diff options
-rw-r--r-- | OpenSim/Region/Framework/Scenes/Scene.cs | 32 |
1 files changed, 21 insertions, 11 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index b58bfb8..a88b87f 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs | |||
@@ -1967,14 +1967,24 @@ namespace OpenSim.Region.Framework.Scenes | |||
1967 | /// <returns></returns> | 1967 | /// <returns></returns> |
1968 | public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter) | 1968 | public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter) |
1969 | { | 1969 | { |
1970 | |||
1971 | float wheight = (float)RegionInfo.RegionSettings.WaterHeight; | ||
1972 | Vector3 wpos = Vector3.Zero; | ||
1973 | // Check for water surface intersection from above | ||
1974 | if ( (RayStart.Z > wheight) && (RayEnd.Z < wheight) ) | ||
1975 | { | ||
1976 | float ratio = (RayStart.Z - wheight) / (RayStart.Z - RayEnd.Z); | ||
1977 | wpos.X = RayStart.X - (ratio * (RayStart.X - RayEnd.X)); | ||
1978 | wpos.Y = RayStart.Y - (ratio * (RayStart.Y - RayEnd.Y)); | ||
1979 | wpos.Z = wheight; | ||
1980 | } | ||
1981 | |||
1970 | Vector3 pos = Vector3.Zero; | 1982 | Vector3 pos = Vector3.Zero; |
1971 | if (RayEndIsIntersection == (byte)1) | 1983 | if (RayEndIsIntersection == (byte)1) |
1972 | { | 1984 | { |
1973 | pos = RayEnd; | 1985 | pos = RayEnd; |
1974 | return pos; | ||
1975 | } | 1986 | } |
1976 | 1987 | else if (RayTargetID != UUID.Zero) | |
1977 | if (RayTargetID != UUID.Zero) | ||
1978 | { | 1988 | { |
1979 | SceneObjectPart target = GetSceneObjectPart(RayTargetID); | 1989 | SceneObjectPart target = GetSceneObjectPart(RayTargetID); |
1980 | 1990 | ||
@@ -1996,7 +2006,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1996 | EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter); | 2006 | EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter); |
1997 | 2007 | ||
1998 | // Un-comment out the following line to Get Raytrace results printed to the console. | 2008 | // Un-comment out the following line to Get Raytrace results printed to the console. |
1999 | // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString()); | 2009 | // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString()); |
2000 | float ScaleOffset = 0.5f; | 2010 | float ScaleOffset = 0.5f; |
2001 | 2011 | ||
2002 | // If we hit something | 2012 | // If we hit something |
@@ -2019,13 +2029,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
2019 | //pos.Z -= 0.25F; | 2029 | //pos.Z -= 0.25F; |
2020 | 2030 | ||
2021 | } | 2031 | } |
2022 | |||
2023 | return pos; | ||
2024 | } | 2032 | } |
2025 | else | 2033 | else |
2026 | { | 2034 | { |
2027 | // We don't have a target here, so we're going to raytrace all the objects in the scene. | 2035 | // We don't have a target here, so we're going to raytrace all the objects in the scene. |
2028 | |||
2029 | EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false); | 2036 | EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false); |
2030 | 2037 | ||
2031 | // Un-comment the following line to print the raytrace results to the console. | 2038 | // Un-comment the following line to print the raytrace results to the console. |
@@ -2034,13 +2041,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
2034 | if (ei.HitTF) | 2041 | if (ei.HitTF) |
2035 | { | 2042 | { |
2036 | pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z); | 2043 | pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z); |
2037 | } else | 2044 | } |
2045 | else | ||
2038 | { | 2046 | { |
2039 | // fall back to our stupid functionality | 2047 | // fall back to our stupid functionality |
2040 | pos = RayEnd; | 2048 | pos = RayEnd; |
2041 | } | 2049 | } |
2042 | |||
2043 | return pos; | ||
2044 | } | 2050 | } |
2045 | } | 2051 | } |
2046 | else | 2052 | else |
@@ -2051,8 +2057,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
2051 | //increase height so its above the ground. | 2057 | //increase height so its above the ground. |
2052 | //should be getting the normal of the ground at the rez point and using that? | 2058 | //should be getting the normal of the ground at the rez point and using that? |
2053 | pos.Z += scale.Z / 2f; | 2059 | pos.Z += scale.Z / 2f; |
2054 | return pos; | 2060 | // return pos; |
2055 | } | 2061 | } |
2062 | |||
2063 | // check against posible water intercept | ||
2064 | if (wpos.Z > pos.Z) pos = wpos; | ||
2065 | return pos; | ||
2056 | } | 2066 | } |
2057 | 2067 | ||
2058 | 2068 | ||