* Updated ray tracing code. It's now good enough to use when the XYZ vector components of the scale have a difference of less then 4.5 meters.

* When a new prim is created and raytracing is called for, raytrace from the camera position to the ground in the direction of the Norm(RayEnd - RayStart).
* If we got a hit based on our camera, create the new prim at the edge of the prim we hit.
* Don't raytrace if the difference between any component of the vector exceeds 4.5meters.
0.6.0-stable
Teravus Ovares 2008-03-21 05:54:56 +00:00
parent 803670e6ea
commit 0cb05c1952
3 changed files with 40 additions and 1 deletions

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@ -27,6 +27,7 @@
using System;
using System.Collections.Generic;
using Axiom.Math;
using libsecondlife;
using libsecondlife.Packets;
using OpenSim.Framework;

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@ -31,6 +31,7 @@ using System.Drawing;
using System.Drawing.Imaging;
using System.Threading;
using System.Timers;
using Axiom.Math;
using libsecondlife;
using libsecondlife.Packets;
using OpenJPEGNet;
@ -1079,7 +1080,37 @@ namespace OpenSim.Region.Environment.Scenes
if (target != null)
{
pos = target.AbsolutePosition;
// TODO: Raytrace here
//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());
//target.Scale.X
if (Math.Abs(target.Scale.X - target.Scale.Y) > 4.5f
|| Math.Abs(target.Scale.Y - target.Scale.Z) > 4.5f
|| Math.Abs(target.Scale.Z - target.Scale.X) > 4.5f)
{
// for now lets use the old method here as the new method works by using the largest scale vector
// component as the radius of a sphere and produces wide results if there's a huge difference
// between the x/y/z vector components
// If one scale component is less then .21m, it's likely being used as a thin block and therefore
// the raytracing would produce a wide result.
}
else
{
// TODO: Raytrace better here
LLVector3 direction = LLVector3.Norm(RayEnd - RayStart);
Vector3 AXOrigin = new Vector3(RayStart.X, RayStart.Y, RayStart.Z);
Vector3 AXdirection = new Vector3(direction.X, direction.Y, direction.Z);
EntityIntersection ei = m_innerScene.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection));
//m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString());
if (ei.HitTF)
{
pos = new LLVector3(ei.ipoint.x, ei.ipoint.y, ei.ipoint.z);
}
}
return pos;
}
else

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@ -875,6 +875,13 @@ namespace OpenSim.Region.Environment.Scenes
if (vScale.z > radius)
radius = vScale.z;
// the second part of this is the default prim size
// once we factor in the aabb of the prim we're adding we can
// change this to;
// radius = (radius / 2) - 0.01f;
//
radius = (radius / 2) + (0.5f / 2) - 0.1f;
//radius = radius;
float itestPart3 = tmVal4.x + tmVal4.y + tmVal4.z + tmVal5.x + tmVal5.y + tmVal5.z -