From 0cb05c19529a110c996387bae8ba2047c3232851 Mon Sep 17 00:00:00 2001 From: Teravus Ovares Date: Fri, 21 Mar 2008 05:54:56 +0000 Subject: * Updated ray tracing code. It's now good enough to use when the XYZ vector components of the scale have a difference of less then 4.5 meters. * When a new prim is created and raytracing is called for, raytrace from the camera position to the ground in the direction of the Norm(RayEnd - RayStart). * If we got a hit based on our camera, create the new prim at the edge of the prim we hit. * Don't raytrace if the difference between any component of the vector exceeds 4.5meters. --- OpenSim/Region/Environment/Scenes/Scene.cs | 33 +++++++++++++++++++++++++++++- 1 file changed, 32 insertions(+), 1 deletion(-) (limited to 'OpenSim/Region/Environment/Scenes/Scene.cs') diff --git a/OpenSim/Region/Environment/Scenes/Scene.cs b/OpenSim/Region/Environment/Scenes/Scene.cs index 7948a6f..94a4e31 100644 --- a/OpenSim/Region/Environment/Scenes/Scene.cs +++ b/OpenSim/Region/Environment/Scenes/Scene.cs @@ -31,6 +31,7 @@ using System.Drawing; using System.Drawing.Imaging; using System.Threading; using System.Timers; +using Axiom.Math; using libsecondlife; using libsecondlife.Packets; using OpenJPEGNet; @@ -1079,7 +1080,37 @@ namespace OpenSim.Region.Environment.Scenes if (target != null) { pos = target.AbsolutePosition; - // TODO: Raytrace here + //m_log.Info("[OBJECT_REZ]: TargetPos: " + pos.ToString() + ", RayStart: " + RayStart.ToString() + ", RayEnd: " + RayEnd.ToString() + ", Volume: " + Util.GetDistanceTo(RayStart,RayEnd).ToString() + ", mag1: " + Util.GetMagnitude(RayStart).ToString() + ", mag2: " + Util.GetMagnitude(RayEnd).ToString()); + //target.Scale.X + if (Math.Abs(target.Scale.X - target.Scale.Y) > 4.5f + || Math.Abs(target.Scale.Y - target.Scale.Z) > 4.5f + || Math.Abs(target.Scale.Z - target.Scale.X) > 4.5f) + { + + // for now lets use the old method here as the new method works by using the largest scale vector + // component as the radius of a sphere and produces wide results if there's a huge difference + // between the x/y/z vector components + + // If one scale component is less then .21m, it's likely being used as a thin block and therefore + // the raytracing would produce a wide result. + + + } + else + { + // TODO: Raytrace better here + LLVector3 direction = LLVector3.Norm(RayEnd - RayStart); + Vector3 AXOrigin = new Vector3(RayStart.X, RayStart.Y, RayStart.Z); + Vector3 AXdirection = new Vector3(direction.X, direction.Y, direction.Z); + EntityIntersection ei = m_innerScene.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection)); + //m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString()); + + if (ei.HitTF) + { + pos = new LLVector3(ei.ipoint.x, ei.ipoint.y, ei.ipoint.z); + } + + } return pos; } else -- cgit v1.1