diff options
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/Environment/Scenes/Scene.cs | 69 |
1 files changed, 34 insertions, 35 deletions
diff --git a/OpenSim/Region/Environment/Scenes/Scene.cs b/OpenSim/Region/Environment/Scenes/Scene.cs index 4657264..3919a46 100644 --- a/OpenSim/Region/Environment/Scenes/Scene.cs +++ b/OpenSim/Region/Environment/Scenes/Scene.cs | |||
@@ -1009,12 +1009,7 @@ namespace OpenSim.Region.Environment.Scenes | |||
1009 | byte bypassRaycast, LLVector3 RayStart, LLUUID RayTargetID, | 1009 | byte bypassRaycast, LLVector3 RayStart, LLUUID RayTargetID, |
1010 | byte RayEndIsIntersection) | 1010 | byte RayEndIsIntersection) |
1011 | { | 1011 | { |
1012 | // What we're *supposed* to do is raytrace from the camera position given by the client to the nearest collision | 1012 | |
1013 | // in the direction the client supplies (the ground level that we clicked) | ||
1014 | // This function is pretty crappy right now.. so we're not affecting where the newly rezzed objects go | ||
1015 | // Test it if you like. The console will write where it guesses a collision took place. if it thinks one did. | ||
1016 | // It's wrong many times though. | ||
1017 | |||
1018 | LLVector3 pos = GetNewRezLocation(RayStart, RayEnd, RayTargetID, rot, bypassRaycast, RayEndIsIntersection); | 1013 | LLVector3 pos = GetNewRezLocation(RayStart, RayEnd, RayTargetID, rot, bypassRaycast, RayEndIsIntersection); |
1019 | 1014 | ||
1020 | 1015 | ||
@@ -1022,36 +1017,40 @@ namespace OpenSim.Region.Environment.Scenes | |||
1022 | 1017 | ||
1023 | if (PermissionsMngr.CanRezObject(ownerID, pos)) | 1018 | if (PermissionsMngr.CanRezObject(ownerID, pos)) |
1024 | { | 1019 | { |
1025 | 1020 | // rez ON the ground, not IN the ground | |
1026 | // rez ON the ground, not IN the ground | ||
1027 | pos.Z += 0.25F; | 1021 | pos.Z += 0.25F; |
1028 | 1022 | ||
1029 | 1023 | ||
1030 | SceneObjectGroup sceneOb = | 1024 | AddNewPrim(ownerID, pos, rot, shape); |
1031 | new SceneObjectGroup(this, m_regionHandle, ownerID, PrimIDAllocate(), pos, rot, shape); | 1025 | } |
1032 | AddEntity(sceneOb); | 1026 | } |
1033 | SceneObjectPart rootPart = sceneOb.GetChildPart(sceneOb.UUID); | 1027 | |
1034 | // if grass or tree, make phantom | 1028 | public virtual void AddNewPrim(LLUUID ownerID, LLVector3 pos, LLQuaternion rot, PrimitiveBaseShape shape) |
1035 | //rootPart.ApplySanePermissions(); | 1029 | { |
1036 | if ((rootPart.Shape.PCode == 95) || (rootPart.Shape.PCode == 255) || (rootPart.Shape.PCode == 111)) | 1030 | SceneObjectGroup sceneOb = |
1037 | { | 1031 | new SceneObjectGroup(this, m_regionHandle, ownerID, PrimIDAllocate(), pos, rot, shape); |
1038 | rootPart.AddFlag(LLObject.ObjectFlags.Phantom); | 1032 | AddEntity(sceneOb); |
1039 | //rootPart.ObjectFlags += (uint)LLObject.ObjectFlags.Phantom; | 1033 | SceneObjectPart rootPart = sceneOb.GetChildPart(sceneOb.UUID); |
1040 | } | 1034 | // if grass or tree, make phantom |
1041 | // if not phantom, add to physics | 1035 | //rootPart.ApplySanePermissions(); |
1042 | bool UsePhysics = (((rootPart.ObjectFlags & (uint) LLObject.ObjectFlags.Physics) > 0) && m_physicalPrim); | 1036 | if ((rootPart.Shape.PCode == 95) || (rootPart.Shape.PCode == 255) || (rootPart.Shape.PCode == 111)) |
1043 | if ((rootPart.ObjectFlags & (uint) LLObject.ObjectFlags.Phantom) == 0) | 1037 | { |
1044 | { | 1038 | rootPart.AddFlag(LLObject.ObjectFlags.Phantom); |
1045 | rootPart.PhysActor = | 1039 | //rootPart.ObjectFlags += (uint)LLObject.ObjectFlags.Phantom; |
1046 | PhysicsScene.AddPrimShape( | 1040 | } |
1047 | rootPart.Name, | 1041 | // if not phantom, add to physics |
1048 | rootPart.Shape, | 1042 | bool UsePhysics = (((rootPart.ObjectFlags & (uint) LLObject.ObjectFlags.Physics) > 0) && m_physicalPrim); |
1049 | new PhysicsVector(pos.X, pos.Y, pos.Z), | 1043 | if ((rootPart.ObjectFlags & (uint) LLObject.ObjectFlags.Phantom) == 0) |
1050 | new PhysicsVector(shape.Scale.X, shape.Scale.Y, shape.Scale.Z), | 1044 | { |
1051 | new Quaternion(), UsePhysics); | 1045 | rootPart.PhysActor = |
1052 | // subscribe to physics events. | 1046 | PhysicsScene.AddPrimShape( |
1053 | rootPart.DoPhysicsPropertyUpdate(UsePhysics, true); | 1047 | rootPart.Name, |
1054 | } | 1048 | rootPart.Shape, |
1049 | new PhysicsVector(pos.X, pos.Y, pos.Z), | ||
1050 | new PhysicsVector(shape.Scale.X, shape.Scale.Y, shape.Scale.Z), | ||
1051 | new Quaternion(), UsePhysics); | ||
1052 | // subscribe to physics events. | ||
1053 | rootPart.DoPhysicsPropertyUpdate(UsePhysics, true); | ||
1055 | } | 1054 | } |
1056 | } | 1055 | } |
1057 | 1056 | ||