A stab at making a better bounding box calculation
parent
8613336674
commit
a0a25bb8ca
|
@ -7829,17 +7829,27 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
||||||
m_host.AddScriptLPS(1);
|
m_host.AddScriptLPS(1);
|
||||||
UUID objID = UUID.Zero;
|
UUID objID = UUID.Zero;
|
||||||
LSL_List result = new LSL_List();
|
LSL_List result = new LSL_List();
|
||||||
|
|
||||||
|
// If the ID is not valid, return null result
|
||||||
if (!UUID.TryParse(obj, out objID))
|
if (!UUID.TryParse(obj, out objID))
|
||||||
{
|
{
|
||||||
result.Add(new LSL_Vector());
|
result.Add(new LSL_Vector());
|
||||||
result.Add(new LSL_Vector());
|
result.Add(new LSL_Vector());
|
||||||
return result;
|
return result;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Check if this is an attached prim. If so, replace
|
||||||
|
// the UUID with the avatar UUID and report it's bounding box
|
||||||
|
SceneObjectPart part = World.GetSceneObjectPart(objID);
|
||||||
|
if (part != null && part.ParentGroup.IsAttachment)
|
||||||
|
objID = part.ParentGroup.RootPart.AttachedAvatar;
|
||||||
|
|
||||||
|
// Find out if this is an avatar ID. If so, return it's box
|
||||||
ScenePresence presence = World.GetScenePresence(objID);
|
ScenePresence presence = World.GetScenePresence(objID);
|
||||||
if (presence != null)
|
if (presence != null)
|
||||||
{
|
{
|
||||||
if (presence.ParentID == 0) // not sat on an object
|
// As per LSL Wiki, there is no difference between sitting
|
||||||
{
|
// and standing avatar since server 1.36
|
||||||
LSL_Vector lower;
|
LSL_Vector lower;
|
||||||
LSL_Vector upper;
|
LSL_Vector upper;
|
||||||
if (presence.Animator.Animations.DefaultAnimation.AnimID
|
if (presence.Animator.Animations.DefaultAnimation.AnimID
|
||||||
|
@ -7857,27 +7867,60 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
||||||
lower = new LSL_Vector(-0.225f, -0.3f, height * -1.0f);
|
lower = new LSL_Vector(-0.225f, -0.3f, height * -1.0f);
|
||||||
upper = new LSL_Vector(0.225f, 0.3f, height + 0.05f);
|
upper = new LSL_Vector(0.225f, 0.3f, height + 0.05f);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Adjust to the documented error offsets (see LSL Wiki)
|
||||||
|
lower += new LSL_Vector(0.05f, 0.05f, 0.05f);
|
||||||
|
upper -= new LSL_Vector(0.05f, 0.05f, 0.05f);
|
||||||
|
|
||||||
|
if (lower.x > upper.x)
|
||||||
|
lower.x = upper.x;
|
||||||
|
if (lower.y > upper.y)
|
||||||
|
lower.y = upper.y;
|
||||||
|
if (lower.z > upper.z)
|
||||||
|
lower.z = upper.z;
|
||||||
|
|
||||||
result.Add(lower);
|
result.Add(lower);
|
||||||
result.Add(upper);
|
result.Add(upper);
|
||||||
return result;
|
return result;
|
||||||
}
|
}
|
||||||
else
|
|
||||||
{
|
part = World.GetSceneObjectPart(objID);
|
||||||
// sitting on an object so we need the bounding box of that
|
|
||||||
// which should include the avatar so set the UUID to the
|
|
||||||
// UUID of the object the avatar is sat on and allow it to fall through
|
|
||||||
// to processing an object
|
|
||||||
SceneObjectPart p = World.GetSceneObjectPart(presence.ParentID);
|
|
||||||
objID = p.UUID;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
SceneObjectPart part = World.GetSceneObjectPart(objID);
|
|
||||||
// Currently only works for single prims without a sitting avatar
|
// Currently only works for single prims without a sitting avatar
|
||||||
if (part != null)
|
if (part != null)
|
||||||
{
|
{
|
||||||
Vector3 halfSize = part.Scale / 2.0f;
|
float minX;
|
||||||
LSL_Vector lower = new LSL_Vector(halfSize.X * -1.0f, halfSize.Y * -1.0f, halfSize.Z * -1.0f);
|
float maxX;
|
||||||
LSL_Vector upper = new LSL_Vector(halfSize.X, halfSize.Y, halfSize.Z);
|
float minY;
|
||||||
|
float maxY;
|
||||||
|
float minZ;
|
||||||
|
float maxZ;
|
||||||
|
|
||||||
|
// This BBox is in sim coordinates, with the offset being
|
||||||
|
// a contained point.
|
||||||
|
Vector3[] offsets = World.GetCombinedBoundingBox(new List<SceneObjectGroup> { part.ParentGroup },
|
||||||
|
out minX, out maxX, out minY, out maxY, out minZ, out maxZ);
|
||||||
|
|
||||||
|
minX -= offsets[0].X;
|
||||||
|
maxX -= offsets[0].X;
|
||||||
|
minY -= offsets[0].Y;
|
||||||
|
maxY -= offsets[0].Y;
|
||||||
|
minZ -= offsets[0].Z;
|
||||||
|
maxZ -= offsets[0].Z;
|
||||||
|
|
||||||
|
LSL_Vector lower;
|
||||||
|
LSL_Vector upper;
|
||||||
|
|
||||||
|
// Adjust to the documented error offsets (see LSL Wiki)
|
||||||
|
lower = new LSL_Vector(minX + 0.05f, minY + 0.05f, minZ + 0.05f);
|
||||||
|
upper = new LSL_Vector(maxX - 0.05f, maxY - 0.05f, maxZ - 0.05f);
|
||||||
|
|
||||||
|
if (lower.x > upper.x)
|
||||||
|
lower.x = upper.x;
|
||||||
|
if (lower.y > upper.y)
|
||||||
|
lower.y = upper.y;
|
||||||
|
if (lower.z > upper.z)
|
||||||
|
lower.z = upper.z;
|
||||||
|
|
||||||
result.Add(lower);
|
result.Add(lower);
|
||||||
result.Add(upper);
|
result.Add(upper);
|
||||||
return result;
|
return result;
|
||||||
|
|
Loading…
Reference in New Issue