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-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.Inventory.cs33
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs18
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneGraph.cs36
3 files changed, 62 insertions, 25 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
index 9c62ad3..01be491 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
@@ -1983,11 +1983,6 @@ namespace OpenSim.Region.Framework.Scenes
1983 1983
1984 group.ResetIDs(); 1984 group.ResetIDs();
1985 1985
1986 AddNewSceneObject(group, true);
1987
1988 // we set it's position in world.
1989 group.AbsolutePosition = pos;
1990
1991 SceneObjectPart rootPart = group.GetChildPart(group.UUID); 1986 SceneObjectPart rootPart = group.GetChildPart(group.UUID);
1992 1987
1993 // Since renaming the item in the inventory does not affect the name stored 1988 // Since renaming the item in the inventory does not affect the name stored
@@ -2027,31 +2022,21 @@ namespace OpenSim.Region.Framework.Scenes
2027 part.NextOwnerMask = item.NextPermissions; 2022 part.NextOwnerMask = item.NextPermissions;
2028 } 2023 }
2029 2024
2030 rootPart.TrimPermissions(); 2025 rootPart.TrimPermissions();
2031
2032 if (group.RootPart.Shape.PCode == (byte)PCode.Prim)
2033 {
2034 group.ClearPartAttachmentData();
2035 }
2036
2037 group.UpdateGroupRotationR(rot);
2038
2039 //group.ApplyPhysics(m_physicalPrim);
2040 if (group.RootPart.PhysActor != null && group.RootPart.PhysActor.IsPhysical && vel != Vector3.Zero)
2041 {
2042 group.RootPart.ApplyImpulse((vel * group.GetMass()), false);
2043 group.Velocity = vel;
2044 rootPart.ScheduleFullUpdate();
2045 }
2046
2047 group.CreateScriptInstances(param, true, DefaultScriptEngine, 2);
2048 rootPart.ScheduleFullUpdate();
2049 2026
2050 if (!Permissions.BypassPermissions()) 2027 if (!Permissions.BypassPermissions())
2051 { 2028 {
2052 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0) 2029 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
2053 sourcePart.Inventory.RemoveInventoryItem(item.ItemID); 2030 sourcePart.Inventory.RemoveInventoryItem(item.ItemID);
2054 } 2031 }
2032
2033 AddNewSceneObject(group, true, pos, rot, vel);
2034
2035 // We can only call this after adding the scene object, since the scene object references the scene
2036 // to find out if scripts should be activated at all.
2037 group.CreateScriptInstances(param, true, DefaultScriptEngine, 2);
2038
2039 group.ScheduleGroupForFullUpdate();
2055 2040
2056 return rootPart.ParentGroup; 2041 return rootPart.ParentGroup;
2057 } 2042 }
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index a147628..b808c6d 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -42,7 +42,6 @@ using OpenMetaverse.Imaging;
42using OpenSim.Framework; 42using OpenSim.Framework;
43using OpenSim.Services.Interfaces; 43using OpenSim.Services.Interfaces;
44using OpenSim.Framework.Communications; 44using OpenSim.Framework.Communications;
45
46using OpenSim.Framework.Console; 45using OpenSim.Framework.Console;
47using OpenSim.Region.Framework.Interfaces; 46using OpenSim.Region.Framework.Interfaces;
48using OpenSim.Region.Framework.Scenes.Scripting; 47using OpenSim.Region.Framework.Scenes.Scripting;
@@ -2008,6 +2007,23 @@ namespace OpenSim.Region.Framework.Scenes
2008 { 2007 {
2009 return m_sceneGraph.AddNewSceneObject(sceneObject, attachToBackup, sendClientUpdates); 2008 return m_sceneGraph.AddNewSceneObject(sceneObject, attachToBackup, sendClientUpdates);
2010 } 2009 }
2010
2011 /// <summary>
2012 /// Add a newly created object to the scene.
2013 /// </summary>
2014 ///
2015 /// This method does not send updates to the client - callers need to handle this themselves.
2016 /// <param name="sceneObject"></param>
2017 /// <param name="attachToBackup"></param>
2018 /// <param name="pos">Position of the object</param>
2019 /// <param name="rot">Rotation of the object</param>
2020 /// <param name="vel">Velocity of the object. This parameter only has an effect if the object is physical</param>
2021 /// <returns></returns>
2022 public bool AddNewSceneObject(
2023 SceneObjectGroup sceneObject, bool attachToBackup, Vector3 pos, Quaternion rot, Vector3 vel)
2024 {
2025 return m_sceneGraph.AddNewSceneObject(sceneObject, attachToBackup, pos, rot, vel);
2026 }
2011 2027
2012 /// <summary> 2028 /// <summary>
2013 /// Delete every object from the scene. This does not include attachments worn by avatars. 2029 /// Delete every object from the scene. This does not include attachments worn by avatars.
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
index 9f38a99..31faeec 100644
--- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
@@ -292,6 +292,42 @@ namespace OpenSim.Region.Framework.Scenes
292 292
293 return AddSceneObject(sceneObject, attachToBackup, sendClientUpdates); 293 return AddSceneObject(sceneObject, attachToBackup, sendClientUpdates);
294 } 294 }
295
296 /// <summary>
297 /// Add a newly created object to the scene.
298 /// </summary>
299 ///
300 /// This method does not send updates to the client - callers need to handle this themselves.
301 /// <param name="sceneObject"></param>
302 /// <param name="attachToBackup"></param>
303 /// <param name="pos">Position of the object</param>
304 /// <param name="rot">Rotation of the object</param>
305 /// <param name="vel">Velocity of the object. This parameter only has an effect if the object is physical</param>
306 /// <returns></returns>
307 public bool AddNewSceneObject(
308 SceneObjectGroup sceneObject, bool attachToBackup, Vector3 pos, Quaternion rot, Vector3 vel)
309 {
310 AddNewSceneObject(sceneObject, true, false);
311
312 // we set it's position in world.
313 sceneObject.AbsolutePosition = pos;
314
315 if (sceneObject.RootPart.Shape.PCode == (byte)PCode.Prim)
316 {
317 sceneObject.ClearPartAttachmentData();
318 }
319
320 sceneObject.UpdateGroupRotationR(rot);
321
322 //group.ApplyPhysics(m_physicalPrim);
323 if (sceneObject.RootPart.PhysActor != null && sceneObject.RootPart.PhysActor.IsPhysical && vel != Vector3.Zero)
324 {
325 sceneObject.RootPart.ApplyImpulse((vel * sceneObject.GetMass()), false);
326 sceneObject.Velocity = vel;
327 }
328
329 return true;
330 }
295 331
296 /// <summary> 332 /// <summary>
297 /// Add an object to the scene. This will both update the scene, and send information about the 333 /// Add an object to the scene. This will both update the scene, and send information about the