/// <summary>
 ///     Add the Entity to the Scene and back it up
 /// </summary>
 /// <param name="entity"></param>
 /// <returns></returns>
 public bool AddPrimToScene(ISceneEntity entity)
 {
     //Reset the entity IDs
     ResetEntityIDs(entity);
     //Force the prim to backup now that it has been added
     entity.ForcePersistence();
     //Tell the entity that they are being added to a scene
     entity.AttachToScene(m_parentScene);
     //Now save the entity that we have 
     return AddEntity(entity, false);
 }
 /// <summary>
 ///     Move this group from inside of another group into the Scene as a full member
 ///     This does not reset IDs so that it is updated correctly in the client
 /// </summary>
 /// <param name="entity"></param>
 public void DelinkPartToScene(ISceneEntity entity)
 {
     //Force the prim to backup now that it has been added
     entity.ForcePersistence();
     //Tell the entity that they are being added to a scene
     entity.RebuildPhysicalRepresentation(true, null);
     //Now save the entity that we have 
     AddEntity(entity, false);
 }
Exemple #3
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 /// <summary>
 /// Move this group from inside of another group into the Scene as a full member
 ///  This does not reset IDs so that it is updated correctly in the client
 /// </summary>
 /// <param name="entity"></param>
 public void DelinkPartToScene (ISceneEntity entity)
 {
     //Force the prim to backup now that it has been added
     entity.ForcePersistence();
     //Tell the entity that they are being added to a scene
     IOpenRegionSettingsModule WSModule = m_parentScene.RequestModuleInterface<IOpenRegionSettingsModule>();
     if (WSModule != null)
         entity.ApplyPhysics(WSModule.AllowPhysicalPrims);
     else
         entity.ApplyPhysics(true);
     //Now save the entity that we have 
     AddEntity(entity, false);
 }