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