don't mess ray direction..
parent
af34bfddd1
commit
58daecfccb
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@ -2305,106 +2305,110 @@ namespace OpenSim.Region.Framework.Scenes
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Vector3 rayEnd = RayEnd;
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Vector3 dir = rayEnd - RayStart;
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float dist = Vector3.Mag(dir) + 2.0f;
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Vector3 direction = dir * (1 / dist);
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if (SupportsRayCastFiltered())
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float dist = dir.Length();
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if (dist != 0)
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{
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RayFilterFlags rayfilter = RayFilterFlags.BackFaceCull;
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rayfilter |= RayFilterFlags.land;
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rayfilter |= RayFilterFlags.physical;
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rayfilter |= RayFilterFlags.nonphysical;
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rayfilter |= RayFilterFlags.LSLPhantom; // ubODE will only see volume detectors
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Vector3 direction = dir * (1 / dist);
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// get some more contacts ???
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int physcount = 4;
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dist += 2.0f;
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List<ContactResult> physresults =
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(List<ContactResult>)RayCastFiltered(RayStart, direction, dist, physcount, rayfilter);
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if (physresults != null && physresults.Count > 0)
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if (SupportsRayCastFiltered())
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{
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if (physresults[0].ConsumerID == 0 || RayTargetID == UUID.Zero)
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RayFilterFlags rayfilter = RayFilterFlags.BackFaceCull;
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rayfilter |= RayFilterFlags.land;
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rayfilter |= RayFilterFlags.physical;
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rayfilter |= RayFilterFlags.nonphysical;
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rayfilter |= RayFilterFlags.LSLPhantom; // ubODE will only see volume detectors
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// get some more contacts ???
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int physcount = 4;
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List<ContactResult> physresults =
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(List<ContactResult>)RayCastFiltered(RayStart, direction, dist, physcount, rayfilter);
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if (physresults != null && physresults.Count > 0)
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{
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// found something
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pos = physresults[0].Normal * scale ;
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pos *= 0.5f;
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pos = physresults[0].Pos +pos;
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return pos;
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}
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foreach (ContactResult r in physresults)
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{
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SceneObjectPart part = GetSceneObjectPart(r.ConsumerID);
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if (part == null)
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continue;
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if (part.UUID == RayTargetID)
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if (physresults[0].ConsumerID == 0 || RayTargetID == UUID.Zero)
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{
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// found something
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pos = physresults[0].Normal * scale;
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pos *= 0.5f;
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pos = physresults[0].Pos + pos;
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return pos;
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}
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foreach (ContactResult r in physresults)
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{
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SceneObjectPart part = GetSceneObjectPart(r.ConsumerID);
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if (part == null)
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continue;
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if (part.UUID == RayTargetID)
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{
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pos = physresults[0].Normal * scale;
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pos *= 0.5f;
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pos = physresults[0].Pos + pos;
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return pos;
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}
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}
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}
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}
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}
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if (RayTargetID != UUID.Zero)
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{
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SceneObjectPart target = GetSceneObjectPart(RayTargetID);
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Ray NewRay = new Ray(RayStart, direction);
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if (target != null)
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if (RayTargetID != UUID.Zero)
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{
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pos = target.AbsolutePosition;
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SceneObjectPart target = GetSceneObjectPart(RayTargetID);
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// Ray Trace against target here
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EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter);
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Ray NewRay = new Ray(RayStart, direction);
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// Un-comment out the following line to Get Raytrace results printed to the console.
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// m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString());
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float ScaleOffset = 0.5f;
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// If we hit something
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if (ei.HitTF)
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if (target != null)
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{
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Vector3 scaleComponent = ei.AAfaceNormal;
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if (scaleComponent.X != 0) ScaleOffset = scale.X;
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if (scaleComponent.Y != 0) ScaleOffset = scale.Y;
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if (scaleComponent.Z != 0) ScaleOffset = scale.Z;
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ScaleOffset = Math.Abs(ScaleOffset);
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Vector3 intersectionpoint = ei.ipoint;
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Vector3 normal = ei.normal;
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// Set the position to the intersection point
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Vector3 offset = (normal * (ScaleOffset / 2f));
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pos = (intersectionpoint + offset);
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pos = target.AbsolutePosition;
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//Seems to make no sense to do this as this call is used for rezzing from inventory as well, and with inventory items their size is not always 0.5f
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//And in cases when we weren't rezzing from inventory we were re-adding the 0.25 straight after calling this method
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// Un-offset the prim (it gets offset later by the consumer method)
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//pos.Z -= 0.25F;
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// Ray Trace against target here
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EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter);
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}
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}
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else
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{
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// We don't have a target here, so we're going to raytrace all the objects in the scene.
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EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(NewRay, true, false);
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// Un-comment out the following line to Get Raytrace results printed to the console.
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// m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString());
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float ScaleOffset = 0.5f;
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// Un-comment the following line to print the raytrace results to the console.
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//m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString());
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// If we hit something
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if (ei.HitTF)
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{
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Vector3 scaleComponent = ei.AAfaceNormal;
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if (scaleComponent.X != 0) ScaleOffset = scale.X;
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if (scaleComponent.Y != 0) ScaleOffset = scale.Y;
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if (scaleComponent.Z != 0) ScaleOffset = scale.Z;
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ScaleOffset = Math.Abs(ScaleOffset);
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Vector3 intersectionpoint = ei.ipoint;
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Vector3 normal = ei.normal;
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// Set the position to the intersection point
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Vector3 offset = (normal * (ScaleOffset / 2f));
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pos = (intersectionpoint + offset);
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if (ei.HitTF)
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{
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pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z);
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//Seems to make no sense to do this as this call is used for rezzing from inventory as well, and with inventory items their size is not always 0.5f
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//And in cases when we weren't rezzing from inventory we were re-adding the 0.25 straight after calling this method
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// Un-offset the prim (it gets offset later by the consumer method)
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//pos.Z -= 0.25F;
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}
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}
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else
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{
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// fall back to our stupid functionality
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pos = RayEnd;
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// We don't have a target here, so we're going to raytrace all the objects in the scene.
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EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(NewRay, true, false);
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// Un-comment the following line to print the raytrace results to the console.
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//m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString());
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if (ei.HitTF)
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{
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pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z);
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}
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else
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{
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// fall back to our stupid functionality
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pos = RayEnd;
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}
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}
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}
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}
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else
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{
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// fall back to our stupid functionality
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