From d348f871612c5f241f33885604391d1f30a416bc Mon Sep 17 00:00:00 2001
From: Magnuz Binder
Date: Sun, 10 May 2015 20:01:50 +0200
Subject: Patch llCastRay fully simplified to V3.
---
.../Shared/Api/Implementation/LSL_Api.cs | 429 +++++++++++----------
1 file changed, 217 insertions(+), 212 deletions(-)
(limited to 'OpenSim/Region')
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
index c90f015..089a5a8 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
@@ -221,15 +221,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
protected float m_primSafetyCoeffX = 2.414214f;
protected float m_primSafetyCoeffY = 2.414214f;
protected float m_primSafetyCoeffZ = 1.618034f;
+ protected bool m_useCastRayV3 = false;
protected float m_floatToleranceInCastRay = 0.000001f;
protected float m_floatTolerance2InCastRay = 0.0001f;
+ protected DetailLevel m_primLodInCastRay = DetailLevel.Medium;
+ protected DetailLevel m_sculptLodInCastRay = DetailLevel.Medium;
+ protected DetailLevel m_meshLodInCastRay = DetailLevel.Highest;
+ protected DetailLevel m_avatarLodInCastRay = DetailLevel.Medium;
protected int m_maxHitsInCastRay = 16;
protected int m_maxHitsPerPrimInCastRay = 16;
protected int m_maxHitsPerObjectInCastRay = 16;
protected bool m_detectExitsInCastRay = false;
protected bool m_filterPartsInCastRay = false;
protected bool m_doAttachmentsInCastRay = false;
- protected bool m_useCastRayV1 = true;
//An array of HTTP/1.1 headers that are not allowed to be used
//as custom headers by llHTTPRequest.
@@ -336,15 +340,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
m_primSafetyCoeffX = lslConfig.GetFloat("PrimBoundingBoxSafetyCoefficientX", m_primSafetyCoeffX);
m_primSafetyCoeffY = lslConfig.GetFloat("PrimBoundingBoxSafetyCoefficientY", m_primSafetyCoeffY);
m_primSafetyCoeffZ = lslConfig.GetFloat("PrimBoundingBoxSafetyCoefficientZ", m_primSafetyCoeffZ);
+ m_useCastRayV3 = lslConfig.GetBoolean("UseLlCastRayV3", m_useCastRayV3);
m_floatToleranceInCastRay = lslConfig.GetFloat("FloatToleranceInLlCastRay", m_floatToleranceInCastRay);
m_floatTolerance2InCastRay = lslConfig.GetFloat("FloatTolerance2InLlCastRay", m_floatTolerance2InCastRay);
+ m_primLodInCastRay = (DetailLevel)lslConfig.GetInt("PrimDetailLevelInLlCastRay", (int)m_primLodInCastRay);
+ m_sculptLodInCastRay = (DetailLevel)lslConfig.GetInt("SculptDetailLevelInLlCastRay", (int)m_sculptLodInCastRay);
+ m_meshLodInCastRay = (DetailLevel)lslConfig.GetInt("MeshDetailLevelInLlCastRay", (int)m_meshLodInCastRay);
+ m_avatarLodInCastRay = (DetailLevel)lslConfig.GetInt("AvatarDetailLevelInLlCastRay", (int)m_avatarLodInCastRay);
m_maxHitsInCastRay = lslConfig.GetInt("MaxHitsInLlCastRay", m_maxHitsInCastRay);
m_maxHitsPerPrimInCastRay = lslConfig.GetInt("MaxHitsPerPrimInLlCastRay", m_maxHitsPerPrimInCastRay);
m_maxHitsPerObjectInCastRay = lslConfig.GetInt("MaxHitsPerObjectInLlCastRay", m_maxHitsPerObjectInCastRay);
m_detectExitsInCastRay = lslConfig.GetBoolean("DetectExitHitsInLlCastRay", m_detectExitsInCastRay);
m_filterPartsInCastRay = lslConfig.GetBoolean("FilterPartsInLlCastRay", m_filterPartsInCastRay);
m_doAttachmentsInCastRay = lslConfig.GetBoolean("DoAttachmentsInLlCastRay", m_doAttachmentsInCastRay);
- m_useCastRayV1 = lslConfig.GetBoolean("UseLlCastRayV1", m_useCastRayV1);
}
IConfig smtpConfig = seConfigSource.Configs["SMTP"];
@@ -13811,8 +13819,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
return contacts[0];
}
- public LSL_List llCastRayV1(LSL_Vector start, LSL_Vector end, LSL_List options)
+ public LSL_List llCastRay(LSL_Vector start, LSL_Vector end, LSL_List options)
{
+ // Use llCastRay V3 if configured
+ if (m_useCastRayV3)
+ return llCastRayV3(start, end, options);
+
LSL_List list = new LSL_List();
m_host.AddScriptLPS(1);
@@ -14003,29 +14015,24 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
}
///
- /// Full implementation of llCastRay similar to SL 2015-04-21.
+ /// Implementation of llCastRay similar to SL 2015-04-21.
/// http://wiki.secondlife.com/wiki/LlCastRay
/// Uses pure geometry, bounding shapes, meshing and no physics
/// for prims, sculpts, meshes, avatars and terrain.
/// Implements all flags, reject types and data flags.
/// Can handle both objects/groups and prims/parts, by config.
- /// May give poor results with multi-part meshes where "root"
- /// part doesn't dominate, owing to "guessed" bounding boxes.
- /// May sometimes be inaccurate owing to calculation precision
- /// and a bug in libopenmetaverse PrimMesher.
+ /// May sometimes be inaccurate owing to calculation precision,
+ /// meshing detail level and a bug in libopenmetaverse PrimMesher.
///
- public LSL_List llCastRay(LSL_Vector start, LSL_Vector end, LSL_List options)
+ public LSL_List llCastRayV3(LSL_Vector start, LSL_Vector end, LSL_List options)
{
- // Use llCastRay v1 if configured
- if (m_useCastRayV1)
- return llCastRayV1(start, end, options);
-
// Initialize
m_host.AddScriptLPS(1);
List rayHits = new List();
LSL_List result = new LSL_List();
float tol = m_floatToleranceInCastRay;
- float tol2 = m_floatTolerance2InCastRay;
+ Vector3 pos1Ray = start;
+ Vector3 pos2Ray = end;
// Get input options
int rejectTypes = 0;
@@ -14054,25 +14061,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
bool getLinkNum = ((dataFlags & ScriptBaseClass.RC_GET_LINK_NUM) != 0);
// Calculate some basic parameters
- Vector3 ray = end - start;
- float rayLength = ray.Length();
+ Vector3 vecRay = pos2Ray - pos1Ray;
+ float rayLength = vecRay.Length();
- // Try to get a mesher and return failure if none or degenerate ray
+ // Try to get a mesher and return failure if none, degenerate ray, or max 0 hits
IRendering primMesher = null;
List renderers = RenderingLoader.ListRenderers(Util.ExecutingDirectory());
- if (renderers.Count < 1 || rayLength < tol)
+ if (renderers.Count < 1 || rayLength < tol || m_maxHitsInCastRay < 1)
{
result.Add(new LSL_Integer(ScriptBaseClass.RCERR_UNKNOWN));
return result;
}
primMesher = RenderingLoader.LoadRenderer(renderers[0]);
- // Used to translate and rotate world so ray is along negative Z axis from origo and
- // calculations mostly simplified to a 2D projecttion on the X-Y plane
- Vector3 posProj = new Vector3(-start);
- Quaternion rotProj = Vector3.RotationBetween(ray, new Vector3(0.0f, 0.0f, -1.0f));
- Quaternion rotBack = Quaternion.Inverse(rotProj);
-
// Iterate over all objects/groups and prims/parts in region
World.ForEachSOG(
delegate(SceneObjectGroup group)
@@ -14115,51 +14116,51 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
if (!doPart)
continue;
}
- // Parse prim/part if passed filters
- // Estimate bounding box from size box
- Vector3 scaleSafe = part.Scale;
- if (!part.Shape.SculptEntry)
- scaleSafe = scaleSafe * (new Vector3(m_primSafetyCoeffX, m_primSafetyCoeffY, m_primSafetyCoeffZ));
+ // Parse prim/part and project ray if passed filters
+ Vector3 scalePart = part.Scale;
+ Vector3 posPart = part.GetWorldPosition();
+ Quaternion rotPart = part.GetWorldRotation();
+ Quaternion rotPartInv = Quaternion.Inverse(rotPart);
+ Vector3 pos1RayProj = ((pos1Ray - posPart) * rotPartInv) / scalePart;
+ Vector3 pos2RayProj = ((pos2Ray - posPart) * rotPartInv) / scalePart;
- // Filter parts by bounding shapes
- Vector3 posPartRel = part.GetWorldPosition() + posProj;
- Vector3 posPartProj = posPartRel * rotProj;
- if (InBoundingShapes(ray, rayLength, scaleSafe, posPartRel, posPartProj, rotProj))
+ // Filter parts by shape bounding boxes
+ Vector3 shapeBoxMax = new Vector3(0.5f, 0.5f, 0.5f);
+ if (!part.Shape.SculptEntry)
+ shapeBoxMax = shapeBoxMax * (new Vector3(m_primSafetyCoeffX, m_primSafetyCoeffY, m_primSafetyCoeffZ));
+ shapeBoxMax = shapeBoxMax + (new Vector3(tol, tol, tol));
+ if (RayIntersectsShapeBox(pos1RayProj, pos2RayProj, shapeBoxMax))
{
// Prepare data needed to check for ray hits
RayTrans rayTrans = new RayTrans();
rayTrans.PartId = part.UUID;
rayTrans.GroupId = part.ParentGroup.UUID;
rayTrans.Link = group.PrimCount > 1 ? part.LinkNum : 0;
- rayTrans.Scale = part.Scale;
- rayTrans.PositionPartProj = posPartProj;
- rayTrans.PositionProj = posProj;
- rayTrans.RotationPartProj = rotProj * part.GetWorldRotation();
- rayTrans.RotationBack = rotBack;
- rayTrans.NeedsEnds = true;
- rayTrans.RayLength = rayLength;
- rayTrans.Tolerance = tol;
- rayTrans.Tolerance2 = tol2;
+ rayTrans.ScalePart = scalePart;
+ rayTrans.PositionPart = posPart;
+ rayTrans.RotationPart = rotPart;
+ rayTrans.ShapeNeedsEnds = true;
+ rayTrans.Position1Ray = pos1Ray;
+ rayTrans.Position1RayProj = pos1RayProj;
+ rayTrans.VectorRayProj = pos2RayProj - pos1RayProj;
// Make an OMV prim to be able to mesh part
- Primitive omvPrim = part.Shape.ToOmvPrimitive(posPartProj, rayTrans.RotationPartProj);
+ Primitive omvPrim = part.Shape.ToOmvPrimitive(posPart, rotPart);
byte[] sculptAsset = null;
if (omvPrim.Sculpt != null)
sculptAsset = World.AssetService.GetData(omvPrim.Sculpt.SculptTexture.ToString());
+ FacetedMesh mesh = null;
- // When part is mesh, get and check mesh
+ // When part is mesh, get mesh and check for hits
if (omvPrim.Sculpt != null && omvPrim.Sculpt.Type == SculptType.Mesh && sculptAsset != null)
{
AssetMesh meshAsset = new AssetMesh(omvPrim.Sculpt.SculptTexture, sculptAsset);
- FacetedMesh mesh = null;
- FacetedMesh.TryDecodeFromAsset(omvPrim, meshAsset, DetailLevel.Highest, out mesh);
+ FacetedMesh.TryDecodeFromAsset(omvPrim, meshAsset, m_meshLodInCastRay, out mesh);
meshAsset = null;
- AddRayInFacetedMesh(mesh, rayTrans, ref rayHits);
- mesh = null;
}
- // When part is sculpt, create and check mesh
+ // When part is sculpt, create mesh and check for hits
// Quirk: Generated sculpt mesh is about 2.8% smaller in X and Y than visual sculpt.
else if (omvPrim.Sculpt != null && omvPrim.Sculpt.Type != SculptType.Mesh && sculptAsset != null)
{
@@ -14169,15 +14170,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
Image sculpt = imgDecoder.DecodeToImage(sculptAsset);
if (sculpt != null)
{
- SimpleMesh mesh = primMesher.GenerateSimpleSculptMesh(omvPrim, (Bitmap)sculpt, DetailLevel.Medium);
+ mesh = primMesher.GenerateFacetedSculptMesh(omvPrim, (Bitmap)sculpt, m_sculptLodInCastRay);
sculpt.Dispose();
- AddRayInSimpleMesh(mesh, rayTrans, ref rayHits);
- mesh = null;
}
}
}
- // When part is prim, create and check mesh
+ // When part is prim, create mesh and check for hits
else if (omvPrim.Sculpt == null)
{
if (
@@ -14186,12 +14185,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
omvPrim.PrimData.PathSkew == 0.0 &&
omvPrim.PrimData.PathTwist - omvPrim.PrimData.PathTwistBegin == 0.0
)
- rayTrans.NeedsEnds = false;
- SimpleMesh mesh = primMesher.GenerateSimpleMesh(omvPrim, DetailLevel.Medium);
- AddRayInSimpleMesh(mesh, rayTrans, ref rayHits);
- mesh = null;
+ rayTrans.ShapeNeedsEnds = false;
+ mesh = primMesher.GenerateFacetedMesh(omvPrim, m_primLodInCastRay);
}
+ // Check mesh for ray hits
+ AddRayInFacetedMesh(mesh, rayTrans, ref rayHits);
+ mesh = null;
}
}
}
@@ -14205,38 +14205,43 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
World.ForEachRootScenePresence(
delegate (ScenePresence sp)
{
- // Parse avatar
-
// Get bounding box
Vector3 lower;
Vector3 upper;
BoundingBoxOfScenePresence(sp, out lower, out upper);
- Vector3 scale = upper - lower;
-
- // Filter avatars by bounding shapes
- Vector3 posPartRel = sp.AbsolutePosition + posProj + (lower + upper) * 0.5f * sp.Rotation;
- Vector3 posPartProj = posPartRel * rotProj;
- if (InBoundingShapes(ray, rayLength, scale, posPartRel, posPartProj, rotProj))
+ // Parse avatar
+ Vector3 scalePart = upper - lower;
+ Vector3 posPart = sp.AbsolutePosition;
+ Quaternion rotPart = sp.GetWorldRotation();
+ Quaternion rotPartInv = Quaternion.Inverse(rotPart);
+ posPart = posPart + (lower + upper) * 0.5f * rotPart;
+ // Project ray
+ Vector3 pos1RayProj = ((pos1Ray - posPart) * rotPartInv) / scalePart;
+ Vector3 pos2RayProj = ((pos2Ray - posPart) * rotPartInv) / scalePart;
+
+ // Filter avatars by shape bounding boxes
+ Vector3 shapeBoxMax = new Vector3(0.5f + tol, 0.5f + tol, 0.5f + tol);
+ if (RayIntersectsShapeBox(pos1RayProj, pos2RayProj, shapeBoxMax))
{
// Prepare data needed to check for ray hits
RayTrans rayTrans = new RayTrans();
rayTrans.PartId = sp.UUID;
rayTrans.GroupId = sp.ParentPart != null ? sp.ParentPart.ParentGroup.UUID : sp.UUID;
rayTrans.Link = sp.ParentPart != null ? UUID2LinkNumber(sp.ParentPart, sp.UUID) : 0;
- rayTrans.Scale = scale;
- rayTrans.PositionPartProj = posPartProj;
- rayTrans.PositionProj = posProj;
- rayTrans.RotationPartProj = rotProj * sp.Rotation;
- rayTrans.RotationBack = rotBack;
- rayTrans.NeedsEnds = false;
- rayTrans.RayLength = rayLength;
- rayTrans.Tolerance = tol;
- rayTrans.Tolerance2 = tol2;
+ rayTrans.ScalePart = scalePart;
+ rayTrans.PositionPart = posPart;
+ rayTrans.RotationPart = rotPart;
+ rayTrans.ShapeNeedsEnds = false;
+ rayTrans.Position1Ray = pos1Ray;
+ rayTrans.Position1RayProj = pos1RayProj;
+ rayTrans.VectorRayProj = pos2RayProj - pos1RayProj;
// Make OMV prim, create and check mesh
- Primitive omvPrim = MakeOpenMetaversePrim(scale, posPartProj, rayTrans.RotationPartProj, ScriptBaseClass.PRIM_TYPE_SPHERE);
- SimpleMesh mesh = primMesher.GenerateSimpleMesh(omvPrim, DetailLevel.Medium);
- AddRayInSimpleMesh(mesh, rayTrans, ref rayHits);
+ PrimitiveBaseShape prim = PrimitiveBaseShape.CreateSphere();
+ prim.Scale = scalePart;
+ Primitive omvPrim = prim.ToOmvPrimitive(posPart, rotPart);
+ FacetedMesh mesh = primMesher.GenerateFacetedMesh(omvPrim, m_meshLodInCastRay);
+ AddRayInFacetedMesh(mesh, rayTrans, ref rayHits);
mesh = null;
}
}
@@ -14248,32 +14253,26 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
{
// Parse terrain
- // Mesh terrain and check projected bounding box
- Vector3 posPartProj = posProj * rotProj;
- Quaternion rotPartProj = rotProj;
+ // Mesh terrain and check bounding box
Vector3 lower;
Vector3 upper;
- List triangles = TrisFromHeightmapUnderRay(start, end, out lower, out upper);
- Vector3 lowerBox = new Vector3(float.MaxValue, float.MaxValue, float.MaxValue);
- Vector3 upperBox = new Vector3(float.MinValue, float.MinValue, float.MinValue);
- int dummy = 0;
- AddBoundingBoxOfSimpleBox(lower, upper, posPartProj, rotPartProj, true, ref lowerBox, ref upperBox, ref dummy);
- if (lowerBox.X <= tol && lowerBox.Y <= tol && lowerBox.Z <= tol && upperBox.X >= -tol && upperBox.Y >= -tol && upperBox.Z >= -rayLength - tol)
+ List triangles = TrisFromHeightmapUnderRay(pos1Ray, pos2Ray, out lower, out upper);
+ lower.Z -= tol;
+ upper.Z += tol;
+ if ((pos1Ray.Z >= lower.Z || pos2Ray.Z >= lower.Z) && (pos1Ray.Z <= upper.Z || pos2Ray.Z <= upper.Z))
{
// Prepare data needed to check for ray hits
RayTrans rayTrans = new RayTrans();
rayTrans.PartId = UUID.Zero;
rayTrans.GroupId = UUID.Zero;
rayTrans.Link = 0;
- rayTrans.Scale = new Vector3 (1.0f, 1.0f, 1.0f);
- rayTrans.PositionPartProj = posPartProj;
- rayTrans.PositionProj = posProj;
- rayTrans.RotationPartProj = rotPartProj;
- rayTrans.RotationBack = rotBack;
- rayTrans.NeedsEnds = true;
- rayTrans.RayLength = rayLength;
- rayTrans.Tolerance = tol;
- rayTrans.Tolerance2 = tol2;
+ rayTrans.ScalePart = new Vector3 (1.0f, 1.0f, 1.0f);
+ rayTrans.PositionPart = Vector3.Zero;
+ rayTrans.RotationPart = Quaternion.Identity;
+ rayTrans.ShapeNeedsEnds = true;
+ rayTrans.Position1Ray = pos1Ray;
+ rayTrans.Position1RayProj = pos1Ray;
+ rayTrans.VectorRayProj = vecRay;
// Check mesh
AddRayInTris(triangles, rayTrans, ref rayHits);
@@ -14358,15 +14357,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
public UUID PartId;
public UUID GroupId;
public int Link;
- public Vector3 Scale;
- public Vector3 PositionPartProj;
- public Vector3 PositionProj;
- public Quaternion RotationPartProj;
- public Quaternion RotationBack;
- public bool NeedsEnds;
- public float RayLength;
- public float Tolerance;
- public float Tolerance2;
+ public Vector3 ScalePart;
+ public Vector3 PositionPart;
+ public Quaternion RotationPart;
+ public bool ShapeNeedsEnds;
+ public Vector3 Position1Ray;
+ public Vector3 Position1RayProj;
+ public Vector3 VectorRayProj;
}
///
@@ -14383,21 +14380,63 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
}
///
- /// Helper to parse SimpleMesh for ray hits.
+ /// Helper to check if a ray intersects a shape bounding box.
///
- private void AddRayInSimpleMesh(SimpleMesh mesh, RayTrans rayTrans, ref List rayHits)
- {
- if (mesh != null)
+ private bool RayIntersectsShapeBox(Vector3 pos1RayProj, Vector3 pos2RayProj, Vector3 shapeBoxMax)
+ {
+ // Skip if ray can't intersect bounding box;
+ Vector3 rayBoxProjMin = Vector3.Min(pos1RayProj, pos2RayProj);
+ Vector3 rayBoxProjMax = Vector3.Max(pos1RayProj, pos2RayProj);
+ if (
+ rayBoxProjMin.X > shapeBoxMax.X || rayBoxProjMin.Y > shapeBoxMax.Y || rayBoxProjMin.Z > shapeBoxMax.Z ||
+ rayBoxProjMax.X < -shapeBoxMax.X || rayBoxProjMax.Y < -shapeBoxMax.Y || rayBoxProjMax.Z < -shapeBoxMax.Z
+ )
+ return false;
+
+ // Check if ray intersect any bounding box side
+ int sign = 0;
+ float dist = 0.0f;
+ Vector3 posProj = Vector3.Zero;
+ Vector3 vecRayProj = pos2RayProj - pos1RayProj;
+
+ // Check both X sides unless ray is parallell to them
+ if (Math.Abs(vecRayProj.X) > m_floatToleranceInCastRay)
+ {
+ for (sign = -1; sign <= 1; sign += 2)
+ {
+ dist = ((float)sign * shapeBoxMax.X - pos1RayProj.X) / vecRayProj.X;
+ posProj = pos1RayProj + vecRayProj * dist;
+ if (Math.Abs(posProj.Y) <= shapeBoxMax.Y && Math.Abs(posProj.Z) <= shapeBoxMax.Z)
+ return true;
+ }
+ }
+
+ // Check both Y sides unless ray is parallell to them
+ if (Math.Abs(vecRayProj.Y) > m_floatToleranceInCastRay)
{
- for (int i = 0; i < mesh.Indices.Count; i += 3)
+ for (sign = -1; sign <= 1; sign += 2)
{
- Tri triangle = new Tri();
- triangle.p1 = mesh.Vertices[mesh.Indices[i]].Position;
- triangle.p2 = mesh.Vertices[mesh.Indices[i + 1]].Position;
- triangle.p3 = mesh.Vertices[mesh.Indices[i + 2]].Position;
- AddRayInTri(triangle, rayTrans, ref rayHits);
+ dist = ((float)sign * shapeBoxMax.Y - pos1RayProj.Y) / vecRayProj.Y;
+ posProj = pos1RayProj + vecRayProj * dist;
+ if (Math.Abs(posProj.X) <= shapeBoxMax.X && Math.Abs(posProj.Z) <= shapeBoxMax.Z)
+ return true;
}
}
+
+ // Check both Z sides unless ray is parallell to them
+ if (Math.Abs(vecRayProj.Z) > m_floatToleranceInCastRay)
+ {
+ for (sign = -1; sign <= 1; sign += 2)
+ {
+ dist = ((float)sign * shapeBoxMax.Z - pos1RayProj.Z) / vecRayProj.Z;
+ posProj = pos1RayProj + vecRayProj * dist;
+ if (Math.Abs(posProj.X) <= shapeBoxMax.X && Math.Abs(posProj.Y) <= shapeBoxMax.Y)
+ return true;
+ }
+ }
+
+ // No hits on bounding box so return false
+ return false;
}
///
@@ -14409,7 +14448,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
{
foreach (Face face in mesh.Faces)
{
- for (int i = 0; i
/// Helper to add ray hit in a Tri (triangle).
///
- private void AddRayInTri(Tri triangle, RayTrans rayTrans, ref List rayHits)
+ private void AddRayInTri(Tri triProj, RayTrans rayTrans, ref List rayHits)
{
// Check for hit in triangle
- float distance;
- Vector3 posHit;
- Vector3 normal;
- if (HitRayInTri(triangle, rayTrans, out distance, out posHit, out normal))
- {
- // Project hit part back to normal coordinate system
- Vector3 posPart = rayTrans.PositionPartProj * rayTrans.RotationBack - rayTrans.PositionProj;
- // Hack to circumvent ghost face bug in PrimMesher by removing hits in (ghost) faces plane through shape center
- if (Math.Abs(Vector3.Dot(posPart, normal) - Vector3.Dot(posHit, normal)) < rayTrans.Tolerance && !rayTrans.NeedsEnds)
+ Vector3 posHitProj;
+ Vector3 normalProj;
+ if (HitRayInTri(triProj, rayTrans.Position1RayProj, rayTrans.VectorRayProj, out posHitProj, out normalProj))
+ {
+ // Hack to circumvent ghost face bug in PrimMesher by removing hits in (ghost) face plane through shape center
+ if (Math.Abs(Vector3.Dot(posHitProj, normalProj)) < m_floatToleranceInCastRay && !rayTrans.ShapeNeedsEnds)
return;
- // Remove duplicate hits at triangle edges and intersections
+
+ // Transform hit and normal to region coordinate system
+ Vector3 posHit = rayTrans.PositionPart + (posHitProj * rayTrans.ScalePart) * rayTrans.RotationPart;
+ Vector3 normal = Vector3.Normalize((normalProj * rayTrans.ScalePart) * rayTrans.RotationPart);
+
+ // Remove duplicate hits at triangle intersections
+ float distance = Vector3.Distance(rayTrans.Position1Ray, posHit);
for (int i = rayHits.Count - 1; i >= 0; i--)
{
- if (rayHits[i].PartId == rayTrans.PartId && Math.Abs(rayHits[i].Distance - distance) < rayTrans.Tolerance2)
+ if (rayHits[i].PartId != rayTrans.PartId)
+ break;
+ if (Math.Abs(rayHits[i].Distance - distance) < m_floatTolerance2InCastRay)
return;
}
@@ -14468,76 +14512,56 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
}
///
- /// Helper to find ray hit in a Tri (triangle).
+ /// Helper to find ray hit in triangle
///
- private bool HitRayInTri(Tri triangle, RayTrans rayTrans, out float distance, out Vector3 posHit, out Vector3 normal)
+ bool HitRayInTri(Tri triProj, Vector3 pos1RayProj, Vector3 vecRayProj, out Vector3 posHitProj, out Vector3 normalProj)
{
- // Initialize
- distance = 0.0f;
- posHit = Vector3.Zero;
- normal = Vector3.Zero;
- float tol = rayTrans.Tolerance;
-
- // Project triangle on X-Y plane
- Vector3 pos1 = triangle.p1 * rayTrans.Scale * rayTrans.RotationPartProj + rayTrans.PositionPartProj;
- Vector3 pos2 = triangle.p2 * rayTrans.Scale * rayTrans.RotationPartProj + rayTrans.PositionPartProj;
- Vector3 pos3 = triangle.p3 * rayTrans.Scale * rayTrans.RotationPartProj + rayTrans.PositionPartProj;
-
- // Check if ray/origo inside triangle bounding rectangle
- Vector3 lower = Vector3.Min(pos1, Vector3.Min(pos2, pos3));
- Vector3 upper = Vector3.Max(pos1, Vector3.Max(pos2, pos3));
- if (lower.X > tol || lower.Y > tol || lower.Z > tol || upper.X < -tol || upper.Y < -tol || upper.Z < -rayTrans.RayLength - tol)
- return false;
+ float tol = m_floatToleranceInCastRay;
+ posHitProj = Vector3.Zero;
+
+ // Calculate triangle edge vectors
+ Vector3 vec1Proj = triProj.p2 - triProj.p1;
+ Vector3 vec2Proj = triProj.p3 - triProj.p2;
+ Vector3 vec3Proj = triProj.p1 - triProj.p3;
- // Check if ray/origo inside every edge or reverse "outside" every edge on exit
- float dist;
- bool inside = true;
- bool outside = true;
- Vector3 vec1 = pos2 - pos1;
- dist = pos1.X * vec1.Y - pos1.Y * vec1.X;
- if (dist < -tol)
- inside = false;
- if (dist > tol)
- outside = false;
- Vector3 vec2 = pos3 - pos2;
- dist = pos2.X * vec2.Y - pos2.Y * vec2.X;
- if (dist < -tol)
- inside = false;
- if (dist > tol)
- outside = false;
- Vector3 vec3 = pos1 - pos3;
- dist = pos3.X * vec3.Y - pos3.Y * vec3.X;
- if (dist < -tol)
- inside = false;
- if (dist > tol)
- outside = false;
-
- // Skip if ray/origo outside
- if (!inside && !(outside && m_detectExitsInCastRay))
+ // Calculate triangle normal
+ normalProj = Vector3.Cross(vec1Proj, vec2Proj);
+
+ // Skip if degenerate triangle or ray parallell with triangle plane
+ float divisor = Vector3.Dot(vecRayProj, normalProj);
+ if (Math.Abs(divisor) < tol)
return false;
- // Calculate normal
- Vector3 normalProj = Vector3.Cross(vec1, vec2);
- float normalLength = normalProj.Length();
- // Skip if degenerate triangle
- if (normalLength < tol)
+ // Skip if exit and not configured to detect
+ if (divisor > tol && !m_detectExitsInCastRay)
return false;
- normalProj = normalProj / normalLength;
- // Skip if ray parallell to triangle plane
- if (Math.Abs(normalProj.Z) < tol)
+
+ // Skip if outside ray ends
+ float distanceProj = Vector3.Dot(triProj.p1 - pos1RayProj, normalProj) / divisor;
+ if (distanceProj < -tol || distanceProj > 1 + tol)
return false;
- // Calculate distance
- distance = Vector3.Dot(normalProj, pos2) / normalProj.Z * -1.0f;
- // Skip if outside ray
- if (distance < -tol || distance > rayTrans.RayLength + tol)
+ // Calculate hit position in triangle
+ posHitProj = pos1RayProj + vecRayProj * distanceProj;
+
+ // Skip if outside triangle bounding box
+ Vector3 triProjMin = Vector3.Min(Vector3.Min(triProj.p1, triProj.p2), triProj.p3);
+ Vector3 triProjMax = Vector3.Max(Vector3.Max(triProj.p1, triProj.p2), triProj.p3);
+ if (
+ posHitProj.X < triProjMin.X - tol || posHitProj.Y < triProjMin.Y - tol || posHitProj.Z < triProjMin.Z - tol ||
+ posHitProj.X > triProjMax.X + tol || posHitProj.Y > triProjMax.Y + tol || posHitProj.Z > triProjMax.Z + tol
+ )
return false;
- // Calculate projected hit position
- Vector3 posHitProj = new Vector3(0.0f, 0.0f, -distance);
- // Project hit back to normal coordinate system
- posHit = posHitProj * rayTrans.RotationBack - rayTrans.PositionProj;
- normal = normalProj * rayTrans.RotationBack;
+ // Skip if outside triangle
+ if (
+ Vector3.Dot(Vector3.Cross(vec1Proj, normalProj), posHitProj - triProj.p1) > tol ||
+ Vector3.Dot(Vector3.Cross(vec2Proj, normalProj), posHitProj - triProj.p2) > tol ||
+ Vector3.Dot(Vector3.Cross(vec3Proj, normalProj), posHitProj - triProj.p3) > tol
+ )
+ return false;
+
+ // Return hit
return true;
}
@@ -14660,24 +14684,24 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
y = Util.Clamp(yInt+1, 0, World.Heightmap.Height - 1);
Vector3 pos2 = new Vector3(x, y, (float)World.Heightmap[x, y]);
// Adjust bounding box
- zLower = Math.Min(zLower, pos1.Z);
- zUpper = Math.Max(zUpper, pos1.Z);
+ zLower = Math.Min(zLower, pos2.Z);
+ zUpper = Math.Max(zUpper, pos2.Z);
// Corner 3 of 1x1 rectangle
x = Util.Clamp(xInt, 0, World.Heightmap.Width - 1);
y = Util.Clamp(yInt, 0, World.Heightmap.Height - 1);
Vector3 pos3 = new Vector3(x, y, (float)World.Heightmap[x, y]);
// Adjust bounding box
- zLower = Math.Min(zLower, pos1.Z);
- zUpper = Math.Max(zUpper, pos1.Z);
+ zLower = Math.Min(zLower, pos3.Z);
+ zUpper = Math.Max(zUpper, pos3.Z);
// Corner 4 of 1x1 rectangle
x = Util.Clamp(xInt+1, 0, World.Heightmap.Width - 1);
y = Util.Clamp(yInt, 0, World.Heightmap.Height - 1);
Vector3 pos4 = new Vector3(x, y, (float)World.Heightmap[x, y]);
// Adjust bounding box
- zLower = Math.Min(zLower, pos1.Z);
- zUpper = Math.Max(zUpper, pos1.Z);
+ zLower = Math.Min(zLower, pos4.Z);
+ zUpper = Math.Max(zUpper, pos4.Z);
// Add triangle 1
Tri triangle1 = new Tri();
@@ -14695,25 +14719,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
}
///
- /// Helper to check if a ray intersects bounding shapes.
- ///
- private bool InBoundingShapes(Vector3 ray, float rayLength, Vector3 scale, Vector3 posPartRel, Vector3 posPartProj, Quaternion rotProj)
- {
- float tol = m_floatToleranceInCastRay;
-
- // Check if ray intersects projected bounding box
- Vector3 lowerBox = new Vector3(float.MaxValue, float.MaxValue, float.MaxValue);
- Vector3 upperBox = new Vector3(float.MinValue, float.MinValue, float.MinValue);
- int dummy = 0;
- AddBoundingBoxOfSimpleBox(scale * -0.5f, scale * 0.5f, posPartProj, rotProj, true, ref lowerBox, ref upperBox, ref dummy);
- if (lowerBox.X > tol || lowerBox.Y > tol || lowerBox.Z > tol || upperBox.X < -tol || upperBox.Y < -tol || upperBox.Z < -rayLength - tol)
- return false;
-
- // Passed bounding shape filters, so return true
- return true;
- }
-
- ///
/// Helper to get link number for a UUID.
///
private int UUID2LinkNumber(SceneObjectPart part, UUID id)
--
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