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authorTeravus Ovares2008-06-10 00:18:00 +0000
committerTeravus Ovares2008-06-10 00:18:00 +0000
commit8a93358405ba97697ece87887d2a36fadfeaca4f (patch)
tree9ced55cc99a902d2f51293301815abf760c5a239
parentactually create and populate the migrations table correctly. (diff)
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* This completes ObjectDuplicateOnRay.
* In English, that means that Copy Selection works now, including Copy Centers and Copy Rotates.
-rw-r--r--OpenSim/Region/Environment/Scenes/InnerScene.cs22
-rw-r--r--OpenSim/Region/Environment/Scenes/Scene.cs42
-rw-r--r--OpenSim/Region/Environment/Scenes/SceneObjectPart.cs62
3 files changed, 76 insertions, 50 deletions
diff --git a/OpenSim/Region/Environment/Scenes/InnerScene.cs b/OpenSim/Region/Environment/Scenes/InnerScene.cs
index d7a6d5b..3cd32c6 100644
--- a/OpenSim/Region/Environment/Scenes/InnerScene.cs
+++ b/OpenSim/Region/Environment/Scenes/InnerScene.cs
@@ -1399,7 +1399,7 @@ namespace OpenSim.Region.Environment.Scenes
1399 } 1399 }
1400 1400
1401 /// <summary> 1401 /// <summary>
1402 /// Duplicate the given object. 1402 /// Duplicate the given object, Fire and Forget, No rotation, no return wrapper
1403 /// </summary> 1403 /// </summary>
1404 /// <param name="originalPrim"></param> 1404 /// <param name="originalPrim"></param>
1405 /// <param name="offset"></param> 1405 /// <param name="offset"></param>
@@ -1408,6 +1408,18 @@ namespace OpenSim.Region.Environment.Scenes
1408 { 1408 {
1409 //m_log.DebugFormat("[SCENE]: Duplication of object {0} at offset {1} requested by agent {2}", originalPrim, offset, AgentID); 1409 //m_log.DebugFormat("[SCENE]: Duplication of object {0} at offset {1} requested by agent {2}", originalPrim, offset, AgentID);
1410 1410
1411 SceneObjectGroup dupe = DuplicateObject(originalPrim, offset, flags, AgentID, GroupID, Quaternion.Zero);
1412 }
1413 /// <summary>
1414 /// Duplicate the given object.
1415 /// </summary>
1416 /// <param name="originalPrim"></param>
1417 /// <param name="offset"></param>
1418 /// <param name="flags"></param>
1419 protected internal SceneObjectGroup DuplicateObject(uint originalPrim, LLVector3 offset, uint flags, LLUUID AgentID, LLUUID GroupID, Quaternion rot)
1420 {
1421 //m_log.DebugFormat("[SCENE]: Duplication of object {0} at offset {1} requested by agent {2}", originalPrim, offset, AgentID);
1422
1411 List<EntityBase> EntityList = GetEntities(); 1423 List<EntityBase> EntityList = GetEntities();
1412 1424
1413 SceneObjectGroup originPrim = null; 1425 SceneObjectGroup originPrim = null;
@@ -1445,16 +1457,22 @@ namespace OpenSim.Region.Environment.Scenes
1445 1457
1446 m_numPrim += copy.Children.Count; 1458 m_numPrim += copy.Children.Count;
1447 1459
1460 if (rot != Quaternion.Zero)
1461 {
1462 copy.UpdateGroupRotation(new LLQuaternion(rot.x, rot.y, rot.z, rot.w));
1463 }
1464
1448 copy.StartScripts(); 1465 copy.StartScripts();
1449 copy.ScheduleGroupForFullUpdate(); 1466 copy.ScheduleGroupForFullUpdate();
1467 return copy;
1450 } 1468 }
1451 } 1469 }
1452 else 1470 else
1453 { 1471 {
1454 m_log.WarnFormat("[SCENE]: Attempted to duplicate nonexistant prim id {0}", GroupID); 1472 m_log.WarnFormat("[SCENE]: Attempted to duplicate nonexistant prim id {0}", GroupID);
1455 } 1473 }
1474 return null;
1456 } 1475 }
1457
1458 /// <summary> 1476 /// <summary>
1459 /// Calculates the distance between two Vector3s 1477 /// Calculates the distance between two Vector3s
1460 /// </summary> 1478 /// </summary>
diff --git a/OpenSim/Region/Environment/Scenes/Scene.cs b/OpenSim/Region/Environment/Scenes/Scene.cs
index 8094e4c..d5d8629 100644
--- a/OpenSim/Region/Environment/Scenes/Scene.cs
+++ b/OpenSim/Region/Environment/Scenes/Scene.cs
@@ -1759,7 +1759,7 @@ namespace OpenSim.Region.Environment.Scenes
1759 { 1759 {
1760 LLVector3 pos; 1760 LLVector3 pos;
1761 const bool frontFacesOnly = true; 1761 const bool frontFacesOnly = true;
1762 1762 //m_log.Info("HITTARGET: " + RayTargetObj.ToString() + ", COPYTARGET: " + localID.ToString());
1763 SceneObjectPart target = GetSceneObjectPart(localID); 1763 SceneObjectPart target = GetSceneObjectPart(localID);
1764 SceneObjectPart target2 = GetSceneObjectPart(RayTargetObj); 1764 SceneObjectPart target2 = GetSceneObjectPart(RayTargetObj);
1765 1765
@@ -1781,10 +1781,10 @@ namespace OpenSim.Region.Environment.Scenes
1781 Ray NewRay = new Ray(AXOrigin, AXdirection); 1781 Ray NewRay = new Ray(AXOrigin, AXdirection);
1782 1782
1783 // Ray Trace against target here 1783 // Ray Trace against target here
1784 EntityIntersection ei = target.TestIntersectionOBB(NewRay, new Quaternion(1, 0, 0, 0), frontFacesOnly, false); 1784 EntityIntersection ei = target2.TestIntersectionOBB(NewRay, new Quaternion(1, 0, 0, 0), frontFacesOnly, CopyCenters);
1785 1785
1786 // Un-comment out the following line to Get Raytrace results printed to the console. 1786 // Un-comment out the following line to Get Raytrace results printed to the console.
1787 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString()); 1787 //m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString());
1788 float ScaleOffset = 0.5f; 1788 float ScaleOffset = 0.5f;
1789 1789
1790 // If we hit something 1790 // If we hit something
@@ -1801,31 +1801,21 @@ namespace OpenSim.Region.Environment.Scenes
1801 LLVector3 offset = (normal * (ScaleOffset / 2f)); 1801 LLVector3 offset = (normal * (ScaleOffset / 2f));
1802 pos = (intersectionpoint + offset); 1802 pos = (intersectionpoint + offset);
1803 1803
1804 if (CopyCenters) 1804
1805 // stick in offset format from the original prim
1806 pos = pos - target.ParentGroup.AbsolutePosition;
1807 if (CopyRotates)
1805 { 1808 {
1806 // now we cast a ray from inside the prim(absolute position) to one of it's faces along the face normal. 1809 LLQuaternion worldRot = target2.GetWorldRotation();
1807 LLVector3 direction2 = LLVector3.Norm(pos - target2.AbsolutePosition);
1808 Vector3 AXOrigin2 = new Vector3(target2.AbsolutePosition.X, target2.AbsolutePosition.Y, target2.AbsolutePosition.Z);
1809 Vector3 AXdirection2 = new Vector3(direction2.X, direction2.Y, direction2.Z); //ei.AAfaceNormal;
1810 Ray NewRay2 = new Ray(AXOrigin2, AXdirection2);
1811 EntityIntersection ei2 = target.TestIntersectionOBB(NewRay2, new Quaternion(1, 0, 0, 0), false, CopyCenters);
1812 if (ei2.HitTF)
1813 {
1814 //m_log.Info("[RAYTRACERESULTS]: Hit:" + ei2.HitTF.ToString() + " Point: " + ei2.ipoint.ToString() + " Normal: " + ei2.normal.ToString());
1815 pos = new LLVector3(ei2.ipoint.x,ei2.ipoint.y,ei2.ipoint.z);
1816 normal.X = ei2.normal.x;
1817 normal.Y = ei2.normal.y;
1818 normal.Z = ei2.normal.z;
1819 }
1820 }
1821
1822 // Set the position to the intersection point
1823 offset = (normal * (ScaleOffset / 2f));
1824 pos = (intersectionpoint + offset);
1825 1810
1826 // stick in offset format from the original prim 1811 SceneObjectGroup obj = m_innerScene.DuplicateObject(localID, pos, target.GetEffectiveObjectFlags(), AgentID, GroupID, new Quaternion(worldRot.W,worldRot.X,worldRot.Y,worldRot.Z));
1827 pos = pos - target2.ParentGroup.AbsolutePosition; 1812 //obj.Rotation = new Quaternion(worldRot.W, worldRot.X, worldRot.Y, worldRot.Z);
1828 m_innerScene.DuplicateObject(localID, pos, target.GetEffectiveObjectFlags(), AgentID, GroupID); 1813 //obj.UpdateGroupRotation(worldRot);
1814 }
1815 else
1816 {
1817 m_innerScene.DuplicateObject(localID, pos, target.GetEffectiveObjectFlags(), AgentID, GroupID);
1818 }
1829 } 1819 }
1830 1820
1831 return; 1821 return;
diff --git a/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs b/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs
index 614726e..2515122 100644
--- a/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs
@@ -1352,14 +1352,14 @@ namespace OpenSim.Region.Environment.Scenes
1352 AmBb = FaceB[i] - FaceC[i]; 1352 AmBb = FaceB[i] - FaceC[i];
1353 d = normals[i].Dot(FaceB[i]); 1353 d = normals[i].Dot(FaceB[i]);
1354 1354
1355 if (faceCenters) 1355 //if (faceCenters)
1356 { 1356 //{
1357 c = normals[i].Dot(normals[i]); 1357 // c = normals[i].Dot(normals[i]);
1358 } 1358 //}
1359 else 1359 //else
1360 { 1360 //{
1361 c = iray.Direction.Dot(normals[i]); 1361 c = iray.Direction.Dot(normals[i]);
1362 } 1362 //}
1363 if (c == 0) 1363 if (c == 0)
1364 continue; 1364 continue;
1365 1365
@@ -1375,21 +1375,21 @@ namespace OpenSim.Region.Environment.Scenes
1375 if (iray.Direction.Dot(normals[i]) < 0 || !frontFacesOnly) 1375 if (iray.Direction.Dot(normals[i]) < 0 || !frontFacesOnly)
1376 { 1376 {
1377 1377
1378 if (faceCenters) 1378 //if (faceCenters)
1379 { //(FaceA[i] + FaceB[i] + FaceC[1] + FaceD[i]) / 4f; 1379 //{ //(FaceA[i] + FaceB[i] + FaceC[1] + FaceD[i]) / 4f;
1380 q = iray.Origin + a * normals[i]; 1380 // q = iray.Origin + a * normals[i];
1381 } 1381 //}
1382 else 1382 //else
1383 { 1383 //{
1384 q = iray.Origin + a * iray.Direction; 1384 q = iray.Origin + a * iray.Direction;
1385 } 1385 //}
1386 1386
1387 float distance2 = (float)GetDistanceTo(q, AXpos); 1387 float distance2 = (float)GetDistanceTo(q, AXpos);
1388 // Is this the closest hit to the object's origin? 1388 // Is this the closest hit to the object's origin?
1389 if (faceCenters) 1389 //if (faceCenters)
1390 { 1390 //{
1391 distance2 = (float)GetDistanceTo(q, iray.Origin); 1391 // distance2 = (float)GetDistanceTo(q, iray.Origin);
1392 } 1392 //}
1393 1393
1394 1394
1395 if (distance2 < returnresult.distance) 1395 if (distance2 < returnresult.distance)
@@ -1397,10 +1397,28 @@ namespace OpenSim.Region.Environment.Scenes
1397 returnresult.distance = distance2; 1397 returnresult.distance = distance2;
1398 returnresult.HitTF = true; 1398 returnresult.HitTF = true;
1399 returnresult.ipoint = q; 1399 returnresult.ipoint = q;
1400 m_log.Info("[FACE]:" + i.ToString()); 1400 //m_log.Info("[FACE]:" + i.ToString());
1401 m_log.Info("[POINT]: " + q.ToString()); 1401 //m_log.Info("[POINT]: " + q.ToString());
1402 m_log.Info("[DIST]: " + distance2.ToString()); 1402 //m_log.Info("[DIST]: " + distance2.ToString());
1403 returnresult.normal = normals[i]; 1403 if (faceCenters)
1404 {
1405 returnresult.normal = (AXrot * AAfacenormals[i]);
1406
1407 Vector3 scaleComponent = AAfacenormals[i];
1408 float ScaleOffset = 0.5f;
1409 if (scaleComponent.x != 0) ScaleOffset = AXscale.x;
1410 if (scaleComponent.y != 0) ScaleOffset = AXscale.y;
1411 if (scaleComponent.z != 0) ScaleOffset = AXscale.z;
1412 ScaleOffset = Math.Abs(ScaleOffset);
1413 Vector3 offset = (returnresult.normal * ScaleOffset);
1414 returnresult.ipoint = (AXpos + offset );
1415
1416 ///pos = (intersectionpoint + offset);
1417 }
1418 else
1419 {
1420 returnresult.normal = normals[i];
1421 }
1404 returnresult.AAfaceNormal = AAfacenormals[i]; 1422 returnresult.AAfaceNormal = AAfacenormals[i];
1405 1423
1406 } 1424 }