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authorTeravus Ovares2008-03-23 06:24:59 +0000
committerTeravus Ovares2008-03-23 06:24:59 +0000
commitdc850df50aca286e9222e231fb200f340ee335de (patch)
treea823383d8a874db499b41650472269c9f9f8323c /OpenSim/Region/Environment/Scenes/Scene.cs
parentImplements (I hope): llRemoveFromLandBanList, llRemoveFromLandPassList, llAdd... (diff)
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* Implements Oriented Bounding Box raytracing.
* It's not perfect, but it's good enough. (rarely erroneously returns a backface collision) * After updating to this revision, rez a prim on another prim and watch it appear where you'd expect it to appear.
Diffstat (limited to 'OpenSim/Region/Environment/Scenes/Scene.cs')
-rw-r--r--OpenSim/Region/Environment/Scenes/Scene.cs65
1 files changed, 35 insertions, 30 deletions
diff --git a/OpenSim/Region/Environment/Scenes/Scene.cs b/OpenSim/Region/Environment/Scenes/Scene.cs
index 8f3495c..9c0b33c 100644
--- a/OpenSim/Region/Environment/Scenes/Scene.cs
+++ b/OpenSim/Region/Environment/Scenes/Scene.cs
@@ -1067,46 +1067,51 @@ namespace OpenSim.Region.Environment.Scenes
1067 if (RayTargetID != LLUUID.Zero) 1067 if (RayTargetID != LLUUID.Zero)
1068 { 1068 {
1069 SceneObjectPart target = GetSceneObjectPart(RayTargetID); 1069 SceneObjectPart target = GetSceneObjectPart(RayTargetID);
1070
1071 LLVector3 direction = LLVector3.Norm(RayEnd - RayStart);
1072 Vector3 AXOrigin = new Vector3(RayStart.X, RayStart.Y, RayStart.Z);
1073 Vector3 AXdirection = new Vector3(direction.X, direction.Y, direction.Z);
1074
1070 if (target != null) 1075 if (target != null)
1071 { 1076 {
1072 pos = target.AbsolutePosition; 1077 pos = target.AbsolutePosition;
1073 //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()); 1078 //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());
1074 //target.Scale.X 1079
1075 if (Math.Abs(target.Scale.X - target.Scale.Y) > 4.5f 1080 // TODO: Raytrace better here
1076 || Math.Abs(target.Scale.Y - target.Scale.Z) > 4.5f 1081
1077 || Math.Abs(target.Scale.Z - target.Scale.X) > 4.5f) 1082 //EntityIntersection ei = m_innerScene.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection));
1078 { 1083 Ray NewRay = new Ray(AXOrigin, AXdirection);
1079 1084
1080 // for now lets use the old method here as the new method works by using the largest scale vector 1085 // Ray Trace against target here
1081 // component as the radius of a sphere and produces wide results if there's a huge difference 1086 EntityIntersection ei = target.TestIntersectionOBB(NewRay, new Quaternion(1,0,0,0));
1082 // between the x/y/z vector components 1087
1083 1088 // Un-comment out the following line to Get Raytrace results printed to the console.
1084 // If one scale component is less then .21m, it's likely being used as a thin block and therefore 1089 //m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString());
1085 // the raytracing would produce a wide result. 1090
1086 1091 // If we hit something
1087 1092 if (ei.HitTF)
1088 }
1089 else
1090 { 1093 {
1091 // TODO: Raytrace better here 1094 // Set the position to the intersection point
1092 LLVector3 direction = LLVector3.Norm(RayEnd - RayStart); 1095 pos = new LLVector3(ei.ipoint.x, ei.ipoint.y, ei.ipoint.z);
1093 Vector3 AXOrigin = new Vector3(RayStart.X, RayStart.Y, RayStart.Z); 1096 }
1094 Vector3 AXdirection = new Vector3(direction.X, direction.Y, direction.Z);
1095 EntityIntersection ei = m_innerScene.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection));
1096 //m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString());
1097
1098 if (ei.HitTF)
1099 {
1100 pos = new LLVector3(ei.ipoint.x, ei.ipoint.y, ei.ipoint.z);
1101 }
1102 1097
1103 } 1098
1104 return pos; 1099 return pos;
1105 } 1100 }
1106 else 1101 else
1107 { 1102 {
1108 // fall back to our stupid functionality 1103 // We don't have a target here, so we're going to raytrace all the objects in the scene.
1109 pos = RayEnd; 1104
1105 EntityIntersection ei = m_innerScene.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection));
1106
1107 // Un-comment the following line to print the raytrace results to the console.
1108 //m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString());
1109
1110 if (ei.HitTF)
1111 {
1112 pos = new LLVector3(ei.ipoint.x, ei.ipoint.y, ei.ipoint.z);
1113 }
1114
1110 return pos; 1115 return pos;
1111 } 1116 }
1112 } 1117 }