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path: root/OpenSim/Region/Physics/OdePlugin/ODERayCastRequestManager.cs (unfollow)
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2011-11-16Stop OdePrim and OdeCharacter insanely overriding set LocalID to set their ↵Justin Clark-Casey (justincc)1-3/+4
own private m_localID property but leaving get to return the then unset PhysicsActor.LocalId! Instead, just have both subclasses use the PhysicsActor.LocalID property. This restores collision functionality that fell away in 45c7789 yesterday
2011-07-15Fix a raycast issueTom1-2/+9
2011-07-12Port implementation of llCastRay() from Aurora.Justin Clark-Casey (justincc)1-17/+75
I haven't been able to test this since the viewer won't parse the llCastRay() function. Maybe some activation cap is missing. Could wait until it is activated by default in the viewer.
2010-01-04Formatting cleanup. Add copyright headers.Jeff Ames1-1/+1
2009-12-08* Commit some sit code that's commented out for now.Teravus Ovares (Dan Olivares)1-1/+8
2009-12-05* Adds Normal to the fields returned by the Physics RaycasterTeravus Ovares (Dan Olivares)1-2/+8
* Fixes recognizing when a sit target is and isn't set. * * 1. Vector3.Zero. * * 2. Orientation: x:0, y:0, z:0, w:1 - ZERO_ROTATION * * (or) Orientation: x:0, y:0, z:0, w:0 - Invalid Quaternion * * (or) Orientation: x:0, y:0, z:1, w:0 - Invalid mapping, some older objects still exist with it
2009-10-01Formatting cleanup.Jeff Ames1-1/+1
2009-08-20* Fixes Terrain issues with combined regions.Teravus Ovares (Dan Olivares)1-9/+4
2009-07-23Formatting cleanup.Jeff Ames1-2/+2
2009-07-22* Whoops, forgot the water heightfield.Teravus Ovares1-1/+4
2009-07-22* Exclude heightfield geom from the raycast test. Teravus Ovares1-0/+69
* Fixes mantis #3922
2009-07-19* Created a way that the OpenSimulator scene can ask the physics scene to do ↵Teravus Ovares1-0/+295
a raycast test safely. * Test for prim obstructions between the avatar and camera. If there are obstructions, inform the client to move the camera closer. This makes it so that walls and objects don't obstruct your view while you're moving around. Try walking inside a hollowed tori. You'll see how much easier it is now because your camera automatically moves closer so you can still see. * Created a way to know if the user's camera is alt + cammed or just following the avatar. * Changes IClientAPI interface by adding SendCameraConstraint(Vector4 CameraConstraint)