Split out actual scene object insertion code from Scene.Inventory.RezObject and move into SceneGraph.AddNewSceneObject()

The new SceneGraph method is more consumable by region modules that want to extract objects from inventory and add them to the scene in separate stages.
This change also reduces the number of redundant client updates scheduled when an object is rezzed directly by a script or region module
This code does not touch direct rez by a user
This commit is contained in:
Justin Clark-Casey (justincc)
2010-08-24 23:25:19 +01:00
parent 78f452050a
commit d69e992665
3 changed files with 62 additions and 25 deletions

View File

@@ -292,6 +292,42 @@ 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