diff options
Diffstat (limited to 'OpenSim/Region/Environment/Scenes')
-rw-r--r-- | OpenSim/Region/Environment/Scenes/Scene.cs | 65 | ||||
-rw-r--r-- | OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs | 4 | ||||
-rw-r--r-- | OpenSim/Region/Environment/Scenes/SceneObjectPart.cs | 229 |
3 files changed, 247 insertions, 51 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 | } |
diff --git a/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs index c83027d..1e63ae7 100644 --- a/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs +++ b/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs | |||
@@ -402,7 +402,9 @@ namespace OpenSim.Region.Environment.Scenes | |||
402 | new Quaternion(GroupRotation.W, GroupRotation.X, GroupRotation.Y, GroupRotation.Z); | 402 | new Quaternion(GroupRotation.W, GroupRotation.X, GroupRotation.Y, GroupRotation.Z); |
403 | 403 | ||
404 | // Telling the prim to raytrace. | 404 | // Telling the prim to raytrace. |
405 | EntityIntersection inter = part.TestIntersection(hRay, parentrotation); | 405 | //EntityIntersection inter = part.TestIntersection(hRay, parentrotation); |
406 | |||
407 | EntityIntersection inter = part.TestIntersectionOBB(hRay, parentrotation); | ||
406 | 408 | ||
407 | // This may need to be updated to the maximum draw distance possible.. | 409 | // This may need to be updated to the maximum draw distance possible.. |
408 | // We might (and probably will) be checking for prim creation from other sims | 410 | // We might (and probably will) be checking for prim creation from other sims |
diff --git a/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs b/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs index 51a633e..ddfa332 100644 --- a/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs | |||
@@ -933,29 +933,60 @@ namespace OpenSim.Region.Environment.Scenes | |||
933 | 933 | ||
934 | return returnresult; | 934 | return returnresult; |
935 | } | 935 | } |
936 | public EntityIntersection TestIntersectionOABB(Ray iray, Quaternion parentrot) | 936 | |
937 | public double GetDistanceTo(Vector3 a, Vector3 b) | ||
938 | { | ||
939 | float dx = a.x - b.x; | ||
940 | float dy = a.y - b.y; | ||
941 | float dz = a.z - b.z; | ||
942 | return Math.Sqrt(dx * dx + dy * dy + dz * dz); | ||
943 | } | ||
944 | |||
945 | public EntityIntersection TestIntersectionOBB(Ray iray, Quaternion parentrot) | ||
937 | { | 946 | { |
938 | // In this case we're using a rectangular prism, which has 6 faces and therefore 6 planes | 947 | // 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. | 948 | // This breaks down into the ray---> plane equation. |
940 | // TODO: Change to take shape into account | 949 | // TODO: Change to take shape into account |
941 | Vector3[] vertexes = new Vector3[8]; | 950 | 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 | 951 | ||
948 | Vector3[] normals = new Vector3[6]; | 952 | float[] distance = new float[6]; |
953 | Vector3[] FaceA = new Vector3[6]; // vertex A for Facei | ||
954 | Vector3[] FaceB = new Vector3[6]; // vertex B for Facei | ||
955 | Vector3[] FaceC = new Vector3[6]; // vertex C for Facei | ||
956 | Vector3[] FaceD = new Vector3[6]; // vertex D for Facei | ||
957 | |||
958 | Vector3[] normals = new Vector3[6]; // Normal for Facei | ||
949 | 959 | ||
950 | Vector3 AmBa = new Vector3(0, 0, 0); | 960 | Vector3 AmBa = new Vector3(0, 0, 0); // Vertex A - Vertex B |
951 | Vector3 AmBb = new Vector3(0, 0, 0); | 961 | Vector3 AmBb = new Vector3(0, 0, 0); // Vertex B - Vertex C |
962 | Vector3 cross = new Vector3(); | ||
952 | 963 | ||
953 | LLVector3 pos = GetWorldPosition(); | 964 | LLVector3 pos = GetWorldPosition(); |
954 | LLQuaternion rot = GetWorldRotation(); | 965 | LLQuaternion rot = GetWorldRotation(); |
966 | |||
967 | // Variables prefixed with AX are Axiom.Math copies of the LL variety. | ||
968 | |||
955 | Quaternion AXrot = new Quaternion(rot.W,rot.X,rot.Y,rot.Z); | 969 | Quaternion AXrot = new Quaternion(rot.W,rot.X,rot.Y,rot.Z); |
970 | AXrot.Normalize(); | ||
971 | |||
972 | Vector3 AXpos = new Vector3(pos.X, pos.Y, pos.Z); | ||
973 | |||
974 | // tScale is the offset to derive the vertex based on the scale. | ||
975 | // it's different for each vertex because we've got to rotate it | ||
976 | // to get the world position of the vertex to produce the Oriented Bounding Box | ||
977 | |||
978 | Vector3 tScale = new Vector3(); | ||
956 | 979 | ||
980 | Vector3 AXscale = new Vector3(m_shape.Scale.X * 0.5f, m_shape.Scale.Y * 0.5f, m_shape.Scale.Z * 0.5f); | ||
981 | |||
982 | //Vector3 pScale = (AXscale) - (AXrot.Inverse() * (AXscale)); | ||
983 | //Vector3 nScale = (AXscale * -1) - (AXrot.Inverse() * (AXscale * -1)); | ||
957 | 984 | ||
985 | // rScale is the rotated offset to find a vertex based on the scale and the world rotation. | ||
986 | Vector3 rScale = new Vector3(); | ||
987 | |||
958 | // Get Vertexes for Faces Stick them into ABCD for each Face | 988 | // Get Vertexes for Faces Stick them into ABCD for each Face |
989 | // Form: Face<vertex>[face] that corresponds to the below diagram | ||
959 | #region ABCD Face Vertex Map Comment Diagram | 990 | #region ABCD Face Vertex Map Comment Diagram |
960 | // A _________ B | 991 | // A _________ B |
961 | // | | | 992 | // | | |
@@ -987,64 +1018,222 @@ namespace OpenSim.Region.Environment.Scenes | |||
987 | // |_________| | 1018 | // |_________| |
988 | // A B | 1019 | // A B |
989 | #endregion | 1020 | #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))); | 1021 | |
1022 | #region Plane Decomposition of Oriented Bounding Box | ||
1023 | tScale = new Vector3(AXscale.x, -AXscale.y, AXscale.z); | ||
1024 | rScale = ((AXrot * tScale)); | ||
1025 | vertexes[0] = (new Vector3((pos.X + rScale.x), (pos.Y + rScale.y), (pos.Z + rScale.z))); | ||
1026 | // vertexes[0].x = pos.X + vertexes[0].x; | ||
1027 | //vertexes[0].y = pos.Y + vertexes[0].y; | ||
1028 | //vertexes[0].z = pos.Z + vertexes[0].z; | ||
991 | 1029 | ||
992 | FaceA[0] = vertexes[0]; | 1030 | FaceA[0] = vertexes[0]; |
993 | FaceA[3] = vertexes[0]; | 1031 | FaceA[3] = vertexes[0]; |
994 | FaceA[4] = vertexes[0]; | 1032 | FaceA[4] = vertexes[0]; |
995 | 1033 | ||
996 | vertexes[1] = (AXrot * new Vector3((pos.X - m_shape.Scale.X), (pos.Y + m_shape.Scale.Y), (pos.Z + m_shape.Scale.Z))); | 1034 | tScale = AXscale; |
1035 | rScale = ((AXrot * tScale)); | ||
1036 | vertexes[1] = (new Vector3((pos.X + rScale.x), (pos.Y + rScale.y), (pos.Z + rScale.z))); | ||
1037 | |||
1038 | // vertexes[1].x = pos.X + vertexes[1].x; | ||
1039 | // vertexes[1].y = pos.Y + vertexes[1].y; | ||
1040 | //vertexes[1].z = pos.Z + vertexes[1].z; | ||
997 | 1041 | ||
998 | FaceB[0] = vertexes[1]; | 1042 | FaceB[0] = vertexes[1]; |
999 | FaceA[1] = vertexes[1]; | 1043 | FaceA[1] = vertexes[1]; |
1000 | FaceC[4] = vertexes[1]; | 1044 | FaceC[4] = vertexes[1]; |
1001 | 1045 | ||
1002 | vertexes[2] = (AXrot * new Vector3((pos.X - m_shape.Scale.X), (pos.Y - m_shape.Scale.Y), (pos.Z - m_shape.Scale.Z))); | 1046 | tScale = new Vector3(AXscale.x, -AXscale.y, -AXscale.z); |
1047 | rScale = ((AXrot * tScale)); | ||
1048 | |||
1049 | vertexes[2] = (new Vector3((pos.X + rScale.x), (pos.Y + rScale.y), (pos.Z + rScale.z))); | ||
1050 | |||
1051 | //vertexes[2].x = pos.X + vertexes[2].x; | ||
1052 | //vertexes[2].y = pos.Y + vertexes[2].y; | ||
1053 | //vertexes[2].z = pos.Z + vertexes[2].z; | ||
1003 | 1054 | ||
1004 | FaceC[0] = vertexes[2]; | 1055 | FaceC[0] = vertexes[2]; |
1005 | FaceC[3] = vertexes[2]; | 1056 | FaceC[3] = vertexes[2]; |
1006 | FaceC[5] = vertexes[2]; | 1057 | FaceC[5] = vertexes[2]; |
1007 | 1058 | ||
1008 | vertexes[3] = (AXrot * new Vector3((pos.X - m_shape.Scale.X), (pos.Y + m_shape.Scale.Y), (pos.Z - m_shape.Scale.Z))); | 1059 | tScale = new Vector3(AXscale.x, AXscale.y, -AXscale.z); |
1060 | rScale = ((AXrot * tScale)); | ||
1061 | vertexes[3] = (new Vector3((pos.X + rScale.x), (pos.Y + rScale.y), (pos.Z + rScale.z))); | ||
1062 | |||
1063 | //vertexes[3].x = pos.X + vertexes[3].x; | ||
1064 | // vertexes[3].y = pos.Y + vertexes[3].y; | ||
1065 | // vertexes[3].z = pos.Z + vertexes[3].z; | ||
1009 | 1066 | ||
1010 | FaceD[0] = vertexes[3]; | 1067 | FaceD[0] = vertexes[3]; |
1011 | FaceC[1] = vertexes[3]; | 1068 | FaceC[1] = vertexes[3]; |
1012 | FaceA[5] = vertexes[3]; | 1069 | FaceA[5] = vertexes[3]; |
1013 | 1070 | ||
1014 | vertexes[4] = (AXrot * new Vector3((pos.X + m_shape.Scale.X), (pos.Y + m_shape.Scale.Y), (pos.Z + m_shape.Scale.Z))); | 1071 | tScale = new Vector3(-AXscale.x, AXscale.y, AXscale.z); |
1072 | rScale = ((AXrot * tScale)); | ||
1073 | vertexes[4] = (new Vector3((pos.X + rScale.x), (pos.Y + rScale.y), (pos.Z + rScale.z))); | ||
1074 | |||
1075 | // vertexes[4].x = pos.X + vertexes[4].x; | ||
1076 | // vertexes[4].y = pos.Y + vertexes[4].y; | ||
1077 | // vertexes[4].z = pos.Z + vertexes[4].z; | ||
1015 | 1078 | ||
1016 | FaceB[1] = vertexes[4]; | 1079 | FaceB[1] = vertexes[4]; |
1017 | FaceA[2] = vertexes[4]; | 1080 | FaceA[2] = vertexes[4]; |
1018 | FaceD[4] = vertexes[4]; | 1081 | FaceD[4] = vertexes[4]; |
1019 | 1082 | ||
1020 | vertexes[5] = (AXrot * new Vector3((pos.X + m_shape.Scale.X), (pos.Y + m_shape.Scale.Y), (pos.Z - m_shape.Scale.Z))); | 1083 | tScale = new Vector3(-AXscale.x, AXscale.y, -AXscale.z); |
1084 | rScale = ((AXrot * tScale)); | ||
1085 | vertexes[5] = (new Vector3((pos.X + rScale.x), (pos.Y + rScale.y), (pos.Z + rScale.z))); | ||
1086 | |||
1087 | // vertexes[5].x = pos.X + vertexes[5].x; | ||
1088 | // vertexes[5].y = pos.Y + vertexes[5].y; | ||
1089 | // vertexes[5].z = pos.Z + vertexes[5].z; | ||
1021 | 1090 | ||
1022 | FaceD[1] = vertexes[5]; | 1091 | FaceD[1] = vertexes[5]; |
1023 | FaceC[2] = vertexes[5]; | 1092 | FaceC[2] = vertexes[5]; |
1024 | FaceB[5] = vertexes[5]; | 1093 | FaceB[5] = vertexes[5]; |
1025 | 1094 | ||
1026 | vertexes[6] = (AXrot * new Vector3((pos.X + m_shape.Scale.X), (pos.Y - m_shape.Scale.Y), (pos.Z + m_shape.Scale.Z))); | 1095 | tScale = new Vector3(-AXscale.x, -AXscale.y, AXscale.z); |
1096 | rScale = ((AXrot * tScale)); | ||
1097 | vertexes[6] = (new Vector3((pos.X + rScale.x), (pos.Y + rScale.y), (pos.Z + rScale.z))); | ||
1098 | |||
1099 | // vertexes[6].x = pos.X + vertexes[6].x; | ||
1100 | // vertexes[6].y = pos.Y + vertexes[6].y; | ||
1101 | // vertexes[6].z = pos.Z + vertexes[6].z; | ||
1027 | 1102 | ||
1028 | FaceB[2] = vertexes[6]; | 1103 | FaceB[2] = vertexes[6]; |
1029 | FaceB[3] = vertexes[6]; | 1104 | FaceB[3] = vertexes[6]; |
1030 | FaceB[4] = vertexes[6]; | 1105 | FaceB[4] = vertexes[6]; |
1031 | 1106 | ||
1032 | vertexes[7] = (AXrot * new Vector3((pos.X + m_shape.Scale.X), (pos.Y - m_shape.Scale.Y), (pos.Z - m_shape.Scale.Z))); | 1107 | tScale = new Vector3(-AXscale.x, -AXscale.y, -AXscale.z); |
1108 | rScale = ((AXrot * tScale)); | ||
1109 | vertexes[7] = (new Vector3((pos.X + rScale.x), (pos.Y + rScale.y), (pos.Z + rScale.z))); | ||
1110 | |||
1111 | // vertexes[7].x = pos.X + vertexes[7].x; | ||
1112 | // vertexes[7].y = pos.Y + vertexes[7].y; | ||
1113 | // vertexes[7].z = pos.Z + vertexes[7].z; | ||
1033 | 1114 | ||
1034 | FaceD[2] = vertexes[7]; | 1115 | FaceD[2] = vertexes[7]; |
1035 | FaceD[3] = vertexes[7]; | 1116 | FaceD[3] = vertexes[7]; |
1036 | FaceD[5] = vertexes[7]; | 1117 | FaceD[5] = vertexes[7]; |
1118 | #endregion | ||
1037 | 1119 | ||
1038 | // Get our plane normals | 1120 | // Get our plane normals |
1039 | for (int i = 0; i < 6; i++) | 1121 | for (int i = 0; i < 6; i++) |
1040 | { | 1122 | { |
1041 | AmBa = FaceB[i] - FaceA[i]; | 1123 | //m_log.Info("[FACECALCULATION]: FaceA[" + i + "]=" + FaceA[i] + " FaceB[" + i + "]=" + FaceB[i] + " FaceC[" + i + "]=" + FaceC[i] + " FaceD[" + i + "]=" + FaceD[i]); |
1042 | AmBb = FaceC[i] - FaceA[i]; | 1124 | |
1043 | normals[i] = AmBa.Cross(AmBb); | 1125 | // Our Plane direction |
1126 | AmBa = FaceA[i] - FaceB[i]; | ||
1127 | AmBb = FaceB[i] - FaceC[i]; | ||
1128 | |||
1129 | cross = AmBb.Cross(AmBa); | ||
1130 | |||
1131 | // normalize the cross product to get the normal. | ||
1132 | normals[i] = cross / cross.Length; | ||
1133 | |||
1134 | //m_log.Info("[NORMALS]: normals[ " + i + "]" + normals[i].ToString()); | ||
1135 | //distance[i] = (normals[i].x * AmBa.x + normals[i].y * AmBa.y + normals[i].z * AmBa.z) * -1; | ||
1044 | } | 1136 | } |
1045 | 1137 | ||
1046 | EntityIntersection returnresult = new EntityIntersection(); | 1138 | EntityIntersection returnresult = new EntityIntersection(); |
1139 | |||
1140 | returnresult.distance = 1024; | ||
1141 | float c = 0; | ||
1142 | float a = 0; | ||
1143 | float d = 0; | ||
1144 | Vector3 q = new Vector3(); | ||
1145 | |||
1146 | #region OBB Version 2 Experiment | ||
1147 | //float fmin = 999999; | ||
1148 | //float fmax = -999999; | ||
1149 | //float s = 0; | ||
1150 | |||
1151 | //for (int i=0;i<6;i++) | ||
1152 | //{ | ||
1153 | //s = iray.Direction.Dot(normals[i]); | ||
1154 | //d = normals[i].Dot(FaceB[i]); | ||
1155 | |||
1156 | //if (s == 0) | ||
1157 | //{ | ||
1158 | //if (iray.Origin.Dot(normals[i]) > d) | ||
1159 | //{ | ||
1160 | //return returnresult; | ||
1161 | //} | ||
1162 | // else | ||
1163 | //{ | ||
1164 | //continue; | ||
1165 | //} | ||
1166 | //} | ||
1167 | //a = (d - iray.Origin.Dot(normals[i])) / s; | ||
1168 | //if ( iray.Direction.Dot(normals[i]) < 0) | ||
1169 | //{ | ||
1170 | //if (a > fmax) | ||
1171 | //{ | ||
1172 | //if (a > fmin) | ||
1173 | //{ | ||
1174 | //return returnresult; | ||
1175 | //} | ||
1176 | //fmax = a; | ||
1177 | //} | ||
1178 | |||
1179 | //} | ||
1180 | //else | ||
1181 | //{ | ||
1182 | //if (a < fmin) | ||
1183 | //{ | ||
1184 | //if (a < 0 || a < fmax) | ||
1185 | //{ | ||
1186 | //return returnresult; | ||
1187 | //} | ||
1188 | //fmin = a; | ||
1189 | //} | ||
1190 | //} | ||
1191 | //} | ||
1192 | //if (fmax > 0) | ||
1193 | // a= fmax; | ||
1194 | //else | ||
1195 | // a=fmin; | ||
1196 | |||
1197 | //q = iray.Origin + a * iray.Direction; | ||
1198 | #endregion | ||
1047 | 1199 | ||
1200 | // Loop over faces (6 of them) | ||
1201 | for (int i = 0; i < 6; i++) | ||
1202 | { | ||
1203 | AmBa = FaceA[i] - FaceB[i]; | ||
1204 | AmBb = FaceB[i] - FaceC[i]; | ||
1205 | d = normals[i].Dot(FaceB[i]); | ||
1206 | c = iray.Direction.Dot(normals[i]); | ||
1207 | if (c == 0) | ||
1208 | continue; | ||
1209 | |||
1210 | a = (d - iray.Origin.Dot(normals[i])) / c; | ||
1211 | |||
1212 | if (a < 0) | ||
1213 | continue; | ||
1214 | |||
1215 | // If the normal is pointing outside the object | ||
1216 | if (iray.Direction.Dot(normals[i]) < 0) | ||
1217 | { | ||
1218 | |||
1219 | q = iray.Origin + a * iray.Direction; | ||
1220 | |||
1221 | // Is this the closest hit to the object's origin? | ||
1222 | //float distance2 = (float)GetDistanceTo(q, iray.Origin); | ||
1223 | float distance2 = (float)GetDistanceTo(q, AXpos); | ||
1224 | |||
1225 | if (distance2 < returnresult.distance) | ||
1226 | { | ||
1227 | returnresult.distance = distance2; | ||
1228 | returnresult.HitTF = true; | ||
1229 | returnresult.ipoint = q; | ||
1230 | //m_log.Info("[POINT]: " + q.ToString()); | ||
1231 | returnresult.normal = 1; | ||
1232 | |||
1233 | } | ||
1234 | } | ||
1235 | |||
1236 | } | ||
1048 | return returnresult; | 1237 | return returnresult; |
1049 | } | 1238 | } |
1050 | 1239 | ||