add physics assistance on placement of a new object. This may help on mantis 7727, but may still need more work
parent
5ca610d56a
commit
af34bfddd1
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@ -2300,23 +2300,62 @@ namespace OpenSim.Region.Framework.Scenes
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{
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pos = RayEnd;
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}
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else if (RayTargetID != UUID.Zero)
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else
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{
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Vector3 rayEnd = RayEnd;
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Vector3 dir = rayEnd - RayStart;
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float dist = Vector3.Mag(dir) + 2.0f;
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Vector3 direction = dir * (1 / dist);
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if (SupportsRayCastFiltered())
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{
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RayFilterFlags rayfilter = RayFilterFlags.BackFaceCull;
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rayfilter |= RayFilterFlags.land;
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rayfilter |= RayFilterFlags.physical;
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rayfilter |= RayFilterFlags.nonphysical;
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rayfilter |= RayFilterFlags.LSLPhantom; // ubODE will only see volume detectors
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// get some more contacts ???
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int physcount = 4;
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List<ContactResult> physresults =
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(List<ContactResult>)RayCastFiltered(RayStart, direction, dist, physcount, rayfilter);
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if (physresults != null && physresults.Count > 0)
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{
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if (physresults[0].ConsumerID == 0 || RayTargetID == UUID.Zero)
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{
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// found something
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pos = physresults[0].Normal * scale ;
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pos *= 0.5f;
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pos = physresults[0].Pos +pos;
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return pos;
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}
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foreach (ContactResult r in physresults)
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{
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SceneObjectPart part = GetSceneObjectPart(r.ConsumerID);
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if (part == null)
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continue;
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if (part.UUID == RayTargetID)
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{
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pos = physresults[0].Normal * scale;
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pos *= 0.5f;
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pos = physresults[0].Pos + pos;
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return pos;
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}
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}
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}
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}
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if (RayTargetID != UUID.Zero)
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{
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SceneObjectPart target = GetSceneObjectPart(RayTargetID);
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Vector3 direction = Vector3.Normalize(RayEnd - RayStart);
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Vector3 AXOrigin = RayStart;
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Vector3 AXdirection = direction;
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Ray NewRay = new Ray(RayStart, direction);
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if (target != null)
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{
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pos = target.AbsolutePosition;
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//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());
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// TODO: Raytrace better here
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//EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection));
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Ray NewRay = new Ray(AXOrigin, AXdirection);
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// Ray Trace against target here
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EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter);
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@ -2349,7 +2388,7 @@ namespace OpenSim.Region.Framework.Scenes
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else
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{
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// We don't have a target here, so we're going to raytrace all the objects in the scene.
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EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false);
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EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(NewRay, true, false);
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// Un-comment the following line to print the raytrace results to the console.
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//m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString());
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@ -2365,6 +2404,7 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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}
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else
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{
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// fall back to our stupid functionality
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@ -2375,7 +2415,7 @@ namespace OpenSim.Region.Framework.Scenes
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pos.Z += scale.Z / 2f;
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// return pos;
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}
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}
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// check against posible water intercept
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if (wpos.Z > pos.Z) pos = wpos;
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return pos;
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@ -140,7 +140,6 @@ namespace OpenSim.Region.PhysicsModule.ubOde
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}
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}
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CurrentRayFilter = req.filter;
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CurrentMaxCount = req.Count;
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@ -186,7 +185,6 @@ namespace OpenSim.Region.PhysicsModule.ubOde
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d.GeomRaySetLength(ray, req.length);
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d.GeomRaySet(ray, req.Origin.X, req.Origin.Y, req.Origin.Z, req.Normal.X, req.Normal.Y, req.Normal.Z);
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d.GeomRaySetParams(ray, 0, backfacecull);
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d.GeomRaySetClosestHit(ray, closestHit);
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if (req.callbackMethod is RaycastCallback)
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{
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@ -318,9 +316,8 @@ namespace OpenSim.Region.PhysicsModule.ubOde
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{
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// current ode land to ray collisions is very bad
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// so for now limit its range badly
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if (req.length > 30.0f)
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d.GeomRaySetLength(ray, 30.0f);
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if (req.length > 60.0f)
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d.GeomRaySetLength(ray, 60.0f);
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d.SpaceCollide2(ray, m_scene.GroundSpace, IntPtr.Zero, nearCallback);
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}
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