diff options
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 52 |
1 files changed, 25 insertions, 27 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index 3646811..5a74bad 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | |||
@@ -2710,11 +2710,10 @@ if (m_shape != null) { | |||
2710 | 2710 | ||
2711 | public EntityIntersection TestIntersection(Ray iray, Quaternion parentrot) | 2711 | public EntityIntersection TestIntersection(Ray iray, Quaternion parentrot) |
2712 | { | 2712 | { |
2713 | // In this case we're using a sphere with a radius of the largest dimention of the prim | 2713 | // In this case we're using a sphere with a radius of the largest dimension of the prim |
2714 | // TODO: Change to take shape into account | 2714 | // TODO: Change to take shape into account |
2715 | 2715 | ||
2716 | 2716 | EntityIntersection result = new EntityIntersection(); | |
2717 | EntityIntersection returnresult = new EntityIntersection(); | ||
2718 | Vector3 vAbsolutePosition = AbsolutePosition; | 2717 | Vector3 vAbsolutePosition = AbsolutePosition; |
2719 | Vector3 vScale = Scale; | 2718 | Vector3 vScale = Scale; |
2720 | Vector3 rOrigin = iray.Origin; | 2719 | Vector3 rOrigin = iray.Origin; |
@@ -2738,8 +2737,7 @@ if (m_shape != null) { | |||
2738 | 2737 | ||
2739 | Vector3 tmVal6 = vAbsolutePosition*rOrigin; | 2738 | Vector3 tmVal6 = vAbsolutePosition*rOrigin; |
2740 | 2739 | ||
2741 | 2740 | // Set Radius to the largest dimension of the prim | |
2742 | // Set Radius to the largest dimention of the prim | ||
2743 | float radius = 0f; | 2741 | float radius = 0f; |
2744 | if (vScale.X > radius) | 2742 | if (vScale.X > radius) |
2745 | radius = vScale.X; | 2743 | radius = vScale.X; |
@@ -2765,7 +2763,7 @@ if (m_shape != null) { | |||
2765 | if (rootsqr < 0.0f) | 2763 | if (rootsqr < 0.0f) |
2766 | { | 2764 | { |
2767 | // No intersection | 2765 | // No intersection |
2768 | return returnresult; | 2766 | return result; |
2769 | } | 2767 | } |
2770 | float root = ((-itestPart2) - (float) Math.Sqrt((double) rootsqr))/(itestPart1*2.0f); | 2768 | float root = ((-itestPart2) - (float) Math.Sqrt((double) rootsqr))/(itestPart1*2.0f); |
2771 | 2769 | ||
@@ -2778,7 +2776,7 @@ if (m_shape != null) { | |||
2778 | if (root < 0.0f) | 2776 | if (root < 0.0f) |
2779 | { | 2777 | { |
2780 | // nope, no intersection | 2778 | // nope, no intersection |
2781 | return returnresult; | 2779 | return result; |
2782 | } | 2780 | } |
2783 | } | 2781 | } |
2784 | 2782 | ||
@@ -2788,12 +2786,12 @@ if (m_shape != null) { | |||
2788 | new Vector3(iray.Origin.X + (iray.Direction.X*root), iray.Origin.Y + (iray.Direction.Y*root), | 2786 | new Vector3(iray.Origin.X + (iray.Direction.X*root), iray.Origin.Y + (iray.Direction.Y*root), |
2789 | iray.Origin.Z + (iray.Direction.Z*root)); | 2787 | iray.Origin.Z + (iray.Direction.Z*root)); |
2790 | 2788 | ||
2791 | returnresult.HitTF = true; | 2789 | result.HitTF = true; |
2792 | returnresult.ipoint = ipoint; | 2790 | result.ipoint = ipoint; |
2793 | 2791 | ||
2794 | // Normal is calculated by the difference and then normalizing the result | 2792 | // Normal is calculated by the difference and then normalizing the result |
2795 | Vector3 normalpart = ipoint - vAbsolutePosition; | 2793 | Vector3 normalpart = ipoint - vAbsolutePosition; |
2796 | returnresult.normal = normalpart / normalpart.Length(); | 2794 | result.normal = normalpart / normalpart.Length(); |
2797 | 2795 | ||
2798 | // It's funny how the Vector3 object has a Distance function, but the Axiom.Math object doesn't. | 2796 | // It's funny how the Vector3 object has a Distance function, but the Axiom.Math object doesn't. |
2799 | // I can write a function to do it.. but I like the fact that this one is Static. | 2797 | // I can write a function to do it.. but I like the fact that this one is Static. |
@@ -2802,9 +2800,9 @@ if (m_shape != null) { | |||
2802 | Vector3 distanceConvert2 = new Vector3(ipoint.X, ipoint.Y, ipoint.Z); | 2800 | Vector3 distanceConvert2 = new Vector3(ipoint.X, ipoint.Y, ipoint.Z); |
2803 | float distance = (float) Util.GetDistanceTo(distanceConvert1, distanceConvert2); | 2801 | float distance = (float) Util.GetDistanceTo(distanceConvert1, distanceConvert2); |
2804 | 2802 | ||
2805 | returnresult.distance = distance; | 2803 | result.distance = distance; |
2806 | 2804 | ||
2807 | return returnresult; | 2805 | return result; |
2808 | } | 2806 | } |
2809 | 2807 | ||
2810 | public EntityIntersection TestIntersectionOBB(Ray iray, Quaternion parentrot, bool frontFacesOnly, bool faceCenters) | 2808 | public EntityIntersection TestIntersectionOBB(Ray iray, Quaternion parentrot, bool frontFacesOnly, bool faceCenters) |
@@ -3008,9 +3006,9 @@ if (m_shape != null) { | |||
3008 | //distance[i] = (normals[i].X * AmBa.X + normals[i].Y * AmBa.Y + normals[i].Z * AmBa.Z) * -1; | 3006 | //distance[i] = (normals[i].X * AmBa.X + normals[i].Y * AmBa.Y + normals[i].Z * AmBa.Z) * -1; |
3009 | } | 3007 | } |
3010 | 3008 | ||
3011 | EntityIntersection returnresult = new EntityIntersection(); | 3009 | EntityIntersection result = new EntityIntersection(); |
3012 | 3010 | ||
3013 | returnresult.distance = 1024; | 3011 | result.distance = 1024; |
3014 | float c = 0; | 3012 | float c = 0; |
3015 | float a = 0; | 3013 | float a = 0; |
3016 | float d = 0; | 3014 | float d = 0; |
@@ -3030,7 +3028,7 @@ if (m_shape != null) { | |||
3030 | //{ | 3028 | //{ |
3031 | //if (iray.Origin.Dot(normals[i]) > d) | 3029 | //if (iray.Origin.Dot(normals[i]) > d) |
3032 | //{ | 3030 | //{ |
3033 | //return returnresult; | 3031 | //return result; |
3034 | //} | 3032 | //} |
3035 | // else | 3033 | // else |
3036 | //{ | 3034 | //{ |
@@ -3044,7 +3042,7 @@ if (m_shape != null) { | |||
3044 | //{ | 3042 | //{ |
3045 | //if (a > fmin) | 3043 | //if (a > fmin) |
3046 | //{ | 3044 | //{ |
3047 | //return returnresult; | 3045 | //return result; |
3048 | //} | 3046 | //} |
3049 | //fmax = a; | 3047 | //fmax = a; |
3050 | //} | 3048 | //} |
@@ -3056,7 +3054,7 @@ if (m_shape != null) { | |||
3056 | //{ | 3054 | //{ |
3057 | //if (a < 0 || a < fmax) | 3055 | //if (a < 0 || a < fmax) |
3058 | //{ | 3056 | //{ |
3059 | //return returnresult; | 3057 | //return result; |
3060 | //} | 3058 | //} |
3061 | //fmin = a; | 3059 | //fmin = a; |
3062 | //} | 3060 | //} |
@@ -3112,17 +3110,17 @@ if (m_shape != null) { | |||
3112 | // distance2 = (float)GetDistanceTo(q, iray.Origin); | 3110 | // distance2 = (float)GetDistanceTo(q, iray.Origin); |
3113 | //} | 3111 | //} |
3114 | 3112 | ||
3115 | if (distance2 < returnresult.distance) | 3113 | if (distance2 < result.distance) |
3116 | { | 3114 | { |
3117 | returnresult.distance = distance2; | 3115 | result.distance = distance2; |
3118 | returnresult.HitTF = true; | 3116 | result.HitTF = true; |
3119 | returnresult.ipoint = q; | 3117 | result.ipoint = q; |
3120 | //m_log.Info("[FACE]:" + i.ToString()); | 3118 | //m_log.Info("[FACE]:" + i.ToString()); |
3121 | //m_log.Info("[POINT]: " + q.ToString()); | 3119 | //m_log.Info("[POINT]: " + q.ToString()); |
3122 | //m_log.Info("[DIST]: " + distance2.ToString()); | 3120 | //m_log.Info("[DIST]: " + distance2.ToString()); |
3123 | if (faceCenters) | 3121 | if (faceCenters) |
3124 | { | 3122 | { |
3125 | returnresult.normal = AAfacenormals[i] * AXrot; | 3123 | result.normal = AAfacenormals[i] * AXrot; |
3126 | 3124 | ||
3127 | Vector3 scaleComponent = AAfacenormals[i]; | 3125 | Vector3 scaleComponent = AAfacenormals[i]; |
3128 | float ScaleOffset = 0.5f; | 3126 | float ScaleOffset = 0.5f; |
@@ -3130,20 +3128,20 @@ if (m_shape != null) { | |||
3130 | if (scaleComponent.Y != 0) ScaleOffset = AXscale.Y; | 3128 | if (scaleComponent.Y != 0) ScaleOffset = AXscale.Y; |
3131 | if (scaleComponent.Z != 0) ScaleOffset = AXscale.Z; | 3129 | if (scaleComponent.Z != 0) ScaleOffset = AXscale.Z; |
3132 | ScaleOffset = Math.Abs(ScaleOffset); | 3130 | ScaleOffset = Math.Abs(ScaleOffset); |
3133 | Vector3 offset = returnresult.normal * ScaleOffset; | 3131 | Vector3 offset = result.normal * ScaleOffset; |
3134 | returnresult.ipoint = AXpos + offset; | 3132 | result.ipoint = AXpos + offset; |
3135 | 3133 | ||
3136 | ///pos = (intersectionpoint + offset); | 3134 | ///pos = (intersectionpoint + offset); |
3137 | } | 3135 | } |
3138 | else | 3136 | else |
3139 | { | 3137 | { |
3140 | returnresult.normal = normals[i]; | 3138 | result.normal = normals[i]; |
3141 | } | 3139 | } |
3142 | returnresult.AAfaceNormal = AAfacenormals[i]; | 3140 | result.AAfaceNormal = AAfacenormals[i]; |
3143 | } | 3141 | } |
3144 | } | 3142 | } |
3145 | } | 3143 | } |
3146 | return returnresult; | 3144 | return result; |
3147 | } | 3145 | } |
3148 | 3146 | ||
3149 | /// <summary> | 3147 | /// <summary> |