aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/Physics/OdePlugin/ODERayCastRequestManager.cs (follow)
Commit message (Collapse)AuthorAgeFilesLines
* Initial update to OpenSim 0.8.2.1 source code.David Walter Seikel2016-11-031-434/+0
|
* Stop OdePrim and OdeCharacter insanely overriding set LocalID to set their ↵Justin Clark-Casey (justincc)2011-11-161-3/+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
* Port implementation of llCastRay() from Aurora.Justin Clark-Casey (justincc)2011-07-121-17/+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.
* Formatting cleanup. Add copyright headers.Jeff Ames2010-01-041-1/+1
|
* * Commit some sit code that's commented out for now.Teravus Ovares (Dan Olivares)2009-12-081-1/+8
|
* * Adds Normal to the fields returned by the Physics RaycasterTeravus Ovares (Dan Olivares)2009-12-051-2/+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
* Formatting cleanup.Jeff Ames2009-10-011-1/+1
|
* * Fixes Terrain issues with combined regions.Teravus Ovares (Dan Olivares)2009-08-201-9/+4
|
* Formatting cleanup.Jeff Ames2009-07-231-2/+2
|
* * Whoops, forgot the water heightfield.Teravus Ovares2009-07-221-1/+4
|
* * Exclude heightfield geom from the raycast test. Teravus Ovares2009-07-221-0/+69
| | | | | * Fixes mantis #3922
* * Created a way that the OpenSimulator scene can ask the physics scene to do ↵Teravus Ovares2009-07-191-0/+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)