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authorTeravus Ovares2007-12-28 05:25:21 +0000
committerTeravus Ovares2007-12-28 05:25:21 +0000
commit67bbed820290b0307f09f29343e5fc96bdfc669a (patch)
tree154efd468369742724b06589e167b66a6de937ba /OpenSim/Region/Environment/Scenes/SceneObjectPart.cs
parentAdd missing "System." to System.NullReferenceException (diff)
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* Added ability to create new prim on existing prim (rezzing prim from inventory on other prim coming soon). No more new prim buried in the ground by accident.
* The prim are at the absolute position of the prim you rezzed it on top of + (0,0,0.5) for now.
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/Environment/Scenes/SceneObjectPart.cs7
1 files changed, 5 insertions, 2 deletions
diff --git a/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs b/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs
index 90a975c..dad8812 100644
--- a/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs
@@ -694,19 +694,22 @@ namespace OpenSim.Region.Environment.Scenes
694 694
695 EntityIntersection returnresult = new EntityIntersection(); 695 EntityIntersection returnresult = new EntityIntersection();
696 Vector3 vAbsolutePosition = new Vector3(AbsolutePosition.X, AbsolutePosition.Y, AbsolutePosition.Z); 696 Vector3 vAbsolutePosition = new Vector3(AbsolutePosition.X, AbsolutePosition.Y, AbsolutePosition.Z);
697
697 Vector3 vScale = new Vector3(Scale.X, Scale.Y, Scale.Z); 698 Vector3 vScale = new Vector3(Scale.X, Scale.Y, Scale.Z);
698 Quaternion qRotation = 699 Quaternion qRotation =
699 new Quaternion(RotationOffset.W, RotationOffset.X, RotationOffset.Y, RotationOffset.Z); 700 new Quaternion(RotationOffset.W, RotationOffset.X, RotationOffset.Y, RotationOffset.Z);
700 701
701 702
702 Quaternion worldRotation = (qRotation*parentrot); 703 //Quaternion worldRotation = (qRotation*parentrot);
703 Matrix3 worldRotM = worldRotation.ToRotationMatrix(); 704 //Matrix3 worldRotM = worldRotation.ToRotationMatrix();
704 705
705 706
706 Vector3 rOrigin = iray.Origin; 707 Vector3 rOrigin = iray.Origin;
707 Vector3 rDirection = iray.Direction; 708 Vector3 rDirection = iray.Direction;
708 709
710
709 711
712 //rDirection = rDirection.Normalize();
710 // Buidling the first part of the Quadratic equation 713 // Buidling the first part of the Quadratic equation
711 Vector3 r2ndDirection = rDirection*rDirection; 714 Vector3 r2ndDirection = rDirection*rDirection;
712 float itestPart1 = r2ndDirection.x + r2ndDirection.y + r2ndDirection.z; 715 float itestPart1 = r2ndDirection.x + r2ndDirection.y + r2ndDirection.z;