add physics assistance on placement of a new object. This may help on mantis 7727, but may still need more work

avinationmerge
UbitUmarov 2015-09-24 06:46:07 +01:00
parent 5ca610d56a
commit af34bfddd1
2 changed files with 119 additions and 82 deletions

View File

@ -2283,99 +2283,139 @@ namespace OpenSim.Region.Framework.Scenes
/// <returns></returns>
public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter)
{
float wheight = (float)RegionInfo.RegionSettings.WaterHeight;
Vector3 wpos = Vector3.Zero;
// Check for water surface intersection from above
if ( (RayStart.Z > wheight) && (RayEnd.Z < wheight) )
if ((RayStart.Z > wheight) && (RayEnd.Z < wheight))
{
float ratio = (RayStart.Z - wheight) / (RayStart.Z - RayEnd.Z);
wpos.X = RayStart.X - (ratio * (RayStart.X - RayEnd.X));
wpos.Y = RayStart.Y - (ratio * (RayStart.Y - RayEnd.Y));
wpos.Z = wheight;
}
}
Vector3 pos = Vector3.Zero;
if (RayEndIsIntersection == (byte)1)
{
pos = RayEnd;
}
else if (RayTargetID != UUID.Zero)
{
SceneObjectPart target = GetSceneObjectPart(RayTargetID);
Vector3 direction = Vector3.Normalize(RayEnd - RayStart);
Vector3 AXOrigin = RayStart;
Vector3 AXdirection = direction;
if (target != null)
{
pos = target.AbsolutePosition;
//m_log.Info("[OBJECT_REZ]: TargetPos: " + pos.ToString() + ", RayStart: " + RayStart.ToString() + ", RayEnd: " + RayEnd.ToString() + ", Volume: " + Util.GetDistanceTo(RayStart,RayEnd).ToString() + ", mag1: " + Util.GetMagnitude(RayStart).ToString() + ", mag2: " + Util.GetMagnitude(RayEnd).ToString());
// TODO: Raytrace better here
//EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection));
Ray NewRay = new Ray(AXOrigin, AXdirection);
// Ray Trace against target here
EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter);
// 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());
float ScaleOffset = 0.5f;
// If we hit something
if (ei.HitTF)
{
Vector3 scaleComponent = ei.AAfaceNormal;
if (scaleComponent.X != 0) ScaleOffset = scale.X;
if (scaleComponent.Y != 0) ScaleOffset = scale.Y;
if (scaleComponent.Z != 0) ScaleOffset = scale.Z;
ScaleOffset = Math.Abs(ScaleOffset);
Vector3 intersectionpoint = ei.ipoint;
Vector3 normal = ei.normal;
// Set the position to the intersection point
Vector3 offset = (normal * (ScaleOffset / 2f));
pos = (intersectionpoint + offset);
//Seems to make no sense to do this as this call is used for rezzing from inventory as well, and with inventory items their size is not always 0.5f
//And in cases when we weren't rezzing from inventory we were re-adding the 0.25 straight after calling this method
// Un-offset the prim (it gets offset later by the consumer method)
//pos.Z -= 0.25F;
}
}
else
{
// We don't have a target here, so we're going to raytrace all the objects in the scene.
EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false);
// Un-comment the following line to print the raytrace results to the console.
//m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString());
if (ei.HitTF)
{
pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z);
}
else
{
// fall back to our stupid functionality
pos = RayEnd;
}
}
}
else
{
// fall back to our stupid functionality
pos = RayEnd;
Vector3 rayEnd = RayEnd;
Vector3 dir = rayEnd - RayStart;
float dist = Vector3.Mag(dir) + 2.0f;
//increase height so its above the ground.
//should be getting the normal of the ground at the rez point and using that?
pos.Z += scale.Z / 2f;
// return pos;
Vector3 direction = dir * (1 / dist);
if (SupportsRayCastFiltered())
{
RayFilterFlags rayfilter = RayFilterFlags.BackFaceCull;
rayfilter |= RayFilterFlags.land;
rayfilter |= RayFilterFlags.physical;
rayfilter |= RayFilterFlags.nonphysical;
rayfilter |= RayFilterFlags.LSLPhantom; // ubODE will only see volume detectors
// get some more contacts ???
int physcount = 4;
List<ContactResult> physresults =
(List<ContactResult>)RayCastFiltered(RayStart, direction, dist, physcount, rayfilter);
if (physresults != null && physresults.Count > 0)
{
if (physresults[0].ConsumerID == 0 || RayTargetID == UUID.Zero)
{
// found something
pos = physresults[0].Normal * scale ;
pos *= 0.5f;
pos = physresults[0].Pos +pos;
return pos;
}
foreach (ContactResult r in physresults)
{
SceneObjectPart part = GetSceneObjectPart(r.ConsumerID);
if (part == null)
continue;
if (part.UUID == RayTargetID)
{
pos = physresults[0].Normal * scale;
pos *= 0.5f;
pos = physresults[0].Pos + pos;
return pos;
}
}
}
}
if (RayTargetID != UUID.Zero)
{
SceneObjectPart target = GetSceneObjectPart(RayTargetID);
Ray NewRay = new Ray(RayStart, direction);
if (target != null)
{
pos = target.AbsolutePosition;
// Ray Trace against target here
EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter);
// 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());
float ScaleOffset = 0.5f;
// If we hit something
if (ei.HitTF)
{
Vector3 scaleComponent = ei.AAfaceNormal;
if (scaleComponent.X != 0) ScaleOffset = scale.X;
if (scaleComponent.Y != 0) ScaleOffset = scale.Y;
if (scaleComponent.Z != 0) ScaleOffset = scale.Z;
ScaleOffset = Math.Abs(ScaleOffset);
Vector3 intersectionpoint = ei.ipoint;
Vector3 normal = ei.normal;
// Set the position to the intersection point
Vector3 offset = (normal * (ScaleOffset / 2f));
pos = (intersectionpoint + offset);
//Seems to make no sense to do this as this call is used for rezzing from inventory as well, and with inventory items their size is not always 0.5f
//And in cases when we weren't rezzing from inventory we were re-adding the 0.25 straight after calling this method
// Un-offset the prim (it gets offset later by the consumer method)
//pos.Z -= 0.25F;
}
}
else
{
// We don't have a target here, so we're going to raytrace all the objects in the scene.
EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(NewRay, true, false);
// Un-comment the following line to print the raytrace results to the console.
//m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString());
if (ei.HitTF)
{
pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z);
}
else
{
// fall back to our stupid functionality
pos = RayEnd;
}
}
}
else
{
// fall back to our stupid functionality
pos = RayEnd;
//increase height so its above the ground.
//should be getting the normal of the ground at the rez point and using that?
pos.Z += scale.Z / 2f;
// return pos;
}
}
// check against posible water intercept
if (wpos.Z > pos.Z) pos = wpos;
return pos;

View File

@ -139,8 +139,7 @@ namespace OpenSim.Region.PhysicsModule.ubOde
continue;
}
}
CurrentRayFilter = req.filter;
CurrentMaxCount = req.Count;
@ -186,7 +185,6 @@ namespace OpenSim.Region.PhysicsModule.ubOde
d.GeomRaySetLength(ray, req.length);
d.GeomRaySet(ray, req.Origin.X, req.Origin.Y, req.Origin.Z, req.Normal.X, req.Normal.Y, req.Normal.Z);
d.GeomRaySetParams(ray, 0, backfacecull);
d.GeomRaySetClosestHit(ray, closestHit);
if (req.callbackMethod is RaycastCallback)
{
@ -318,9 +316,8 @@ namespace OpenSim.Region.PhysicsModule.ubOde
{
// current ode land to ray collisions is very bad
// so for now limit its range badly
if (req.length > 30.0f)
d.GeomRaySetLength(ray, 30.0f);
if (req.length > 60.0f)
d.GeomRaySetLength(ray, 60.0f);
d.SpaceCollide2(ray, m_scene.GroundSpace, IntPtr.Zero, nearCallback);
}