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author | Teravus Ovares | 2007-12-28 05:25:21 +0000 |
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committer | Teravus Ovares | 2007-12-28 05:25:21 +0000 |
commit | 67bbed820290b0307f09f29343e5fc96bdfc669a (patch) | |
tree | 154efd468369742724b06589e167b66a6de937ba /OpenSim/Region/Environment/Scenes/SceneObjectPart.cs | |
parent | Add 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.cs | 7 |
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; |