Change ray to land colision range limitation so it has no impact on other

geom types
avinationmerge
UbitUmarov 2012-10-09 00:44:02 +01:00
parent 3bf7201fd4
commit 2e223c8ce2
1 changed files with 8 additions and 6 deletions

View File

@ -261,12 +261,6 @@ namespace OpenSim.Region.Physics.OdePlugin
closestHit = ((CurrentRayFilter & RayFilterFlags.ClosestHit) == 0 ? 0 : 1);
backfacecull = ((CurrentRayFilter & RayFilterFlags.BackFaceCull) == 0 ? 0 : 1);
// current ode land to ray collisions is very bad
// so for now limit its range badly
if (req.length > 30.0f && (CurrentRayFilter & RayFilterFlags.land) != 0)
req.length = 30.0f;
d.GeomRaySetLength(ray, req.length);
d.GeomRaySet(ray, req.Origin.X, req.Origin.Y, req.Origin.Z, req.Normal.X, req.Normal.Y, req.Normal.Z);
d.GeomRaySetParams(ray, 0, backfacecull);
@ -334,7 +328,15 @@ namespace OpenSim.Region.Physics.OdePlugin
if ((CurrentRayFilter & FilterStaticSpace) != 0 && (m_contactResults.Count < CurrentMaxCount))
d.SpaceCollide2(ray, m_scene.StaticSpace, IntPtr.Zero, nearCallback);
if ((CurrentRayFilter & RayFilterFlags.land) != 0 && (m_contactResults.Count < CurrentMaxCount))
{
// current ode land to ray collisions is very bad
// so for now limit its range badly
if (req.length > 30.0f)
d.GeomRaySetLength(ray, 30.0f);
d.SpaceCollide2(ray, m_scene.GroundSpace, IntPtr.Zero, nearCallback);
}
if (req.callbackMethod is RaycastCallback)
{