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-rw-r--r--OpenSim/Region/Environment/Scenes/EntityBase.cs25
-rw-r--r--OpenSim/Region/Environment/Scenes/InnerScene.cs27
-rw-r--r--OpenSim/Region/Environment/Scenes/Scene.cs44
-rw-r--r--OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs38
-rw-r--r--OpenSim/Region/Environment/Scenes/SceneObjectPart.cs85
-rw-r--r--OpenSim/Region/Environment/Scenes/ScenePresence.cs5
6 files changed, 224 insertions, 0 deletions
diff --git a/OpenSim/Region/Environment/Scenes/EntityBase.cs b/OpenSim/Region/Environment/Scenes/EntityBase.cs
index 1c21159..94e2337 100644
--- a/OpenSim/Region/Environment/Scenes/EntityBase.cs
+++ b/OpenSim/Region/Environment/Scenes/EntityBase.cs
@@ -145,6 +145,31 @@ namespace OpenSim.Region.Environment.Scenes
145 return (EntityBase) MemberwiseClone(); 145 return (EntityBase) MemberwiseClone();
146 } 146 }
147 147
148
149
148 public abstract void SetText(string text, Vector3 color, double alpha); 150 public abstract void SetText(string text, Vector3 color, double alpha);
149 } 151 }
152
153 //Nested Classes
154 public class EntityIntersection
155 {
156 public Vector3 ipoint = new Vector3(0, 0, 0);
157 public float normal = 0;
158 public bool HitTF = false;
159 public SceneObjectPart obj;
160 public float distance = 0;
161
162 public EntityIntersection()
163 {
164
165
166 }
167 public EntityIntersection(Vector3 _ipoint, float _normal, bool _HitTF)
168 {
169 ipoint = _ipoint;
170 normal = _normal;
171 HitTF = _HitTF;
172 }
173
174 }
150} \ No newline at end of file 175} \ No newline at end of file
diff --git a/OpenSim/Region/Environment/Scenes/InnerScene.cs b/OpenSim/Region/Environment/Scenes/InnerScene.cs
index 38a8a06..8f7cbee 100644
--- a/OpenSim/Region/Environment/Scenes/InnerScene.cs
+++ b/OpenSim/Region/Environment/Scenes/InnerScene.cs
@@ -253,6 +253,33 @@ namespace OpenSim.Region.Environment.Scenes
253 return null; 253 return null;
254 } 254 }
255 255
256 public EntityIntersection GetClosestIntersectingPrim(Ray hray)
257 {
258 // Primitive Ray Tracing
259 bool gothit = false;
260 float closestDistance = 280f;
261 EntityIntersection returnResult = new EntityIntersection();
262 foreach (EntityBase ent in Entities.Values)
263 {
264 if (ent is SceneObjectGroup)
265 {
266 SceneObjectGroup reportingG = (SceneObjectGroup)ent;
267 EntityIntersection result = reportingG.testIntersection(hray);
268 if (result.HitTF)
269 {
270 if (result.distance < closestDistance)
271 {
272 gothit = true;
273 closestDistance = result.distance;
274 returnResult = result;
275 }
276 }
277 }
278
279 }
280 return returnResult;
281 }
282
256 public SceneObjectPart GetSceneObjectPart(uint localID) 283 public SceneObjectPart GetSceneObjectPart(uint localID)
257 { 284 {
258 SceneObjectGroup group = GetGroupByPrim(localID); 285 SceneObjectGroup group = GetGroupByPrim(localID);
diff --git a/OpenSim/Region/Environment/Scenes/Scene.cs b/OpenSim/Region/Environment/Scenes/Scene.cs
index 90306f2..ef96e3d 100644
--- a/OpenSim/Region/Environment/Scenes/Scene.cs
+++ b/OpenSim/Region/Environment/Scenes/Scene.cs
@@ -635,8 +635,52 @@ namespace OpenSim.Region.Environment.Scenes
635 /// <param name="ownerID"></param> 635 /// <param name="ownerID"></param>
636 public void AddNewPrim(LLUUID ownerID, LLVector3 pos, LLQuaternion rot, PrimitiveBaseShape shape) 636 public void AddNewPrim(LLUUID ownerID, LLVector3 pos, LLQuaternion rot, PrimitiveBaseShape shape)
637 { 637 {
638
639 // What we're *supposed* to do is raytrace from the camera position given by the client to the nearest collision
640 // in the direction the client supplies (the ground level that we clicked)
641 // This function is pretty crappy right now.. so we're not affecting where the newly rezzed objects go
642 // Test it if you like. The console will write where it guesses a collision took place. if it thinks one did.
643 // It's wrong many times though.
644
638 if (PermissionsMngr.CanRezObject(ownerID, pos)) 645 if (PermissionsMngr.CanRezObject(ownerID, pos))
639 { 646 {
647 Vector3 CameraPosition = ((ScenePresence)GetScenePresence(ownerID)).CameraPosition;
648 Vector3 rayEnd = new Vector3(pos.X, pos.Y, pos.Z);
649
650 float raydistance = m_innerScene.Vector3Distance(CameraPosition, rayEnd);
651
652 Vector3 rayDirection = new Vector3(rayEnd.x / raydistance, rayEnd.y / raydistance, rayEnd.z / raydistance);
653
654 Ray rezRay = new Ray(CameraPosition, rayDirection);
655
656
657 Vector3 RezDirectionFromCamera = rezRay.Direction;
658
659 EntityIntersection rayTracing = m_innerScene.GetClosestIntersectingPrim(rezRay);
660
661 if (rayTracing.HitTF)
662 {
663 // We raytraced and found a prim in the way of the ground.. so
664 // We will rez the object somewhere close to the prim. Better math needed. This is a Stub
665 //Vector3 Newpos = new Vector3(rayTracing.obj.AbsolutePosition.X,rayTracing.obj.AbsolutePosition.Y,rayTracing.obj.AbsolutePosition.Z);
666 Vector3 Newpos = rayTracing.ipoint;
667 Vector3 NewScale = new Vector3(rayTracing.obj.Scale.X,rayTracing.obj.Scale.Y,rayTracing.obj.Scale.Z);
668
669 Quaternion ParentRot = rayTracing.obj.ParentGroup.Rotation;
670 //Quaternion ParentRot = new Quaternion(primParentRot.W,primParentRot.X,primParentRot.Y,primParentRot.Z);
671
672 LLQuaternion primLocalRot = rayTracing.obj.RotationOffset;
673 Quaternion LocalRot = new Quaternion(primLocalRot.W,primLocalRot.X,primLocalRot.Y,primLocalRot.Z);
674
675 Quaternion NewRot = LocalRot * ParentRot;
676
677 Vector3 RezPoint = Newpos;
678
679 MainLog.Instance.Verbose("REZINFO","Possible Rez Point:" + RezPoint.ToString());
680 //pos = new LLVector3(RezPoint.x, RezPoint.y, RezPoint.z);
681
682 }
683
640 SceneObjectGroup sceneOb = 684 SceneObjectGroup sceneOb =
641 new SceneObjectGroup(this, m_regionHandle, ownerID, PrimIDAllocate(), pos, rot, shape); 685 new SceneObjectGroup(this, m_regionHandle, ownerID, PrimIDAllocate(), pos, rot, shape);
642 AddEntity(sceneOb); 686 AddEntity(sceneOb);
diff --git a/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs
index 474d434..45581c5 100644
--- a/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs
@@ -353,6 +353,44 @@ namespace OpenSim.Region.Environment.Scenes
353 } 353 }
354 } 354 }
355 355
356 public EntityIntersection testIntersection(Ray hRay)
357 {
358 EntityIntersection returnresult = new EntityIntersection();
359 bool gothit = false;
360 foreach (SceneObjectPart part in m_parts.Values)
361 {
362 SceneObjectPart returnThisPart = null;
363 Vector3 partPosition = new Vector3(part.AbsolutePosition.X,part.AbsolutePosition.Y,part.AbsolutePosition.Z);
364 Quaternion parentrotation = new Quaternion(GroupRotation.W,GroupRotation.X,GroupRotation.Y,GroupRotation.Z);
365 EntityIntersection inter = part.testIntersection(hRay,parentrotation);
366
367 float idist = 256f;
368
369
370
371
372 if (inter.HitTF) {
373 // We need to find the closest prim to return to the testcaller along the ray
374 if (inter.distance < idist) {
375
376 idist = inter.distance;
377 returnresult.HitTF = true;
378 returnresult.ipoint = inter.ipoint;
379 returnresult.obj = part;
380 returnresult.normal = inter.normal;
381 returnresult.distance = inter.distance;
382 gothit = true;
383 }
384 }
385
386
387 }
388 return returnresult;
389
390 }
391
392
393
356 /// <summary> 394 /// <summary>
357 /// 395 ///
358 /// </summary> 396 /// </summary>
diff --git a/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs b/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs
index 7bab3b6..e68632b 100644
--- a/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs
@@ -535,6 +535,91 @@ namespace OpenSim.Region.Environment.Scenes
535 serializer.Serialize(xmlWriter, this); 535 serializer.Serialize(xmlWriter, this);
536 } 536 }
537 537
538 public EntityIntersection testIntersection(Ray iray, Quaternion parentrot)
539 {
540
541 //Sphere dummysphere = new Sphere();
542
543 EntityIntersection returnresult = new EntityIntersection();
544 Vector3 vAbsolutePosition = new Vector3(AbsolutePosition.X, AbsolutePosition.Y, AbsolutePosition.Z);
545 Vector3 vScale = new Vector3(Scale.X, Scale.Y, Scale.Z);
546 Quaternion qRotation = new Quaternion(RotationOffset.W, RotationOffset.X, RotationOffset.Y, RotationOffset.Z);
547
548
549
550 Quaternion worldRotation = (qRotation * parentrot);
551 Matrix3 worldRotM = worldRotation.ToRotationMatrix();
552
553
554
555 Vector3 rOrigin = iray.Origin;
556 Vector3 rDirection = iray.Direction;
557
558
559
560 Vector3 r2ndDirection = rDirection * rDirection;
561
562 float itestPart1 = r2ndDirection.x + r2ndDirection.y + r2ndDirection.z;
563
564 Vector3 tmVal2 = rOrigin - vAbsolutePosition;
565
566 Vector3 r2Direction = rDirection * 2.0f;
567 Vector3 tmVal3 = r2Direction * tmVal2;
568
569 float itestPart2 = tmVal3.x + tmVal3.y + tmVal3.z;
570
571 Vector3 tmVal4 = rOrigin * rOrigin;
572 Vector3 tmVal5 = vAbsolutePosition * vAbsolutePosition;
573
574 Vector3 tmVal6 = vAbsolutePosition * rOrigin;
575
576 float radius = 0f;
577 if (vScale.x > radius)
578 radius = vScale.x;
579 if (vScale.y > radius)
580 radius = vScale.y;
581 if (vScale.z > radius)
582 radius = vScale.z;
583
584 //radius = radius;
585
586 float itestPart3 = tmVal4.x + tmVal4.y + tmVal4.z + tmVal5.x + tmVal5.y + tmVal5.z -(2.0f * (tmVal6.x + tmVal6.y + tmVal6.z + (radius * radius)));
587
588 // Yuk Quadradrics
589 float rootsqr = (itestPart2 * itestPart2) - (4.0f * itestPart1 * itestPart3);
590 if (rootsqr < 0.0f)
591 {
592
593 return returnresult;
594 }
595 float root = ((-itestPart2) - (float)Math.Sqrt((double)rootsqr)) / (itestPart1 * 2.0f);
596
597 if (root < 0.0f)
598 {
599 // perform second quadratic root solution
600 root = ((-itestPart2) + (float)Math.Sqrt((double)rootsqr)) / (itestPart1 * 2.0f);
601
602 // is there any intersection?
603 if (root < 0.0f)
604 {
605
606 return returnresult;
607 }
608 }
609
610 Vector3 ipoint = new Vector3(iray.Origin.x + (iray.Direction.x * root),iray.Origin.y + (iray.Direction.y * root),iray.Origin.z + (iray.Direction.z * root));
611
612 returnresult.HitTF = true;
613 returnresult.ipoint = ipoint;
614 Vector3 normalpart = ipoint-vAbsolutePosition;
615 returnresult.normal = normalpart.Normalize();
616 returnresult.distance = ParentGroup.m_scene.m_innerScene.Vector3Distance(iray.Origin, ipoint);
617
618 return returnresult;
619 }
620
621
622
538 /// <summary> 623 /// <summary>
539 /// 624 ///
540 /// </summary> 625 /// </summary>
diff --git a/OpenSim/Region/Environment/Scenes/ScenePresence.cs b/OpenSim/Region/Environment/Scenes/ScenePresence.cs
index 3929f0f..850d3a4 100644
--- a/OpenSim/Region/Environment/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Environment/Scenes/ScenePresence.cs
@@ -147,6 +147,11 @@ namespace OpenSim.Region.Environment.Scenes
147 get { return m_regionHandle; } 147 get { return m_regionHandle; }
148 } 148 }
149 149
150 public Vector3 CameraPosition
151 {
152 get { return m_CameraCenter; }
153 }
154
150 private readonly string m_firstname; 155 private readonly string m_firstname;
151 156
152 public string Firstname 157 public string Firstname