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authorTeravus Ovares2008-06-10 00:18:00 +0000
committerTeravus Ovares2008-06-10 00:18:00 +0000
commit8a93358405ba97697ece87887d2a36fadfeaca4f (patch)
tree9ced55cc99a902d2f51293301815abf760c5a239 /OpenSim/Region/Environment/Scenes/SceneObjectPart.cs
parentactually 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 'OpenSim/Region/Environment/Scenes/SceneObjectPart.cs')
-rw-r--r--OpenSim/Region/Environment/Scenes/SceneObjectPart.cs62
1 files changed, 40 insertions, 22 deletions
diff --git a/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs b/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs
index 614726e..2515122 100644
--- a/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs
@@ -1352,14 +1352,14 @@ namespace OpenSim.Region.Environment.Scenes
1352 AmBb = FaceB[i] - FaceC[i]; 1352 AmBb = FaceB[i] - FaceC[i];
1353 d = normals[i].Dot(FaceB[i]); 1353 d = normals[i].Dot(FaceB[i]);
1354 1354
1355 if (faceCenters) 1355 //if (faceCenters)
1356 { 1356 //{
1357 c = normals[i].Dot(normals[i]); 1357 // c = normals[i].Dot(normals[i]);
1358 } 1358 //}
1359 else 1359 //else
1360 { 1360 //{
1361 c = iray.Direction.Dot(normals[i]); 1361 c = iray.Direction.Dot(normals[i]);
1362 } 1362 //}
1363 if (c == 0) 1363 if (c == 0)
1364 continue; 1364 continue;
1365 1365
@@ -1375,21 +1375,21 @@ namespace OpenSim.Region.Environment.Scenes
1375 if (iray.Direction.Dot(normals[i]) < 0 || !frontFacesOnly) 1375 if (iray.Direction.Dot(normals[i]) < 0 || !frontFacesOnly)
1376 { 1376 {
1377 1377
1378 if (faceCenters) 1378 //if (faceCenters)
1379 { //(FaceA[i] + FaceB[i] + FaceC[1] + FaceD[i]) / 4f; 1379 //{ //(FaceA[i] + FaceB[i] + FaceC[1] + FaceD[i]) / 4f;
1380 q = iray.Origin + a * normals[i]; 1380 // q = iray.Origin + a * normals[i];
1381 } 1381 //}
1382 else 1382 //else
1383 { 1383 //{
1384 q = iray.Origin + a * iray.Direction; 1384 q = iray.Origin + a * iray.Direction;
1385 } 1385 //}
1386 1386
1387 float distance2 = (float)GetDistanceTo(q, AXpos); 1387 float distance2 = (float)GetDistanceTo(q, AXpos);
1388 // Is this the closest hit to the object's origin? 1388 // Is this the closest hit to the object's origin?
1389 if (faceCenters) 1389 //if (faceCenters)
1390 { 1390 //{
1391 distance2 = (float)GetDistanceTo(q, iray.Origin); 1391 // distance2 = (float)GetDistanceTo(q, iray.Origin);
1392 } 1392 //}
1393 1393
1394 1394
1395 if (distance2 < returnresult.distance) 1395 if (distance2 < returnresult.distance)
@@ -1397,10 +1397,28 @@ namespace OpenSim.Region.Environment.Scenes
1397 returnresult.distance = distance2; 1397 returnresult.distance = distance2;
1398 returnresult.HitTF = true; 1398 returnresult.HitTF = true;
1399 returnresult.ipoint = q; 1399 returnresult.ipoint = q;
1400 m_log.Info("[FACE]:" + i.ToString()); 1400 //m_log.Info("[FACE]:" + i.ToString());
1401 m_log.Info("[POINT]: " + q.ToString()); 1401 //m_log.Info("[POINT]: " + q.ToString());
1402 m_log.Info("[DIST]: " + distance2.ToString()); 1402 //m_log.Info("[DIST]: " + distance2.ToString());
1403 returnresult.normal = normals[i]; 1403 if (faceCenters)
1404 {
1405 returnresult.normal = (AXrot * AAfacenormals[i]);
1406
1407 Vector3 scaleComponent = AAfacenormals[i];
1408 float ScaleOffset = 0.5f;
1409 if (scaleComponent.x != 0) ScaleOffset = AXscale.x;
1410 if (scaleComponent.y != 0) ScaleOffset = AXscale.y;
1411 if (scaleComponent.z != 0) ScaleOffset = AXscale.z;
1412 ScaleOffset = Math.Abs(ScaleOffset);
1413 Vector3 offset = (returnresult.normal * ScaleOffset);
1414 returnresult.ipoint = (AXpos + offset );
1415
1416 ///pos = (intersectionpoint + offset);
1417 }
1418 else
1419 {
1420 returnresult.normal = normals[i];
1421 }
1404 returnresult.AAfaceNormal = AAfacenormals[i]; 1422 returnresult.AAfaceNormal = AAfacenormals[i];
1405 1423
1406 } 1424 }