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authorTeravus Ovares2008-05-01 06:31:12 +0000
committerTeravus Ovares2008-05-01 06:31:12 +0000
commit1c697ef0d206445c6819e338626169fc6ef56432 (patch)
tree88d6b26b5982eb73f75a5f051c2f068c1d8d8f27 /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.cs4
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)