* Use Face normal to offset new prim instead of the hard coded pos.Z += 0.25f; This allows proper positioning of prim based on the face you click. ( Yes, you can click the bottom face of a prim that's above you, and the new prim appears directly below it. )

0.6.0-stable
Teravus Ovares 2008-03-25 17:28:09 +00:00
parent 2517fe7acd
commit e11e6dc308
2 changed files with 7 additions and 2 deletions

View File

@ -1087,13 +1087,17 @@ namespace OpenSim.Region.Environment.Scenes
EntityIntersection ei = target.TestIntersectionOBB(NewRay, new Quaternion(1,0,0,0));
// Un-comment out the following line to Get Raytrace results printed to the console.
//m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString());
m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString());
// If we hit something
if (ei.HitTF)
{
// Set the position to the intersection point
pos = new LLVector3(ei.ipoint.x, ei.ipoint.y, ei.ipoint.z);
pos = (new LLVector3(ei.ipoint.x, ei.ipoint.y, ei.ipoint.z) + (new LLVector3(ei.normal.x,ei.normal.x,ei.normal.z) * (0.5f/2f)));
// Un-offset the prim (it gets offset later by the consumer method)
pos.Z -= 0.25F;
}

View File

@ -1260,6 +1260,7 @@ namespace OpenSim.Region.Environment.Scenes
returnresult.distance = distance2;
returnresult.HitTF = true;
returnresult.ipoint = q;
m_log.Info("[FACE]:" + i.ToString());
//m_log.Info("[POINT]: " + q.ToString());
returnresult.normal = normals[i];