Let llCastRay use ubitODE raycast if avaiable plus a few changes/fixes that should be checked. PROBLEM: it will not detect nonphysical phantons :(
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25a2f97bc2
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f05a977afa
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@ -11869,6 +11869,62 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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bool checkNonPhysical = !((rejectTypes & ScriptBaseClass.RC_REJECT_NONPHYSICAL) == ScriptBaseClass.RC_REJECT_NONPHYSICAL);
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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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{
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if (dist == 0)
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return list;
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RayFilterFlags rayfilter = RayFilterFlags.ClosestAndBackCull;
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if (checkTerrain)
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rayfilter |= RayFilterFlags.land;
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// if (checkAgents)
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// rayfilter |= RayFilterFlags.agent;
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if (checkPhysical)
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rayfilter |= RayFilterFlags.physical;
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if (checkNonPhysical)
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rayfilter |= RayFilterFlags.nonphysical;
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if (detectPhantom)
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rayfilter |= RayFilterFlags.LSLPhanton;
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Vector3 direction = dir * ( 1/dist);
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if(rayfilter == 0)
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{
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list.Add(new LSL_Integer(0));
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return list;
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}
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// get some more contacts to sort ???
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int physcount = 4 * count;
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if (physcount > 20)
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physcount = 20;
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object physresults;
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physresults = World.RayCastFiltered(rayStart, direction, dist, physcount, rayfilter);
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if (physresults == null)
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{
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list.Add(new LSL_Integer(-3)); // timeout error
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return list;
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}
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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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if (checkAgents)
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{
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ContactResult[] agentHits = AvatarIntersection(rayStart, rayEnd);
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foreach (ContactResult r in agentHits)
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results.Add(r);
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}
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// bug: will not detect phantom unless they are physical
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// don't use ObjectIntersection because its also bad
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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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@ -11883,24 +11939,31 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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results.Add(r);
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}
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if (checkPhysical || checkNonPhysical)
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if (checkPhysical || checkNonPhysical || detectPhantom)
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{
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ContactResult[] objectHits = ObjectIntersection(rayStart, rayEnd, checkPhysical, checkNonPhysical, detectPhantom);
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foreach (ContactResult r in objectHits)
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results.Add(r);
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}
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}
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results.Sort(delegate(ContactResult a, ContactResult b)
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{
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return (int)(a.Depth - b.Depth);
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return a.Depth.CompareTo(b.Depth);
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});
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int values = 0;
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SceneObjectGroup thisgrp = m_host.ParentGroup;
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foreach (ContactResult result in results)
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{
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if (result.Depth > dist)
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continue;
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// physics ray can return colisions with host prim
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if (m_host.LocalId == result.ConsumerID)
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continue;
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UUID itemID = UUID.Zero;
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int linkNum = 0;
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@ -11908,6 +11971,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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// It's a prim!
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if (part != null)
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{
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// dont detect members of same object ???
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if (part.ParentGroup == thisgrp)
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continue;
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if ((dataFlags & ScriptBaseClass.RC_GET_ROOT_KEY) == ScriptBaseClass.RC_GET_ROOT_KEY)
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itemID = part.ParentGroup.UUID;
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else
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@ -11929,14 +11996,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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if ((dataFlags & ScriptBaseClass.RC_GET_LINK_NUM) == ScriptBaseClass.RC_GET_LINK_NUM)
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list.Add(new LSL_Integer(linkNum));
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if ((dataFlags & ScriptBaseClass.RC_GET_NORMAL) == ScriptBaseClass.RC_GET_NORMAL)
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list.Add(new LSL_Vector(result.Normal.X, result.Normal.Y, result.Normal.Z));
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values++;
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count--;
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if (count == 0)
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if (values >= count)
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break;
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}
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