diff options
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/Environment/Scenes/Scene.cs | 44 |
1 files changed, 44 insertions, 0 deletions
diff --git a/OpenSim/Region/Environment/Scenes/Scene.cs b/OpenSim/Region/Environment/Scenes/Scene.cs index 90306f2..ef96e3d 100644 --- a/OpenSim/Region/Environment/Scenes/Scene.cs +++ b/OpenSim/Region/Environment/Scenes/Scene.cs | |||
@@ -635,8 +635,52 @@ namespace OpenSim.Region.Environment.Scenes | |||
635 | /// <param name="ownerID"></param> | 635 | /// <param name="ownerID"></param> |
636 | public void AddNewPrim(LLUUID ownerID, LLVector3 pos, LLQuaternion rot, PrimitiveBaseShape shape) | 636 | public void AddNewPrim(LLUUID ownerID, LLVector3 pos, LLQuaternion rot, PrimitiveBaseShape shape) |
637 | { | 637 | { |
638 | |||
639 | // What we're *supposed* to do is raytrace from the camera position given by the client to the nearest collision | ||
640 | // in the direction the client supplies (the ground level that we clicked) | ||
641 | // This function is pretty crappy right now.. so we're not affecting where the newly rezzed objects go | ||
642 | // Test it if you like. The console will write where it guesses a collision took place. if it thinks one did. | ||
643 | // It's wrong many times though. | ||
644 | |||
638 | if (PermissionsMngr.CanRezObject(ownerID, pos)) | 645 | if (PermissionsMngr.CanRezObject(ownerID, pos)) |
639 | { | 646 | { |
647 | Vector3 CameraPosition = ((ScenePresence)GetScenePresence(ownerID)).CameraPosition; | ||
648 | Vector3 rayEnd = new Vector3(pos.X, pos.Y, pos.Z); | ||
649 | |||
650 | float raydistance = m_innerScene.Vector3Distance(CameraPosition, rayEnd); | ||
651 | |||
652 | Vector3 rayDirection = new Vector3(rayEnd.x / raydistance, rayEnd.y / raydistance, rayEnd.z / raydistance); | ||
653 | |||
654 | Ray rezRay = new Ray(CameraPosition, rayDirection); | ||
655 | |||
656 | |||
657 | Vector3 RezDirectionFromCamera = rezRay.Direction; | ||
658 | |||
659 | EntityIntersection rayTracing = m_innerScene.GetClosestIntersectingPrim(rezRay); | ||
660 | |||
661 | if (rayTracing.HitTF) | ||
662 | { | ||
663 | // We raytraced and found a prim in the way of the ground.. so | ||
664 | // We will rez the object somewhere close to the prim. Better math needed. This is a Stub | ||
665 | //Vector3 Newpos = new Vector3(rayTracing.obj.AbsolutePosition.X,rayTracing.obj.AbsolutePosition.Y,rayTracing.obj.AbsolutePosition.Z); | ||
666 | Vector3 Newpos = rayTracing.ipoint; | ||
667 | Vector3 NewScale = new Vector3(rayTracing.obj.Scale.X,rayTracing.obj.Scale.Y,rayTracing.obj.Scale.Z); | ||
668 | |||
669 | Quaternion ParentRot = rayTracing.obj.ParentGroup.Rotation; | ||
670 | //Quaternion ParentRot = new Quaternion(primParentRot.W,primParentRot.X,primParentRot.Y,primParentRot.Z); | ||
671 | |||
672 | LLQuaternion primLocalRot = rayTracing.obj.RotationOffset; | ||
673 | Quaternion LocalRot = new Quaternion(primLocalRot.W,primLocalRot.X,primLocalRot.Y,primLocalRot.Z); | ||
674 | |||
675 | Quaternion NewRot = LocalRot * ParentRot; | ||
676 | |||
677 | Vector3 RezPoint = Newpos; | ||
678 | |||
679 | MainLog.Instance.Verbose("REZINFO","Possible Rez Point:" + RezPoint.ToString()); | ||
680 | //pos = new LLVector3(RezPoint.x, RezPoint.y, RezPoint.z); | ||
681 | |||
682 | } | ||
683 | |||
640 | SceneObjectGroup sceneOb = | 684 | SceneObjectGroup sceneOb = |
641 | new SceneObjectGroup(this, m_regionHandle, ownerID, PrimIDAllocate(), pos, rot, shape); | 685 | new SceneObjectGroup(this, m_regionHandle, ownerID, PrimIDAllocate(), pos, rot, shape); |
642 | AddEntity(sceneOb); | 686 | AddEntity(sceneOb); |