* This completes ObjectDuplicateOnRay.

* In English, that means that Copy Selection works now, including Copy Centers and Copy Rotates.
0.6.0-stable
Teravus Ovares 2008-06-10 00:18:00 +00:00
parent c62f081380
commit 8a93358405
3 changed files with 77 additions and 51 deletions

View File

@ -1399,7 +1399,7 @@ namespace OpenSim.Region.Environment.Scenes
}
/// <summary>
/// Duplicate the given object.
/// Duplicate the given object, Fire and Forget, No rotation, no return wrapper
/// </summary>
/// <param name="originalPrim"></param>
/// <param name="offset"></param>
@ -1408,6 +1408,18 @@ namespace OpenSim.Region.Environment.Scenes
{
//m_log.DebugFormat("[SCENE]: Duplication of object {0} at offset {1} requested by agent {2}", originalPrim, offset, AgentID);
SceneObjectGroup dupe = DuplicateObject(originalPrim, offset, flags, AgentID, GroupID, Quaternion.Zero);
}
/// <summary>
/// Duplicate the given object.
/// </summary>
/// <param name="originalPrim"></param>
/// <param name="offset"></param>
/// <param name="flags"></param>
protected internal SceneObjectGroup DuplicateObject(uint originalPrim, LLVector3 offset, uint flags, LLUUID AgentID, LLUUID GroupID, Quaternion rot)
{
//m_log.DebugFormat("[SCENE]: Duplication of object {0} at offset {1} requested by agent {2}", originalPrim, offset, AgentID);
List<EntityBase> EntityList = GetEntities();
SceneObjectGroup originPrim = null;
@ -1445,16 +1457,22 @@ namespace OpenSim.Region.Environment.Scenes
m_numPrim += copy.Children.Count;
if (rot != Quaternion.Zero)
{
copy.UpdateGroupRotation(new LLQuaternion(rot.x, rot.y, rot.z, rot.w));
}
copy.StartScripts();
copy.ScheduleGroupForFullUpdate();
return copy;
}
}
else
{
m_log.WarnFormat("[SCENE]: Attempted to duplicate nonexistant prim id {0}", GroupID);
}
return null;
}
/// <summary>
/// Calculates the distance between two Vector3s
/// </summary>

View File

@ -1759,7 +1759,7 @@ namespace OpenSim.Region.Environment.Scenes
{
LLVector3 pos;
const bool frontFacesOnly = true;
//m_log.Info("HITTARGET: " + RayTargetObj.ToString() + ", COPYTARGET: " + localID.ToString());
SceneObjectPart target = GetSceneObjectPart(localID);
SceneObjectPart target2 = GetSceneObjectPart(RayTargetObj);
@ -1781,10 +1781,10 @@ namespace OpenSim.Region.Environment.Scenes
Ray NewRay = new Ray(AXOrigin, AXdirection);
// Ray Trace against target here
EntityIntersection ei = target.TestIntersectionOBB(NewRay, new Quaternion(1, 0, 0, 0), frontFacesOnly, false);
EntityIntersection ei = target2.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());
//m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString());
float ScaleOffset = 0.5f;
// If we hit something
@ -1801,31 +1801,21 @@ namespace OpenSim.Region.Environment.Scenes
LLVector3 offset = (normal * (ScaleOffset / 2f));
pos = (intersectionpoint + offset);
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(pos - target2.AbsolutePosition);
Vector3 AXOrigin2 = new Vector3(target2.AbsolutePosition.X, target2.AbsolutePosition.Y, target2.AbsolutePosition.Z);
Vector3 AXdirection2 = new Vector3(direction2.X, direction2.Y, direction2.Z); //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);
normal.X = ei2.normal.x;
normal.Y = ei2.normal.y;
normal.Z = ei2.normal.z;
}
}
// Set the position to the intersection point
offset = (normal * (ScaleOffset / 2f));
pos = (intersectionpoint + offset);
// stick in offset format from the original prim
pos = pos - target2.ParentGroup.AbsolutePosition;
m_innerScene.DuplicateObject(localID, pos, target.GetEffectiveObjectFlags(), AgentID, GroupID);
pos = pos - target.ParentGroup.AbsolutePosition;
if (CopyRotates)
{
LLQuaternion worldRot = target2.GetWorldRotation();
SceneObjectGroup obj = m_innerScene.DuplicateObject(localID, pos, target.GetEffectiveObjectFlags(), AgentID, GroupID, new Quaternion(worldRot.W,worldRot.X,worldRot.Y,worldRot.Z));
//obj.Rotation = new Quaternion(worldRot.W, worldRot.X, worldRot.Y, worldRot.Z);
//obj.UpdateGroupRotation(worldRot);
}
else
{
m_innerScene.DuplicateObject(localID, pos, target.GetEffectiveObjectFlags(), AgentID, GroupID);
}
}
return;

View File

@ -1352,14 +1352,14 @@ namespace OpenSim.Region.Environment.Scenes
AmBb = FaceB[i] - FaceC[i];
d = normals[i].Dot(FaceB[i]);
if (faceCenters)
{
c = normals[i].Dot(normals[i]);
}
else
{
//if (faceCenters)
//{
// c = normals[i].Dot(normals[i]);
//}
//else
//{
c = iray.Direction.Dot(normals[i]);
}
//}
if (c == 0)
continue;
@ -1375,21 +1375,21 @@ namespace OpenSim.Region.Environment.Scenes
if (iray.Direction.Dot(normals[i]) < 0 || !frontFacesOnly)
{
if (faceCenters)
{ //(FaceA[i] + FaceB[i] + FaceC[1] + FaceD[i]) / 4f;
q = iray.Origin + a * normals[i];
}
else
{
//if (faceCenters)
//{ //(FaceA[i] + FaceB[i] + FaceC[1] + FaceD[i]) / 4f;
// q = iray.Origin + a * normals[i];
//}
//else
//{
q = iray.Origin + a * iray.Direction;
}
//}
float distance2 = (float)GetDistanceTo(q, AXpos);
// Is this the closest hit to the object's origin?
if (faceCenters)
{
distance2 = (float)GetDistanceTo(q, iray.Origin);
}
//if (faceCenters)
//{
// distance2 = (float)GetDistanceTo(q, iray.Origin);
//}
if (distance2 < returnresult.distance)
@ -1397,10 +1397,28 @@ namespace OpenSim.Region.Environment.Scenes
returnresult.distance = distance2;
returnresult.HitTF = true;
returnresult.ipoint = q;
m_log.Info("[FACE]:" + i.ToString());
m_log.Info("[POINT]: " + q.ToString());
m_log.Info("[DIST]: " + distance2.ToString());
returnresult.normal = normals[i];
//m_log.Info("[FACE]:" + i.ToString());
//m_log.Info("[POINT]: " + q.ToString());
//m_log.Info("[DIST]: " + distance2.ToString());
if (faceCenters)
{
returnresult.normal = (AXrot * AAfacenormals[i]);
Vector3 scaleComponent = AAfacenormals[i];
float ScaleOffset = 0.5f;
if (scaleComponent.x != 0) ScaleOffset = AXscale.x;
if (scaleComponent.y != 0) ScaleOffset = AXscale.y;
if (scaleComponent.z != 0) ScaleOffset = AXscale.z;
ScaleOffset = Math.Abs(ScaleOffset);
Vector3 offset = (returnresult.normal * ScaleOffset);
returnresult.ipoint = (AXpos + offset );
///pos = (intersectionpoint + offset);
}
else
{
returnresult.normal = normals[i];
}
returnresult.AAfaceNormal = AAfacenormals[i];
}