* added some functions for use in raytracing. They're kind of crappy now, so they only display 'guesses' on the console when you rez a prim.
* any math gurus who'd like to improve rezzing need only to make the raytracer in SceneObjectPart work :Dafrisby
parent
4af84b0bb2
commit
1ecd803e87
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@ -145,6 +145,31 @@ namespace OpenSim.Region.Environment.Scenes
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return (EntityBase) MemberwiseClone();
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}
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public abstract void SetText(string text, Vector3 color, double alpha);
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}
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//Nested Classes
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public class EntityIntersection
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{
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public Vector3 ipoint = new Vector3(0, 0, 0);
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public float normal = 0;
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public bool HitTF = false;
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public SceneObjectPart obj;
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public float distance = 0;
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public EntityIntersection()
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{
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}
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public EntityIntersection(Vector3 _ipoint, float _normal, bool _HitTF)
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{
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ipoint = _ipoint;
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normal = _normal;
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HitTF = _HitTF;
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}
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}
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}
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@ -253,6 +253,33 @@ namespace OpenSim.Region.Environment.Scenes
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return null;
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}
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public EntityIntersection GetClosestIntersectingPrim(Ray hray)
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{
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// Primitive Ray Tracing
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bool gothit = false;
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float closestDistance = 280f;
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EntityIntersection returnResult = new EntityIntersection();
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foreach (EntityBase ent in Entities.Values)
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{
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if (ent is SceneObjectGroup)
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{
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SceneObjectGroup reportingG = (SceneObjectGroup)ent;
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EntityIntersection result = reportingG.testIntersection(hray);
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if (result.HitTF)
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{
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if (result.distance < closestDistance)
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{
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gothit = true;
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closestDistance = result.distance;
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returnResult = result;
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}
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}
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}
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}
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return returnResult;
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}
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public SceneObjectPart GetSceneObjectPart(uint localID)
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{
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SceneObjectGroup group = GetGroupByPrim(localID);
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@ -635,8 +635,52 @@ namespace OpenSim.Region.Environment.Scenes
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/// <param name="ownerID"></param>
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public void AddNewPrim(LLUUID ownerID, LLVector3 pos, LLQuaternion rot, PrimitiveBaseShape shape)
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{
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// What we're *supposed* to do is raytrace from the camera position given by the client to the nearest collision
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// in the direction the client supplies (the ground level that we clicked)
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// This function is pretty crappy right now.. so we're not affecting where the newly rezzed objects go
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// Test it if you like. The console will write where it guesses a collision took place. if it thinks one did.
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// It's wrong many times though.
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if (PermissionsMngr.CanRezObject(ownerID, pos))
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{
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Vector3 CameraPosition = ((ScenePresence)GetScenePresence(ownerID)).CameraPosition;
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Vector3 rayEnd = new Vector3(pos.X, pos.Y, pos.Z);
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float raydistance = m_innerScene.Vector3Distance(CameraPosition, rayEnd);
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Vector3 rayDirection = new Vector3(rayEnd.x / raydistance, rayEnd.y / raydistance, rayEnd.z / raydistance);
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Ray rezRay = new Ray(CameraPosition, rayDirection);
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Vector3 RezDirectionFromCamera = rezRay.Direction;
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EntityIntersection rayTracing = m_innerScene.GetClosestIntersectingPrim(rezRay);
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if (rayTracing.HitTF)
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{
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// We raytraced and found a prim in the way of the ground.. so
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// We will rez the object somewhere close to the prim. Better math needed. This is a Stub
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//Vector3 Newpos = new Vector3(rayTracing.obj.AbsolutePosition.X,rayTracing.obj.AbsolutePosition.Y,rayTracing.obj.AbsolutePosition.Z);
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Vector3 Newpos = rayTracing.ipoint;
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Vector3 NewScale = new Vector3(rayTracing.obj.Scale.X,rayTracing.obj.Scale.Y,rayTracing.obj.Scale.Z);
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Quaternion ParentRot = rayTracing.obj.ParentGroup.Rotation;
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//Quaternion ParentRot = new Quaternion(primParentRot.W,primParentRot.X,primParentRot.Y,primParentRot.Z);
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LLQuaternion primLocalRot = rayTracing.obj.RotationOffset;
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Quaternion LocalRot = new Quaternion(primLocalRot.W,primLocalRot.X,primLocalRot.Y,primLocalRot.Z);
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Quaternion NewRot = LocalRot * ParentRot;
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Vector3 RezPoint = Newpos;
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MainLog.Instance.Verbose("REZINFO","Possible Rez Point:" + RezPoint.ToString());
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//pos = new LLVector3(RezPoint.x, RezPoint.y, RezPoint.z);
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}
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SceneObjectGroup sceneOb =
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new SceneObjectGroup(this, m_regionHandle, ownerID, PrimIDAllocate(), pos, rot, shape);
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AddEntity(sceneOb);
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@ -353,6 +353,44 @@ namespace OpenSim.Region.Environment.Scenes
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}
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}
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public EntityIntersection testIntersection(Ray hRay)
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{
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EntityIntersection returnresult = new EntityIntersection();
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bool gothit = false;
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foreach (SceneObjectPart part in m_parts.Values)
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{
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SceneObjectPart returnThisPart = null;
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Vector3 partPosition = new Vector3(part.AbsolutePosition.X,part.AbsolutePosition.Y,part.AbsolutePosition.Z);
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Quaternion parentrotation = new Quaternion(GroupRotation.W,GroupRotation.X,GroupRotation.Y,GroupRotation.Z);
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EntityIntersection inter = part.testIntersection(hRay,parentrotation);
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float idist = 256f;
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if (inter.HitTF) {
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// We need to find the closest prim to return to the testcaller along the ray
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if (inter.distance < idist) {
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idist = inter.distance;
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returnresult.HitTF = true;
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returnresult.ipoint = inter.ipoint;
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returnresult.obj = part;
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returnresult.normal = inter.normal;
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returnresult.distance = inter.distance;
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gothit = true;
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}
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}
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}
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return returnresult;
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}
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/// <summary>
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///
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/// </summary>
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@ -535,6 +535,91 @@ namespace OpenSim.Region.Environment.Scenes
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serializer.Serialize(xmlWriter, this);
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}
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public EntityIntersection testIntersection(Ray iray, Quaternion parentrot)
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{
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//Sphere dummysphere = new Sphere();
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EntityIntersection returnresult = new EntityIntersection();
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Vector3 vAbsolutePosition = new Vector3(AbsolutePosition.X, AbsolutePosition.Y, AbsolutePosition.Z);
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Vector3 vScale = new Vector3(Scale.X, Scale.Y, Scale.Z);
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Quaternion qRotation = new Quaternion(RotationOffset.W, RotationOffset.X, RotationOffset.Y, RotationOffset.Z);
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Quaternion worldRotation = (qRotation * parentrot);
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Matrix3 worldRotM = worldRotation.ToRotationMatrix();
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Vector3 rOrigin = iray.Origin;
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Vector3 rDirection = iray.Direction;
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Vector3 r2ndDirection = rDirection * rDirection;
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float itestPart1 = r2ndDirection.x + r2ndDirection.y + r2ndDirection.z;
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Vector3 tmVal2 = rOrigin - vAbsolutePosition;
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Vector3 r2Direction = rDirection * 2.0f;
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Vector3 tmVal3 = r2Direction * tmVal2;
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float itestPart2 = tmVal3.x + tmVal3.y + tmVal3.z;
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Vector3 tmVal4 = rOrigin * rOrigin;
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Vector3 tmVal5 = vAbsolutePosition * vAbsolutePosition;
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Vector3 tmVal6 = vAbsolutePosition * rOrigin;
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float radius = 0f;
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if (vScale.x > radius)
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radius = vScale.x;
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if (vScale.y > radius)
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radius = vScale.y;
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if (vScale.z > radius)
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radius = vScale.z;
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//radius = radius;
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float itestPart3 = tmVal4.x + tmVal4.y + tmVal4.z + tmVal5.x + tmVal5.y + tmVal5.z -(2.0f * (tmVal6.x + tmVal6.y + tmVal6.z + (radius * radius)));
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// Yuk Quadradrics
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float rootsqr = (itestPart2 * itestPart2) - (4.0f * itestPart1 * itestPart3);
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if (rootsqr < 0.0f)
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{
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return returnresult;
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}
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float root = ((-itestPart2) - (float)Math.Sqrt((double)rootsqr)) / (itestPart1 * 2.0f);
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if (root < 0.0f)
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{
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// perform second quadratic root solution
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root = ((-itestPart2) + (float)Math.Sqrt((double)rootsqr)) / (itestPart1 * 2.0f);
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// is there any intersection?
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if (root < 0.0f)
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{
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return returnresult;
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}
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}
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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));
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returnresult.HitTF = true;
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returnresult.ipoint = ipoint;
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Vector3 normalpart = ipoint-vAbsolutePosition;
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returnresult.normal = normalpart.Normalize();
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returnresult.distance = ParentGroup.m_scene.m_innerScene.Vector3Distance(iray.Origin, ipoint);
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return returnresult;
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}
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/// <summary>
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///
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/// </summary>
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@ -147,6 +147,11 @@ namespace OpenSim.Region.Environment.Scenes
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get { return m_regionHandle; }
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}
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public Vector3 CameraPosition
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{
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get { return m_CameraCenter; }
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}
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private readonly string m_firstname;
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public string Firstname
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Loading…
Reference in New Issue