From dc850df50aca286e9222e231fb200f340ee335de Mon Sep 17 00:00:00 2001 From: Teravus Ovares Date: Sun, 23 Mar 2008 06:24:59 +0000 Subject: * Implements Oriented Bounding Box raytracing. * It's not perfect, but it's good enough. (rarely erroneously returns a backface collision) * After updating to this revision, rez a prim on another prim and watch it appear where you'd expect it to appear. --- OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) (limited to 'OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs') diff --git a/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs index c83027d..1e63ae7 100644 --- a/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs +++ b/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs @@ -402,7 +402,9 @@ namespace OpenSim.Region.Environment.Scenes new Quaternion(GroupRotation.W, GroupRotation.X, GroupRotation.Y, GroupRotation.Z); // Telling the prim to raytrace. - EntityIntersection inter = part.TestIntersection(hRay, parentrotation); + //EntityIntersection inter = part.TestIntersection(hRay, parentrotation); + + EntityIntersection inter = part.TestIntersectionOBB(hRay, parentrotation); // This may need to be updated to the maximum draw distance possible.. // We might (and probably will) be checking for prim creation from other sims -- cgit v1.1