/// <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); }
/// <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); }