Disable physics raycast until it can be seen to. Fix distance calculation

for some results.
avinationmerge
Melanie 2012-06-26 10:48:52 +02:00
parent 2ea8d820b0
commit 2548d15878
1 changed files with 3 additions and 2 deletions

View File

@ -12379,9 +12379,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
ContactResult result = new ContactResult (); ContactResult result = new ContactResult ();
result.ConsumerID = group.LocalId; result.ConsumerID = group.LocalId;
result.Depth = intersection.distance; // result.Depth = intersection.distance;
result.Normal = intersection.normal; result.Normal = intersection.normal;
result.Pos = intersection.ipoint; result.Pos = intersection.ipoint;
result.Depth = Vector3.Mag(rayStart - result.Pos);
contacts.Add(result); contacts.Add(result);
}); });
@ -12576,7 +12577,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
bool checkPhysical = !((rejectTypes & ScriptBaseClass.RC_REJECT_PHYSICAL) == ScriptBaseClass.RC_REJECT_PHYSICAL); bool checkPhysical = !((rejectTypes & ScriptBaseClass.RC_REJECT_PHYSICAL) == ScriptBaseClass.RC_REJECT_PHYSICAL);
if (World.SuportsRayCastFiltered()) if (false)// World.SuportsRayCastFiltered())
{ {
if (dist == 0) if (dist == 0)
return list; return list;