diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs index d65dbaf63d..dcc39cc15c 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs @@ -596,7 +596,6 @@ namespace OpenSim.Region.Framework.Scenes /// public Vector3 GetAxisAlignedBoundingBox() { - //int count = 0; float maxX = 0f, maxY = 0f, maxZ = 0f, minX = 256f, minY = 256f, minZ = 256f; lock (m_parts) { @@ -605,37 +604,187 @@ namespace OpenSim.Region.Framework.Scenes Vector3 worldPos = part.GetWorldPosition(); Quaternion worldRot = part.GetWorldRotation(); - Vector3 size = part.Scale * worldRot; + Vector3 frontTopLeft; + Vector3 frontTopRight; + Vector3 frontBottomLeft; + Vector3 frontBottomRight; - // m_log.InfoFormat("prim {0} , world pos is {1} , {2} , {3} , and size is {4} , {5} , {6}", count, worldPos.X, worldPos.Y, worldPos.Z, size.X, size.Y, size.Z); - // count++; + Vector3 backTopLeft; + Vector3 backTopRight; + Vector3 backBottomLeft; + Vector3 backBottomRight; - float tx= worldPos.X +( size.X/2); - float bx = worldPos.X - (size.X/2); - if (tx > maxX) - maxX = tx; - if (bx < minX) - minX = bx; + Vector3 orig = Vector3.Zero; - float ty = worldPos.Y + (size.Y / 2); - float by = worldPos.Y - (size.Y / 2); - if (ty > maxY) - maxY = ty; - if (by < minY) - minY = by; + frontTopLeft.X = orig.X - (part.Scale.X / 2); + frontTopLeft.Y = orig.Y - (part.Scale.Y / 2); + frontTopLeft.Z = orig.Z + (part.Scale.Z / 2); - float tz = worldPos.Z + (size.Z / 2); - float bz = worldPos.Z - (size.Z / 2); - if (tz > maxZ) - maxZ = tz; - if (bz < minZ) - minZ = bz; + frontTopRight.X = orig.X + (part.Scale.X / 2); + frontTopRight.Y = orig.Y - (part.Scale.Y / 2); + frontTopRight.Z = orig.Z + (part.Scale.Z / 2); + + frontBottomLeft.X = orig.X - (part.Scale.X / 2); + frontBottomLeft.Y = orig.Y - (part.Scale.Y / 2); + frontBottomLeft.Z = orig.Z - (part.Scale.Z / 2); + + frontBottomRight.X = orig.X + (part.Scale.X / 2); + frontBottomRight.Y = orig.Y - (part.Scale.Y / 2); + frontBottomRight.Z = orig.Z - (part.Scale.Z / 2); + + + backTopLeft.X = orig.X - (part.Scale.X / 2); + backTopLeft.Y = orig.Y + (part.Scale.Y / 2); + backTopLeft.Z = orig.Z + (part.Scale.Z / 2); + + backTopRight.X = orig.X + (part.Scale.X / 2); + backTopRight.Y = orig.Y + (part.Scale.Y / 2); + backTopRight.Z = orig.Z + (part.Scale.Z / 2); + + backBottomLeft.X = orig.X - (part.Scale.X / 2); + backBottomLeft.Y = orig.Y + (part.Scale.Y / 2); + backBottomLeft.Z = orig.Z - (part.Scale.Z / 2); + + backBottomRight.X = orig.X + (part.Scale.X / 2); + backBottomRight.Y = orig.Y + (part.Scale.Y / 2); + backBottomRight.Z = orig.Z - (part.Scale.Z / 2); + + frontTopLeft = frontTopLeft * worldRot; + frontTopRight = frontTopRight * worldRot; + frontBottomLeft = frontBottomLeft * worldRot; + frontBottomRight = frontBottomRight * worldRot; + + backBottomLeft = backBottomLeft * worldRot; + backBottomRight = backBottomRight * worldRot; + backTopLeft = backTopLeft * worldRot; + backTopRight = backTopRight * worldRot; + + + //frontTopLeft += worldPos; + //frontTopRight += worldPos; + //frontBottomLeft += worldPos; + //frontBottomRight += worldPos; + + //backBottomLeft += worldPos; + //backBottomRight += worldPos; + //backTopLeft += worldPos; + //backTopRight += worldPos; + + if (frontTopRight.X > maxX) + maxX = frontTopRight.X; + if (frontTopLeft.X > maxX) + maxX = frontTopLeft.X; + if (frontBottomRight.X > maxX) + maxX = frontBottomRight.X; + if (frontBottomLeft.X > maxX) + maxX = frontBottomLeft.X; + + if (backTopRight.X > maxX) + maxX = backTopRight.X; + if (backTopLeft.X > maxX) + maxX = backTopLeft.X; + if (backBottomRight.X > maxX) + maxX = backBottomRight.X; + if (backBottomLeft.X > maxX) + maxX = backBottomLeft.X; + + if (frontTopRight.X < minX) + minX = frontTopRight.X; + if (frontTopLeft.X < minX) + minX = frontTopLeft.X; + if (frontBottomRight.X < minX) + minX = frontBottomRight.X; + if (frontBottomLeft.X < minX) + minX = frontBottomLeft.X; + + if (backTopRight.X < minX) + minX = backTopRight.X; + if (backTopLeft.X < minX) + minX = backTopLeft.X; + if (backBottomRight.X < minX) + minX = backBottomRight.X; + if (backBottomLeft.X < minX) + minX = backBottomLeft.X; + + // + if (frontTopRight.Y > maxY) + maxY = frontTopRight.Y; + if (frontTopLeft.Y > maxY) + maxY = frontTopLeft.Y; + if (frontBottomRight.Y > maxY) + maxY = frontBottomRight.Y; + if (frontBottomLeft.Y > maxY) + maxY = frontBottomLeft.Y; + + if (backTopRight.Y > maxY) + maxY = backTopRight.Y; + if (backTopLeft.Y > maxY) + maxY = backTopLeft.Y; + if (backBottomRight.Y > maxY) + maxY = backBottomRight.Y; + if (backBottomLeft.Y > maxY) + maxY = backBottomLeft.Y; + + if (frontTopRight.Y < minY) + minY = frontTopRight.Y; + if (frontTopLeft.Y < minY) + minY = frontTopLeft.Y; + if (frontBottomRight.Y < minY) + minY = frontBottomRight.Y; + if (frontBottomLeft.Y < minY) + minY = frontBottomLeft.Y; + + if (backTopRight.Y < minY) + minY = backTopRight.Y; + if (backTopLeft.Y < minY) + minY = backTopLeft.Y; + if (backBottomRight.Y < minY) + minY = backBottomRight.Y; + if (backBottomLeft.Y < minY) + minY = backBottomLeft.Y; + + // + if (frontTopRight.Z > maxZ) + maxZ = frontTopRight.Z; + if (frontTopLeft.Z > maxZ) + maxZ = frontTopLeft.Z; + if (frontBottomRight.Z > maxZ) + maxZ = frontBottomRight.Z; + if (frontBottomLeft.Z > maxZ) + maxZ = frontBottomLeft.Z; + + if (backTopRight.Z > maxZ) + maxZ = backTopRight.Z; + if (backTopLeft.Z > maxZ) + maxZ = backTopLeft.Z; + if (backBottomRight.Z > maxZ) + maxZ = backBottomRight.Z; + if (backBottomLeft.Z > maxZ) + maxZ = backBottomLeft.Z; + + if (frontTopRight.Z < minZ) + minZ = frontTopRight.Z; + if (frontTopLeft.Z < minZ) + minZ = frontTopLeft.Z; + if (frontBottomRight.Z < minZ) + minZ = frontBottomRight.Z; + if (frontBottomLeft.Z < minZ) + minZ = frontBottomLeft.Z; + + if (backTopRight.Z < minZ) + minZ = backTopRight.Z; + if (backTopLeft.Z < minZ) + minZ = backTopLeft.Z; + if (backBottomRight.Z < minZ) + minZ = backBottomRight.Z; + if (backBottomLeft.Z < minZ) + minZ = backBottomLeft.Z; } } Vector3 boundingBox = new Vector3(maxX - minX, maxY - minY, maxZ - minZ); - //m_log.InfoFormat("BoundingBox is {0} , {1} , {2} ", boundingBox.X, boundingBox.Y, boundingBox.Z); + // m_log.InfoFormat("BoundingBox is {0} , {1} , {2} ", boundingBox.X, boundingBox.Y, boundingBox.Z); return boundingBox; }