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