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author | Teravus Ovares | 2008-05-01 06:31:12 +0000 |
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committer | Teravus Ovares | 2008-05-01 06:31:12 +0000 |
commit | 1c697ef0d206445c6819e338626169fc6ef56432 (patch) | |
tree | 88d6b26b5982eb73f75a5f051c2f068c1d8d8f27 /OpenSim/Region/Environment/Scenes/InnerScene.cs | |
parent | * Fix OBB raycaster to respond properly to rays cast from any direction. (diff) | |
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* You can now rez objects out of inventory at the correct offset from prim you rez it on. Including multi prim groups and prim that have different X/Y/Z scales.
Diffstat (limited to 'OpenSim/Region/Environment/Scenes/InnerScene.cs')
-rw-r--r-- | OpenSim/Region/Environment/Scenes/InnerScene.cs | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/OpenSim/Region/Environment/Scenes/InnerScene.cs b/OpenSim/Region/Environment/Scenes/InnerScene.cs index 8a48f6e..5434a88 100644 --- a/OpenSim/Region/Environment/Scenes/InnerScene.cs +++ b/OpenSim/Region/Environment/Scenes/InnerScene.cs | |||
@@ -853,7 +853,7 @@ namespace OpenSim.Region.Environment.Scenes | |||
853 | return null; | 853 | return null; |
854 | } | 854 | } |
855 | 855 | ||
856 | public EntityIntersection GetClosestIntersectingPrim(Ray hray) | 856 | public EntityIntersection GetClosestIntersectingPrim(Ray hray, bool frontFacesOnly) |
857 | { | 857 | { |
858 | // Primitive Ray Tracing | 858 | // Primitive Ray Tracing |
859 | float closestDistance = 280f; | 859 | float closestDistance = 280f; |
@@ -863,7 +863,7 @@ namespace OpenSim.Region.Environment.Scenes | |||
863 | if (ent is SceneObjectGroup) | 863 | if (ent is SceneObjectGroup) |
864 | { | 864 | { |
865 | SceneObjectGroup reportingG = (SceneObjectGroup)ent; | 865 | SceneObjectGroup reportingG = (SceneObjectGroup)ent; |
866 | EntityIntersection result = reportingG.TestIntersection(hray); | 866 | EntityIntersection result = reportingG.TestIntersection(hray, frontFacesOnly); |
867 | if (result.HitTF) | 867 | if (result.HitTF) |
868 | { | 868 | { |
869 | if (result.distance < closestDistance) | 869 | if (result.distance < closestDistance) |