Disable physics raycast until it can be seen to. Fix distance calculation
for some results.avinationmerge
parent
2ea8d820b0
commit
2548d15878
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@ -12379,9 +12379,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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ContactResult result = new ContactResult ();
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ContactResult result = new ContactResult ();
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result.ConsumerID = group.LocalId;
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result.ConsumerID = group.LocalId;
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result.Depth = intersection.distance;
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// result.Depth = intersection.distance;
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result.Normal = intersection.normal;
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result.Normal = intersection.normal;
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result.Pos = intersection.ipoint;
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result.Pos = intersection.ipoint;
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result.Depth = Vector3.Mag(rayStart - result.Pos);
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contacts.Add(result);
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contacts.Add(result);
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});
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});
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@ -12576,7 +12577,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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bool checkPhysical = !((rejectTypes & ScriptBaseClass.RC_REJECT_PHYSICAL) == ScriptBaseClass.RC_REJECT_PHYSICAL);
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bool checkPhysical = !((rejectTypes & ScriptBaseClass.RC_REJECT_PHYSICAL) == ScriptBaseClass.RC_REJECT_PHYSICAL);
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if (World.SuportsRayCastFiltered())
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if (false)// World.SuportsRayCastFiltered())
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{
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{
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if (dist == 0)
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if (dist == 0)
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return list;
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return list;
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