* Adds Normal to the fields returned by the Physics Raycaster
* Fixes recognizing when a sit target is and isn't set. * * 1. Vector3.Zero. * * 2. Orientation: x:0, y:0, z:0, w:1 - ZERO_ROTATION * * (or) Orientation: x:0, y:0, z:0, w:0 - Invalid Quaternion * * (or) Orientation: x:0, y:0, z:1, w:0 - Invalid mapping, some older objects still exist with itmysql-performance
parent
8e089b6d8d
commit
8d196dbd14
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@ -1105,7 +1105,7 @@ namespace OpenSim.Region.Framework.Scenes
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/// <param name="collisionPoint"></param>
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/// <param name="localid"></param>
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/// <param name="distance"></param>
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public void RayCastCameraCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance)
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public void RayCastCameraCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance, Vector3 pNormal)
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{
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const float POSITION_TOLERANCE = 0.02f;
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const float VELOCITY_TOLERANCE = 0.02f;
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@ -1686,8 +1686,13 @@ namespace OpenSim.Region.Framework.Scenes
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bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero));
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bool SitTargetisSet =
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(!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && avSitOrientation.W == 0f &&
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avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 1f));
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(!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f &&
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(
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avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 1f // Valid Zero Rotation quaternion
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|| avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 1f && avSitOrientation.W == 0f // W-Z Mapping was invalid at one point
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|| avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 0f // Invalid Quaternion
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)
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));
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if (SitTargetisSet && SitTargetUnOccupied)
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{
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@ -1750,7 +1755,7 @@ namespace OpenSim.Region.Framework.Scenes
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StandUp();
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}
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m_nextSitAnimation = "SIT";
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//SceneObjectPart part = m_scene.GetSceneObjectPart(targetID);
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SceneObjectPart part = FindNextAvailableSitTarget(targetID);
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@ -1762,12 +1767,23 @@ namespace OpenSim.Region.Framework.Scenes
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}
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m_requestedSitTargetID = part.LocalId;
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//m_requestedSitOffset = offset;
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//offset.X += part.Scale.X;// *offset.X;
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//offset.Y += part.Scale.Y;// * offset.Y;
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//offset.Z += part.Scale.Z;// * offset.Z;
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//m_requestedSitOffset = offset;
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m_log.DebugFormat("[SIT]: Client requested Sit Position: {0}", offset);
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}
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else
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{
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m_log.Warn("Sit requested on unknown object: " + targetID.ToString());
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}
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if (m_scene.PhysicsScene.SupportsRayCast())
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{
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//m_scene.PhysicsScene.RaycastWorld(Vector3.Zero,Vector3.Zero, 0.01f,new RaycastCallback());
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}
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SendSitResponse(remoteClient, targetID, offset);
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}
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@ -36,7 +36,7 @@ namespace OpenSim.Region.Physics.Manager
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{
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public delegate void physicsCrash();
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public delegate void RaycastCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance);
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public delegate void RaycastCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance, Vector3 normal);
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public abstract class PhysicsScene
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{
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@ -204,7 +204,7 @@ namespace OpenSim.Region.Physics.Manager
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public virtual void RaycastWorld(Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
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{
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if (retMethod != null)
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retMethod(false, Vector3.Zero, 0, 999999999999f);
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retMethod(false, Vector3.Zero, 0, 999999999999f, Vector3.Zero);
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}
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private class NullPhysicsScene : PhysicsScene
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@ -145,6 +145,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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uint hitConsumerID = 0;
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float distance = 999999999999f;
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Vector3 closestcontact = new Vector3(99999f, 99999f, 99999f);
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Vector3 snormal = Vector3.Zero;
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// Find closest contact and object.
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lock (m_contactResults)
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@ -157,6 +158,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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hitConsumerID = cResult.ConsumerID;
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distance = cResult.Depth;
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hitYN = true;
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snormal = cResult.Normal;
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}
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}
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@ -165,7 +167,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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// Return results
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if (req.callbackMethod != null)
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req.callbackMethod(hitYN, closestcontact, hitConsumerID, distance);
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req.callbackMethod(hitYN, closestcontact, hitConsumerID, distance, snormal);
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}
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// This is the standard Near. Uses space AABBs to speed up detection.
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@ -310,7 +312,8 @@ namespace OpenSim.Region.Physics.OdePlugin
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collisionresult.ConsumerID = ((OdePrim)p1).m_localID;
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collisionresult.Pos = new Vector3(contacts[i].pos.X, contacts[i].pos.Y, contacts[i].pos.Z);
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collisionresult.Depth = contacts[i].depth;
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collisionresult.Normal = new Vector3(contacts[i].normal.X, contacts[i].normal.Y,
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contacts[i].normal.Z);
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lock (m_contactResults)
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m_contactResults.Add(collisionresult);
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}
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@ -325,6 +328,8 @@ namespace OpenSim.Region.Physics.OdePlugin
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collisionresult.ConsumerID = ((OdePrim)p2).m_localID;
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collisionresult.Pos = new Vector3(contacts[i].pos.X, contacts[i].pos.Y, contacts[i].pos.Z);
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collisionresult.Depth = contacts[i].depth;
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collisionresult.Normal = new Vector3(contacts[i].normal.X, contacts[i].normal.Y,
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contacts[i].normal.Z);
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lock (m_contactResults)
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m_contactResults.Add(collisionresult);
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@ -358,5 +363,6 @@ namespace OpenSim.Region.Physics.OdePlugin
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public Vector3 Pos;
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public float Depth;
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public uint ConsumerID;
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public Vector3 Normal;
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}
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}
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