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author | UbitUmarov | 2015-09-26 02:33:57 +0100 |
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committer | UbitUmarov | 2015-09-26 02:33:57 +0100 |
commit | d0a7e5bd787f1ffcd6c905d03f26e7b75d92cb0e (patch) | |
tree | 18f46b1b4bf3ad30c68cb2733a322619f286a01a /OpenSim/Region/Framework/Scenes | |
parent | fix object crossings to other scene on same instance (diff) | |
download | opensim-SC-d0a7e5bd787f1ffcd6c905d03f26e7b75d92cb0e.zip opensim-SC-d0a7e5bd787f1ffcd6c905d03f26e7b75d92cb0e.tar.gz opensim-SC-d0a7e5bd787f1ffcd6c905d03f26e7b75d92cb0e.tar.bz2 opensim-SC-d0a7e5bd787f1ffcd6c905d03f26e7b75d92cb0e.tar.xz |
fix object rez on terrain, i broke adding physics assistance
Diffstat (limited to 'OpenSim/Region/Framework/Scenes')
-rwxr-xr-x | OpenSim/Region/Framework/Scenes/Scene.cs | 30 |
1 files changed, 19 insertions, 11 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index 3b5f924..932c9a1 100755 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs | |||
@@ -2303,7 +2303,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2303 | else | 2303 | else |
2304 | { | 2304 | { |
2305 | Vector3 rayEnd = RayEnd; | 2305 | Vector3 rayEnd = RayEnd; |
2306 | 2306 | ||
2307 | Vector3 dir = rayEnd - RayStart; | 2307 | Vector3 dir = rayEnd - RayStart; |
2308 | float dist = dir.Length(); | 2308 | float dist = dir.Length(); |
2309 | if (dist != 0) | 2309 | if (dist != 0) |
@@ -2333,6 +2333,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
2333 | pos = physresults[0].Normal * scale; | 2333 | pos = physresults[0].Normal * scale; |
2334 | pos *= 0.5f; | 2334 | pos *= 0.5f; |
2335 | pos = physresults[0].Pos + pos; | 2335 | pos = physresults[0].Pos + pos; |
2336 | |||
2337 | if (wpos.Z > pos.Z) pos = wpos; | ||
2336 | return pos; | 2338 | return pos; |
2337 | } | 2339 | } |
2338 | foreach (ContactResult r in physresults) | 2340 | foreach (ContactResult r in physresults) |
@@ -2345,6 +2347,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
2345 | pos = physresults[0].Normal * scale; | 2347 | pos = physresults[0].Normal * scale; |
2346 | pos *= 0.5f; | 2348 | pos *= 0.5f; |
2347 | pos = physresults[0].Pos + pos; | 2349 | pos = physresults[0].Pos + pos; |
2350 | |||
2351 | if (wpos.Z > pos.Z) pos = wpos; | ||
2348 | return pos; | 2352 | return pos; |
2349 | } | 2353 | } |
2350 | } | 2354 | } |
@@ -2385,8 +2389,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
2385 | //Seems to make no sense to do this as this call is used for rezzing from inventory as well, and with inventory items their size is not always 0.5f | 2389 | //Seems to make no sense to do this as this call is used for rezzing from inventory as well, and with inventory items their size is not always 0.5f |
2386 | //And in cases when we weren't rezzing from inventory we were re-adding the 0.25 straight after calling this method | 2390 | //And in cases when we weren't rezzing from inventory we were re-adding the 0.25 straight after calling this method |
2387 | // Un-offset the prim (it gets offset later by the consumer method) | 2391 | // Un-offset the prim (it gets offset later by the consumer method) |
2388 | //pos.Z -= 0.25F; | 2392 | //pos.Z -= 0.25F; |
2389 | 2393 | ||
2394 | if (wpos.Z > pos.Z) pos = wpos; | ||
2395 | return pos; | ||
2390 | } | 2396 | } |
2391 | } | 2397 | } |
2392 | else | 2398 | else |
@@ -2406,20 +2412,22 @@ namespace OpenSim.Region.Framework.Scenes | |||
2406 | // fall back to our stupid functionality | 2412 | // fall back to our stupid functionality |
2407 | pos = RayEnd; | 2413 | pos = RayEnd; |
2408 | } | 2414 | } |
2415 | |||
2416 | if (wpos.Z > pos.Z) pos = wpos; | ||
2417 | return pos; | ||
2409 | } | 2418 | } |
2410 | } | 2419 | } |
2411 | } | 2420 | } |
2412 | else | ||
2413 | { | ||
2414 | // fall back to our stupid functionality | ||
2415 | pos = RayEnd; | ||
2416 | 2421 | ||
2417 | //increase height so its above the ground. | ||
2418 | //should be getting the normal of the ground at the rez point and using that? | ||
2419 | pos.Z += scale.Z / 2f; | ||
2420 | // return pos; | ||
2421 | } | ||
2422 | } | 2422 | } |
2423 | |||
2424 | // fall back to our stupid functionality | ||
2425 | pos = RayEnd; | ||
2426 | |||
2427 | //increase height so its above the ground. | ||
2428 | //should be getting the normal of the ground at the rez point and using that? | ||
2429 | pos.Z += scale.Z / 2f; | ||
2430 | // return pos; | ||
2423 | // check against posible water intercept | 2431 | // check against posible water intercept |
2424 | if (wpos.Z > pos.Z) pos = wpos; | 2432 | if (wpos.Z > pos.Z) pos = wpos; |
2425 | return pos; | 2433 | return pos; |