*Refactored the initial raytracer so it doesn't use the Parent reference.
*Fixed a 'statement out of order' error in the setting of the permissions that are sent to the client.afrisby
parent
d2fe290bb6
commit
95c68a316a
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@ -300,7 +300,7 @@ namespace OpenSim.Region.Environment.Scenes
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if (ent is SceneObjectGroup)
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{
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SceneObjectGroup reportingG = (SceneObjectGroup)ent;
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EntityIntersection result = reportingG.testIntersection(hray);
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EntityIntersection result = reportingG.TestIntersection(hray);
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if (result.HitTF)
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{
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if (result.distance < closestDistance)
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@ -358,17 +358,27 @@ namespace OpenSim.Region.Environment.Scenes
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}
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}
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public EntityIntersection testIntersection(Ray hRay)
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public EntityIntersection TestIntersection(Ray hRay)
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{
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// We got a request from the inner_scene to raytrace along the Ray hRay
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// We're going to check all of the prim in this group for intersection with the ray
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// If we get a result, we're going to find the closest result to the origin of the ray
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// and send back the intersection information back to the innerscene.
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EntityIntersection returnresult = new EntityIntersection();
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bool gothit = false;
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foreach (SceneObjectPart part in m_parts.Values)
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{
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SceneObjectPart returnThisPart = null;
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Vector3 partPosition = new Vector3(part.AbsolutePosition.X,part.AbsolutePosition.Y,part.AbsolutePosition.Z);
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Quaternion parentrotation = new Quaternion(GroupRotation.W,GroupRotation.X,GroupRotation.Y,GroupRotation.Z);
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EntityIntersection inter = part.testIntersection(hRay,parentrotation);
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// Telling the prim to raytrace.
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EntityIntersection inter = part.TestIntersection(hRay,parentrotation);
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// This may need to be updated to the maximum draw distance possible..
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// We might (and probably will) be checking for prim creation from other sims
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// when the camera crosses the border.
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float idist = 256f;
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@ -384,7 +394,6 @@ namespace OpenSim.Region.Environment.Scenes
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returnresult.obj = part;
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returnresult.normal = inter.normal;
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returnresult.distance = inter.distance;
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gothit = true;
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}
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}
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@ -561,10 +561,12 @@ namespace OpenSim.Region.Environment.Scenes
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serializer.Serialize(xmlWriter, this);
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}
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public EntityIntersection testIntersection(Ray iray, Quaternion parentrot)
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public EntityIntersection TestIntersection(Ray iray, Quaternion parentrot)
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{
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//Sphere dummysphere = new Sphere();
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// In this case we're using a sphere with a radius of the largest dimention of the prim
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// TODO: Change to take shape into account
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EntityIntersection returnresult = new EntityIntersection();
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Vector3 vAbsolutePosition = new Vector3(AbsolutePosition.X, AbsolutePosition.Y, AbsolutePosition.Z);
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@ -582,23 +584,25 @@ namespace OpenSim.Region.Environment.Scenes
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Vector3 rDirection = iray.Direction;
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// Buidling the first part of the Quadratic equation
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Vector3 r2ndDirection = rDirection * rDirection;
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float itestPart1 = r2ndDirection.x + r2ndDirection.y + r2ndDirection.z;
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// Buidling the second part of the Quadratic equation
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Vector3 tmVal2 = rOrigin - vAbsolutePosition;
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Vector3 r2Direction = rDirection * 2.0f;
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Vector3 tmVal3 = r2Direction * tmVal2;
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float itestPart2 = tmVal3.x + tmVal3.y + tmVal3.z;
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// Buidling the third part of the Quadratic equation
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Vector3 tmVal4 = rOrigin * rOrigin;
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Vector3 tmVal5 = vAbsolutePosition * vAbsolutePosition;
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Vector3 tmVal6 = vAbsolutePosition * rOrigin;
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// Set Radius to the largest dimention of the prim
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float radius = 0f;
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if (vScale.x > radius)
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radius = vScale.x;
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@ -611,11 +615,11 @@ namespace OpenSim.Region.Environment.Scenes
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float itestPart3 = tmVal4.x + tmVal4.y + tmVal4.z + tmVal5.x + tmVal5.y + tmVal5.z -(2.0f * (tmVal6.x + tmVal6.y + tmVal6.z + (radius * radius)));
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// Yuk Quadradrics
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// Yuk Quadradrics.. Solve first
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float rootsqr = (itestPart2 * itestPart2) - (4.0f * itestPart1 * itestPart3);
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if (rootsqr < 0.0f)
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{
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// No intersection
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return returnresult;
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}
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float root = ((-itestPart2) - (float)Math.Sqrt((double)rootsqr)) / (itestPart1 * 2.0f);
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@ -628,18 +632,30 @@ namespace OpenSim.Region.Environment.Scenes
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// is there any intersection?
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if (root < 0.0f)
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{
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// nope, no intersection
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return returnresult;
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}
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}
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// We got an intersection. putting together an EntityIntersection object with the
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// intersection information
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Vector3 ipoint = new Vector3(iray.Origin.x + (iray.Direction.x * root),iray.Origin.y + (iray.Direction.y * root),iray.Origin.z + (iray.Direction.z * root));
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returnresult.HitTF = true;
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returnresult.ipoint = ipoint;
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// Normal is calculated by the difference and then normalizing the result
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Vector3 normalpart = ipoint-vAbsolutePosition;
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returnresult.normal = normalpart.Normalize();
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returnresult.distance = ParentGroup.m_scene.m_innerScene.Vector3Distance(iray.Origin, ipoint);
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// It's funny how the LLVector3 object has a Distance function, but the Axiom.Math object doesnt.
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// I can write a function to do it.. but I like the fact that this one is Static.
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LLVector3 distanceConvert1 = new LLVector3(iray.Origin.x,iray.Origin.y,iray.Origin.z);
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LLVector3 distanceConvert2 = new LLVector3(ipoint.x, ipoint.y, ipoint.z);
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float distance = (float)distanceConvert1.GetDistanceTo(distanceConvert2);
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returnresult.distance = distance;
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return returnresult;
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}
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@ -1235,15 +1251,15 @@ namespace OpenSim.Region.Environment.Scenes
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}
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}
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// If you can't edit it, send the base permissions minus the flag to edit
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// We're going to be moving this into ScenePresence and the PermissionsManager itself.
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if (!ParentGroup.m_scene.PermissionsMngr.BypassPermissions)
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{
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if (ParentGroup.m_scene.PermissionsMngr.CanEditObject(remoteClient.AgentId, this.ParentGroup.UUID))
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{
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//clientFlags = ObjectFlags &= ~(uint)LLObject.ObjectFlags.ObjectModify;
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//clientFlags = clientFlags &= ~(uint)LLObject.ObjectFlags.ObjectMove;
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//clientFlags = clientFlags &= ~(uint)LLObject.ObjectFlags.AllowInventoryDrop;
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//clientFlags = clientFlags &= ~(uint)LLObject.ObjectFlags.ObjectTransfer;
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// Send EveryoneMask
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// we should be merging the objectflags with the ownermask here.
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// TODO: Future refactoring here.
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clientFlags = ObjectFlags;
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}
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@ -1259,13 +1275,13 @@ namespace OpenSim.Region.Environment.Scenes
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{
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clientFlags = clientFlags &= ~(uint) LLObject.ObjectFlags.ObjectMove;
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}
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clientFlags = EveryoneMask;
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clientFlags = clientFlags &= ~(uint)LLObject.ObjectFlags.ObjectModify;
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clientFlags = clientFlags &= ~(uint)LLObject.ObjectFlags.AllowInventoryDrop;
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clientFlags = clientFlags &= ~(uint)LLObject.ObjectFlags.ObjectTransfer;
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// TODO, FIXME, ERROR : This whole block amounts to moot because of this.
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clientFlags = EveryoneMask;
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}
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}
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