Add the Avination physics raycast glue so Core Physics can implement raycast
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6a2b673fca
commit
c1795ed399
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@ -1983,6 +1983,19 @@ namespace OpenSim.Region.Framework.Scenes
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EventManager.TriggerPrimsLoaded(this);
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}
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public bool SupportsRayCastFiltered()
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{
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if (PhysicsScene == null)
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return false;
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return PhysicsScene.SupportsRaycastWorldFiltered();
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}
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public object RayCastFiltered(Vector3 position, Vector3 direction, float length, int Count, RayFilterFlags filter)
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{
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if (PhysicsScene == null)
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return null;
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return PhysicsScene.RaycastWorld(position, direction, length, Count,filter);
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}
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/// <summary>
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/// Gets a new rez location based on the raycast and the size of the object that is being rezzed.
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@ -43,6 +43,35 @@ namespace OpenSim.Region.Physics.Manager
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public delegate void JointDeactivated(PhysicsJoint joint);
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public delegate void JointErrorMessage(PhysicsJoint joint, string message); // this refers to an "error message due to a problem", not "amount of joint constraint violation"
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public enum RayFilterFlags:ushort
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{
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// the flags
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water = 0x01,
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land = 0x02,
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agent = 0x04,
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nonphysical = 0x08,
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physical = 0x10,
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phantom = 0x20,
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volumedtc = 0x40,
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// ray cast colision control (may only work for meshs)
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ContactsUnImportant = 0x2000,
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BackFaceCull = 0x4000,
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ClosestHit = 0x8000,
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// some combinations
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LSLPhanton = phantom | volumedtc,
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PrimsNonPhantom = nonphysical | physical,
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PrimsNonPhantomAgents = nonphysical | physical | agent,
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AllPrims = nonphysical | phantom | volumedtc | physical,
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AllButLand = agent | nonphysical | physical | phantom | volumedtc,
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ClosestAndBackCull = ClosestHit | BackFaceCull,
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All = 0x3f
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}
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public delegate void RequestAssetDelegate(UUID assetID, AssetReceivedDelegate callback);
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public delegate void AssetReceivedDelegate(AssetBase asset);
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@ -286,5 +315,15 @@ namespace OpenSim.Region.Physics.Manager
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{
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return new List<ContactResult>();
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}
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public virtual object RaycastWorld(Vector3 position, Vector3 direction, float length, int Count, RayFilterFlags filter)
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{
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return null;
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}
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public virtual bool SupportsRaycastWorldFiltered()
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{
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return false;
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}
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}
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}
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@ -11340,13 +11340,69 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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bool checkPhysical = !((rejectTypes & ScriptBaseClass.RC_REJECT_PHYSICAL) == ScriptBaseClass.RC_REJECT_PHYSICAL);
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if (checkTerrain)
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if (World.SupportsRayCastFiltered())
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{
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ContactResult? groundContact = GroundIntersection(rayStart, rayEnd);
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if (groundContact != null)
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results.Add((ContactResult)groundContact);
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if (dist == 0)
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return list;
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RayFilterFlags rayfilter = RayFilterFlags.ClosestAndBackCull;
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if (checkTerrain)
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rayfilter |= RayFilterFlags.land;
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// if (checkAgents)
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// rayfilter |= RayFilterFlags.agent;
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if (checkPhysical)
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rayfilter |= RayFilterFlags.physical;
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if (checkNonPhysical)
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rayfilter |= RayFilterFlags.nonphysical;
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if (detectPhantom)
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rayfilter |= RayFilterFlags.LSLPhanton;
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Vector3 direction = dir * ( 1/dist);
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if(rayfilter == 0)
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{
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list.Add(new LSL_Integer(0));
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return list;
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}
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// get some more contacts to sort ???
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int physcount = 4 * count;
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if (physcount > 20)
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physcount = 20;
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object physresults;
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physresults = World.RayCastFiltered(rayStart, direction, dist, physcount, rayfilter);
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if (physresults == null)
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{
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list.Add(new LSL_Integer(-3)); // timeout error
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return list;
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}
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results = (List<ContactResult>)physresults;
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// for now physics doesn't detect sitted avatars so do it outside physics
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if (checkAgents)
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{
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ContactResult[] agentHits = AvatarIntersection(rayStart, rayEnd);
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foreach (ContactResult r in agentHits)
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results.Add(r);
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}
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// TODO: Replace this with a better solution. ObjectIntersection can only
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// detect nonphysical phantoms. They are detected by virtue of being
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// nonphysical (e.g. no PhysActor) so will not conflict with detecting
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// physicsl phantoms as done by the physics scene
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// We don't want anything else but phantoms here.
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if (detectPhantom)
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{
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ContactResult[] objectHits = ObjectIntersection(rayStart, rayEnd, false, false, true);
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foreach (ContactResult r in objectHits)
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results.Add(r);
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}
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}
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else
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{
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if (checkAgents)
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{
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ContactResult[] agentHits = AvatarIntersection(rayStart, rayEnd);
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@ -11360,6 +11416,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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foreach (ContactResult r in objectHits)
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results.Add(r);
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}
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}
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if (checkTerrain)
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{
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ContactResult? groundContact = GroundIntersection(rayStart, rayEnd);
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if (groundContact != null)
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results.Add((ContactResult)groundContact);
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}
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results.Sort(delegate(ContactResult a, ContactResult b)
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{
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