* 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. )

( Remove ray caster Verbosity )
0.6.0-stable
Teravus Ovares 2008-03-25 17:31:40 +00:00
parent e11e6dc308
commit e74892ee44
2 changed files with 2 additions and 2 deletions

View File

@ -1087,7 +1087,7 @@ namespace OpenSim.Region.Environment.Scenes
EntityIntersection ei = target.TestIntersectionOBB(NewRay, new Quaternion(1,0,0,0)); 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. // 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 we hit something
if (ei.HitTF) if (ei.HitTF)

View File

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