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authorMelanie2013-01-23 21:03:24 +0000
committerMelanie2013-01-23 21:03:24 +0000
commitc1795ed399c187ba739bc271c6837e26b9bfdf3d (patch)
tree07b8c0a82aaba88d79766bbb610b525449077e3b /OpenSim/Region/ScriptEngine
parentRemove the return value from llGiveMoney and add llTransferLindenDollars. Also (diff)
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Add the Avination physics raycast glue so Core Physics can implement raycast
Diffstat (limited to 'OpenSim/Region/ScriptEngine')
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs90
1 files changed, 77 insertions, 13 deletions
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
index 632b73f..3a7e1c7 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
@@ -11340,25 +11340,89 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
11340 bool checkPhysical = !((rejectTypes & ScriptBaseClass.RC_REJECT_PHYSICAL) == ScriptBaseClass.RC_REJECT_PHYSICAL); 11340 bool checkPhysical = !((rejectTypes & ScriptBaseClass.RC_REJECT_PHYSICAL) == ScriptBaseClass.RC_REJECT_PHYSICAL);
11341 11341
11342 11342
11343 if (checkTerrain) 11343 if (World.SupportsRayCastFiltered())
11344 { 11344 {
11345 ContactResult? groundContact = GroundIntersection(rayStart, rayEnd); 11345 if (dist == 0)
11346 if (groundContact != null) 11346 return list;
11347 results.Add((ContactResult)groundContact); 11347
11348 } 11348 RayFilterFlags rayfilter = RayFilterFlags.ClosestAndBackCull;
11349 if (checkTerrain)
11350 rayfilter |= RayFilterFlags.land;
11351// if (checkAgents)
11352// rayfilter |= RayFilterFlags.agent;
11353 if (checkPhysical)
11354 rayfilter |= RayFilterFlags.physical;
11355 if (checkNonPhysical)
11356 rayfilter |= RayFilterFlags.nonphysical;
11357 if (detectPhantom)
11358 rayfilter |= RayFilterFlags.LSLPhanton;
11359
11360 Vector3 direction = dir * ( 1/dist);
11361
11362 if(rayfilter == 0)
11363 {
11364 list.Add(new LSL_Integer(0));
11365 return list;
11366 }
11367
11368 // get some more contacts to sort ???
11369 int physcount = 4 * count;
11370 if (physcount > 20)
11371 physcount = 20;
11372
11373 object physresults;
11374 physresults = World.RayCastFiltered(rayStart, direction, dist, physcount, rayfilter);
11375
11376 if (physresults == null)
11377 {
11378 list.Add(new LSL_Integer(-3)); // timeout error
11379 return list;
11380 }
11381
11382 results = (List<ContactResult>)physresults;
11349 11383
11350 if (checkAgents) 11384 // for now physics doesn't detect sitted avatars so do it outside physics
11385 if (checkAgents)
11386 {
11387 ContactResult[] agentHits = AvatarIntersection(rayStart, rayEnd);
11388 foreach (ContactResult r in agentHits)
11389 results.Add(r);
11390 }
11391
11392 // TODO: Replace this with a better solution. ObjectIntersection can only
11393 // detect nonphysical phantoms. They are detected by virtue of being
11394 // nonphysical (e.g. no PhysActor) so will not conflict with detecting
11395 // physicsl phantoms as done by the physics scene
11396 // We don't want anything else but phantoms here.
11397 if (detectPhantom)
11398 {
11399 ContactResult[] objectHits = ObjectIntersection(rayStart, rayEnd, false, false, true);
11400 foreach (ContactResult r in objectHits)
11401 results.Add(r);
11402 }
11403 }
11404 else
11351 { 11405 {
11352 ContactResult[] agentHits = AvatarIntersection(rayStart, rayEnd); 11406 if (checkAgents)
11353 foreach (ContactResult r in agentHits) 11407 {
11354 results.Add(r); 11408 ContactResult[] agentHits = AvatarIntersection(rayStart, rayEnd);
11409 foreach (ContactResult r in agentHits)
11410 results.Add(r);
11411 }
11412
11413 if (checkPhysical || checkNonPhysical || detectPhantom)
11414 {
11415 ContactResult[] objectHits = ObjectIntersection(rayStart, rayEnd, checkPhysical, checkNonPhysical, detectPhantom);
11416 foreach (ContactResult r in objectHits)
11417 results.Add(r);
11418 }
11355 } 11419 }
11356 11420
11357 if (checkPhysical || checkNonPhysical || detectPhantom) 11421 if (checkTerrain)
11358 { 11422 {
11359 ContactResult[] objectHits = ObjectIntersection(rayStart, rayEnd, checkPhysical, checkNonPhysical, detectPhantom); 11423 ContactResult? groundContact = GroundIntersection(rayStart, rayEnd);
11360 foreach (ContactResult r in objectHits) 11424 if (groundContact != null)
11361 results.Add(r); 11425 results.Add((ContactResult)groundContact);
11362 } 11426 }
11363 11427
11364 results.Sort(delegate(ContactResult a, ContactResult b) 11428 results.Sort(delegate(ContactResult a, ContactResult b)