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authorUbitUmarov2012-10-09 00:44:02 +0100
committerUbitUmarov2012-10-09 00:44:02 +0100
commit2e223c8ce2ccceeca87ae18522a3370e2a5565c9 (patch)
tree4649a7a5ca698e85ab324723b00c6546d80c15f0
parentmove terrain geom to own ode space. Limit range on raycast if includes (diff)
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Change ray to land colision range limitation so it has no impact on other
geom types
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/ODERayCastRequestManager.cs14
1 files changed, 8 insertions, 6 deletions
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/ODERayCastRequestManager.cs b/OpenSim/Region/Physics/UbitOdePlugin/ODERayCastRequestManager.cs
index 06cb302..799a324 100644
--- a/OpenSim/Region/Physics/UbitOdePlugin/ODERayCastRequestManager.cs
+++ b/OpenSim/Region/Physics/UbitOdePlugin/ODERayCastRequestManager.cs
@@ -261,12 +261,6 @@ namespace OpenSim.Region.Physics.OdePlugin
261 closestHit = ((CurrentRayFilter & RayFilterFlags.ClosestHit) == 0 ? 0 : 1); 261 closestHit = ((CurrentRayFilter & RayFilterFlags.ClosestHit) == 0 ? 0 : 1);
262 backfacecull = ((CurrentRayFilter & RayFilterFlags.BackFaceCull) == 0 ? 0 : 1); 262 backfacecull = ((CurrentRayFilter & RayFilterFlags.BackFaceCull) == 0 ? 0 : 1);
263 263
264 // current ode land to ray collisions is very bad
265 // so for now limit its range badly
266
267 if (req.length > 30.0f && (CurrentRayFilter & RayFilterFlags.land) != 0)
268 req.length = 30.0f;
269
270 d.GeomRaySetLength(ray, req.length); 264 d.GeomRaySetLength(ray, req.length);
271 d.GeomRaySet(ray, req.Origin.X, req.Origin.Y, req.Origin.Z, req.Normal.X, req.Normal.Y, req.Normal.Z); 265 d.GeomRaySet(ray, req.Origin.X, req.Origin.Y, req.Origin.Z, req.Normal.X, req.Normal.Y, req.Normal.Z);
272 d.GeomRaySetParams(ray, 0, backfacecull); 266 d.GeomRaySetParams(ray, 0, backfacecull);
@@ -334,7 +328,15 @@ namespace OpenSim.Region.Physics.OdePlugin
334 if ((CurrentRayFilter & FilterStaticSpace) != 0 && (m_contactResults.Count < CurrentMaxCount)) 328 if ((CurrentRayFilter & FilterStaticSpace) != 0 && (m_contactResults.Count < CurrentMaxCount))
335 d.SpaceCollide2(ray, m_scene.StaticSpace, IntPtr.Zero, nearCallback); 329 d.SpaceCollide2(ray, m_scene.StaticSpace, IntPtr.Zero, nearCallback);
336 if ((CurrentRayFilter & RayFilterFlags.land) != 0 && (m_contactResults.Count < CurrentMaxCount)) 330 if ((CurrentRayFilter & RayFilterFlags.land) != 0 && (m_contactResults.Count < CurrentMaxCount))
331 {
332 // current ode land to ray collisions is very bad
333 // so for now limit its range badly
334
335 if (req.length > 30.0f)
336 d.GeomRaySetLength(ray, 30.0f);
337
337 d.SpaceCollide2(ray, m_scene.GroundSpace, IntPtr.Zero, nearCallback); 338 d.SpaceCollide2(ray, m_scene.GroundSpace, IntPtr.Zero, nearCallback);
339 }
338 340
339 if (req.callbackMethod is RaycastCallback) 341 if (req.callbackMethod is RaycastCallback)
340 { 342 {