From 7bcb68d7c496cdf2979918a12cb9dc4929bfcdc3 Mon Sep 17 00:00:00 2001 From: UbitUmarov Date: Wed, 19 Nov 2014 16:59:11 +0000 Subject: some steps to rez center or root of prim inventory object at requested position ( does nothing diferent still ) --- OpenSim/Region/Framework/Scenes/Scene.Inventory.cs | 5 +++-- OpenSim/Region/Framework/Scenes/Tests/TaskInventoryTests.cs | 2 +- 2 files changed, 4 insertions(+), 3 deletions(-) (limited to 'OpenSim/Region/Framework/Scenes') diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs index abf19d8..9721edb 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs @@ -2447,7 +2447,7 @@ namespace OpenSim.Region.Framework.Scenes RayStart, RayEnd, RayTargetID, Quaternion.Identity, BypassRayCast, bRayEndIsIntersection, true, scale, false); - RezObject(part, item, pos, null, Vector3.Zero, 0); + RezObject(part, item, pos, null, Vector3.Zero, 0, false); } } @@ -2463,7 +2463,7 @@ namespace OpenSim.Region.Framework.Scenes /// /// The SceneObjectGroup(s) rezzed, or null if rez was unsuccessful public virtual List RezObject( - SceneObjectPart sourcePart, TaskInventoryItem item, Vector3 pos, Quaternion? rot, Vector3 vel, int param) + SceneObjectPart sourcePart, TaskInventoryItem item, Vector3 pos, Quaternion? rot, Vector3 vel, int param, bool atRoot) { if (null == item) return null; @@ -2474,6 +2474,7 @@ namespace OpenSim.Region.Framework.Scenes float offsetHeight; bool success = sourcePart.Inventory.GetRezReadySceneObjects(item, out objlist, out veclist,out bbox, out offsetHeight); + if (!success) return null; diff --git a/OpenSim/Region/Framework/Scenes/Tests/TaskInventoryTests.cs b/OpenSim/Region/Framework/Scenes/Tests/TaskInventoryTests.cs index 6e0ea7d..020bb6c 100644 --- a/OpenSim/Region/Framework/Scenes/Tests/TaskInventoryTests.cs +++ b/OpenSim/Region/Framework/Scenes/Tests/TaskInventoryTests.cs @@ -97,7 +97,7 @@ namespace OpenSim.Region.Framework.Tests Quaternion rezRot = new Quaternion(0.5f, 0.5f, 0.5f, 0.5f); Vector3 rezVel = new Vector3(2, 2, 2); - scene.RezObject(sop1, taskSceneObjectItem, rezPos, rezRot, rezVel, 0); + scene.RezObject(sop1, taskSceneObjectItem, rezPos, rezRot, rezVel, 0,false); SceneObjectGroup rezzedObject = scene.GetSceneObjectGroup("tso"); -- cgit v1.1