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author | Teravus Ovares | 2008-03-22 03:40:38 +0000 |
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committer | Teravus Ovares | 2008-03-22 03:40:38 +0000 |
commit | 7854f6f4a296246f4363192a48add1b34804689e (patch) | |
tree | e2bcf9edca2604dfdbc72a8f01a4a6ca750b2475 /OpenSim | |
parent | Remove a couple more compiler warnings by commenting unused variables. (diff) | |
download | opensim-SC_OLD-7854f6f4a296246f4363192a48add1b34804689e.zip opensim-SC_OLD-7854f6f4a296246f4363192a48add1b34804689e.tar.gz opensim-SC_OLD-7854f6f4a296246f4363192a48add1b34804689e.tar.bz2 opensim-SC_OLD-7854f6f4a296246f4363192a48add1b34804689e.tar.xz |
* Committing some math to discover the Oriented Bounding Box and decomposing it into planes and normals.
* No obvious functionality difference as the Ray-cast code is incomplete for OBB right now.
Diffstat (limited to 'OpenSim')
-rw-r--r-- | OpenSim/Region/Environment/Scenes/SceneObjectPart.cs | 113 |
1 files changed, 113 insertions, 0 deletions
diff --git a/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs b/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs index 7fd1963..ea20725 100644 --- a/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs | |||
@@ -933,7 +933,120 @@ namespace OpenSim.Region.Environment.Scenes | |||
933 | 933 | ||
934 | return returnresult; | 934 | return returnresult; |
935 | } | 935 | } |
936 | public EntityIntersection TestIntersectionOABB(Ray iray, Quaternion parentrot) | ||
937 | { | ||
938 | // In this case we're using a rectangular prism, which has 6 faces and therefore 6 planes | ||
939 | // This breaks down into the ray---> plane equation. | ||
940 | // TODO: Change to take shape into account | ||
941 | Vector3[] vertexes = new Vector3[8]; | ||
942 | |||
943 | Vector3[] FaceA = new Vector3[6]; | ||
944 | Vector3[] FaceB = new Vector3[6]; | ||
945 | Vector3[] FaceC = new Vector3[6]; | ||
946 | Vector3[] FaceD = new Vector3[6]; | ||
947 | |||
948 | Vector3[] normals = new Vector3[6]; | ||
949 | |||
950 | Vector3 AmBa = new Vector3(0, 0, 0); | ||
951 | Vector3 AmBb = new Vector3(0, 0, 0); | ||
952 | |||
953 | LLVector3 pos = GetWorldPosition(); | ||
954 | LLQuaternion rot = GetWorldRotation(); | ||
955 | Quaternion AXrot = new Quaternion(rot.W,rot.X,rot.Y,rot.Z); | ||
956 | |||
957 | |||
958 | // Get Vertexes for Faces Stick them into ABCD for each Face | ||
959 | #region ABCD Face Vertex Map Comment Diagram | ||
960 | // A _________ B | ||
961 | // | | | ||
962 | // | 4 top | | ||
963 | // |_________| | ||
964 | // C D | ||
965 | |||
966 | // A _________ B | ||
967 | // | Back | | ||
968 | // | 3 | | ||
969 | // |_________| | ||
970 | // C D | ||
971 | |||
972 | // A _________ B B _________ A | ||
973 | // | Left | | Right | | ||
974 | // | 0 | | 2 | | ||
975 | // |_________| |_________| | ||
976 | // C D D C | ||
977 | |||
978 | // A _________ B | ||
979 | // | Front | | ||
980 | // | 1 | | ||
981 | // |_________| | ||
982 | // C D | ||
983 | |||
984 | // C _________ D | ||
985 | // | | | ||
986 | // | 5 bot | | ||
987 | // |_________| | ||
988 | // A B | ||
989 | #endregion | ||
990 | vertexes[0] = (AXrot * new Vector3((pos.X - m_shape.Scale.X),(pos.Y - m_shape.Scale.Y),(pos.Z + m_shape.Scale.Z))); | ||
991 | |||
992 | FaceA[0] = vertexes[0]; | ||
993 | FaceA[3] = vertexes[0]; | ||
994 | FaceA[4] = vertexes[0]; | ||
995 | |||
996 | vertexes[1] = (AXrot * new Vector3((pos.X - m_shape.Scale.X), (pos.Y + m_shape.Scale.Y), (pos.Z + m_shape.Scale.Z))); | ||
997 | |||
998 | FaceB[0] = vertexes[1]; | ||
999 | FaceA[1] = vertexes[1]; | ||
1000 | FaceC[4] = vertexes[1]; | ||
1001 | |||
1002 | vertexes[2] = (AXrot * new Vector3((pos.X - m_shape.Scale.X), (pos.Y - m_shape.Scale.Y), (pos.Z - m_shape.Scale.Z))); | ||
1003 | |||
1004 | FaceC[0] = vertexes[2]; | ||
1005 | FaceC[3] = vertexes[2]; | ||
1006 | FaceC[5] = vertexes[2]; | ||
936 | 1007 | ||
1008 | vertexes[3] = (AXrot * new Vector3((pos.X - m_shape.Scale.X), (pos.Y + m_shape.Scale.Y), (pos.Z - m_shape.Scale.Z))); | ||
1009 | |||
1010 | FaceD[0] = vertexes[3]; | ||
1011 | FaceC[1] = vertexes[3]; | ||
1012 | FaceA[5] = vertexes[3]; | ||
1013 | |||
1014 | vertexes[4] = (AXrot * new Vector3((pos.X + m_shape.Scale.X), (pos.Y + m_shape.Scale.Y), (pos.Z + m_shape.Scale.Z))); | ||
1015 | |||
1016 | FaceB[1] = vertexes[4]; | ||
1017 | FaceA[2] = vertexes[4]; | ||
1018 | FaceD[4] = vertexes[4]; | ||
1019 | |||
1020 | vertexes[5] = (AXrot * new Vector3((pos.X + m_shape.Scale.X), (pos.Y + m_shape.Scale.Y), (pos.Z - m_shape.Scale.Z))); | ||
1021 | |||
1022 | FaceD[1] = vertexes[5]; | ||
1023 | FaceC[2] = vertexes[5]; | ||
1024 | FaceB[5] = vertexes[5]; | ||
1025 | |||
1026 | vertexes[6] = (AXrot * new Vector3((pos.X + m_shape.Scale.X), (pos.Y - m_shape.Scale.Y), (pos.Z + m_shape.Scale.Z))); | ||
1027 | |||
1028 | FaceB[2] = vertexes[6]; | ||
1029 | FaceB[3] = vertexes[6]; | ||
1030 | FaceB[4] = vertexes[6]; | ||
1031 | |||
1032 | vertexes[7] = (AXrot * new Vector3((pos.X + m_shape.Scale.X), (pos.Y - m_shape.Scale.Y), (pos.Z - m_shape.Scale.Z))); | ||
1033 | |||
1034 | FaceD[2] = vertexes[7]; | ||
1035 | FaceD[3] = vertexes[7]; | ||
1036 | FaceD[5] = vertexes[7]; | ||
1037 | |||
1038 | // Get our plane normals | ||
1039 | for (int i = 0; i < 6; i++) | ||
1040 | { | ||
1041 | AmBa = FaceB[i] - FaceA[i]; | ||
1042 | AmBb = FaceC[i] - FaceA[i]; | ||
1043 | normals[i] = AmBa.Cross(AmBb); | ||
1044 | } | ||
1045 | |||
1046 | EntityIntersection returnresult = new EntityIntersection(); | ||
1047 | |||
1048 | return returnresult; | ||
1049 | } | ||
937 | 1050 | ||
938 | /// <summary> | 1051 | /// <summary> |
939 | /// | 1052 | /// |