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*Refactored the initial raytracer so it doesn't use the Parent reference.
*Fixed a 'statement out of order' error in the setting of the permissions that are sent to the client.
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@@ -358,17 +358,27 @@ namespace OpenSim.Region.Environment.Scenes
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}
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}
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public EntityIntersection testIntersection(Ray hRay)
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public EntityIntersection TestIntersection(Ray hRay)
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{
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// We got a request from the inner_scene to raytrace along the Ray hRay
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// We're going to check all of the prim in this group for intersection with the ray
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// If we get a result, we're going to find the closest result to the origin of the ray
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// and send back the intersection information back to the innerscene.
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EntityIntersection returnresult = new EntityIntersection();
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bool gothit = false;
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foreach (SceneObjectPart part in m_parts.Values)
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{
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SceneObjectPart returnThisPart = null;
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Vector3 partPosition = new Vector3(part.AbsolutePosition.X,part.AbsolutePosition.Y,part.AbsolutePosition.Z);
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Quaternion parentrotation = new Quaternion(GroupRotation.W,GroupRotation.X,GroupRotation.Y,GroupRotation.Z);
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EntityIntersection inter = part.testIntersection(hRay,parentrotation);
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// Telling the prim to raytrace.
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EntityIntersection inter = part.TestIntersection(hRay,parentrotation);
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// This may need to be updated to the maximum draw distance possible..
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// We might (and probably will) be checking for prim creation from other sims
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// when the camera crosses the border.
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float idist = 256f;
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@@ -384,7 +394,6 @@ namespace OpenSim.Region.Environment.Scenes
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returnresult.obj = part;
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returnresult.normal = inter.normal;
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returnresult.distance = inter.distance;
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gothit = true;
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}
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}
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