Fix a type (Suports => Supports). Also put the normal terrain collision check
into the physics check patch for now since physics doesn't properly return land for some reason (as tested by Nebadon)avinationmerge
parent
47f18caa22
commit
c75508ec8d
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@ -2065,11 +2065,11 @@ namespace OpenSim.Region.Framework.Scenes
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EventManager.TriggerPrimsLoaded(this);
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}
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public bool SuportsRayCastFiltered()
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public bool SupportsRayCastFiltered()
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{
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if (PhysicsScene == null)
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return false;
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return PhysicsScene.SuportsRaycastWorldFiltered();
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return PhysicsScene.SupportsRaycastWorldFiltered();
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}
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public object RayCastFiltered(Vector3 position, Vector3 direction, float length, int Count, RayFilterFlags filter)
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@ -350,7 +350,7 @@ namespace OpenSim.Region.Physics.Manager
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return null;
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}
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public virtual bool SuportsRaycastWorldFiltered()
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public virtual bool SupportsRaycastWorldFiltered()
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{
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return false;
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}
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@ -2643,7 +2643,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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}
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}
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public override bool SuportsRaycastWorldFiltered()
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public override bool SupportsRaycastWorldFiltered()
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{
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return true;
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}
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@ -12209,7 +12209,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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bool checkPhysical = !((rejectTypes & ScriptBaseClass.RC_REJECT_PHYSICAL) == ScriptBaseClass.RC_REJECT_PHYSICAL);
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if (World.SuportsRayCastFiltered())
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if (World.SupportsRayCastFiltered())
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{
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if (dist == 0)
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return list;
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@ -12272,13 +12272,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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}
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else
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{
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if (checkTerrain)
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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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if (checkAgents)
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{
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ContactResult[] agentHits = AvatarIntersection(rayStart, rayEnd);
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@ -12294,6 +12287,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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}
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}
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if (checkTerrain)
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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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results.Sort(delegate(ContactResult a, ContactResult b)
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{
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return a.Depth.CompareTo(b.Depth);
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