* This completes ObjectDuplicateOnRay.
* In English, that means that Copy Selection works now, including Copy Centers and Copy Rotates.0.6.0-stable
parent
c62f081380
commit
8a93358405
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@ -1399,7 +1399,7 @@ namespace OpenSim.Region.Environment.Scenes
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}
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/// <summary>
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/// Duplicate the given object.
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/// Duplicate the given object, Fire and Forget, No rotation, no return wrapper
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/// </summary>
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/// <param name="originalPrim"></param>
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/// <param name="offset"></param>
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@ -1408,6 +1408,18 @@ namespace OpenSim.Region.Environment.Scenes
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{
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//m_log.DebugFormat("[SCENE]: Duplication of object {0} at offset {1} requested by agent {2}", originalPrim, offset, AgentID);
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SceneObjectGroup dupe = DuplicateObject(originalPrim, offset, flags, AgentID, GroupID, Quaternion.Zero);
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}
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/// <summary>
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/// Duplicate the given object.
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/// </summary>
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/// <param name="originalPrim"></param>
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/// <param name="offset"></param>
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/// <param name="flags"></param>
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protected internal SceneObjectGroup DuplicateObject(uint originalPrim, LLVector3 offset, uint flags, LLUUID AgentID, LLUUID GroupID, Quaternion rot)
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{
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//m_log.DebugFormat("[SCENE]: Duplication of object {0} at offset {1} requested by agent {2}", originalPrim, offset, AgentID);
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List<EntityBase> EntityList = GetEntities();
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SceneObjectGroup originPrim = null;
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@ -1445,16 +1457,22 @@ namespace OpenSim.Region.Environment.Scenes
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m_numPrim += copy.Children.Count;
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if (rot != Quaternion.Zero)
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{
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copy.UpdateGroupRotation(new LLQuaternion(rot.x, rot.y, rot.z, rot.w));
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}
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copy.StartScripts();
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copy.ScheduleGroupForFullUpdate();
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return copy;
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}
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}
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else
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{
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m_log.WarnFormat("[SCENE]: Attempted to duplicate nonexistant prim id {0}", GroupID);
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}
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return null;
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}
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/// <summary>
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/// Calculates the distance between two Vector3s
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/// </summary>
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@ -1759,7 +1759,7 @@ namespace OpenSim.Region.Environment.Scenes
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{
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LLVector3 pos;
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const bool frontFacesOnly = true;
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//m_log.Info("HITTARGET: " + RayTargetObj.ToString() + ", COPYTARGET: " + localID.ToString());
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SceneObjectPart target = GetSceneObjectPart(localID);
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SceneObjectPart target2 = GetSceneObjectPart(RayTargetObj);
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@ -1781,10 +1781,10 @@ namespace OpenSim.Region.Environment.Scenes
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Ray NewRay = new Ray(AXOrigin, AXdirection);
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// Ray Trace against target here
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EntityIntersection ei = target.TestIntersectionOBB(NewRay, new Quaternion(1, 0, 0, 0), frontFacesOnly, false);
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EntityIntersection ei = target2.TestIntersectionOBB(NewRay, new Quaternion(1, 0, 0, 0), frontFacesOnly, CopyCenters);
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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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//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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@ -1801,31 +1801,21 @@ namespace OpenSim.Region.Environment.Scenes
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LLVector3 offset = (normal * (ScaleOffset / 2f));
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pos = (intersectionpoint + offset);
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if (CopyCenters)
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{
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// now we cast a ray from inside the prim(absolute position) to one of it's faces along the face normal.
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LLVector3 direction2 = LLVector3.Norm(pos - target2.AbsolutePosition);
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Vector3 AXOrigin2 = new Vector3(target2.AbsolutePosition.X, target2.AbsolutePosition.Y, target2.AbsolutePosition.Z);
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Vector3 AXdirection2 = new Vector3(direction2.X, direction2.Y, direction2.Z); //ei.AAfaceNormal;
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Ray NewRay2 = new Ray(AXOrigin2, AXdirection2);
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EntityIntersection ei2 = target.TestIntersectionOBB(NewRay2, new Quaternion(1, 0, 0, 0), false, CopyCenters);
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if (ei2.HitTF)
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{
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//m_log.Info("[RAYTRACERESULTS]: Hit:" + ei2.HitTF.ToString() + " Point: " + ei2.ipoint.ToString() + " Normal: " + ei2.normal.ToString());
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pos = new LLVector3(ei2.ipoint.x,ei2.ipoint.y,ei2.ipoint.z);
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normal.X = ei2.normal.x;
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normal.Y = ei2.normal.y;
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normal.Z = ei2.normal.z;
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}
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}
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// Set the position to the intersection point
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offset = (normal * (ScaleOffset / 2f));
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pos = (intersectionpoint + offset);
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// stick in offset format from the original prim
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pos = pos - target2.ParentGroup.AbsolutePosition;
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m_innerScene.DuplicateObject(localID, pos, target.GetEffectiveObjectFlags(), AgentID, GroupID);
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pos = pos - target.ParentGroup.AbsolutePosition;
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if (CopyRotates)
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{
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LLQuaternion worldRot = target2.GetWorldRotation();
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SceneObjectGroup obj = m_innerScene.DuplicateObject(localID, pos, target.GetEffectiveObjectFlags(), AgentID, GroupID, new Quaternion(worldRot.W,worldRot.X,worldRot.Y,worldRot.Z));
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//obj.Rotation = new Quaternion(worldRot.W, worldRot.X, worldRot.Y, worldRot.Z);
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//obj.UpdateGroupRotation(worldRot);
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}
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else
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{
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m_innerScene.DuplicateObject(localID, pos, target.GetEffectiveObjectFlags(), AgentID, GroupID);
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}
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}
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return;
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@ -1352,14 +1352,14 @@ namespace OpenSim.Region.Environment.Scenes
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AmBb = FaceB[i] - FaceC[i];
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d = normals[i].Dot(FaceB[i]);
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if (faceCenters)
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{
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c = normals[i].Dot(normals[i]);
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}
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else
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{
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//if (faceCenters)
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//{
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// c = normals[i].Dot(normals[i]);
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//}
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//else
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//{
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c = iray.Direction.Dot(normals[i]);
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}
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//}
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if (c == 0)
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continue;
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@ -1375,21 +1375,21 @@ namespace OpenSim.Region.Environment.Scenes
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if (iray.Direction.Dot(normals[i]) < 0 || !frontFacesOnly)
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{
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if (faceCenters)
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{ //(FaceA[i] + FaceB[i] + FaceC[1] + FaceD[i]) / 4f;
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q = iray.Origin + a * normals[i];
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}
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else
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{
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//if (faceCenters)
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//{ //(FaceA[i] + FaceB[i] + FaceC[1] + FaceD[i]) / 4f;
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// q = iray.Origin + a * normals[i];
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//}
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//else
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//{
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q = iray.Origin + a * iray.Direction;
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}
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//}
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float distance2 = (float)GetDistanceTo(q, AXpos);
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// Is this the closest hit to the object's origin?
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if (faceCenters)
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{
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distance2 = (float)GetDistanceTo(q, iray.Origin);
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}
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//if (faceCenters)
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//{
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// distance2 = (float)GetDistanceTo(q, iray.Origin);
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//}
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if (distance2 < returnresult.distance)
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@ -1397,10 +1397,28 @@ namespace OpenSim.Region.Environment.Scenes
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returnresult.distance = distance2;
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returnresult.HitTF = true;
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returnresult.ipoint = q;
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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("[DIST]: " + distance2.ToString());
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returnresult.normal = normals[i];
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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("[DIST]: " + distance2.ToString());
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if (faceCenters)
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{
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returnresult.normal = (AXrot * AAfacenormals[i]);
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Vector3 scaleComponent = AAfacenormals[i];
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float ScaleOffset = 0.5f;
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if (scaleComponent.x != 0) ScaleOffset = AXscale.x;
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if (scaleComponent.y != 0) ScaleOffset = AXscale.y;
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if (scaleComponent.z != 0) ScaleOffset = AXscale.z;
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ScaleOffset = Math.Abs(ScaleOffset);
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Vector3 offset = (returnresult.normal * ScaleOffset);
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returnresult.ipoint = (AXpos + offset );
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///pos = (intersectionpoint + offset);
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}
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else
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{
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returnresult.normal = normals[i];
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}
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returnresult.AAfaceNormal = AAfacenormals[i];
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}
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