remove a odd raycastv3 config option
parent
7286b27ff9
commit
7367f03d6e
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@ -233,7 +233,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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protected int m_maxHitsPerPrimInCastRay = 16;
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protected int m_maxHitsPerObjectInCastRay = 16;
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protected bool m_detectExitsInCastRay = false;
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protected bool m_filterPartsInCastRay = false;
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protected bool m_doAttachmentsInCastRay = false;
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protected int m_msThrottleInCastRay = 200;
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protected int m_msPerRegionInCastRay = 40;
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@ -391,7 +390,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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m_maxHitsPerPrimInCastRay = lslConfig.GetInt("MaxHitsPerPrimInLlCastRay", m_maxHitsPerPrimInCastRay);
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m_maxHitsPerObjectInCastRay = lslConfig.GetInt("MaxHitsPerObjectInLlCastRay", m_maxHitsPerObjectInCastRay);
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m_detectExitsInCastRay = lslConfig.GetBoolean("DetectExitHitsInLlCastRay", m_detectExitsInCastRay);
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m_filterPartsInCastRay = lslConfig.GetBoolean("FilterPartsInLlCastRay", m_filterPartsInCastRay);
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m_doAttachmentsInCastRay = lslConfig.GetBoolean("DoAttachmentsInLlCastRay", m_doAttachmentsInCastRay);
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m_msThrottleInCastRay = lslConfig.GetInt("ThrottleTimeInMsInLlCastRay", m_msThrottleInCastRay);
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m_msPerRegionInCastRay = lslConfig.GetInt("AvailableTimeInMsPerRegionInLlCastRay", m_msPerRegionInCastRay);
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@ -15063,8 +15061,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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return;
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if (isPhantom && notdetectPhantom)
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return;
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if (m_filterPartsInCastRay)
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return;
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if (isAttachment && !m_doAttachmentsInCastRay)
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return;
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@ -15072,25 +15068,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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// Iterate over all prims/parts in object/group
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foreach(SceneObjectPart part in group.Parts)
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{
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// Check part filters if configured
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if (m_filterPartsInCastRay)
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{
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// ignore PhysicsShapeType.None as physics engines do
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// or we will get into trouble in future
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if(part.PhysicsShapeType == (byte)PhysicsShapeType.None)
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continue;
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isPhysical = (part.PhysActor != null && part.PhysActor.IsPhysical);
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isNonphysical = !isPhysical;
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isPhantom = ((part.Flags & PrimFlags.Phantom) != 0) ||
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(part.VolumeDetectActive);
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// ignore PhysicsShapeType.None as physics engines do
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// or we will get into trouble in future
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if(part.PhysicsShapeType == (byte)PhysicsShapeType.None)
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continue;
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isPhysical = (part.PhysActor != null && part.PhysActor.IsPhysical);
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isNonphysical = !isPhysical;
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isPhantom = ((part.Flags & PrimFlags.Phantom) != 0) ||
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(part.VolumeDetectActive);
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if (isPhysical && rejectPhysical)
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continue;
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if (isNonphysical && rejectNonphysical)
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continue;
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if (isPhantom && notdetectPhantom)
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continue;
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}
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if (isPhysical && rejectPhysical)
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continue;
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if (isNonphysical && rejectNonphysical)
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continue;
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if (isPhantom && notdetectPhantom)
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continue;
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// Parse prim/part and project ray if passed filters
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Vector3 scalePart = part.Scale;
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@ -1635,9 +1635,6 @@
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; Report ray intersections with surfaces on exits from a prim as hits in llCastRay V3 if true
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DetectExitHitsInLlCastRay = false
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; Filter on parts instead of groups in llCastRay V3 if true
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FilterPartsInLlCastRay = false
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; Detect attachments in llCastRay V3 if true
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DoAttachmentsInLlCastRay = false
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