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authorMW2009-07-15 19:46:32 +0000
committerMW2009-07-15 19:46:32 +0000
commita266e6dc4b4cfee3ccc3de97dbe6be350aabdef5 (patch)
tree727ae3a6f6e6520dae55bbb31621aa18b3b18686 /OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
parentYet more work on fixing the boundingbox code. (diff)
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Bounding Box/find rez from inventory point code now seems to be working correctly.
So next step is to clean up that code and wait for bug reports.
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.Inventory.cs7
1 files changed, 6 insertions, 1 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
index 3a5107d..c277bdd 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
@@ -2312,14 +2312,19 @@ namespace OpenSim.Region.Framework.Scenes
2312 2312
2313 AddNewSceneObject(group, true); 2313 AddNewSceneObject(group, true);
2314 2314
2315 // m_log.InfoFormat("ray end point for inventory rezz is {0} {1} {2} ", RayEnd.X, RayEnd.Y, RayEnd.Z);
2315 // if attachment we set it's asset id so object updates can reflect that 2316 // if attachment we set it's asset id so object updates can reflect that
2316 // if not, we set it's position in world. 2317 // if not, we set it's position in world.
2317 if (!attachment) 2318 if (!attachment)
2318 { 2319 {
2320 float offsetHeight = 0;
2319 pos = GetNewRezLocation( 2321 pos = GetNewRezLocation(
2320 RayStart, RayEnd, RayTargetID, Quaternion.Identity, 2322 RayStart, RayEnd, RayTargetID, Quaternion.Identity,
2321 BypassRayCast, bRayEndIsIntersection, true, group.GetAxisAlignedBoundingBox(), false); 2323 BypassRayCast, bRayEndIsIntersection, true, group.GetAxisAlignedBoundingBox(out offsetHeight), false);
2324 pos.Z += offsetHeight;
2322 group.AbsolutePosition = pos; 2325 group.AbsolutePosition = pos;
2326 // m_log.InfoFormat("rezx point for inventory rezz is {0} {1} {2} and offsetheight was {3}", pos.X, pos.Y, pos.Z, offsetHeight);
2327
2323 } 2328 }
2324 else 2329 else
2325 { 2330 {