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authorMW2009-07-13 12:08:14 +0000
committerMW2009-07-13 12:08:14 +0000
commita7043ebf53fc469af79877dfb1cde4c3588c969e (patch)
treedff3d841672c1f9b8a766cfe68736e297189d020 /OpenSim/Region
parentFixed bug in AvatarCreationModule, where during the cloning of a folder it wo... (diff)
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Attempt to make it so items rezzed from inventory aren't half in the ground or half in the prim they are being rezzed on top off. This is currently only correct for single prims (not link groups) and unrotated prims. Next step is to fix for link sets and rotated prims.
This needs a lot more testing to find use cases where it might be wrong (like half way up a hill?)
Diffstat (limited to 'OpenSim/Region')
-rw-r--r--OpenSim/Region/CoreModules/Avatar/ObjectCaps/ObjectAdd.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs12
2 files changed, 11 insertions, 3 deletions
diff --git a/OpenSim/Region/CoreModules/Avatar/ObjectCaps/ObjectAdd.cs b/OpenSim/Region/CoreModules/Avatar/ObjectCaps/ObjectAdd.cs
index d8c7b84..63a93aa 100644
--- a/OpenSim/Region/CoreModules/Avatar/ObjectCaps/ObjectAdd.cs
+++ b/OpenSim/Region/CoreModules/Avatar/ObjectCaps/ObjectAdd.cs
@@ -303,7 +303,7 @@ namespace OpenSim.Region.CoreModules.Avatar.ObjectCaps
303 if (m_scene.Permissions.CanRezObject(1, avatar.UUID, pos)) 303 if (m_scene.Permissions.CanRezObject(1, avatar.UUID, pos))
304 { 304 {
305 // rez ON the ground, not IN the ground 305 // rez ON the ground, not IN the ground
306 pos.Z += 0.25F; 306 // pos.Z += 0.25F;
307 307
308 obj = m_scene.AddNewPrim(avatar.UUID, group_id, pos, rotation, pbs); 308 obj = m_scene.AddNewPrim(avatar.UUID, group_id, pos, rotation, pbs);
309 } 309 }
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 92cea43..ac2d02e 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -1349,8 +1349,11 @@ namespace OpenSim.Region.Framework.Scenes
1349 Vector3 offset = (normal * (ScaleOffset / 2f)); 1349 Vector3 offset = (normal * (ScaleOffset / 2f));
1350 pos = (intersectionpoint + offset); 1350 pos = (intersectionpoint + offset);
1351 1351
1352 //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
1353 //And in cases when we weren't rezzing from inventory we were re-adding the 0.25 straight after calling this method
1352 // Un-offset the prim (it gets offset later by the consumer method) 1354 // Un-offset the prim (it gets offset later by the consumer method)
1353 pos.Z -= 0.25F; 1355 //pos.Z -= 0.25F;
1356
1354 } 1357 }
1355 1358
1356 return pos; 1359 return pos;
@@ -1380,6 +1383,11 @@ namespace OpenSim.Region.Framework.Scenes
1380 { 1383 {
1381 // fall back to our stupid functionality 1384 // fall back to our stupid functionality
1382 pos = RayEnd; 1385 pos = RayEnd;
1386
1387 //increase height so its above the ground.
1388 //should be getting the normal of the ground at the rez point and using that?
1389 float ScaleOffset = Math.Abs(scale.Z);
1390 pos.Z += ScaleOffset / 2f;
1383 return pos; 1391 return pos;
1384 } 1392 }
1385 } 1393 }
@@ -1393,7 +1401,7 @@ namespace OpenSim.Region.Framework.Scenes
1393 if (Permissions.CanRezObject(1, ownerID, pos)) 1401 if (Permissions.CanRezObject(1, ownerID, pos))
1394 { 1402 {
1395 // rez ON the ground, not IN the ground 1403 // rez ON the ground, not IN the ground
1396 pos.Z += 0.25F; 1404 // pos.Z += 0.25F; The rez point should now be correct so that its not in the ground
1397 1405
1398 AddNewPrim(ownerID, groupID, pos, rot, shape); 1406 AddNewPrim(ownerID, groupID, pos, rot, shape);
1399 } 1407 }