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author | Teravus Ovares | 2008-06-10 00:18:00 +0000 |
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committer | Teravus Ovares | 2008-06-10 00:18:00 +0000 |
commit | 8a93358405ba97697ece87887d2a36fadfeaca4f (patch) | |
tree | 9ced55cc99a902d2f51293301815abf760c5a239 /OpenSim/Region/Environment/Scenes/Scene.cs | |
parent | actually 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.
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/Environment/Scenes/Scene.cs | 42 |
1 files changed, 16 insertions, 26 deletions
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; |