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author | MW | 2009-07-15 10:26:12 +0000 |
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committer | MW | 2009-07-15 10:26:12 +0000 |
commit | 08d4fffdfdf4f32d7aa9585bfd02e9aa02e04509 (patch) | |
tree | 203367d5e47c4adb17f55997bbd31e61cb96f47e /OpenSim | |
parent | Test commit to see if commit is working for me, as another core developer is ... (diff) | |
download | opensim-SC-08d4fffdfdf4f32d7aa9585bfd02e9aa02e04509.zip opensim-SC-08d4fffdfdf4f32d7aa9585bfd02e9aa02e04509.tar.gz opensim-SC-08d4fffdfdf4f32d7aa9585bfd02e9aa02e04509.tar.bz2 opensim-SC-08d4fffdfdf4f32d7aa9585bfd02e9aa02e04509.tar.xz |
A attemp to fix the boundingBox code that I committed the other day.
Diffstat (limited to 'OpenSim')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | 199 |
1 files changed, 174 insertions, 25 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs index d65dbaf..dcc39cc 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | |||
@@ -596,7 +596,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
596 | /// <returns></returns> | 596 | /// <returns></returns> |
597 | public Vector3 GetAxisAlignedBoundingBox() | 597 | public Vector3 GetAxisAlignedBoundingBox() |
598 | { | 598 | { |
599 | //int count = 0; | ||
600 | float maxX = 0f, maxY = 0f, maxZ = 0f, minX = 256f, minY = 256f, minZ = 256f; | 599 | float maxX = 0f, maxY = 0f, maxZ = 0f, minX = 256f, minY = 256f, minZ = 256f; |
601 | lock (m_parts) | 600 | lock (m_parts) |
602 | { | 601 | { |
@@ -605,37 +604,187 @@ namespace OpenSim.Region.Framework.Scenes | |||
605 | Vector3 worldPos = part.GetWorldPosition(); | 604 | Vector3 worldPos = part.GetWorldPosition(); |
606 | Quaternion worldRot = part.GetWorldRotation(); | 605 | Quaternion worldRot = part.GetWorldRotation(); |
607 | 606 | ||
608 | Vector3 size = part.Scale * worldRot; | 607 | Vector3 frontTopLeft; |
608 | Vector3 frontTopRight; | ||
609 | Vector3 frontBottomLeft; | ||
610 | Vector3 frontBottomRight; | ||
611 | |||
612 | Vector3 backTopLeft; | ||
613 | Vector3 backTopRight; | ||
614 | Vector3 backBottomLeft; | ||
615 | Vector3 backBottomRight; | ||
616 | |||
617 | Vector3 orig = Vector3.Zero; | ||
618 | |||
619 | frontTopLeft.X = orig.X - (part.Scale.X / 2); | ||
620 | frontTopLeft.Y = orig.Y - (part.Scale.Y / 2); | ||
621 | frontTopLeft.Z = orig.Z + (part.Scale.Z / 2); | ||
622 | |||
623 | frontTopRight.X = orig.X + (part.Scale.X / 2); | ||
624 | frontTopRight.Y = orig.Y - (part.Scale.Y / 2); | ||
625 | frontTopRight.Z = orig.Z + (part.Scale.Z / 2); | ||
626 | |||
627 | frontBottomLeft.X = orig.X - (part.Scale.X / 2); | ||
628 | frontBottomLeft.Y = orig.Y - (part.Scale.Y / 2); | ||
629 | frontBottomLeft.Z = orig.Z - (part.Scale.Z / 2); | ||
630 | |||
631 | frontBottomRight.X = orig.X + (part.Scale.X / 2); | ||
632 | frontBottomRight.Y = orig.Y - (part.Scale.Y / 2); | ||
633 | frontBottomRight.Z = orig.Z - (part.Scale.Z / 2); | ||
634 | |||
635 | |||
636 | backTopLeft.X = orig.X - (part.Scale.X / 2); | ||
637 | backTopLeft.Y = orig.Y + (part.Scale.Y / 2); | ||
638 | backTopLeft.Z = orig.Z + (part.Scale.Z / 2); | ||
639 | |||
640 | backTopRight.X = orig.X + (part.Scale.X / 2); | ||
641 | backTopRight.Y = orig.Y + (part.Scale.Y / 2); | ||
642 | backTopRight.Z = orig.Z + (part.Scale.Z / 2); | ||
643 | |||
644 | backBottomLeft.X = orig.X - (part.Scale.X / 2); | ||
645 | backBottomLeft.Y = orig.Y + (part.Scale.Y / 2); | ||
646 | backBottomLeft.Z = orig.Z - (part.Scale.Z / 2); | ||
647 | |||
648 | backBottomRight.X = orig.X + (part.Scale.X / 2); | ||
649 | backBottomRight.Y = orig.Y + (part.Scale.Y / 2); | ||
650 | backBottomRight.Z = orig.Z - (part.Scale.Z / 2); | ||
651 | |||
652 | frontTopLeft = frontTopLeft * worldRot; | ||
653 | frontTopRight = frontTopRight * worldRot; | ||
654 | frontBottomLeft = frontBottomLeft * worldRot; | ||
655 | frontBottomRight = frontBottomRight * worldRot; | ||
656 | |||
657 | backBottomLeft = backBottomLeft * worldRot; | ||
658 | backBottomRight = backBottomRight * worldRot; | ||
659 | backTopLeft = backTopLeft * worldRot; | ||
660 | backTopRight = backTopRight * worldRot; | ||
661 | |||
662 | |||
663 | //frontTopLeft += worldPos; | ||
664 | //frontTopRight += worldPos; | ||
665 | //frontBottomLeft += worldPos; | ||
666 | //frontBottomRight += worldPos; | ||
667 | |||
668 | //backBottomLeft += worldPos; | ||
669 | //backBottomRight += worldPos; | ||
670 | //backTopLeft += worldPos; | ||
671 | //backTopRight += worldPos; | ||
672 | |||
673 | if (frontTopRight.X > maxX) | ||
674 | maxX = frontTopRight.X; | ||
675 | if (frontTopLeft.X > maxX) | ||
676 | maxX = frontTopLeft.X; | ||
677 | if (frontBottomRight.X > maxX) | ||
678 | maxX = frontBottomRight.X; | ||
679 | if (frontBottomLeft.X > maxX) | ||
680 | maxX = frontBottomLeft.X; | ||
681 | |||
682 | if (backTopRight.X > maxX) | ||
683 | maxX = backTopRight.X; | ||
684 | if (backTopLeft.X > maxX) | ||
685 | maxX = backTopLeft.X; | ||
686 | if (backBottomRight.X > maxX) | ||
687 | maxX = backBottomRight.X; | ||
688 | if (backBottomLeft.X > maxX) | ||
689 | maxX = backBottomLeft.X; | ||
690 | |||
691 | if (frontTopRight.X < minX) | ||
692 | minX = frontTopRight.X; | ||
693 | if (frontTopLeft.X < minX) | ||
694 | minX = frontTopLeft.X; | ||
695 | if (frontBottomRight.X < minX) | ||
696 | minX = frontBottomRight.X; | ||
697 | if (frontBottomLeft.X < minX) | ||
698 | minX = frontBottomLeft.X; | ||
699 | |||
700 | if (backTopRight.X < minX) | ||
701 | minX = backTopRight.X; | ||
702 | if (backTopLeft.X < minX) | ||
703 | minX = backTopLeft.X; | ||
704 | if (backBottomRight.X < minX) | ||
705 | minX = backBottomRight.X; | ||
706 | if (backBottomLeft.X < minX) | ||
707 | minX = backBottomLeft.X; | ||
609 | 708 | ||
610 | // m_log.InfoFormat("prim {0} , world pos is {1} , {2} , {3} , and size is {4} , {5} , {6}", count, worldPos.X, worldPos.Y, worldPos.Z, size.X, size.Y, size.Z); | 709 | // |
611 | // count++; | 710 | if (frontTopRight.Y > maxY) |
612 | 711 | maxY = frontTopRight.Y; | |
613 | float tx= worldPos.X +( size.X/2); | 712 | if (frontTopLeft.Y > maxY) |
614 | float bx = worldPos.X - (size.X/2); | 713 | maxY = frontTopLeft.Y; |
615 | if (tx > maxX) | 714 | if (frontBottomRight.Y > maxY) |
616 | maxX = tx; | 715 | maxY = frontBottomRight.Y; |
617 | if (bx < minX) | 716 | if (frontBottomLeft.Y > maxY) |
618 | minX = bx; | 717 | maxY = frontBottomLeft.Y; |
619 | 718 | ||
620 | float ty = worldPos.Y + (size.Y / 2); | 719 | if (backTopRight.Y > maxY) |
621 | float by = worldPos.Y - (size.Y / 2); | 720 | maxY = backTopRight.Y; |
622 | if (ty > maxY) | 721 | if (backTopLeft.Y > maxY) |
623 | maxY = ty; | 722 | maxY = backTopLeft.Y; |
624 | if (by < minY) | 723 | if (backBottomRight.Y > maxY) |
625 | minY = by; | 724 | maxY = backBottomRight.Y; |
725 | if (backBottomLeft.Y > maxY) | ||
726 | maxY = backBottomLeft.Y; | ||
727 | |||
728 | if (frontTopRight.Y < minY) | ||
729 | minY = frontTopRight.Y; | ||
730 | if (frontTopLeft.Y < minY) | ||
731 | minY = frontTopLeft.Y; | ||
732 | if (frontBottomRight.Y < minY) | ||
733 | minY = frontBottomRight.Y; | ||
734 | if (frontBottomLeft.Y < minY) | ||
735 | minY = frontBottomLeft.Y; | ||
736 | |||
737 | if (backTopRight.Y < minY) | ||
738 | minY = backTopRight.Y; | ||
739 | if (backTopLeft.Y < minY) | ||
740 | minY = backTopLeft.Y; | ||
741 | if (backBottomRight.Y < minY) | ||
742 | minY = backBottomRight.Y; | ||
743 | if (backBottomLeft.Y < minY) | ||
744 | minY = backBottomLeft.Y; | ||
626 | 745 | ||
627 | float tz = worldPos.Z + (size.Z / 2); | 746 | // |
628 | float bz = worldPos.Z - (size.Z / 2); | 747 | if (frontTopRight.Z > maxZ) |
629 | if (tz > maxZ) | 748 | maxZ = frontTopRight.Z; |
630 | maxZ = tz; | 749 | if (frontTopLeft.Z > maxZ) |
631 | if (bz < minZ) | 750 | maxZ = frontTopLeft.Z; |
632 | minZ = bz; | 751 | if (frontBottomRight.Z > maxZ) |
752 | maxZ = frontBottomRight.Z; | ||
753 | if (frontBottomLeft.Z > maxZ) | ||
754 | maxZ = frontBottomLeft.Z; | ||
755 | |||
756 | if (backTopRight.Z > maxZ) | ||
757 | maxZ = backTopRight.Z; | ||
758 | if (backTopLeft.Z > maxZ) | ||
759 | maxZ = backTopLeft.Z; | ||
760 | if (backBottomRight.Z > maxZ) | ||
761 | maxZ = backBottomRight.Z; | ||
762 | if (backBottomLeft.Z > maxZ) | ||
763 | maxZ = backBottomLeft.Z; | ||
764 | |||
765 | if (frontTopRight.Z < minZ) | ||
766 | minZ = frontTopRight.Z; | ||
767 | if (frontTopLeft.Z < minZ) | ||
768 | minZ = frontTopLeft.Z; | ||
769 | if (frontBottomRight.Z < minZ) | ||
770 | minZ = frontBottomRight.Z; | ||
771 | if (frontBottomLeft.Z < minZ) | ||
772 | minZ = frontBottomLeft.Z; | ||
773 | |||
774 | if (backTopRight.Z < minZ) | ||
775 | minZ = backTopRight.Z; | ||
776 | if (backTopLeft.Z < minZ) | ||
777 | minZ = backTopLeft.Z; | ||
778 | if (backBottomRight.Z < minZ) | ||
779 | minZ = backBottomRight.Z; | ||
780 | if (backBottomLeft.Z < minZ) | ||
781 | minZ = backBottomLeft.Z; | ||
633 | } | 782 | } |
634 | 783 | ||
635 | } | 784 | } |
636 | 785 | ||
637 | Vector3 boundingBox = new Vector3(maxX - minX, maxY - minY, maxZ - minZ); | 786 | Vector3 boundingBox = new Vector3(maxX - minX, maxY - minY, maxZ - minZ); |
638 | //m_log.InfoFormat("BoundingBox is {0} , {1} , {2} ", boundingBox.X, boundingBox.Y, boundingBox.Z); | 787 | // m_log.InfoFormat("BoundingBox is {0} , {1} , {2} ", boundingBox.X, boundingBox.Y, boundingBox.Z); |
639 | return boundingBox; | 788 | return boundingBox; |
640 | } | 789 | } |
641 | 790 | ||