* DuplicateOnRay with copy center works in two directions... Still fighting with it.

* DuplicateOnRay without copy center works in all directions.
0.6.0-stable
Teravus Ovares 2008-05-02 02:31:22 +00:00
parent 7cace57ecc
commit 412ca26565
2 changed files with 56 additions and 53 deletions

View File

@ -1642,8 +1642,9 @@ namespace OpenSim.Region.Environment.Scenes
bool frontFacesOnly = true;
SceneObjectPart target = GetSceneObjectPart(localID);
SceneObjectPart target2 = GetSceneObjectPart(RayTargetObj);
if (target != null)
if (target != null && target2 != null)
{
LLVector3 direction = LLVector3.Norm(RayEnd - RayStart);
@ -1651,67 +1652,69 @@ namespace OpenSim.Region.Environment.Scenes
Vector3 AXdirection = new Vector3(direction.X, direction.Y, direction.Z);
if (target != null)
if (target2.ParentGroup != null)
{
if (target.ParentGroup != null)
pos = target2.AbsolutePosition;
//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());
// TODO: Raytrace better here
//EntityIntersection ei = m_innerScene.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection));
Ray NewRay = new Ray(AXOrigin, AXdirection);
// Ray Trace against target here
EntityIntersection ei = target.TestIntersectionOBB(NewRay, new Quaternion(1, 0, 0, 0), frontFacesOnly, CopyCenters);
// Un-comment out the following line to Get Raytrace results printed to the console.
// m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString());
float ScaleOffset = 0.5f;
// If we hit something
if (ei.HitTF)
{
pos = target.AbsolutePosition;
//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());
LLVector3 scale = target.Scale;
LLVector3 scaleComponent = new LLVector3(ei.AAfaceNormal.x, ei.AAfaceNormal.y, ei.AAfaceNormal.z);
if (scaleComponent.X != 0) ScaleOffset = scale.X;
if (scaleComponent.Y != 0) ScaleOffset = scale.Y;
if (scaleComponent.Z != 0) ScaleOffset = scale.Z;
ScaleOffset = Math.Abs(ScaleOffset);
LLVector3 intersectionpoint = new LLVector3(ei.ipoint.x, ei.ipoint.y, ei.ipoint.z);
LLVector3 normal = new LLVector3(ei.normal.x, ei.normal.y, ei.normal.z);
// TODO: Raytrace better here
//EntityIntersection ei = m_innerScene.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection));
Ray NewRay = new Ray(AXOrigin, AXdirection);
// Ray Trace against target here
EntityIntersection ei = target.TestIntersectionOBB(NewRay, new Quaternion(1, 0, 0, 0), frontFacesOnly, false);
// Un-comment out the following line to Get Raytrace results printed to the console.
// m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString());
float ScaleOffset = 0.5f;
// If we hit something
if (ei.HitTF)
if (CopyCenters)
{
LLVector3 scale = target.Scale;
LLVector3 scaleComponent = new LLVector3(ei.AAfaceNormal.x, ei.AAfaceNormal.y, ei.AAfaceNormal.z);
if (scaleComponent.X != 0) ScaleOffset = scale.X;
if (scaleComponent.Y != 0) ScaleOffset = scale.Y;
if (scaleComponent.Z != 0) ScaleOffset = scale.Z;
ScaleOffset = Math.Abs(ScaleOffset);
LLVector3 intersectionpoint = new LLVector3(ei.ipoint.x, ei.ipoint.y, ei.ipoint.z);
if (CopyCenters)
// now we cast a ray from inside the prim(absolute position) to one of it's faces along the face normal.
LLVector3 direction2 = LLVector3.Norm(intersectionpoint - target2.AbsolutePosition);
Vector3 AXOrigin2 = new Vector3(target2.AbsolutePosition.X, target2.AbsolutePosition.Y, target2.AbsolutePosition.Z);
Vector3 AXdirection2 = ei.AAfaceNormal;
Ray NewRay2 = new Ray(AXOrigin2, AXdirection2);
EntityIntersection ei2 = target.TestIntersectionOBB(NewRay2, new Quaternion(1, 0, 0, 0), true, CopyCenters);
if (ei2.HitTF)
{
// now we cast a ray from inside the prim(absolute position) to one of it's faces along the face normal.
LLVector3 direction2 = LLVector3.Norm(pos - target.AbsolutePosition);
Vector3 AXOrigin2 = new Vector3(target.AbsolutePosition.X, target.AbsolutePosition.Y, target.AbsolutePosition.Z);
Vector3 AXdirection2 = ei.AAfaceNormal;
Ray NewRay2 = new Ray(AXOrigin2, AXdirection2);
EntityIntersection ei2 = target.TestIntersectionOBB(NewRay2, new Quaternion(1, 0, 0, 0), false, CopyCenters);
if (ei2.HitTF)
{
//m_log.Info("[RAYTRACERESULTS]: Hit:" + ei2.HitTF.ToString() + " Point: " + ei2.ipoint.ToString() + " Normal: " + ei2.normal.ToString());
pos = new LLVector3(ei2.ipoint.x,ei2.ipoint.y,ei2.ipoint.z);
}
//m_log.Info("[RAYTRACERESULTS]: Hit:" + ei2.HitTF.ToString() + " Point: " + ei2.ipoint.ToString() + " Normal: " + ei2.normal.ToString());
pos = new LLVector3(ei2.ipoint.x,ei2.ipoint.y,ei2.ipoint.z);
normal.X = ei2.normal.x;
normal.Y = ei2.normal.y;
normal.Z = ei2.normal.z;
}
LLVector3 normal = new LLVector3(ei.normal.x, ei.normal.y, ei.normal.z);
// Set the position to the intersection point
LLVector3 offset = (normal * (ScaleOffset / 2f));
pos = (intersectionpoint + offset);
// stick in offset format from the original prim
pos = pos - target.ParentGroup.AbsolutePosition;
m_innerScene.DuplicateObject(target.ParentGroup.LocalId, pos, target.GetEffectiveObjectFlags(), AgentID, GroupID);
}
// Set the position to the intersection point
LLVector3 offset = (normal * (ScaleOffset / 2f));
pos = (intersectionpoint + offset);
return;
// stick in offset format from the original prim
pos = pos - target2.ParentGroup.AbsolutePosition;
m_innerScene.DuplicateObject(localID, pos, target.GetEffectiveObjectFlags(), AgentID, GroupID);
}
return;
}
return;
}

View File

@ -1344,7 +1344,7 @@ namespace OpenSim.Region.Environment.Scenes
if (faceCenters)
{
q = AXpos + a * AAfacenormals[i]; //(FaceA[i] + FaceB[i] + FaceC[1] + FaceD[i]) / 4f;
q = (FaceA[i] + FaceB[i] + FaceC[1] + FaceD[i]) / 4f; //iray.Origin + a * normals[i];
}
else
{