OpenSim.Region.Framework.Scenes.Scene.GetNewRezLocation C# (CSharp) Method

GetNewRezLocation() public method

Gets a new rez location based on the raycast and the size of the object that is being rezzed.
public GetNewRezLocation ( Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter ) : Vector3
RayStart Vector3
RayEnd Vector3
RayTargetID UUID
rot Quaternion
bypassRayCast byte
RayEndIsIntersection byte
frontFacesOnly bool
scale Vector3
FaceCenter bool
return Vector3
        public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter)
        {
            Vector3 pos = Vector3.Zero;
            if (RayEndIsIntersection == (byte)1)
            {
                pos = RayEnd;
                return pos;
            }

            if (RayTargetID != UUID.Zero)
            {
                SceneObjectPart target = GetSceneObjectPart(RayTargetID);

                Vector3 direction = Vector3.Normalize(RayEnd - RayStart);
                Vector3 AXOrigin = new Vector3(RayStart.X, RayStart.Y, RayStart.Z);
                Vector3 AXdirection = new Vector3(direction.X, direction.Y, direction.Z);

                if (target != null)
                {
                    pos = target.AbsolutePosition;
                    //m_log.Info("[OBJECT_REZ]: TargetPos: " + pos.ToString() + ", RayStart: " + RayStart.ToString() + ", RayEnd: " + RayEnd.ToString() + ", Volume: " + Util.GetDistanceTo(RayStart,RayEnd).ToString() + ", mag1: " + Util.GetMagnitude(RayStart).ToString() + ", mag2: " + Util.GetMagnitude(RayEnd).ToString());

                    // TODO: Raytrace better here

                    //EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection));
                    Ray NewRay = new Ray(AXOrigin, AXdirection);

                    // Ray Trace against target here
                    EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter);

                    // 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());
                    float ScaleOffset = 0.5f;

                    // If we hit something
                    if (ei.HitTF)
                    {
                        Vector3 scaleComponent = new Vector3(ei.AAfaceNormal.X, ei.AAfaceNormal.Y, ei.AAfaceNormal.Z);
                        if (scaleComponent.X != 0) ScaleOffset = scale.X;
                        if (scaleComponent.Y != 0) ScaleOffset = scale.Y;
                        if (scaleComponent.Z != 0) ScaleOffset = scale.Z;
                        ScaleOffset = Math.Abs(ScaleOffset);
                        Vector3 intersectionpoint = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z);
                        Vector3 normal = new Vector3(ei.normal.X, ei.normal.Y, ei.normal.Z);
                        // Set the position to the intersection point
                        Vector3 offset = (normal * (ScaleOffset / 2f));
                        pos = (intersectionpoint + offset);

                        //Seems to make no sense to do this as this call is used for rezzing from inventory as well, and with inventory items their size is not always 0.5f
                        //And in cases when we weren't rezzing from inventory we were re-adding the 0.25 straight after calling this method
                        // Un-offset the prim (it gets offset later by the consumer method)
                        //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.
                    //m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString());

                    if (ei.HitTF)
                    {
                        pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z);
                    } else
                    {
                        // fall back to our stupid functionality
                        pos = RayEnd;
                    }

                    return pos;
                }
            }
            else
            {
                // fall back to our stupid functionality
                pos = RayEnd;

                //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;
            }
        }
Scene