* This makes the non-physics llCastRay 'better'. It's not 'correctly working', and if you look deep enough, you see that the results are not really stable depending on the direction of the ray.
parent
f7feed4d44
commit
878df52515
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@ -3628,6 +3628,7 @@ namespace OpenSim.Region.Framework.Scenes
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result.distance = distance2;
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result.distance = distance2;
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result.HitTF = true;
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result.HitTF = true;
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result.ipoint = q;
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result.ipoint = q;
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result.face = i;
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//m_log.Info("[FACE]:" + i.ToString());
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//m_log.Info("[FACE]:" + i.ToString());
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//m_log.Info("[POINT]: " + q.ToString());
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//m_log.Info("[POINT]: " + q.ToString());
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//m_log.Info("[DIST]: " + distance2.ToString());
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//m_log.Info("[DIST]: " + distance2.ToString());
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@ -11152,7 +11152,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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radius = Math.Abs(maxY);
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radius = Math.Abs(maxY);
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if (Math.Abs(maxZ) > radius)
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if (Math.Abs(maxZ) > radius)
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radius = Math.Abs(maxZ);
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radius = Math.Abs(maxZ);
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radius = radius*1.413f;
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Vector3 ac = group.AbsolutePosition - rayStart;
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Vector3 ac = group.AbsolutePosition - rayStart;
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Vector3 bc = group.AbsolutePosition - rayEnd;
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Vector3 bc = group.AbsolutePosition - rayEnd;
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@ -11167,11 +11167,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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if (d2 > 0)
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if (d2 > 0)
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return;
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return;
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ray = new Ray(rayStart, Vector3.Normalize(rayEnd - rayStart));
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EntityIntersection intersection = group.TestIntersection(ray, true, false);
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EntityIntersection intersection = group.TestIntersection(ray, true, false);
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// Miss.
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// Miss.
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if (!intersection.HitTF)
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if (!intersection.HitTF)
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return;
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return;
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Vector3 b1 = group.AbsolutePosition + new Vector3(minX, minY, minZ);
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Vector3 b2 = group.AbsolutePosition + new Vector3(maxX, maxY, maxZ);
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//m_log.DebugFormat("[LLCASTRAY]: min<{0},{1},{2}>, max<{3},{4},{5}> = hitp<{6},{7},{8}>", b1.X,b1.Y,b1.Z,b2.X,b2.Y,b2.Z,intersection.ipoint.X,intersection.ipoint.Y,intersection.ipoint.Z);
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if (!(intersection.ipoint.X >= b1.X && intersection.ipoint.X <= b2.X &&
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intersection.ipoint.Y >= b1.Y && intersection.ipoint.Y <= b2.Y &&
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intersection.ipoint.Z >= b1.Z && intersection.ipoint.Z <= b2.Z))
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return;
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ContactResult result = new ContactResult ();
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ContactResult result = new ContactResult ();
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result.ConsumerID = group.LocalId;
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result.ConsumerID = group.LocalId;
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result.Depth = intersection.distance;
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result.Depth = intersection.distance;
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@ -11423,8 +11432,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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if (checkPhysical || checkNonPhysical || detectPhantom)
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if (checkPhysical || checkNonPhysical || detectPhantom)
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{
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{
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ContactResult[] objectHits = ObjectIntersection(rayStart, rayEnd, checkPhysical, checkNonPhysical, detectPhantom);
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ContactResult[] objectHits = ObjectIntersection(rayStart, rayEnd, checkPhysical, checkNonPhysical, detectPhantom);
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foreach (ContactResult r in objectHits)
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for (int iter = 0; iter < objectHits.Length; iter++)
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results.Add(r);
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{
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// Redistance the Depth because the Scene RayCaster returns distance from center to make the rezzing code simpler.
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objectHits[iter].Depth = Vector3.Distance(objectHits[iter].Pos, rayStart);
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results.Add(objectHits[iter]);
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}
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}
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}
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}
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}
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