Пример #1
0
        /// <summary>
        /// Add an object to the scene.  This will both update the scene, and send information about the
        /// new object to all clients interested in the scene.
        /// </summary>
        /// <remarks>
        /// The object's stored position, rotation and velocity are used.
        /// </remarks>
        /// <param name="sceneObject"></param>
        /// <param name="attachToBackup">
        /// If true, the object is made persistent into the scene.
        /// If false, the object will not persist over server restarts
        /// </param>
        /// <param name="sendClientUpdates">
        /// If true, updates for the new scene object are sent to all viewers in range.
        /// If false, it is left to the caller to schedule the update
        /// </param>
        /// <returns>
        /// true if the object was added, false if an object with the same uuid was already in the scene
        /// </returns>
        protected bool AddSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates)
        {
            if (sceneObject.UUID == UUID.Zero)
            {
                m_log.ErrorFormat(
                    "[SCENEGRAPH]: Tried to add scene object {0} to {1} with illegal UUID of {2}",
                    sceneObject.Name, m_parentScene.RegionInfo.RegionName, UUID.Zero);

                return false;
            }

            if (Entities.ContainsKey(sceneObject.UUID))
            {
                m_log.DebugFormat(
                    "[SCENEGRAPH]: Scene graph for {0} already contains object {1} in AddSceneObject()",
                    m_parentScene.RegionInfo.RegionName, sceneObject.UUID);

                return false;
            }

//            m_log.DebugFormat(
//                "[SCENEGRAPH]: Adding scene object {0} {1}, with {2} parts on {3}",
//                sceneObject.Name, sceneObject.UUID, sceneObject.Parts.Length, m_parentScene.RegionInfo.RegionName);

            SceneObjectPart[] parts = sceneObject.Parts;

            // Clamp child prim sizes and add child prims to the m_numPrim count
            if (m_parentScene.m_clampPrimSize)
            {
                foreach (SceneObjectPart part in parts)
                {
                    Vector3 scale = part.Shape.Scale;

                    scale.X = Math.Max(m_parentScene.m_minNonphys, Math.Min(m_parentScene.m_maxNonphys, scale.X));
                    scale.Y = Math.Max(m_parentScene.m_minNonphys, Math.Min(m_parentScene.m_maxNonphys, scale.Y));
                    scale.Z = Math.Max(m_parentScene.m_minNonphys, Math.Min(m_parentScene.m_maxNonphys, scale.Z));

                    part.Shape.Scale = scale;
                }
            }
            m_numPrim += parts.Length;

            sceneObject.AttachToScene(m_parentScene);

            if (sendClientUpdates)
                sceneObject.ScheduleGroupForFullUpdate();

            Entities.Add(sceneObject);

            if (attachToBackup)
                sceneObject.AttachToBackup();

            lock (SceneObjectGroupsByFullID)
                SceneObjectGroupsByFullID[sceneObject.UUID] = sceneObject;

            lock (SceneObjectGroupsByFullPartID)
            {
                foreach (SceneObjectPart part in parts)
                    SceneObjectGroupsByFullPartID[part.UUID] = sceneObject;
            }

            lock (SceneObjectGroupsByLocalPartID)
            {
//                m_log.DebugFormat(
//                    "[SCENE GRAPH]: Adding scene object {0} {1} {2} to SceneObjectGroupsByLocalPartID in {3}",
//                    sceneObject.Name, sceneObject.UUID, sceneObject.LocalId, m_parentScene.RegionInfo.RegionName);

                foreach (SceneObjectPart part in parts)
                    SceneObjectGroupsByLocalPartID[part.LocalId] = sceneObject;
            }

            return true;
        }
Пример #2
0
        /// <summary>
        /// Add an object to the scene.  This will both update the scene, and send information about the
        /// new object to all clients interested in the scene.
        /// </summary>
        /// <param name="sceneObject"></param>
        /// <param name="attachToBackup">
        /// If true, the object is made persistent into the scene.
        /// If false, the object will not persist over server restarts
        /// </param>
        /// <param name="sendClientUpdates">
        /// If true, updates for the new scene object are sent to all viewers in range.
        /// If false, it is left to the caller to schedule the update
        /// </param>
        /// <returns>
        /// true if the object was added, false if an object with the same uuid was already in the scene
        /// </returns>
        protected bool AddSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates)
        {
            if (sceneObject == null || sceneObject.RootPart == null || sceneObject.RootPart.UUID == UUID.Zero)
                return false;

            bool alreadyExisted = false;
            
            if (m_parentScene.m_clampPrimSize)
            {
                foreach (SceneObjectPart part in sceneObject.Children.Values)
                {
                    Vector3 scale = part.Shape.Scale;

                    if (scale.X > m_parentScene.m_maxNonphys)
                        scale.X = m_parentScene.m_maxNonphys;
                    if (scale.Y > m_parentScene.m_maxNonphys)
                        scale.Y = m_parentScene.m_maxNonphys;
                    if (scale.Z > m_parentScene.m_maxNonphys)
                        scale.Z = m_parentScene.m_maxNonphys;

                    part.Shape.Scale = scale;
                }
            }

            sceneObject.AttachToScene(m_parentScene);

            if (sendClientUpdates)
                sceneObject.ScheduleGroupForFullUpdate();

            lock (sceneObject)
            {
                if (!Entities.ContainsKey(sceneObject.UUID))
                {
                    Entities.Add(sceneObject);
                    m_numPrim += sceneObject.Children.Count;

                    if (attachToBackup)
                        sceneObject.AttachToBackup();

                    if (OnObjectCreate != null)
                        OnObjectCreate(sceneObject);
                    
                    lock (m_dictionary_lock)
                    {
                        SceneObjectGroupsByFullID[sceneObject.UUID] = sceneObject;
                        SceneObjectGroupsByLocalID[sceneObject.LocalId] = sceneObject;
                        foreach (SceneObjectPart part in sceneObject.Children.Values)
                        {
                            SceneObjectGroupsByFullID[part.UUID] = sceneObject;
                            SceneObjectGroupsByLocalID[part.LocalId] = sceneObject;
                        }
                    }
                }
                else
                {
                    alreadyExisted = true;
                }
            }

            return alreadyExisted;
        }
Пример #3
0
        public bool AttachObject(
            IScenePresence sp, SceneObjectGroup group, uint attachmentPt, bool silent, bool addToInventory, bool append)
        {
            if (!Enabled)
                return false;

            group.DetachFromBackup();

            bool success = AttachObjectInternal(sp, group, attachmentPt, silent, addToInventory, false, append);

            if (!success)
                group.AttachToBackup();

            return success;
        }
Пример #4
0
        /// <summary>
        /// Add an object to the scene.  This will both update the scene, and send information about the
        /// new object to all clients interested in the scene.
        /// </summary>
        /// <remarks>
        /// The object's stored position, rotation and velocity are used.
        /// </remarks>
        /// <param name="sceneObject"></param>
        /// <param name="attachToBackup">
        /// If true, the object is made persistent into the scene.
        /// If false, the object will not persist over server restarts
        /// </param>
        /// <param name="sendClientUpdates">
        /// If true, updates for the new scene object are sent to all viewers in range.
        /// If false, it is left to the caller to schedule the update
        /// </param>
        /// <returns>
        /// true if the object was added, false if an object with the same uuid was already in the scene
        /// </returns>
        protected bool AddSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates)
        {
            if (sceneObject == null)
            {
                m_log.ErrorFormat("[SCENEGRAPH]: Tried to add null scene object");
                return false;
            }
            if (sceneObject.UUID == UUID.Zero)
            {
                m_log.ErrorFormat(
                    "[SCENEGRAPH]: Tried to add scene object {0} to {1} with illegal UUID of {2}",
                    sceneObject.Name, m_parentScene.RegionInfo.RegionName, UUID.Zero);

                return false;
            }

            if (Entities.ContainsKey(sceneObject.UUID))
            {
                m_log.DebugFormat(
                    "[SCENEGRAPH]: Scene graph for {0} already contains object {1} in AddSceneObject()",
                    m_parentScene.RegionInfo.RegionName, sceneObject.UUID);

                return false;
            }

//            m_log.DebugFormat(
//                "[SCENEGRAPH]: Adding scene object {0} {1}, with {2} parts on {3}",
//                sceneObject.Name, sceneObject.UUID, sceneObject.Parts.Length, m_parentScene.RegionInfo.RegionName);

            SceneObjectPart[] parts = sceneObject.Parts;

            // Clamp the sizes (scales) of the child prims and add the child prims to the count of all primitives
            // (meshes and geometric primitives) in the scene; add child prims to m_numTotalPrim count
            if (m_parentScene.m_clampPrimSize)
            {
                foreach (SceneObjectPart part in parts)
                {
                    Vector3 scale = part.Shape.Scale;

                    scale.X = Util.Clamp(scale.X, m_parentScene.m_minNonphys, m_parentScene.m_maxNonphys);
                    scale.Y = Util.Clamp(scale.Y, m_parentScene.m_minNonphys, m_parentScene.m_maxNonphys);
                    scale.Z = Util.Clamp(scale.Z, m_parentScene.m_minNonphys, m_parentScene.m_maxNonphys);

                    part.Shape.Scale = scale;
                }
            }
            m_numTotalPrim += parts.Length;

            // Go through all parts (geometric primitives and meshes) of this Scene Object
            foreach (SceneObjectPart part in parts)
            {
                // Keep track of the total number of meshes or geometric primitives now in the scene;
                // determine which object this is based on its primitive type: sculpted (sculpt) prim refers to
                // a mesh and all other prims (i.e. box, sphere, etc) are geometric primitives
                if (part.GetPrimType() == PrimType.SCULPT)
                    m_numMesh++;
                else
                    m_numPrim++;
            }

            sceneObject.AttachToScene(m_parentScene);

            Entities.Add(sceneObject);

            lock (SceneObjectGroupsByFullID)
                SceneObjectGroupsByFullID[sceneObject.UUID] = sceneObject;

            foreach (SceneObjectPart part in parts)
            {
                lock (SceneObjectGroupsByFullPartID)
                    SceneObjectGroupsByFullPartID[part.UUID] = sceneObject;

                lock (SceneObjectGroupsByLocalPartID)
                    SceneObjectGroupsByLocalPartID[part.LocalId] = sceneObject;
            }

            if (sendClientUpdates)
                sceneObject.ScheduleGroupForFullUpdate();

            if (attachToBackup)
                sceneObject.AttachToBackup();

            return true;
        }
Пример #5
0
        /// <summary>
        /// Add an object to the scene.  This will both update the scene, and send information about the
        /// new object to all clients interested in the scene.
        /// </summary>
        /// <remarks>
        /// The object's stored position, rotation and velocity are used.
        /// </remarks>
        /// <param name="sceneObject"></param>
        /// <param name="attachToBackup">
        /// If true, the object is made persistent into the scene.
        /// If false, the object will not persist over server restarts
        /// </param>
        /// <param name="sendClientUpdates">
        /// If true, updates for the new scene object are sent to all viewers in range.
        /// If false, it is left to the caller to schedule the update
        /// </param>
        /// <returns>
        /// true if the object was added, false if an object with the same uuid was already in the scene
        /// </returns>
        protected bool AddSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates)
        {
            if (sceneObject == null || sceneObject.RootPart.UUID == UUID.Zero)
                return false;

            if (Entities.ContainsKey(sceneObject.UUID))
                return false;
            
//            m_log.DebugFormat(
//                "[SCENEGRAPH]: Adding scene object {0} {1}, with {2} parts on {3}", 
//                sceneObject.Name, sceneObject.UUID, sceneObject.Parts.Length, m_parentScene.RegionInfo.RegionName);

            SceneObjectPart[] parts = sceneObject.Parts;

            // Clamp child prim sizes and add child prims to the m_numPrim count
            if (m_parentScene.m_clampPrimSize)
            {
                foreach (SceneObjectPart part in parts)
                {
                    Vector3 scale = part.Shape.Scale;

                    if (scale.X > m_parentScene.m_maxNonphys)
                        scale.X = m_parentScene.m_maxNonphys;
                    if (scale.Y > m_parentScene.m_maxNonphys)
                        scale.Y = m_parentScene.m_maxNonphys;
                    if (scale.Z > m_parentScene.m_maxNonphys)
                        scale.Z = m_parentScene.m_maxNonphys;

                    part.Shape.Scale = scale;
                }
            }
            m_numPrim += parts.Length;

            sceneObject.AttachToScene(m_parentScene);

            if (sendClientUpdates)
                sceneObject.ScheduleGroupForFullUpdate();

            Entities.Add(sceneObject);

            if (attachToBackup)
                sceneObject.AttachToBackup();

            if (OnObjectCreate != null)
                OnObjectCreate(sceneObject);

            lock (SceneObjectGroupsByFullID)
                SceneObjectGroupsByFullID[sceneObject.UUID] = sceneObject;
            
            lock (SceneObjectGroupsByFullPartID)
            {
                foreach (SceneObjectPart part in parts)
                    SceneObjectGroupsByFullPartID[part.UUID] = sceneObject;
            }

            lock (SceneObjectGroupsByLocalPartID)
            {
//                m_log.DebugFormat(
//                    "[SCENE GRAPH]: Adding scene object {0} {1} {2} to SceneObjectGroupsByLocalPartID in {3}",
//                    sceneObject.Name, sceneObject.UUID, sceneObject.LocalId, m_parentScene.RegionInfo.RegionName);

                foreach (SceneObjectPart part in parts)
                    SceneObjectGroupsByLocalPartID[part.LocalId] = sceneObject;
            }

            return true;
        }
Пример #6
0
        /// <summary>
        /// Add an object to the scene.  This will both update the scene, and send information about the
        /// new object to all clients interested in the scene.
        /// </summary>
        /// <param name="sceneObject"></param>
        /// <param name="attachToBackup">
        /// If true, the object is made persistent into the scene.
        /// If false, the object will not persist over server restarts
        /// </param>
        /// <returns>true if the object was added, false if an object with the same uuid was already in the scene
        /// </returns>
        public bool AddGroupToSceneGraph(SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool fromStorage,
            bool fromCrossing)
        {
            if (sceneObject == null || sceneObject.RootPart == null || sceneObject.RootPart.UUID == UUID.Zero)
            {
                m_log.ErrorFormat("[SceneGraph]: {0} AddGroupToSceneGraph failed, invalid or null object.", m_parentScene.RegionInfo.RegionName);
                return false;
            }

            foreach (SceneObjectPart part in sceneObject.Children.Values)
            {
                Vector3 scale = part.Shape.Scale;
                if (scale.X < SceneObjectPart.MIN_PART_SCALE)
                {
                    scale.X = SceneObjectPart.MIN_PART_SCALE;
                    sceneObject.HasGroupChanged = true;
                }
                if (scale.Y < SceneObjectPart.MIN_PART_SCALE)
                {
                    scale.Y = SceneObjectPart.MIN_PART_SCALE;
                    sceneObject.HasGroupChanged = true;
                }
                if (scale.Z < SceneObjectPart.MIN_PART_SCALE)
                {
                    scale.Z = SceneObjectPart.MIN_PART_SCALE;
                    sceneObject.HasGroupChanged = true;
                }

                if (m_parentScene.m_clampPrimSize)
                {
                    if (scale.X > m_parentScene.m_maxNonphys)
                        scale.X = m_parentScene.m_maxNonphys;
                    if (scale.Y > m_parentScene.m_maxNonphys)
                        scale.Y = m_parentScene.m_maxNonphys;
                    if (scale.Z > m_parentScene.m_maxNonphys)
                        scale.Z = m_parentScene.m_maxNonphys;
                }
                part.Shape.Scale = scale;
            }

            // if physical, make sure we're above the ground by at least 10 cm
            if ((sceneObject.RootPart.Flags & PrimFlags.Physics) != 0)
            {
                OpenSim.Framework.Geom.Box bbox = sceneObject.BoundingBox();
                float groundHeight = m_parentScene.Heightmap.CalculateHeightAt(sceneObject.AbsolutePosition.X, sceneObject.AbsolutePosition.Y);
                if (sceneObject.AbsolutePosition.Z + bbox.Size.Z <= groundHeight)
                {
                    Vector3 newPos = sceneObject.AbsolutePosition;
                    newPos.Z = (bbox.Size.Z / 2.0f) + groundHeight + 0.1f;

                    sceneObject.RootPart.SetGroupPositionDirect(newPos);
                }

                AddPhysicalObject();
            }

            // rationalize the group: fix any inconsistency in locked bits, and 
            // clear the default touch action of BUY for any objects not actually for sale, etc
            sceneObject.Rationalize(sceneObject.OwnerID, fromCrossing);

            sceneObject.AttachToScene(m_parentScene, fromStorage); // allocates the localIds for the prims
            if (!alreadyPersisted)
            {
                sceneObject.HasGroupChanged = true;
            }

            sceneObject.IsPersisted = alreadyPersisted;

            lock (sceneObject)
            {
                bool entityAdded = false;
                lock (m_dictionary_lock)
                {
                    if (!Entities.ContainsKey(sceneObject.LocalId))
                    {
                        Entities.Add(sceneObject);
                        foreach (SceneObjectPart part in sceneObject.Children.Values)
                        {
                            SceneObjectPartsByFullID[part.UUID] = part;
                            SceneObjectPartsByLocalID[part.LocalId] = part;
                        }

                        entityAdded = true;
                    }
                }

                if (entityAdded)
                {
                    m_numPrim += sceneObject.Children.Count;
                    m_parentScene.EventManager.TriggerParcelPrimCountTainted();

                    if (attachToBackup)
                    {
                        sceneObject.AttachToBackup();
                        //this gets the new object on the taint list
                        if (!alreadyPersisted)
                        {
                            sceneObject.HasGroupChanged = true;
                        }

                        m_parentScene.InspectForAutoReturn(sceneObject);
                    }

                    //This property doesn't work on rezzing, only on crossings or restarts
                    if ((fromStorage || fromCrossing) && sceneObject.RootPart.KeyframeAnimation != null)
                    {
                        if (sceneObject.RootPart.KeyframeAnimation.CurrentCommand == KeyframeAnimation.Commands.Play)
                        {
                            if (!fromStorage)
                            {
                                //Offset the initial position so that it is in the new region's coordinates
                                // (only if we are actually crossing from a different region)
                                Vector3 regionOffset = sceneObject.AbsolutePosition - sceneObject.OriginalEnteringScenePosition;
                                sceneObject.RootPart.KeyframeAnimation.InitialPosition += regionOffset;
                            }

                            sceneObject.AddKeyframedMotion(null, KeyframeAnimation.Commands.Play);
                        }
                    }

                    if (OnObjectCreate != null)
                        OnObjectCreate(sceneObject);

                    return true;
                }

            }

            return false;
        }
Пример #7
0
        /// <summary>
        /// Detach the given scene object to the ground.
        /// </summary>
        /// <remarks>
        /// The caller has to take care of all the other work in updating avatar appearance, inventory, etc.
        /// </remarks>
        /// <param name="so">The scene object to detach.</param>
        /// <param name="sp">The scene presence from which the scene object is being detached.</param>
        private void DetachSceneObjectToGround(SceneObjectGroup so, ScenePresence sp)
        {
            SceneObjectPart rootPart = so.RootPart;

            rootPart.FromItemID = UUID.Zero;
            so.AbsolutePosition = sp.AbsolutePosition;
            so.AttachedAvatar = UUID.Zero;
            rootPart.SetParentLocalId(0);
            so.ClearPartAttachmentData();
            rootPart.ApplyPhysics(rootPart.GetEffectiveObjectFlags(), rootPart.VolumeDetectActive, m_scene.m_physicalPrim);
            so.HasGroupChanged = true;
            rootPart.Rezzed = DateTime.Now;
            rootPart.RemFlag(PrimFlags.TemporaryOnRez);
            so.AttachToBackup();
            m_scene.EventManager.TriggerParcelPrimCountTainted();
            rootPart.ScheduleFullUpdate();
            rootPart.ClearUndoState();
        }
Пример #8
0
        /// <summary>
        /// Add an object to the scene.  This will both update the scene, and send information about the
        /// new object to all clients interested in the scene.
        /// </summary>
        /// <param name="sceneObject"></param>
        /// <param name="attachToBackup">
        /// If true, the object is made persistent into the scene.
        /// If false, the object will not persist over server restarts
        /// </param>
        /// <param name="sendClientUpdates">
        /// If true, updates for the new scene object are sent to all viewers in range.
        /// If false, it is left to the caller to schedule the update
        /// </param>
        /// <returns>
        /// true if the object was added, false if an object with the same uuid was already in the scene
        /// </returns>
        protected bool AddSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates)
        {
            if (sceneObject == null || sceneObject.RootPart == null || sceneObject.RootPart.UUID == UUID.Zero)
                return false;

            if (Entities.ContainsKey(sceneObject.UUID))
                return false;

            SceneObjectPart[] children = sceneObject.Parts;

            // Clamp child prim sizes and add child prims to the m_numPrim count
            if (m_parentScene.m_clampPrimSize)
            {
                foreach (SceneObjectPart part in children)
                {
                    Vector3 scale = part.Shape.Scale;

                    if (scale.X > m_parentScene.m_maxNonphys)
                        scale.X = m_parentScene.m_maxNonphys;
                    if (scale.Y > m_parentScene.m_maxNonphys)
                        scale.Y = m_parentScene.m_maxNonphys;
                    if (scale.Z > m_parentScene.m_maxNonphys)
                        scale.Z = m_parentScene.m_maxNonphys;

                    part.Shape.Scale = scale;
                }
            }
            m_numPrim += children.Length;

            sceneObject.AttachToScene(m_parentScene);

            if (sendClientUpdates)
                sceneObject.ScheduleGroupForFullUpdate();

            Entities.Add(sceneObject);

            if (attachToBackup)
                sceneObject.AttachToBackup();

            if (OnObjectCreate != null)
                OnObjectCreate(sceneObject);

            lock (SceneObjectGroupsByFullID)
            {
                SceneObjectGroupsByFullID[sceneObject.UUID] = sceneObject;
                foreach (SceneObjectPart part in children)
                    SceneObjectGroupsByFullID[part.UUID] = sceneObject;
            }

            lock (SceneObjectGroupsByLocalID)
            {
                SceneObjectGroupsByLocalID[sceneObject.LocalId] = sceneObject;
                foreach (SceneObjectPart part in children)
                    SceneObjectGroupsByLocalID[part.LocalId] = sceneObject;
            }

            return true;
        }
Пример #9
0
        /// <summary>
        /// Add an object to the scene.  This will both update the scene, and send information about the
        /// new object to all clients interested in the scene.
        /// </summary>
        /// <param name="sceneObject"></param>
        /// <param name="attachToBackup">
        /// If true, the object is made persistent into the scene.
        /// If false, the object will not persist over server restarts
        /// </param>
        /// <param name="sendClientUpdates">
        /// If true, updates for the new scene object are sent to all viewers in range.
        /// If false, it is left to the caller to schedule the update
        /// </param>
        /// <returns>
        /// true if the object was added, false if an object with the same uuid was already in the scene
        /// </returns>
        protected bool AddSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates)
        {
            if (sceneObject == null || sceneObject.RootPart == null || sceneObject.RootPart.UUID == UUID.Zero)
                return false;

            lock (sceneObject)
            {            
                if (Entities.ContainsKey(sceneObject.UUID))
                {
//                    m_log.WarnFormat(
//                        "[SCENE GRAPH]: Scene object {0} {1} was already in region {2} on add request", 
//                        sceneObject.Name, sceneObject.UUID, m_parentScene.RegionInfo.RegionName);                    
                    return false;
                }
                   
//                    m_log.DebugFormat(
//                        "[SCENE GRAPH]: Adding object {0} {1} to region {2}", 
//                        sceneObject.Name, sceneObject.UUID, m_parentScene.RegionInfo.RegionName);                
            
                if (m_parentScene.m_clampPrimSize)
                {
                    foreach (SceneObjectPart part in sceneObject.Children.Values)
                    {
                        Vector3 scale = part.Shape.Scale;
    
                        if (scale.X > m_parentScene.m_maxNonphys)
                            scale.X = m_parentScene.m_maxNonphys;
                        if (scale.Y > m_parentScene.m_maxNonphys)
                            scale.Y = m_parentScene.m_maxNonphys;
                        if (scale.Z > m_parentScene.m_maxNonphys)
                            scale.Z = m_parentScene.m_maxNonphys;
    
                        part.Shape.Scale = scale;
                    }
                }
    
                sceneObject.AttachToScene(m_parentScene);
    
                if (sendClientUpdates)
                    sceneObject.ScheduleGroupForFullUpdate();
                                     
                Entities.Add(sceneObject);
                m_numPrim += sceneObject.Children.Count;

                if (attachToBackup)
                    sceneObject.AttachToBackup();

                if (OnObjectCreate != null)
                    OnObjectCreate(sceneObject);
                
                lock (m_dictionary_lock)
                {
                    SceneObjectGroupsByFullID[sceneObject.UUID] = sceneObject;
                    SceneObjectGroupsByLocalID[sceneObject.LocalId] = sceneObject;
                    foreach (SceneObjectPart part in sceneObject.Children.Values)
                    {
                        SceneObjectGroupsByFullID[part.UUID] = sceneObject;
                        SceneObjectGroupsByLocalID[part.LocalId] = sceneObject;
                    }
                }
            }

            return true;
        }