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author | Melanie | 2013-01-25 00:10:32 +0000 |
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committer | Melanie | 2013-01-25 00:10:32 +0000 |
commit | 0b8bf69470aa461ac8b6554dce5e56427f39ac74 (patch) | |
tree | 9e2175c461425d1abc6ffbdb7d19278a9bf82c2e /OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs | |
parent | Merge branch 'avination' into careminster (diff) | |
parent | BulletSim: reduce the zeroing threshold for rotational velocity. (diff) | |
download | opensim-SC-0b8bf69470aa461ac8b6554dce5e56427f39ac74.zip opensim-SC-0b8bf69470aa461ac8b6554dce5e56427f39ac74.tar.gz opensim-SC-0b8bf69470aa461ac8b6554dce5e56427f39ac74.tar.bz2 opensim-SC-0b8bf69470aa461ac8b6554dce5e56427f39ac74.tar.xz |
Merge branch 'master' into careminster
Conflicts:
OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs
Diffstat (limited to 'OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs')
-rw-r--r-- | OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs | 21 |
1 files changed, 17 insertions, 4 deletions
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs index 667cc09..1be2776 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs | |||
@@ -12091,12 +12091,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
12091 | radius = Math.Abs(maxY); | 12091 | radius = Math.Abs(maxY); |
12092 | if (Math.Abs(maxZ) > radius) | 12092 | if (Math.Abs(maxZ) > radius) |
12093 | radius = Math.Abs(maxZ); | 12093 | radius = Math.Abs(maxZ); |
12094 | 12094 | radius = radius*1.413f; | |
12095 | Vector3 ac = group.AbsolutePosition - rayStart; | 12095 | Vector3 ac = group.AbsolutePosition - rayStart; |
12096 | Vector3 bc = group.AbsolutePosition - rayEnd; | 12096 | Vector3 bc = group.AbsolutePosition - rayEnd; |
12097 | 12097 | ||
12098 | double d = Math.Abs(Vector3.Mag(Vector3.Cross(ab, ac)) / Vector3.Distance(rayStart, rayEnd)); | 12098 | double d = Math.Abs(Vector3.Mag(Vector3.Cross(ab, ac)) / Vector3.Distance(rayStart, rayEnd)); |
12099 | 12099 | ||
12100 | // Too far off ray, don't bother | 12100 | // Too far off ray, don't bother |
12101 | if (d > radius) | 12101 | if (d > radius) |
12102 | return; | 12102 | return; |
@@ -12106,11 +12106,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
12106 | if (d2 > 0) | 12106 | if (d2 > 0) |
12107 | return; | 12107 | return; |
12108 | 12108 | ||
12109 | ray = new Ray(rayStart, Vector3.Normalize(rayEnd - rayStart)); | ||
12109 | EntityIntersection intersection = group.TestIntersection(ray, true, false); | 12110 | EntityIntersection intersection = group.TestIntersection(ray, true, false); |
12110 | // Miss. | 12111 | // Miss. |
12111 | if (!intersection.HitTF) | 12112 | if (!intersection.HitTF) |
12112 | return; | 12113 | return; |
12113 | 12114 | ||
12115 | Vector3 b1 = group.AbsolutePosition + new Vector3(minX, minY, minZ); | ||
12116 | Vector3 b2 = group.AbsolutePosition + new Vector3(maxX, maxY, maxZ); | ||
12117 | //m_log.DebugFormat("[LLCASTRAY]: min<{0},{1},{2}>, max<{3},{4},{5}> = hitp<{6},{7},{8}>", b1.X,b1.Y,b1.Z,b2.X,b2.Y,b2.Z,intersection.ipoint.X,intersection.ipoint.Y,intersection.ipoint.Z); | ||
12118 | if (!(intersection.ipoint.X >= b1.X && intersection.ipoint.X <= b2.X && | ||
12119 | intersection.ipoint.Y >= b1.Y && intersection.ipoint.Y <= b2.Y && | ||
12120 | intersection.ipoint.Z >= b1.Z && intersection.ipoint.Z <= b2.Z)) | ||
12121 | return; | ||
12122 | |||
12114 | ContactResult result = new ContactResult (); | 12123 | ContactResult result = new ContactResult (); |
12115 | result.ConsumerID = group.LocalId; | 12124 | result.ConsumerID = group.LocalId; |
12116 | // result.Depth = intersection.distance; | 12125 | // result.Depth = intersection.distance; |
@@ -12384,8 +12393,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
12384 | if (checkPhysical || checkNonPhysical || detectPhantom) | 12393 | if (checkPhysical || checkNonPhysical || detectPhantom) |
12385 | { | 12394 | { |
12386 | ContactResult[] objectHits = ObjectIntersection(rayStart, rayEnd, checkPhysical, checkNonPhysical, detectPhantom); | 12395 | ContactResult[] objectHits = ObjectIntersection(rayStart, rayEnd, checkPhysical, checkNonPhysical, detectPhantom); |
12387 | foreach (ContactResult r in objectHits) | 12396 | for (int iter = 0; iter < objectHits.Length; iter++) |
12388 | results.Add(r); | 12397 | { |
12398 | // Redistance the Depth because the Scene RayCaster returns distance from center to make the rezzing code simpler. | ||
12399 | objectHits[iter].Depth = Vector3.Distance(objectHits[iter].Pos, rayStart); | ||
12400 | results.Add(objectHits[iter]); | ||
12401 | } | ||
12389 | } | 12402 | } |
12390 | } | 12403 | } |
12391 | 12404 | ||