Add rez on water surface.
parent
9b30f44672
commit
958c6c6fde
|
@ -1967,14 +1967,24 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
/// <returns></returns>
|
||||
public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter)
|
||||
{
|
||||
|
||||
float wheight = (float)RegionInfo.RegionSettings.WaterHeight;
|
||||
Vector3 wpos = Vector3.Zero;
|
||||
// Check for water surface intersection from above
|
||||
if ( (RayStart.Z > wheight) && (RayEnd.Z < wheight) )
|
||||
{
|
||||
float ratio = (RayStart.Z - wheight) / (RayStart.Z - RayEnd.Z);
|
||||
wpos.X = RayStart.X - (ratio * (RayStart.X - RayEnd.X));
|
||||
wpos.Y = RayStart.Y - (ratio * (RayStart.Y - RayEnd.Y));
|
||||
wpos.Z = wheight;
|
||||
}
|
||||
|
||||
Vector3 pos = Vector3.Zero;
|
||||
if (RayEndIsIntersection == (byte)1)
|
||||
{
|
||||
pos = RayEnd;
|
||||
return pos;
|
||||
}
|
||||
|
||||
if (RayTargetID != UUID.Zero)
|
||||
else if (RayTargetID != UUID.Zero)
|
||||
{
|
||||
SceneObjectPart target = GetSceneObjectPart(RayTargetID);
|
||||
|
||||
|
@ -2019,13 +2029,10 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
//pos.Z -= 0.25F;
|
||||
|
||||
}
|
||||
|
||||
return pos;
|
||||
}
|
||||
else
|
||||
{
|
||||
// We don't have a target here, so we're going to raytrace all the objects in the scene.
|
||||
|
||||
EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false);
|
||||
|
||||
// Un-comment the following line to print the raytrace results to the console.
|
||||
|
@ -2034,13 +2041,12 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
if (ei.HitTF)
|
||||
{
|
||||
pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z);
|
||||
} else
|
||||
}
|
||||
else
|
||||
{
|
||||
// fall back to our stupid functionality
|
||||
pos = RayEnd;
|
||||
}
|
||||
|
||||
return pos;
|
||||
}
|
||||
}
|
||||
else
|
||||
|
@ -2051,8 +2057,12 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
//increase height so its above the ground.
|
||||
//should be getting the normal of the ground at the rez point and using that?
|
||||
pos.Z += scale.Z / 2f;
|
||||
return pos;
|
||||
// return pos;
|
||||
}
|
||||
|
||||
// check against posible water intercept
|
||||
if (wpos.Z > pos.Z) pos = wpos;
|
||||
return pos;
|
||||
}
|
||||
|
||||
|
||||
|
|
Loading…
Reference in New Issue