* 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.
This commit is contained in:
Teravus Ovares
2007-12-28 05:25:21 +00:00
parent 9b36c6c3ad
commit 67bbed8202
6 changed files with 128 additions and 61 deletions

View File

@@ -694,19 +694,22 @@ namespace OpenSim.Region.Environment.Scenes
EntityIntersection returnresult = new EntityIntersection();
Vector3 vAbsolutePosition = new Vector3(AbsolutePosition.X, AbsolutePosition.Y, AbsolutePosition.Z);
Vector3 vScale = new Vector3(Scale.X, Scale.Y, Scale.Z);
Quaternion qRotation =
new Quaternion(RotationOffset.W, RotationOffset.X, RotationOffset.Y, RotationOffset.Z);
Quaternion worldRotation = (qRotation*parentrot);
Matrix3 worldRotM = worldRotation.ToRotationMatrix();
//Quaternion worldRotation = (qRotation*parentrot);
//Matrix3 worldRotM = worldRotation.ToRotationMatrix();
Vector3 rOrigin = iray.Origin;
Vector3 rDirection = iray.Direction;
//rDirection = rDirection.Normalize();
// Buidling the first part of the Quadratic equation
Vector3 r2ndDirection = rDirection*rDirection;
float itestPart1 = r2ndDirection.x + r2ndDirection.y + r2ndDirection.z;