Change ray to land colision range limitation so it has no impact on other
geom typesavinationmerge
parent
3bf7201fd4
commit
2e223c8ce2
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@ -261,12 +261,6 @@ namespace OpenSim.Region.Physics.OdePlugin
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closestHit = ((CurrentRayFilter & RayFilterFlags.ClosestHit) == 0 ? 0 : 1);
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backfacecull = ((CurrentRayFilter & RayFilterFlags.BackFaceCull) == 0 ? 0 : 1);
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// current ode land to ray collisions is very bad
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// so for now limit its range badly
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if (req.length > 30.0f && (CurrentRayFilter & RayFilterFlags.land) != 0)
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req.length = 30.0f;
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d.GeomRaySetLength(ray, req.length);
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d.GeomRaySet(ray, req.Origin.X, req.Origin.Y, req.Origin.Z, req.Normal.X, req.Normal.Y, req.Normal.Z);
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d.GeomRaySetParams(ray, 0, backfacecull);
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@ -334,7 +328,15 @@ namespace OpenSim.Region.Physics.OdePlugin
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if ((CurrentRayFilter & FilterStaticSpace) != 0 && (m_contactResults.Count < CurrentMaxCount))
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d.SpaceCollide2(ray, m_scene.StaticSpace, IntPtr.Zero, nearCallback);
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if ((CurrentRayFilter & RayFilterFlags.land) != 0 && (m_contactResults.Count < CurrentMaxCount))
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{
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// current ode land to ray collisions is very bad
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// so for now limit its range badly
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if (req.length > 30.0f)
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d.GeomRaySetLength(ray, 30.0f);
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d.SpaceCollide2(ray, m_scene.GroundSpace, IntPtr.Zero, nearCallback);
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}
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if (req.callbackMethod is RaycastCallback)
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{
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