oops bug fix
parent
014cd1ab42
commit
6956ada5e8
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@ -14519,7 +14519,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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Vector3 rayEnd = end;
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Vector3 rayEnd = end;
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Vector3 dir = rayEnd - rayStart;
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Vector3 dir = rayEnd - rayStart;
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float dist = Vector3.Mag(dir);
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float dist = dir.Length();
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int count = 1;
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int count = 1;
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bool detectPhantom = false;
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bool detectPhantom = false;
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@ -14581,14 +14581,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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object physresults;
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object physresults;
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physresults = World.RayCastFiltered(rayStart, direction, dist, physcount, rayfilter);
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physresults = World.RayCastFiltered(rayStart, direction, dist, physcount, rayfilter);
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/*
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if (physresults == null)
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if (physresults == null)
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{
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{
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list.Add(new LSL_Integer(-3)); // timeout error
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// list.Add(new LSL_Integer(-3)); // timeout error
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return list;
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// return list;
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results = new List<ContactResult>();
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}
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}
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*/
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else
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results = (List<ContactResult>)physresults;
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results = (List<ContactResult>)physresults;
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// for now physics doesn't detect sitted avatars so do it outside physics
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// for now physics doesn't detect sitted avatars so do it outside physics
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if (checkAgents)
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if (checkAgents)
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@ -14609,6 +14609,28 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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foreach (ContactResult r in objectHits)
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foreach (ContactResult r in objectHits)
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results.Add(r);
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results.Add(r);
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}
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}
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// Double check this because of current ODE distance problems
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if (checkTerrain && dist > 60)
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{
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bool skipGroundCheck = false;
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foreach (ContactResult c in results)
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{
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if (c.ConsumerID == 0) // Physics gave us a ground collision
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skipGroundCheck = true;
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}
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if (!skipGroundCheck)
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{
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float tmp = dir.X * dir.X + dir.Y * dir.Y;
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if(tmp > 2500)
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{
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ContactResult? groundContact = GroundIntersection(rayStart, rayEnd);
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if (groundContact != null)
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results.Add((ContactResult)groundContact);
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}
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}
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}
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}
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}
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else
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else
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{
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{
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@ -14629,20 +14651,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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results.Add(objectHits[iter]);
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results.Add(objectHits[iter]);
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}
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}
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}
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}
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}
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// Double check this
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if (checkTerrain)
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if (checkTerrain)
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{
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bool skipGroundCheck = false;
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foreach (ContactResult c in results)
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{
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if (c.ConsumerID == 0) // Physics gave us a ground collision
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skipGroundCheck = true;
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}
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if (!skipGroundCheck)
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{
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{
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ContactResult? groundContact = GroundIntersection(rayStart, rayEnd);
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ContactResult? groundContact = GroundIntersection(rayStart, rayEnd);
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if (groundContact != null)
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if (groundContact != null)
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