public SetGroup ( UUID GroupID2, UUID attemptingUserID, bool needsUpdate ) : void | ||
GroupID2 | UUID | |
attemptingUserID | UUID | |
needsUpdate | bool | |
리턴 | void |
/// <summary> /// Create a New SceneObjectGroup/Part by raycasting /// </summary> /// <param name="ownerID"></param> /// <param name="groupID"></param> /// <param name="pos"></param> /// <param name="rot"></param> /// <param name="shape"></param> public virtual ISceneEntity AddNewPrim ( UUID ownerID, UUID groupID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape) { SceneObjectGroup sceneObject = new SceneObjectGroup (ownerID, pos, rot, shape, m_DefaultObjectName, m_parentScene); // If an entity creator has been registered for this prim type then use that if (m_entityCreators.ContainsKey ((PCode)shape.PCode)) { sceneObject = (SceneObjectGroup) m_entityCreators [(PCode)shape.PCode].CreateEntity (sceneObject, ownerID, groupID, pos, rot, shape); } else { // Otherwise, use this default creation code; sceneObject.SetGroup (groupID, ownerID, false); AddPrimToScene (sceneObject); sceneObject.ScheduleGroupUpdate (PrimUpdateFlags.ForcedFullUpdate); } return sceneObject; }