fix
parent
9089bc7e37
commit
f87af983f3
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@ -353,7 +353,7 @@ namespace OpenSim.Region.Physics.Manager
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public virtual void RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, RaycastCallback retMethod){}
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public virtual void RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, RaycastCallback retMethod){}
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public virtual void RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, int Count, RayCallback retMethod) { }
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public virtual void RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, int Count, RayCallback retMethod) { }
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public virtual List<ContactResult> RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, int Count)
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public virtual List<ContactResult> RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, int Count, RayFilterFlags flags)
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{
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{
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return new List<ContactResult>();
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return new List<ContactResult>();
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}
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}
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@ -199,6 +199,20 @@ namespace OpenSim.Region.Physics.OdePlugin
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m_PendingRequests.Enqueue(req);
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m_PendingRequests.Enqueue(req);
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}
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}
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public void QueueRequest(IntPtr geom, Vector3 position, Vector3 direction, float length, int count,RayFilterFlags flags, RayCallback retMethod)
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{
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ODERayRequest req = new ODERayRequest();
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req.geom = geom;
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req.callbackMethod = retMethod;
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req.length = length;
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req.Normal = direction;
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req.Origin = position;
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req.Count = count;
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req.filter = flags;
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m_PendingRequests.Enqueue(req);
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}
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public void QueueRequest(Vector3 position, Vector3 direction, float length, int count, RaycastCallback retMethod)
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public void QueueRequest(Vector3 position, Vector3 direction, float length, int count, RaycastCallback retMethod)
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{
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{
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ODERayRequest req = new ODERayRequest();
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ODERayRequest req = new ODERayRequest();
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@ -52,6 +52,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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}
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}
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private static Vector3 SitAjust = new Vector3(0, 0, 0.4f);
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private static Vector3 SitAjust = new Vector3(0, 0, 0.4f);
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private const RayFilterFlags RaySitFlags = RayFilterFlags.AllPrims | RayFilterFlags.ClosestHit;
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public void Sit(PhysicsActor actor, Vector3 avPos, Vector3 avCameraPosition, Vector3 offset, Vector3 avOffset, SitAvatarCallback PhysicsSitResponse)
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public void Sit(PhysicsActor actor, Vector3 avPos, Vector3 avCameraPosition, Vector3 offset, Vector3 avOffset, SitAvatarCallback PhysicsSitResponse)
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{
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{
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@ -96,7 +97,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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raylen += 30f; // focal point may be far
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raylen += 30f; // focal point may be far
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List<ContactResult> rayResults;
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List<ContactResult> rayResults;
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rayResults = m_scene.RaycastActor(actor, avCameraPosition, rayDir , raylen, 1);
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rayResults = m_scene.RaycastActor(actor, avCameraPosition, rayDir, raylen, 1, RaySitFlags);
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if (rayResults.Count == 0 || rayResults[0].ConsumerID != actor.LocalID)
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if (rayResults.Count == 0 || rayResults[0].ConsumerID != actor.LocalID)
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{
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{
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d.GeomGetAABB(geom,out aabb);
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d.GeomGetAABB(geom,out aabb);
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@ -108,6 +109,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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return;
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return;
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}
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}
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offset = rayResults[0].Pos - geopos;
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offset = rayResults[0].Pos - geopos;
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double ang;
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double ang;
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float s;
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float s;
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@ -156,6 +158,8 @@ namespace OpenSim.Region.Physics.OdePlugin
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return;
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return;
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}
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}
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/*
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// contact normals aren't reliable on meshs or sculpts it seems
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Vector3 norm = rayResults[0].Normal;
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Vector3 norm = rayResults[0].Normal;
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if (norm.Z < 0)
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if (norm.Z < 0)
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@ -163,6 +167,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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PhysicsSitResponse(0, actor.LocalID, offset, Quaternion.Identity);
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PhysicsSitResponse(0, actor.LocalID, offset, Quaternion.Identity);
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return;
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return;
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}
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}
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*/
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ang = Math.Atan2(-rayDir.Y, -rayDir.X);
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ang = Math.Atan2(-rayDir.Y, -rayDir.X);
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ang *= 0.5d;
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ang *= 0.5d;
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