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authorUbitUmarov2015-09-24 06:57:53 +0100
committerUbitUmarov2015-09-24 06:57:53 +0100
commit58daecfccb026be20fb3b124dee2c25d266e13b4 (patch)
tree312d7411ada8c1742601a6f2c3d45aab671bc166 /OpenSim/Region/Framework/Scenes
parent add physics assistance on placement of a new object. This may help on mantis... (diff)
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don't mess ray direction..
Diffstat (limited to 'OpenSim/Region/Framework/Scenes')
-rwxr-xr-xOpenSim/Region/Framework/Scenes/Scene.cs152
1 files changed, 78 insertions, 74 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index fced0cc..111b74d 100755
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -2305,106 +2305,110 @@ namespace OpenSim.Region.Framework.Scenes
2305 Vector3 rayEnd = RayEnd; 2305 Vector3 rayEnd = RayEnd;
2306 2306
2307 Vector3 dir = rayEnd - RayStart; 2307 Vector3 dir = rayEnd - RayStart;
2308 float dist = Vector3.Mag(dir) + 2.0f; 2308 float dist = dir.Length();
2309 2309 if (dist != 0)
2310 Vector3 direction = dir * (1 / dist);
2311
2312 if (SupportsRayCastFiltered())
2313 { 2310 {
2314 RayFilterFlags rayfilter = RayFilterFlags.BackFaceCull; 2311 Vector3 direction = dir * (1 / dist);
2315 rayfilter |= RayFilterFlags.land;
2316 rayfilter |= RayFilterFlags.physical;
2317 rayfilter |= RayFilterFlags.nonphysical;
2318 rayfilter |= RayFilterFlags.LSLPhantom; // ubODE will only see volume detectors
2319 2312
2320 // get some more contacts ??? 2313 dist += 2.0f;
2321 int physcount = 4;
2322 2314
2323 List<ContactResult> physresults = 2315 if (SupportsRayCastFiltered())
2324 (List<ContactResult>)RayCastFiltered(RayStart, direction, dist, physcount, rayfilter);
2325 if (physresults != null && physresults.Count > 0)
2326 { 2316 {
2327 if (physresults[0].ConsumerID == 0 || RayTargetID == UUID.Zero) 2317 RayFilterFlags rayfilter = RayFilterFlags.BackFaceCull;
2328 { 2318 rayfilter |= RayFilterFlags.land;
2329 // found something 2319 rayfilter |= RayFilterFlags.physical;
2330 pos = physresults[0].Normal * scale ; 2320 rayfilter |= RayFilterFlags.nonphysical;
2331 pos *= 0.5f; 2321 rayfilter |= RayFilterFlags.LSLPhantom; // ubODE will only see volume detectors
2332 pos = physresults[0].Pos +pos; 2322
2333 return pos; 2323 // get some more contacts ???
2334 } 2324 int physcount = 4;
2335 foreach (ContactResult r in physresults) 2325
2326 List<ContactResult> physresults =
2327 (List<ContactResult>)RayCastFiltered(RayStart, direction, dist, physcount, rayfilter);
2328 if (physresults != null && physresults.Count > 0)
2336 { 2329 {
2337 SceneObjectPart part = GetSceneObjectPart(r.ConsumerID); 2330 if (physresults[0].ConsumerID == 0 || RayTargetID == UUID.Zero)
2338 if (part == null)
2339 continue;
2340 if (part.UUID == RayTargetID)
2341 { 2331 {
2332 // found something
2342 pos = physresults[0].Normal * scale; 2333 pos = physresults[0].Normal * scale;
2343 pos *= 0.5f; 2334 pos *= 0.5f;
2344 pos = physresults[0].Pos + pos; 2335 pos = physresults[0].Pos + pos;
2345 return pos; 2336 return pos;
2346 } 2337 }
2338 foreach (ContactResult r in physresults)
2339 {
2340 SceneObjectPart part = GetSceneObjectPart(r.ConsumerID);
2341 if (part == null)
2342 continue;
2343 if (part.UUID == RayTargetID)
2344 {
2345 pos = physresults[0].Normal * scale;
2346 pos *= 0.5f;
2347 pos = physresults[0].Pos + pos;
2348 return pos;
2349 }
2350 }
2347 } 2351 }
2348 }
2349 }
2350 if (RayTargetID != UUID.Zero)
2351 {
2352 SceneObjectPart target = GetSceneObjectPart(RayTargetID);
2353 2352
2354 Ray NewRay = new Ray(RayStart, direction); 2353 }
2355 2354 if (RayTargetID != UUID.Zero)
2356 if (target != null)
2357 { 2355 {
2358 pos = target.AbsolutePosition; 2356 SceneObjectPart target = GetSceneObjectPart(RayTargetID);
2359 2357
2360 // Ray Trace against target here 2358 Ray NewRay = new Ray(RayStart, direction);
2361 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter);
2362 2359
2363 // Un-comment out the following line to Get Raytrace results printed to the console. 2360 if (target != null)
2364 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString());
2365 float ScaleOffset = 0.5f;
2366
2367 // If we hit something
2368 if (ei.HitTF)
2369 { 2361 {
2370 Vector3 scaleComponent = ei.AAfaceNormal; 2362 pos = target.AbsolutePosition;
2371 if (scaleComponent.X != 0) ScaleOffset = scale.X;
2372 if (scaleComponent.Y != 0) ScaleOffset = scale.Y;
2373 if (scaleComponent.Z != 0) ScaleOffset = scale.Z;
2374 ScaleOffset = Math.Abs(ScaleOffset);
2375 Vector3 intersectionpoint = ei.ipoint;
2376 Vector3 normal = ei.normal;
2377 // Set the position to the intersection point
2378 Vector3 offset = (normal * (ScaleOffset / 2f));
2379 pos = (intersectionpoint + offset);
2380
2381 //Seems to make no sense to do this as this call is used for rezzing from inventory as well, and with inventory items their size is not always 0.5f
2382 //And in cases when we weren't rezzing from inventory we were re-adding the 0.25 straight after calling this method
2383 // Un-offset the prim (it gets offset later by the consumer method)
2384 //pos.Z -= 0.25F;
2385 2363
2386 } 2364 // Ray Trace against target here
2387 } 2365 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter);
2388 else
2389 {
2390 // We don't have a target here, so we're going to raytrace all the objects in the scene.
2391 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(NewRay, true, false);
2392 2366
2393 // Un-comment the following line to print the raytrace results to the console. 2367 // Un-comment out the following line to Get Raytrace results printed to the console.
2394 //m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString()); 2368 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString());
2369 float ScaleOffset = 0.5f;
2395 2370
2396 if (ei.HitTF) 2371 // If we hit something
2397 { 2372 if (ei.HitTF)
2398 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z); 2373 {
2374 Vector3 scaleComponent = ei.AAfaceNormal;
2375 if (scaleComponent.X != 0) ScaleOffset = scale.X;
2376 if (scaleComponent.Y != 0) ScaleOffset = scale.Y;
2377 if (scaleComponent.Z != 0) ScaleOffset = scale.Z;
2378 ScaleOffset = Math.Abs(ScaleOffset);
2379 Vector3 intersectionpoint = ei.ipoint;
2380 Vector3 normal = ei.normal;
2381 // Set the position to the intersection point
2382 Vector3 offset = (normal * (ScaleOffset / 2f));
2383 pos = (intersectionpoint + offset);
2384
2385 //Seems to make no sense to do this as this call is used for rezzing from inventory as well, and with inventory items their size is not always 0.5f
2386 //And in cases when we weren't rezzing from inventory we were re-adding the 0.25 straight after calling this method
2387 // Un-offset the prim (it gets offset later by the consumer method)
2388 //pos.Z -= 0.25F;
2389
2390 }
2399 } 2391 }
2400 else 2392 else
2401 { 2393 {
2402 // fall back to our stupid functionality 2394 // We don't have a target here, so we're going to raytrace all the objects in the scene.
2403 pos = RayEnd; 2395 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(NewRay, true, false);
2396
2397 // Un-comment the following line to print the raytrace results to the console.
2398 //m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString());
2399
2400 if (ei.HitTF)
2401 {
2402 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z);
2403 }
2404 else
2405 {
2406 // fall back to our stupid functionality
2407 pos = RayEnd;
2408 }
2404 } 2409 }
2405 } 2410 }
2406 } 2411 }
2407
2408 else 2412 else
2409 { 2413 {
2410 // fall back to our stupid functionality 2414 // fall back to our stupid functionality