Universe.Region.SceneObjectGroup.DetachToGround C# (CSharp) Method

DetachToGround() public method

public DetachToGround ( System.Vector3 forcedPos, Quaternion forcedRotation ) : void
forcedPos System.Vector3
forcedRotation Quaternion
return void
        public void DetachToGround(Vector3 forcedPos, Quaternion forcedRotation)
        {
            IScenePresence avatar = m_scene.GetScenePresence(m_rootPart.AttachedAvatar);
            if (avatar == null)
                return;

            RootPart.FromUserInventoryItemID = UUID.Zero;

            if (forcedPos == Vector3.Zero)
                AbsolutePosition = avatar.AbsolutePosition;
            else
                AbsolutePosition = forcedPos;
            if (forcedRotation != Quaternion.Identity)
                UpdateGroupRotationR(forcedRotation);
            m_rootPart.AttachedAvatar = UUID.Zero;
            //Anakin Lohner bug #3839 
            foreach (SceneObjectPart p in m_partsList)
            {
                p.AttachedAvatar = UUID.Zero;
            }

            m_rootPart.SetParentLocalId(0);
            SetAttachmentPoint(0);
            RebuildPhysicalRepresentation(false, null);
            HasGroupChanged = true;
            m_ValidgrpOOB = false;
            RootPart.Rezzed = DateTime.UtcNow;
            RootPart.RemFlag(PrimFlags.TemporaryOnRez);
            m_rootPart.ScheduleUpdate(PrimUpdateFlags.ForcedFullUpdate);
        }
SceneObjectGroup