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authorJustin Clark-Casey (justincc)2011-05-21 00:02:53 +0100
committerJustin Clark-Casey (justincc)2011-05-21 00:02:53 +0100
commit90567a9eaac717ab86316c078e148f8fe13432ac (patch)
tree3a87213e6a946c25b6a029dbf911b75038b8a070 /OpenSim/Region/Framework/Scenes/SceneGraph.cs
parentrefactor TestRezObjectFromInventoryItem() (diff)
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refactor Scene.RezObject() to use AddNewSceneObject() rather than copy/pasting code with small differences
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/SceneGraph.cs')
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneGraph.cs17
1 files changed, 9 insertions, 8 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
index 0cff011..cdb4e41 100644
--- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
@@ -311,25 +311,26 @@ namespace OpenSim.Region.Framework.Scenes
311 /// This method does not send updates to the client - callers need to handle this themselves. 311 /// This method does not send updates to the client - callers need to handle this themselves.
312 /// <param name="sceneObject"></param> 312 /// <param name="sceneObject"></param>
313 /// <param name="attachToBackup"></param> 313 /// <param name="attachToBackup"></param>
314 /// <param name="pos">Position of the object</param> 314 /// <param name="pos">Position of the object. If null then the position stored in the object is used.</param>
315 /// <param name="rot">Rotation of the object</param> 315 /// <param name="rot">Rotation of the object. If null then the rotation stored in the object is used.</param>
316 /// <param name="vel">Velocity of the object. This parameter only has an effect if the object is physical</param> 316 /// <param name="vel">Velocity of the object. This parameter only has an effect if the object is physical</param>
317 /// <returns></returns> 317 /// <returns></returns>
318 public bool AddNewSceneObject( 318 public bool AddNewSceneObject(
319 SceneObjectGroup sceneObject, bool attachToBackup, Vector3 pos, Quaternion rot, Vector3 vel) 319 SceneObjectGroup sceneObject, bool attachToBackup, Vector3? pos, Quaternion? rot, Vector3 vel)
320 { 320 {
321 AddNewSceneObject(sceneObject, true, false); 321 AddNewSceneObject(sceneObject, true, false);
322 322
323 // we set it's position in world. 323 if (pos != null)
324 sceneObject.AbsolutePosition = pos; 324 sceneObject.AbsolutePosition = (Vector3)pos;
325 325
326 if (sceneObject.RootPart.Shape.PCode == (byte)PCode.Prim) 326 if (sceneObject.RootPart.Shape.PCode == (byte)PCode.Prim)
327 { 327 {
328 sceneObject.ClearPartAttachmentData(); 328 sceneObject.ClearPartAttachmentData();
329 } 329 }
330 330
331 sceneObject.UpdateGroupRotationR(rot); 331 if (rot != null)
332 332 sceneObject.UpdateGroupRotationR((Quaternion)rot);
333
333 //group.ApplyPhysics(m_physicalPrim); 334 //group.ApplyPhysics(m_physicalPrim);
334 if (sceneObject.RootPart.PhysActor != null && sceneObject.RootPart.PhysActor.IsPhysical && vel != Vector3.Zero) 335 if (sceneObject.RootPart.PhysActor != null && sceneObject.RootPart.PhysActor.IsPhysical && vel != Vector3.Zero)
335 { 336 {