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* Added ability to create new prim on existing prim (rezzing prim from inventory on other prim coming soon). No more new prim buried in the ground by accident.
* The prim are at the absolute position of the prim you rezzed it on top of + (0,0,0.5) for now.
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@@ -332,7 +332,7 @@ namespace OpenSim.Framework
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public delegate void UUIDNameRequest(LLUUID id, IClientAPI remote_client);
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public delegate void AddNewPrim(LLUUID ownerID, LLVector3 pos, LLQuaternion rot, PrimitiveBaseShape shape);
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public delegate void AddNewPrim(LLUUID ownerID, LLVector3 RayEnd, LLQuaternion rot, PrimitiveBaseShape shape, byte bypassRaycast, LLVector3 RayStart, LLUUID RayTargetID, byte RayEndIsIntersection);
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public delegate void RequestGodlikePowers(LLUUID AgentID, LLUUID SessionID, LLUUID token, IClientAPI remote_client);
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@@ -46,6 +46,8 @@ namespace OpenSim.Framework
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private static object XferLock = new object();
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private static Dictionary<LLUUID, string> capsURLS = new Dictionary<LLUUID, string>();
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#region Vector Equasions
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public static double GetDistanceTo(LLVector3 a, LLVector3 b)
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{
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float dx = a.X - b.X;
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@@ -53,6 +55,16 @@ namespace OpenSim.Framework
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float dz = a.Z - b.Z;
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return Math.Sqrt(dx*dx + dy*dy + dz*dz);
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}
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public static double GetMagnitude(LLVector3 a) {
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return Math.Sqrt((a.X * a.X) + (a.Y * a.Y) + (a.Z * a.Z));
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}
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public static LLVector3 GetNormal(LLVector3 a)
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{
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float Mag = (float)GetMagnitude(a);
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return new LLVector3(a.X / Mag, a.Y / Mag, a.Z / Mag);
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}
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# endregion
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public static ulong UIntsToLong(uint X, uint Y)
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{
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