* re-applied AddNewPrim refactoring... third time now...
parent
2ff760457e
commit
14a191b285
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@ -1009,12 +1009,6 @@ namespace OpenSim.Region.Environment.Scenes
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byte bypassRaycast, LLVector3 RayStart, LLUUID RayTargetID,
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byte RayEndIsIntersection)
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{
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// What we're *supposed* to do is raytrace from the camera position given by the client to the nearest collision
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// in the direction the client supplies (the ground level that we clicked)
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// This function is pretty crappy right now.. so we're not affecting where the newly rezzed objects go
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// Test it if you like. The console will write where it guesses a collision took place. if it thinks one did.
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// It's wrong many times though.
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LLVector3 pos = GetNewRezLocation(RayStart, RayEnd, RayTargetID, rot, bypassRaycast, RayEndIsIntersection);
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@ -1022,11 +1016,16 @@ namespace OpenSim.Region.Environment.Scenes
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if (PermissionsMngr.CanRezObject(ownerID, pos))
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{
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// rez ON the ground, not IN the ground
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pos.Z += 0.25F;
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AddNewPrim(ownerID, pos, rot, shape);
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}
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}
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public virtual void AddNewPrim(LLUUID ownerID, LLVector3 pos, LLQuaternion rot, PrimitiveBaseShape shape)
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{
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SceneObjectGroup sceneOb =
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new SceneObjectGroup(this, m_regionHandle, ownerID, PrimIDAllocate(), pos, rot, shape);
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AddEntity(sceneOb);
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@ -1053,7 +1052,6 @@ namespace OpenSim.Region.Environment.Scenes
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rootPart.DoPhysicsPropertyUpdate(UsePhysics, true);
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}
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}
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}
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public void AddTree(LLVector3 scale, LLQuaternion rotation, LLVector3 position,
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Tree treeType, bool newTree)
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