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

AddNewPrim() public method

Create a New SceneObjectGroup/Part by raycasting
public AddNewPrim ( UUID ownerID, UUID groupID, Vector3 RayEnd, Quaternion rot, PrimitiveBaseShape shape, byte bypassRaycast, Vector3 RayStart, UUID RayTargetID, byte RayEndIsIntersection ) : void
ownerID UUID
groupID UUID
RayEnd Vector3
rot Quaternion
shape PrimitiveBaseShape
bypassRaycast byte
RayStart Vector3
RayTargetID UUID
RayEndIsIntersection byte
return void
        public virtual void AddNewPrim(UUID ownerID, UUID groupID, Vector3 RayEnd, Quaternion rot, PrimitiveBaseShape shape,
                                       byte bypassRaycast, Vector3 RayStart, UUID RayTargetID,
                                       byte RayEndIsIntersection)
        {
            Vector3 pos = GetNewRezLocation(RayStart, RayEnd, RayTargetID, rot, bypassRaycast, RayEndIsIntersection, true, new Vector3(0.5f, 0.5f, 0.5f), false);

            if (Permissions.CanRezObject(1, ownerID, pos))
            {
                // rez ON the ground, not IN the ground
               // pos.Z += 0.25F; The rez point should now be correct so that its not in the ground

                AddNewPrim(ownerID, groupID, pos, rot, shape);
            }
        }

Same methods

Scene::AddNewPrim ( UUID ownerID, UUID groupID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape ) : SceneObjectGroup
Scene