroupRotationR(rot);
|
||||
|
||||
|
||||
if (rot != null)
|
||||
sceneObject.UpdateGroupRotationR((Quaternion)rot);
|
||||
|
||||
//group.ApplyPhysics(m_physicalPrim);
|
||||
if (sceneObject.RootPart.PhysActor != null && sceneObject.RootPart.PhysActor.IsPhysical && vel != Vector3.Zero)
|
||||
{
|
||||
@@ -385,6 +386,9 @@ namespace OpenSim.Region.Framework.Scenes
|
||||
/// Add an object to the scene. This will both update the scene, and send information about the
|
||||
/// new object to all clients interested in the scene.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// The object's stored position, rotation and velocity are used.
|
||||
/// </remarks>
|
||||
/// <param name="sceneObject"></param>
|
||||
/// <param name="attachToBackup">
|
||||
/// If true, the object is made persistent into the scene.
|
||||
@@ -1047,6 +1051,51 @@ namespace OpenSim.Region.Framework.Scenes
|
||||
return result;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get a group in the scene
|
||||
/// </summary>
|
||||
/// <param name="fullID">UUID of the group</param>
|
||||
/// <returns>null if no such group was found</returns>
|
||||
protected internal SceneObjectGroup GetSceneObjectGroup(UUID fullID)
|
||||
{
|
||||
lock (SceneObjectGroupsByFullID)
|
||||
{
|
||||
if (SceneObjectGroupsByFullID.ContainsKey(fullID))
|
||||
return SceneObjectGroupsByFullID[fullID];
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get a group by name from the scene (will return the first
|
||||
/// found, if there are more than one prim with the same name)
|
||||
/// </summary>
|
||||
/// <param name="name"></param>
|
||||
/// <returns>null if the part was not found</returns>
|
||||
protected internal SceneObjectGroup GetSceneObjectGroup(string name)
|
||||
{
|
||||
SceneObjectGroup so = null;
|
||||
|
||||
Entities.Find(
|
||||
delegate(EntityBase entity)
|
||||
{
|
||||
if (entity is SceneObjectGroup)
|
||||
{
|
||||
if (entity.Name == name)
|
||||
{
|
||||
so = (SceneObjectGroup)entity;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
);
|
||||
|
||||
return so;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get a part contained in this scene.
|
||||
/// </summary>
|
||||
@@ -1061,7 +1110,7 @@ namespace OpenSim.Region.Framework.Scenes
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get a named prim contained in this scene (will return the first
|
||||
/// Get a prim by name from the scene (will return the first
|
||||
/// found, if there are more than one prim with the same name)
|
||||
/// </summary>
|
||||
/// <param name="name"></param>
|
||||
|
||||
Reference in New Issue
Block a user