review llCastRay V3 phantom detection. Make it ignore physics shape type none as physics engines do.
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aa9a56d4df
commit
b4bbf4f95d
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@ -15010,7 +15010,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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int rejectTypes = 0;
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int dataFlags = 0;
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int maxHits = 1;
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bool detectPhantom = false;
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bool notdetectPhantom = true;
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for (int i = 0; i < options.Length; i += 2)
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{
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if (options.GetLSLIntegerItem(i) == ScriptBaseClass.RC_REJECT_TYPES)
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@ -15020,7 +15020,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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else if (options.GetLSLIntegerItem(i) == ScriptBaseClass.RC_MAX_HITS)
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maxHits = options.GetLSLIntegerItem(i + 1);
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else if (options.GetLSLIntegerItem(i) == ScriptBaseClass.RC_DETECT_PHANTOM)
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detectPhantom = (options.GetLSLIntegerItem(i + 1) != 0);
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notdetectPhantom = (options.GetLSLIntegerItem(i + 1) == 0);
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}
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if (maxHits > m_maxHitsInCastRay)
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maxHits = m_maxHitsInCastRay;
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@ -15050,157 +15050,159 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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World.ForEachSOG(
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delegate(SceneObjectGroup group)
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{
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if(group.IsDeleted || group.RootPart == null)
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return;
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// Check group filters unless part filters are configured
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bool isPhysical = (group.RootPart != null && group.RootPart.PhysActor != null && group.RootPart.PhysActor.IsPhysical);
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bool isPhysical = (group.RootPart.PhysActor != null && group.RootPart.PhysActor.IsPhysical);
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bool isNonphysical = !isPhysical;
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bool isPhantom = group.IsPhantom || group.IsVolumeDetect;
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bool isAttachment = group.IsAttachment;
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bool doGroup = true;
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if (isPhysical && rejectPhysical)
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doGroup = false;
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return;
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if (isNonphysical && rejectNonphysical)
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doGroup = false;
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if (isPhantom && detectPhantom)
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doGroup = true;
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return;
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if (isPhantom && notdetectPhantom)
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return;
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if (m_filterPartsInCastRay)
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doGroup = true;
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return;
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if (isAttachment && !m_doAttachmentsInCastRay)
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doGroup = false;
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return;
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// Parse object/group if passed filters
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if (doGroup)
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// Iterate over all prims/parts in object/group
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foreach(SceneObjectPart part in group.Parts)
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{
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// Iterate over all prims/parts in object/group
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foreach(SceneObjectPart part in group.Parts)
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// Check part filters if configured
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if (m_filterPartsInCastRay)
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{
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// Check part filters if configured
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if (m_filterPartsInCastRay)
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// ignore PhysicsShapeType.None as physics engines do
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// or we will get into trouble in future
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if(part.PhysicsShapeType == (byte)PhysicsShapeType.None)
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continue;
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isPhysical = (part.PhysActor != null && part.PhysActor.IsPhysical);
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isNonphysical = !isPhysical;
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isPhantom = ((part.Flags & PrimFlags.Phantom) != 0) ||
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(part.VolumeDetectActive);
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if (isPhysical && rejectPhysical)
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continue;
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if (isNonphysical && rejectNonphysical)
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continue;
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if (isPhantom && notdetectPhantom)
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continue;
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}
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// Parse prim/part and project ray if passed filters
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Vector3 scalePart = part.Scale;
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Vector3 posPart = part.GetWorldPosition();
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Quaternion rotPart = part.GetWorldRotation();
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Quaternion rotPartInv = Quaternion.Inverse(rotPart);
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Vector3 pos1RayProj = ((pos1Ray - posPart) * rotPartInv) / scalePart;
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Vector3 pos2RayProj = ((pos2Ray - posPart) * rotPartInv) / scalePart;
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// Filter parts by shape bounding boxes
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Vector3 shapeBoxMax = new Vector3(0.5f, 0.5f, 0.5f);
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if (!part.Shape.SculptEntry)
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shapeBoxMax = shapeBoxMax * (new Vector3(m_primSafetyCoeffX, m_primSafetyCoeffY, m_primSafetyCoeffZ));
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shapeBoxMax = shapeBoxMax + (new Vector3(tol, tol, tol));
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if (RayIntersectsShapeBox(pos1RayProj, pos2RayProj, shapeBoxMax))
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{
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// Prepare data needed to check for ray hits
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RayTrans rayTrans = new RayTrans();
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rayTrans.PartId = part.UUID;
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rayTrans.GroupId = part.ParentGroup.UUID;
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rayTrans.Link = group.PrimCount > 1 ? part.LinkNum : 0;
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rayTrans.ScalePart = scalePart;
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rayTrans.PositionPart = posPart;
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rayTrans.RotationPart = rotPart;
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rayTrans.ShapeNeedsEnds = true;
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rayTrans.Position1Ray = pos1Ray;
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rayTrans.Position1RayProj = pos1RayProj;
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rayTrans.VectorRayProj = pos2RayProj - pos1RayProj;
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// Get detail level depending on type
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int lod = 0;
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// Mesh detail level
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if (part.Shape.SculptEntry && part.Shape.SculptType == (byte)SculptType.Mesh)
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lod = (int)m_meshLodInCastRay;
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// Sculpt detail level
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else if (part.Shape.SculptEntry && part.Shape.SculptType == (byte)SculptType.Mesh)
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lod = (int)m_sculptLodInCastRay;
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// Shape detail level
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else if (!part.Shape.SculptEntry)
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lod = (int)m_primLodInCastRay;
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// Try to get cached mesh if configured
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ulong meshKey = 0;
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FacetedMesh mesh = null;
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if (m_useMeshCacheInCastRay)
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{
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isPhysical = (part.PhysActor != null && part.PhysActor.IsPhysical);
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isNonphysical = !isPhysical;
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isPhantom = ((part.Flags & PrimFlags.Phantom) != 0) || (part.VolumeDetectActive);
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bool doPart = true;
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if (isPhysical && rejectPhysical)
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doPart = false;
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if (isNonphysical && rejectNonphysical)
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doPart = false;
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if (isPhantom && detectPhantom)
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doPart = true;
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if (!doPart)
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continue;
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meshKey = part.Shape.GetMeshKey(Vector3.One, (float)(4 << lod));
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lock (m_cachedMeshes)
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{
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m_cachedMeshes.TryGetValue(meshKey, out mesh);
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}
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}
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// Parse prim/part and project ray if passed filters
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Vector3 scalePart = part.Scale;
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Vector3 posPart = part.GetWorldPosition();
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Quaternion rotPart = part.GetWorldRotation();
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Quaternion rotPartInv = Quaternion.Inverse(rotPart);
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Vector3 pos1RayProj = ((pos1Ray - posPart) * rotPartInv) / scalePart;
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Vector3 pos2RayProj = ((pos2Ray - posPart) * rotPartInv) / scalePart;
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// Filter parts by shape bounding boxes
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Vector3 shapeBoxMax = new Vector3(0.5f, 0.5f, 0.5f);
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if (!part.Shape.SculptEntry)
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shapeBoxMax = shapeBoxMax * (new Vector3(m_primSafetyCoeffX, m_primSafetyCoeffY, m_primSafetyCoeffZ));
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shapeBoxMax = shapeBoxMax + (new Vector3(tol, tol, tol));
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if (RayIntersectsShapeBox(pos1RayProj, pos2RayProj, shapeBoxMax))
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// Create mesh if no cached mesh
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if (mesh == null)
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{
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// Prepare data needed to check for ray hits
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RayTrans rayTrans = new RayTrans();
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rayTrans.PartId = part.UUID;
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rayTrans.GroupId = part.ParentGroup.UUID;
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rayTrans.Link = group.PrimCount > 1 ? part.LinkNum : 0;
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rayTrans.ScalePart = scalePart;
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rayTrans.PositionPart = posPart;
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rayTrans.RotationPart = rotPart;
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rayTrans.ShapeNeedsEnds = true;
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rayTrans.Position1Ray = pos1Ray;
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rayTrans.Position1RayProj = pos1RayProj;
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rayTrans.VectorRayProj = pos2RayProj - pos1RayProj;
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// Make an OMV prim to be able to mesh part
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Primitive omvPrim = part.Shape.ToOmvPrimitive(posPart, rotPart);
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byte[] sculptAsset = null;
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if (omvPrim.Sculpt != null)
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sculptAsset = World.AssetService.GetData(omvPrim.Sculpt.SculptTexture.ToString());
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// Get detail level depending on type
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int lod = 0;
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// Mesh detail level
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if (part.Shape.SculptEntry && part.Shape.SculptType == (byte)SculptType.Mesh)
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lod = (int)m_meshLodInCastRay;
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// Sculpt detail level
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else if (part.Shape.SculptEntry && part.Shape.SculptType == (byte)SculptType.Mesh)
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lod = (int)m_sculptLodInCastRay;
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// Shape detail level
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else if (!part.Shape.SculptEntry)
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lod = (int)m_primLodInCastRay;
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// Try to get cached mesh if configured
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ulong meshKey = 0;
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FacetedMesh mesh = null;
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if (m_useMeshCacheInCastRay)
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// When part is mesh, get mesh
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if (omvPrim.Sculpt != null && omvPrim.Sculpt.Type == SculptType.Mesh && sculptAsset != null)
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{
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meshKey = part.Shape.GetMeshKey(Vector3.One, (float)(4 << lod));
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lock (m_cachedMeshes)
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{
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m_cachedMeshes.TryGetValue(meshKey, out mesh);
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}
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AssetMesh meshAsset = new AssetMesh(omvPrim.Sculpt.SculptTexture, sculptAsset);
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FacetedMesh.TryDecodeFromAsset(omvPrim, meshAsset, m_meshLodInCastRay, out mesh);
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meshAsset = null;
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}
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// Create mesh if no cached mesh
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if (mesh == null)
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// When part is sculpt, create mesh
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// Quirk: Generated sculpt mesh is about 2.8% smaller in X and Y than visual sculpt.
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else if (omvPrim.Sculpt != null && omvPrim.Sculpt.Type != SculptType.Mesh && sculptAsset != null)
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{
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// Make an OMV prim to be able to mesh part
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Primitive omvPrim = part.Shape.ToOmvPrimitive(posPart, rotPart);
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byte[] sculptAsset = null;
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if (omvPrim.Sculpt != null)
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sculptAsset = World.AssetService.GetData(omvPrim.Sculpt.SculptTexture.ToString());
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// When part is mesh, get mesh
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if (omvPrim.Sculpt != null && omvPrim.Sculpt.Type == SculptType.Mesh && sculptAsset != null)
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IJ2KDecoder imgDecoder = World.RequestModuleInterface<IJ2KDecoder>();
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if (imgDecoder != null)
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{
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AssetMesh meshAsset = new AssetMesh(omvPrim.Sculpt.SculptTexture, sculptAsset);
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FacetedMesh.TryDecodeFromAsset(omvPrim, meshAsset, m_meshLodInCastRay, out mesh);
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meshAsset = null;
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}
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// When part is sculpt, create mesh
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// Quirk: Generated sculpt mesh is about 2.8% smaller in X and Y than visual sculpt.
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else if (omvPrim.Sculpt != null && omvPrim.Sculpt.Type != SculptType.Mesh && sculptAsset != null)
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{
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IJ2KDecoder imgDecoder = World.RequestModuleInterface<IJ2KDecoder>();
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if (imgDecoder != null)
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Image sculpt = imgDecoder.DecodeToImage(sculptAsset);
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if (sculpt != null)
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{
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Image sculpt = imgDecoder.DecodeToImage(sculptAsset);
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if (sculpt != null)
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{
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mesh = primMesher.GenerateFacetedSculptMesh(omvPrim, (Bitmap)sculpt, m_sculptLodInCastRay);
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sculpt.Dispose();
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}
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}
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}
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// When part is shape, create mesh
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else if (omvPrim.Sculpt == null)
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{
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if (
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omvPrim.PrimData.PathBegin == 0.0 && omvPrim.PrimData.PathEnd == 1.0 &&
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omvPrim.PrimData.PathTaperX == 0.0 && omvPrim.PrimData.PathTaperY == 0.0 &&
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omvPrim.PrimData.PathSkew == 0.0 &&
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omvPrim.PrimData.PathTwist - omvPrim.PrimData.PathTwistBegin == 0.0
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)
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rayTrans.ShapeNeedsEnds = false;
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mesh = primMesher.GenerateFacetedMesh(omvPrim, m_primLodInCastRay);
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}
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// Cache mesh if configured
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if (m_useMeshCacheInCastRay && mesh != null)
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{
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lock(m_cachedMeshes)
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{
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if (!m_cachedMeshes.ContainsKey(meshKey))
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m_cachedMeshes.Add(meshKey, mesh);
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mesh = primMesher.GenerateFacetedSculptMesh(omvPrim, (Bitmap)sculpt, m_sculptLodInCastRay);
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sculpt.Dispose();
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}
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}
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}
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// Check mesh for ray hits
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AddRayInFacetedMesh(mesh, rayTrans, ref rayHits);
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mesh = null;
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// When part is shape, create mesh
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else if (omvPrim.Sculpt == null)
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{
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if (
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omvPrim.PrimData.PathBegin == 0.0 && omvPrim.PrimData.PathEnd == 1.0 &&
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omvPrim.PrimData.PathTaperX == 0.0 && omvPrim.PrimData.PathTaperY == 0.0 &&
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omvPrim.PrimData.PathSkew == 0.0 &&
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omvPrim.PrimData.PathTwist - omvPrim.PrimData.PathTwistBegin == 0.0
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)
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rayTrans.ShapeNeedsEnds = false;
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mesh = primMesher.GenerateFacetedMesh(omvPrim, m_primLodInCastRay);
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}
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// Cache mesh if configured
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if (m_useMeshCacheInCastRay && mesh != null)
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{
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lock(m_cachedMeshes)
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{
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if (!m_cachedMeshes.ContainsKey(meshKey))
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m_cachedMeshes.Add(meshKey, mesh);
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}
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}
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}
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// Check mesh for ray hits
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AddRayInFacetedMesh(mesh, rayTrans, ref rayHits);
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mesh = null;
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}
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}
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}
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