/// <summary>
        /// Add a newly created object to the scene.
        /// </summary>
        /// 
        /// This method does not send updates to the client - callers need to handle this themselves.
        /// <param name="sceneObject"></param>
        /// <param name="attachToBackup"></param>
        /// <param name="pos">Position of the object</param>
        /// <param name="rot">Rotation of the object</param>
        /// <param name="vel">Velocity of the object.  This parameter only has an effect if the object is physical</param>
        /// <returns></returns>
        public bool AddNewSceneObject(
            SceneObjectGroup sceneObject, bool attachToBackup, Vector3 pos, Quaternion rot, Vector3 vel)
        {
            AddNewSceneObject(sceneObject, true, false);

            // we set it's position in world.
            sceneObject.AbsolutePosition = pos;

            if (sceneObject.RootPart.Shape.PCode == (byte)PCode.Prim)
            {
                sceneObject.ClearPartAttachmentData();
            }
            
            sceneObject.UpdateGroupRotationR(rot);
            
            //group.ApplyPhysics(m_physicalPrim);
            if (sceneObject.RootPart.PhysActor != null && sceneObject.RootPart.PhysActor.IsPhysical && vel != Vector3.Zero)
            {
                sceneObject.RootPart.ApplyImpulse((vel * sceneObject.GetMass()), false);
                sceneObject.Velocity = vel;
            }
        
            return true;
        }
Esempio n. 2
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        /// <summary>
        /// Add a newly created object to the scene.
        /// </summary>
        /// 
        /// This method does not send updates to the client - callers need to handle this themselves.
        /// Caller should also trigger EventManager.TriggerObjectAddedToScene
        /// <param name="sceneObject"></param>
        /// <param name="attachToBackup"></param>
        /// <param name="pos">Position of the object.  If null then the position stored in the object is used.</param>
        /// <param name="rot">Rotation of the object.  If null then the rotation stored in the object is used.</param>
        /// <param name="vel">Velocity of the object.  This parameter only has an effect if the object is physical</param>
        /// <returns></returns>
        public bool AddNewSceneObject(
            SceneObjectGroup sceneObject, bool attachToBackup, Vector3? pos, Quaternion? rot, Vector3 vel)
        {
            AddNewSceneObject(sceneObject, attachToBackup, false);

            if (pos != null)
                sceneObject.AbsolutePosition = (Vector3)pos;

            if (sceneObject.RootPart.Shape.PCode == (byte)PCode.Prim)
            {
                sceneObject.ClearPartAttachmentData();
            }

            if (rot != null)
                sceneObject.UpdateGroupRotationR((Quaternion)rot);

            PhysicsActor pa = sceneObject.RootPart.PhysActor;
            if (pa != null && pa.IsPhysical && vel != Vector3.Zero)
            {
                sceneObject.RootPart.ApplyImpulse((vel * sceneObject.GetMass()), false);
                sceneObject.Velocity = vel;
            }
        
            return true;
        }
        void DoCoverview(Scene scene)
        {
            // We're going to place objects in world
            displayed = slideCount - 1;
            current = slideCount - 1;
            for (int x=0;x<=(2*displayed);x++)
            {
                if (x< displayed)
                {
                    position[x] = x;
                    updatedPosition[x] = x;
                    offset[x] = (x - (displayed + 10f)) * spacing;
                }
                if (x == displayed)
                {
                    position[x] = x;
                    updatedPosition[x] = x;
                    offset[x] = 0.0f;
                }
                if (x > displayed)
                {
                    offset[x] = (x - (displayed - 10f)) * spacing;
                }
            }

            //Place prims in the region
            for (int x=0; x<=displayed; x++)
                {
                Vector3 pos = new Vector3(rootPosition + offset[position[x]], yPosition, zPosition);
                SceneObjectGroup sog = new SceneObjectGroup(UUID.Zero, pos, PrimitiveBaseShape.CreateBox());
                if (x==displayed)
                {
                    sog.UpdateGroupRotationR(new Quaternion(0,0,1,1));
                }
                sog.RootPart.Scale = size;
                prims.Add(sog);
            }

            // Now make them visible
            foreach (SceneObjectGroup sogr in prims)
            {
                scene.AddNewSceneObject(sogr, false);
            }
        }