Patch llCastRay fully simplified to V3.
parent
d52f58a733
commit
d348f87161
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@ -221,15 +221,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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protected float m_primSafetyCoeffX = 2.414214f;
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protected float m_primSafetyCoeffY = 2.414214f;
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protected float m_primSafetyCoeffZ = 1.618034f;
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protected bool m_useCastRayV3 = false;
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protected float m_floatToleranceInCastRay = 0.000001f;
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protected float m_floatTolerance2InCastRay = 0.0001f;
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protected DetailLevel m_primLodInCastRay = DetailLevel.Medium;
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protected DetailLevel m_sculptLodInCastRay = DetailLevel.Medium;
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protected DetailLevel m_meshLodInCastRay = DetailLevel.Highest;
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protected DetailLevel m_avatarLodInCastRay = DetailLevel.Medium;
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protected int m_maxHitsInCastRay = 16;
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protected int m_maxHitsPerPrimInCastRay = 16;
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protected int m_maxHitsPerObjectInCastRay = 16;
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protected bool m_detectExitsInCastRay = false;
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protected bool m_filterPartsInCastRay = false;
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protected bool m_doAttachmentsInCastRay = false;
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protected bool m_useCastRayV1 = true;
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//An array of HTTP/1.1 headers that are not allowed to be used
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//as custom headers by llHTTPRequest.
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@ -336,15 +340,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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m_primSafetyCoeffX = lslConfig.GetFloat("PrimBoundingBoxSafetyCoefficientX", m_primSafetyCoeffX);
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m_primSafetyCoeffY = lslConfig.GetFloat("PrimBoundingBoxSafetyCoefficientY", m_primSafetyCoeffY);
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m_primSafetyCoeffZ = lslConfig.GetFloat("PrimBoundingBoxSafetyCoefficientZ", m_primSafetyCoeffZ);
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m_useCastRayV3 = lslConfig.GetBoolean("UseLlCastRayV3", m_useCastRayV3);
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m_floatToleranceInCastRay = lslConfig.GetFloat("FloatToleranceInLlCastRay", m_floatToleranceInCastRay);
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m_floatTolerance2InCastRay = lslConfig.GetFloat("FloatTolerance2InLlCastRay", m_floatTolerance2InCastRay);
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m_primLodInCastRay = (DetailLevel)lslConfig.GetInt("PrimDetailLevelInLlCastRay", (int)m_primLodInCastRay);
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m_sculptLodInCastRay = (DetailLevel)lslConfig.GetInt("SculptDetailLevelInLlCastRay", (int)m_sculptLodInCastRay);
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m_meshLodInCastRay = (DetailLevel)lslConfig.GetInt("MeshDetailLevelInLlCastRay", (int)m_meshLodInCastRay);
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m_avatarLodInCastRay = (DetailLevel)lslConfig.GetInt("AvatarDetailLevelInLlCastRay", (int)m_avatarLodInCastRay);
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m_maxHitsInCastRay = lslConfig.GetInt("MaxHitsInLlCastRay", m_maxHitsInCastRay);
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m_maxHitsPerPrimInCastRay = lslConfig.GetInt("MaxHitsPerPrimInLlCastRay", m_maxHitsPerPrimInCastRay);
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m_maxHitsPerObjectInCastRay = lslConfig.GetInt("MaxHitsPerObjectInLlCastRay", m_maxHitsPerObjectInCastRay);
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m_detectExitsInCastRay = lslConfig.GetBoolean("DetectExitHitsInLlCastRay", m_detectExitsInCastRay);
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m_filterPartsInCastRay = lslConfig.GetBoolean("FilterPartsInLlCastRay", m_filterPartsInCastRay);
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m_doAttachmentsInCastRay = lslConfig.GetBoolean("DoAttachmentsInLlCastRay", m_doAttachmentsInCastRay);
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m_useCastRayV1 = lslConfig.GetBoolean("UseLlCastRayV1", m_useCastRayV1);
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}
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IConfig smtpConfig = seConfigSource.Configs["SMTP"];
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@ -13811,8 +13819,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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return contacts[0];
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}
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public LSL_List llCastRayV1(LSL_Vector start, LSL_Vector end, LSL_List options)
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public LSL_List llCastRay(LSL_Vector start, LSL_Vector end, LSL_List options)
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{
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// Use llCastRay V3 if configured
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if (m_useCastRayV3)
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return llCastRayV3(start, end, options);
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LSL_List list = new LSL_List();
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m_host.AddScriptLPS(1);
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@ -14003,29 +14015,24 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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}
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/// <summary>
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/// Full implementation of llCastRay similar to SL 2015-04-21.
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/// Implementation of llCastRay similar to SL 2015-04-21.
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/// http://wiki.secondlife.com/wiki/LlCastRay
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/// Uses pure geometry, bounding shapes, meshing and no physics
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/// for prims, sculpts, meshes, avatars and terrain.
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/// Implements all flags, reject types and data flags.
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/// Can handle both objects/groups and prims/parts, by config.
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/// May give poor results with multi-part meshes where "root"
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/// part doesn't dominate, owing to "guessed" bounding boxes.
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/// May sometimes be inaccurate owing to calculation precision
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/// and a bug in libopenmetaverse PrimMesher.
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/// May sometimes be inaccurate owing to calculation precision,
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/// meshing detail level and a bug in libopenmetaverse PrimMesher.
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/// </summary>
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public LSL_List llCastRay(LSL_Vector start, LSL_Vector end, LSL_List options)
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public LSL_List llCastRayV3(LSL_Vector start, LSL_Vector end, LSL_List options)
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{
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// Use llCastRay v1 if configured
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if (m_useCastRayV1)
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return llCastRayV1(start, end, options);
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// Initialize
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m_host.AddScriptLPS(1);
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List<RayHit> rayHits = new List<RayHit>();
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LSL_List result = new LSL_List();
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float tol = m_floatToleranceInCastRay;
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float tol2 = m_floatTolerance2InCastRay;
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Vector3 pos1Ray = start;
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Vector3 pos2Ray = end;
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// Get input options
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int rejectTypes = 0;
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@ -14054,25 +14061,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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bool getLinkNum = ((dataFlags & ScriptBaseClass.RC_GET_LINK_NUM) != 0);
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// Calculate some basic parameters
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Vector3 ray = end - start;
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float rayLength = ray.Length();
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Vector3 vecRay = pos2Ray - pos1Ray;
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float rayLength = vecRay.Length();
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// Try to get a mesher and return failure if none or degenerate ray
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// Try to get a mesher and return failure if none, degenerate ray, or max 0 hits
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IRendering primMesher = null;
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List<string> renderers = RenderingLoader.ListRenderers(Util.ExecutingDirectory());
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if (renderers.Count < 1 || rayLength < tol)
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if (renderers.Count < 1 || rayLength < tol || m_maxHitsInCastRay < 1)
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{
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result.Add(new LSL_Integer(ScriptBaseClass.RCERR_UNKNOWN));
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return result;
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}
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primMesher = RenderingLoader.LoadRenderer(renderers[0]);
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// Used to translate and rotate world so ray is along negative Z axis from origo and
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// calculations mostly simplified to a 2D projecttion on the X-Y plane
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Vector3 posProj = new Vector3(-start);
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Quaternion rotProj = Vector3.RotationBetween(ray, new Vector3(0.0f, 0.0f, -1.0f));
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Quaternion rotBack = Quaternion.Inverse(rotProj);
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// Iterate over all objects/groups and prims/parts in region
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World.ForEachSOG(
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delegate(SceneObjectGroup group)
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@ -14115,51 +14116,51 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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if (!doPart)
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continue;
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}
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// Parse prim/part if passed filters
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// Estimate bounding box from size box
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Vector3 scaleSafe = part.Scale;
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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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scaleSafe = scaleSafe * (new Vector3(m_primSafetyCoeffX, m_primSafetyCoeffY, m_primSafetyCoeffZ));
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// Filter parts by bounding shapes
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Vector3 posPartRel = part.GetWorldPosition() + posProj;
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Vector3 posPartProj = posPartRel * rotProj;
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if (InBoundingShapes(ray, rayLength, scaleSafe, posPartRel, posPartProj, rotProj))
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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.Scale = part.Scale;
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rayTrans.PositionPartProj = posPartProj;
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rayTrans.PositionProj = posProj;
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rayTrans.RotationPartProj = rotProj * part.GetWorldRotation();
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rayTrans.RotationBack = rotBack;
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rayTrans.NeedsEnds = true;
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rayTrans.RayLength = rayLength;
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rayTrans.Tolerance = tol;
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rayTrans.Tolerance2 = tol2;
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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(posPartProj, rayTrans.RotationPartProj);
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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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FacetedMesh mesh = null;
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// When part is mesh, get and check mesh
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// When part is mesh, get mesh and check for hits
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if (omvPrim.Sculpt != null && omvPrim.Sculpt.Type == SculptType.Mesh && sculptAsset != null)
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{
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AssetMesh meshAsset = new AssetMesh(omvPrim.Sculpt.SculptTexture, sculptAsset);
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FacetedMesh mesh = null;
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FacetedMesh.TryDecodeFromAsset(omvPrim, meshAsset, DetailLevel.Highest, out mesh);
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FacetedMesh.TryDecodeFromAsset(omvPrim, meshAsset, m_meshLodInCastRay, out mesh);
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meshAsset = null;
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AddRayInFacetedMesh(mesh, rayTrans, ref rayHits);
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mesh = null;
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}
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// When part is sculpt, create and check mesh
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// When part is sculpt, create mesh and check for hits
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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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@ -14169,15 +14170,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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Image sculpt = imgDecoder.DecodeToImage(sculptAsset);
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if (sculpt != null)
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{
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SimpleMesh mesh = primMesher.GenerateSimpleSculptMesh(omvPrim, (Bitmap)sculpt, DetailLevel.Medium);
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mesh = primMesher.GenerateFacetedSculptMesh(omvPrim, (Bitmap)sculpt, m_sculptLodInCastRay);
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sculpt.Dispose();
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AddRayInSimpleMesh(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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// When part is prim, create and check mesh
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// When part is prim, create mesh and check for hits
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else if (omvPrim.Sculpt == null)
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{
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if (
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@ -14186,12 +14185,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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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.NeedsEnds = false;
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SimpleMesh mesh = primMesher.GenerateSimpleMesh(omvPrim, DetailLevel.Medium);
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AddRayInSimpleMesh(mesh, rayTrans, ref rayHits);
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mesh = null;
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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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// 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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@ -14205,38 +14205,43 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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World.ForEachRootScenePresence(
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delegate (ScenePresence sp)
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{
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// Parse avatar
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// Get bounding box
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Vector3 lower;
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Vector3 upper;
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BoundingBoxOfScenePresence(sp, out lower, out upper);
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Vector3 scale = upper - lower;
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// Parse avatar
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Vector3 scalePart = upper - lower;
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Vector3 posPart = sp.AbsolutePosition;
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Quaternion rotPart = sp.GetWorldRotation();
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Quaternion rotPartInv = Quaternion.Inverse(rotPart);
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posPart = posPart + (lower + upper) * 0.5f * rotPart;
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// Project ray
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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 avatars by bounding shapes
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Vector3 posPartRel = sp.AbsolutePosition + posProj + (lower + upper) * 0.5f * sp.Rotation;
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Vector3 posPartProj = posPartRel * rotProj;
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if (InBoundingShapes(ray, rayLength, scale, posPartRel, posPartProj, rotProj))
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// Filter avatars by shape bounding boxes
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Vector3 shapeBoxMax = new Vector3(0.5f + tol, 0.5f + tol, 0.5f + 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 = sp.UUID;
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rayTrans.GroupId = sp.ParentPart != null ? sp.ParentPart.ParentGroup.UUID : sp.UUID;
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rayTrans.Link = sp.ParentPart != null ? UUID2LinkNumber(sp.ParentPart, sp.UUID) : 0;
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rayTrans.Scale = scale;
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rayTrans.PositionPartProj = posPartProj;
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rayTrans.PositionProj = posProj;
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rayTrans.RotationPartProj = rotProj * sp.Rotation;
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rayTrans.RotationBack = rotBack;
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rayTrans.NeedsEnds = false;
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rayTrans.RayLength = rayLength;
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rayTrans.Tolerance = tol;
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rayTrans.Tolerance2 = tol2;
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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 = false;
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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 OMV prim, create and check mesh
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Primitive omvPrim = MakeOpenMetaversePrim(scale, posPartProj, rayTrans.RotationPartProj, ScriptBaseClass.PRIM_TYPE_SPHERE);
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SimpleMesh mesh = primMesher.GenerateSimpleMesh(omvPrim, DetailLevel.Medium);
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AddRayInSimpleMesh(mesh, rayTrans, ref rayHits);
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PrimitiveBaseShape prim = PrimitiveBaseShape.CreateSphere();
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prim.Scale = scalePart;
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Primitive omvPrim = prim.ToOmvPrimitive(posPart, rotPart);
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FacetedMesh mesh = primMesher.GenerateFacetedMesh(omvPrim, m_meshLodInCastRay);
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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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@ -14248,32 +14253,26 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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{
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// Parse terrain
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// Mesh terrain and check projected bounding box
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Vector3 posPartProj = posProj * rotProj;
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Quaternion rotPartProj = rotProj;
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// Mesh terrain and check bounding box
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Vector3 lower;
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Vector3 upper;
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List<Tri> triangles = TrisFromHeightmapUnderRay(start, end, out lower, out upper);
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Vector3 lowerBox = new Vector3(float.MaxValue, float.MaxValue, float.MaxValue);
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Vector3 upperBox = new Vector3(float.MinValue, float.MinValue, float.MinValue);
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int dummy = 0;
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AddBoundingBoxOfSimpleBox(lower, upper, posPartProj, rotPartProj, true, ref lowerBox, ref upperBox, ref dummy);
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if (lowerBox.X <= tol && lowerBox.Y <= tol && lowerBox.Z <= tol && upperBox.X >= -tol && upperBox.Y >= -tol && upperBox.Z >= -rayLength - tol)
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List<Tri> triangles = TrisFromHeightmapUnderRay(pos1Ray, pos2Ray, out lower, out upper);
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lower.Z -= tol;
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upper.Z += tol;
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if ((pos1Ray.Z >= lower.Z || pos2Ray.Z >= lower.Z) && (pos1Ray.Z <= upper.Z || pos2Ray.Z <= upper.Z))
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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 = UUID.Zero;
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rayTrans.GroupId = UUID.Zero;
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rayTrans.Link = 0;
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rayTrans.Scale = new Vector3 (1.0f, 1.0f, 1.0f);
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rayTrans.PositionPartProj = posPartProj;
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rayTrans.PositionProj = posProj;
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rayTrans.RotationPartProj = rotPartProj;
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rayTrans.RotationBack = rotBack;
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rayTrans.NeedsEnds = true;
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rayTrans.RayLength = rayLength;
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rayTrans.Tolerance = tol;
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rayTrans.Tolerance2 = tol2;
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rayTrans.ScalePart = new Vector3 (1.0f, 1.0f, 1.0f);
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rayTrans.PositionPart = Vector3.Zero;
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rayTrans.RotationPart = Quaternion.Identity;
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rayTrans.ShapeNeedsEnds = true;
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rayTrans.Position1Ray = pos1Ray;
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rayTrans.Position1RayProj = pos1Ray;
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rayTrans.VectorRayProj = vecRay;
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// Check mesh
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AddRayInTris(triangles, rayTrans, ref rayHits);
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@ -14358,15 +14357,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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public UUID PartId;
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public UUID GroupId;
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public int Link;
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public Vector3 Scale;
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public Vector3 PositionPartProj;
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public Vector3 PositionProj;
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public Quaternion RotationPartProj;
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public Quaternion RotationBack;
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public bool NeedsEnds;
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public float RayLength;
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public float Tolerance;
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public float Tolerance2;
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public Vector3 ScalePart;
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public Vector3 PositionPart;
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public Quaternion RotationPart;
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public bool ShapeNeedsEnds;
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public Vector3 Position1Ray;
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public Vector3 Position1RayProj;
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public Vector3 VectorRayProj;
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}
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/// <summary>
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||||
|
@ -14383,21 +14380,63 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
|||
}
|
||||
|
||||
/// <summary>
|
||||
/// Helper to parse SimpleMesh for ray hits.
|
||||
/// Helper to check if a ray intersects a shape bounding box.
|
||||
/// </summary>
|
||||
private void AddRayInSimpleMesh(SimpleMesh mesh, RayTrans rayTrans, ref List<RayHit> rayHits)
|
||||
private bool RayIntersectsShapeBox(Vector3 pos1RayProj, Vector3 pos2RayProj, Vector3 shapeBoxMax)
|
||||
{
|
||||
if (mesh != null)
|
||||
// Skip if ray can't intersect bounding box;
|
||||
Vector3 rayBoxProjMin = Vector3.Min(pos1RayProj, pos2RayProj);
|
||||
Vector3 rayBoxProjMax = Vector3.Max(pos1RayProj, pos2RayProj);
|
||||
if (
|
||||
rayBoxProjMin.X > shapeBoxMax.X || rayBoxProjMin.Y > shapeBoxMax.Y || rayBoxProjMin.Z > shapeBoxMax.Z ||
|
||||
rayBoxProjMax.X < -shapeBoxMax.X || rayBoxProjMax.Y < -shapeBoxMax.Y || rayBoxProjMax.Z < -shapeBoxMax.Z
|
||||
)
|
||||
return false;
|
||||
|
||||
// Check if ray intersect any bounding box side
|
||||
int sign = 0;
|
||||
float dist = 0.0f;
|
||||
Vector3 posProj = Vector3.Zero;
|
||||
Vector3 vecRayProj = pos2RayProj - pos1RayProj;
|
||||
|
||||
// Check both X sides unless ray is parallell to them
|
||||
if (Math.Abs(vecRayProj.X) > m_floatToleranceInCastRay)
|
||||
{
|
||||
for (int i = 0; i < mesh.Indices.Count; i += 3)
|
||||
for (sign = -1; sign <= 1; sign += 2)
|
||||
{
|
||||
Tri triangle = new Tri();
|
||||
triangle.p1 = mesh.Vertices[mesh.Indices[i]].Position;
|
||||
triangle.p2 = mesh.Vertices[mesh.Indices[i + 1]].Position;
|
||||
triangle.p3 = mesh.Vertices[mesh.Indices[i + 2]].Position;
|
||||
AddRayInTri(triangle, rayTrans, ref rayHits);
|
||||
dist = ((float)sign * shapeBoxMax.X - pos1RayProj.X) / vecRayProj.X;
|
||||
posProj = pos1RayProj + vecRayProj * dist;
|
||||
if (Math.Abs(posProj.Y) <= shapeBoxMax.Y && Math.Abs(posProj.Z) <= shapeBoxMax.Z)
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
// Check both Y sides unless ray is parallell to them
|
||||
if (Math.Abs(vecRayProj.Y) > m_floatToleranceInCastRay)
|
||||
{
|
||||
for (sign = -1; sign <= 1; sign += 2)
|
||||
{
|
||||
dist = ((float)sign * shapeBoxMax.Y - pos1RayProj.Y) / vecRayProj.Y;
|
||||
posProj = pos1RayProj + vecRayProj * dist;
|
||||
if (Math.Abs(posProj.X) <= shapeBoxMax.X && Math.Abs(posProj.Z) <= shapeBoxMax.Z)
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
// Check both Z sides unless ray is parallell to them
|
||||
if (Math.Abs(vecRayProj.Z) > m_floatToleranceInCastRay)
|
||||
{
|
||||
for (sign = -1; sign <= 1; sign += 2)
|
||||
{
|
||||
dist = ((float)sign * shapeBoxMax.Z - pos1RayProj.Z) / vecRayProj.Z;
|
||||
posProj = pos1RayProj + vecRayProj * dist;
|
||||
if (Math.Abs(posProj.X) <= shapeBoxMax.X && Math.Abs(posProj.Y) <= shapeBoxMax.Y)
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
// No hits on bounding box so return false
|
||||
return false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -14409,7 +14448,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
|||
{
|
||||
foreach (Face face in mesh.Faces)
|
||||
{
|
||||
for (int i = 0; i <face.Indices.Count; i += 3)
|
||||
for (int i = 0; i < face.Indices.Count; i += 3)
|
||||
{
|
||||
Tri triangle = new Tri();
|
||||
triangle.p1 = face.Vertices[face.Indices[i]].Position;
|
||||
|
@ -14435,23 +14474,28 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
|||
/// <summary>
|
||||
/// Helper to add ray hit in a Tri (triangle).
|
||||
/// </summary>
|
||||
private void AddRayInTri(Tri triangle, RayTrans rayTrans, ref List<RayHit> rayHits)
|
||||
private void AddRayInTri(Tri triProj, RayTrans rayTrans, ref List<RayHit> rayHits)
|
||||
{
|
||||
// Check for hit in triangle
|
||||
float distance;
|
||||
Vector3 posHit;
|
||||
Vector3 normal;
|
||||
if (HitRayInTri(triangle, rayTrans, out distance, out posHit, out normal))
|
||||
Vector3 posHitProj;
|
||||
Vector3 normalProj;
|
||||
if (HitRayInTri(triProj, rayTrans.Position1RayProj, rayTrans.VectorRayProj, out posHitProj, out normalProj))
|
||||
{
|
||||
// Project hit part back to normal coordinate system
|
||||
Vector3 posPart = rayTrans.PositionPartProj * rayTrans.RotationBack - rayTrans.PositionProj;
|
||||
// Hack to circumvent ghost face bug in PrimMesher by removing hits in (ghost) faces plane through shape center
|
||||
if (Math.Abs(Vector3.Dot(posPart, normal) - Vector3.Dot(posHit, normal)) < rayTrans.Tolerance && !rayTrans.NeedsEnds)
|
||||
// Hack to circumvent ghost face bug in PrimMesher by removing hits in (ghost) face plane through shape center
|
||||
if (Math.Abs(Vector3.Dot(posHitProj, normalProj)) < m_floatToleranceInCastRay && !rayTrans.ShapeNeedsEnds)
|
||||
return;
|
||||
// Remove duplicate hits at triangle edges and intersections
|
||||
|
||||
// Transform hit and normal to region coordinate system
|
||||
Vector3 posHit = rayTrans.PositionPart + (posHitProj * rayTrans.ScalePart) * rayTrans.RotationPart;
|
||||
Vector3 normal = Vector3.Normalize((normalProj * rayTrans.ScalePart) * rayTrans.RotationPart);
|
||||
|
||||
// Remove duplicate hits at triangle intersections
|
||||
float distance = Vector3.Distance(rayTrans.Position1Ray, posHit);
|
||||
for (int i = rayHits.Count - 1; i >= 0; i--)
|
||||
{
|
||||
if (rayHits[i].PartId == rayTrans.PartId && Math.Abs(rayHits[i].Distance - distance) < rayTrans.Tolerance2)
|
||||
if (rayHits[i].PartId != rayTrans.PartId)
|
||||
break;
|
||||
if (Math.Abs(rayHits[i].Distance - distance) < m_floatTolerance2InCastRay)
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -14468,76 +14512,56 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
|||
}
|
||||
|
||||
/// <summary>
|
||||
/// Helper to find ray hit in a Tri (triangle).
|
||||
/// Helper to find ray hit in triangle
|
||||
/// </summary>
|
||||
private bool HitRayInTri(Tri triangle, RayTrans rayTrans, out float distance, out Vector3 posHit, out Vector3 normal)
|
||||
bool HitRayInTri(Tri triProj, Vector3 pos1RayProj, Vector3 vecRayProj, out Vector3 posHitProj, out Vector3 normalProj)
|
||||
{
|
||||
// Initialize
|
||||
distance = 0.0f;
|
||||
posHit = Vector3.Zero;
|
||||
normal = Vector3.Zero;
|
||||
float tol = rayTrans.Tolerance;
|
||||
float tol = m_floatToleranceInCastRay;
|
||||
posHitProj = Vector3.Zero;
|
||||
|
||||
// Project triangle on X-Y plane
|
||||
Vector3 pos1 = triangle.p1 * rayTrans.Scale * rayTrans.RotationPartProj + rayTrans.PositionPartProj;
|
||||
Vector3 pos2 = triangle.p2 * rayTrans.Scale * rayTrans.RotationPartProj + rayTrans.PositionPartProj;
|
||||
Vector3 pos3 = triangle.p3 * rayTrans.Scale * rayTrans.RotationPartProj + rayTrans.PositionPartProj;
|
||||
// Calculate triangle edge vectors
|
||||
Vector3 vec1Proj = triProj.p2 - triProj.p1;
|
||||
Vector3 vec2Proj = triProj.p3 - triProj.p2;
|
||||
Vector3 vec3Proj = triProj.p1 - triProj.p3;
|
||||
|
||||
// Check if ray/origo inside triangle bounding rectangle
|
||||
Vector3 lower = Vector3.Min(pos1, Vector3.Min(pos2, pos3));
|
||||
Vector3 upper = Vector3.Max(pos1, Vector3.Max(pos2, pos3));
|
||||
if (lower.X > tol || lower.Y > tol || lower.Z > tol || upper.X < -tol || upper.Y < -tol || upper.Z < -rayTrans.RayLength - tol)
|
||||
// Calculate triangle normal
|
||||
normalProj = Vector3.Cross(vec1Proj, vec2Proj);
|
||||
|
||||
// Skip if degenerate triangle or ray parallell with triangle plane
|
||||
float divisor = Vector3.Dot(vecRayProj, normalProj);
|
||||
if (Math.Abs(divisor) < tol)
|
||||
return false;
|
||||
|
||||
// Check if ray/origo inside every edge or reverse "outside" every edge on exit
|
||||
float dist;
|
||||
bool inside = true;
|
||||
bool outside = true;
|
||||
Vector3 vec1 = pos2 - pos1;
|
||||
dist = pos1.X * vec1.Y - pos1.Y * vec1.X;
|
||||
if (dist < -tol)
|
||||
inside = false;
|
||||
if (dist > tol)
|
||||
outside = false;
|
||||
Vector3 vec2 = pos3 - pos2;
|
||||
dist = pos2.X * vec2.Y - pos2.Y * vec2.X;
|
||||
if (dist < -tol)
|
||||
inside = false;
|
||||
if (dist > tol)
|
||||
outside = false;
|
||||
Vector3 vec3 = pos1 - pos3;
|
||||
dist = pos3.X * vec3.Y - pos3.Y * vec3.X;
|
||||
if (dist < -tol)
|
||||
inside = false;
|
||||
if (dist > tol)
|
||||
outside = false;
|
||||
|
||||
// Skip if ray/origo outside
|
||||
if (!inside && !(outside && m_detectExitsInCastRay))
|
||||
// Skip if exit and not configured to detect
|
||||
if (divisor > tol && !m_detectExitsInCastRay)
|
||||
return false;
|
||||
|
||||
// Calculate normal
|
||||
Vector3 normalProj = Vector3.Cross(vec1, vec2);
|
||||
float normalLength = normalProj.Length();
|
||||
// Skip if degenerate triangle
|
||||
if (normalLength < tol)
|
||||
return false;
|
||||
normalProj = normalProj / normalLength;
|
||||
// Skip if ray parallell to triangle plane
|
||||
if (Math.Abs(normalProj.Z) < tol)
|
||||
// Skip if outside ray ends
|
||||
float distanceProj = Vector3.Dot(triProj.p1 - pos1RayProj, normalProj) / divisor;
|
||||
if (distanceProj < -tol || distanceProj > 1 + tol)
|
||||
return false;
|
||||
|
||||
// Calculate distance
|
||||
distance = Vector3.Dot(normalProj, pos2) / normalProj.Z * -1.0f;
|
||||
// Skip if outside ray
|
||||
if (distance < -tol || distance > rayTrans.RayLength + tol)
|
||||
// Calculate hit position in triangle
|
||||
posHitProj = pos1RayProj + vecRayProj * distanceProj;
|
||||
|
||||
// Skip if outside triangle bounding box
|
||||
Vector3 triProjMin = Vector3.Min(Vector3.Min(triProj.p1, triProj.p2), triProj.p3);
|
||||
Vector3 triProjMax = Vector3.Max(Vector3.Max(triProj.p1, triProj.p2), triProj.p3);
|
||||
if (
|
||||
posHitProj.X < triProjMin.X - tol || posHitProj.Y < triProjMin.Y - tol || posHitProj.Z < triProjMin.Z - tol ||
|
||||
posHitProj.X > triProjMax.X + tol || posHitProj.Y > triProjMax.Y + tol || posHitProj.Z > triProjMax.Z + tol
|
||||
)
|
||||
return false;
|
||||
|
||||
// Calculate projected hit position
|
||||
Vector3 posHitProj = new Vector3(0.0f, 0.0f, -distance);
|
||||
// Project hit back to normal coordinate system
|
||||
posHit = posHitProj * rayTrans.RotationBack - rayTrans.PositionProj;
|
||||
normal = normalProj * rayTrans.RotationBack;
|
||||
// Skip if outside triangle
|
||||
if (
|
||||
Vector3.Dot(Vector3.Cross(vec1Proj, normalProj), posHitProj - triProj.p1) > tol ||
|
||||
Vector3.Dot(Vector3.Cross(vec2Proj, normalProj), posHitProj - triProj.p2) > tol ||
|
||||
Vector3.Dot(Vector3.Cross(vec3Proj, normalProj), posHitProj - triProj.p3) > tol
|
||||
)
|
||||
return false;
|
||||
|
||||
// Return hit
|
||||
return true;
|
||||
}
|
||||
|
||||
|
@ -14660,24 +14684,24 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
|||
y = Util.Clamp<int>(yInt+1, 0, World.Heightmap.Height - 1);
|
||||
Vector3 pos2 = new Vector3(x, y, (float)World.Heightmap[x, y]);
|
||||
// Adjust bounding box
|
||||
zLower = Math.Min(zLower, pos1.Z);
|
||||
zUpper = Math.Max(zUpper, pos1.Z);
|
||||
zLower = Math.Min(zLower, pos2.Z);
|
||||
zUpper = Math.Max(zUpper, pos2.Z);
|
||||
|
||||
// Corner 3 of 1x1 rectangle
|
||||
x = Util.Clamp<int>(xInt, 0, World.Heightmap.Width - 1);
|
||||
y = Util.Clamp<int>(yInt, 0, World.Heightmap.Height - 1);
|
||||
Vector3 pos3 = new Vector3(x, y, (float)World.Heightmap[x, y]);
|
||||
// Adjust bounding box
|
||||
zLower = Math.Min(zLower, pos1.Z);
|
||||
zUpper = Math.Max(zUpper, pos1.Z);
|
||||
zLower = Math.Min(zLower, pos3.Z);
|
||||
zUpper = Math.Max(zUpper, pos3.Z);
|
||||
|
||||
// Corner 4 of 1x1 rectangle
|
||||
x = Util.Clamp<int>(xInt+1, 0, World.Heightmap.Width - 1);
|
||||
y = Util.Clamp<int>(yInt, 0, World.Heightmap.Height - 1);
|
||||
Vector3 pos4 = new Vector3(x, y, (float)World.Heightmap[x, y]);
|
||||
// Adjust bounding box
|
||||
zLower = Math.Min(zLower, pos1.Z);
|
||||
zUpper = Math.Max(zUpper, pos1.Z);
|
||||
zLower = Math.Min(zLower, pos4.Z);
|
||||
zUpper = Math.Max(zUpper, pos4.Z);
|
||||
|
||||
// Add triangle 1
|
||||
Tri triangle1 = new Tri();
|
||||
|
@ -14694,25 +14718,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
|||
triangles.Add(triangle2);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Helper to check if a ray intersects bounding shapes.
|
||||
/// </summary>
|
||||
private bool InBoundingShapes(Vector3 ray, float rayLength, Vector3 scale, Vector3 posPartRel, Vector3 posPartProj, Quaternion rotProj)
|
||||
{
|
||||
float tol = m_floatToleranceInCastRay;
|
||||
|
||||
// Check if ray intersects projected bounding box
|
||||
Vector3 lowerBox = new Vector3(float.MaxValue, float.MaxValue, float.MaxValue);
|
||||
Vector3 upperBox = new Vector3(float.MinValue, float.MinValue, float.MinValue);
|
||||
int dummy = 0;
|
||||
AddBoundingBoxOfSimpleBox(scale * -0.5f, scale * 0.5f, posPartProj, rotProj, true, ref lowerBox, ref upperBox, ref dummy);
|
||||
if (lowerBox.X > tol || lowerBox.Y > tol || lowerBox.Z > tol || upperBox.X < -tol || upperBox.Y < -tol || upperBox.Z < -rayLength - tol)
|
||||
return false;
|
||||
|
||||
// Passed bounding shape filters, so return true
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Helper to get link number for a UUID.
|
||||
/// </summary>
|
||||
|
|
|
@ -1397,11 +1397,6 @@
|
|||
; Maximum number of external urls that scripts can set up in this simulator (e.g. via llRequestURL())
|
||||
max_external_urls_per_simulator = 100
|
||||
|
||||
; Use version 1 of llCastRay as default if true. If set to false, the new
|
||||
; version of llCastRay will be used. This gives better accuracy but
|
||||
; uses more CPU and may may be slow on some servers
|
||||
UseLlCastRayV1 = true
|
||||
|
||||
; Use size boxes instead of meshed prims, sculpts and mesh when calculating bounding boxes.
|
||||
; Speeds up calculations but can make them inaccurate, in some cases very inaccurate.
|
||||
UseSimpleBoxesInGetBoundingBox = false
|
||||
|
@ -1494,32 +1489,52 @@
|
|||
; Worst case is twisted tube, 0.5+sqrt(1.25)
|
||||
PrimBoundingBoxSafetyCoefficientZ = 1.618034
|
||||
|
||||
; Accepted calculation precision error in calculations in llCastRay
|
||||
; Use llCastRay V3 if true
|
||||
; Gives better accuracy and can be faster on some servers, but slower on others,
|
||||
; compared to previous version of llCastRay
|
||||
; Generates geometry meshes and can therefore use much system resources
|
||||
UseLlCastRayV3 = false
|
||||
|
||||
; Accepted calculation precision error in calculations in llCastRay V3
|
||||
FloatToleranceInLlCastRay = 0.000001
|
||||
|
||||
; Accepted distance difference between duplicate hits in llCastRay
|
||||
; Accepted distance difference between duplicate hits in llCastRay V3
|
||||
FloatTolerance2InLlCastRay = 0.0001
|
||||
|
||||
; Maximum number of returned hits from llCastRay
|
||||
; Detail level when rendering prims in llCastRay V3
|
||||
; 0 = Low, 1 = Medium, 2 = High, 3 = Highest, higer level gives better accuracy but slower call
|
||||
PrimDetailLevelInLlCastRay = 1
|
||||
|
||||
; Detail level when rendering sculpts in llCastRay V3
|
||||
; 0 = Low, 1 = Medium, 2 = High, 3 = Highest, higer level gives better accuracy but slower call
|
||||
SculptDetailLevelInLlCastRay = 1
|
||||
|
||||
; Detail level when rendering meshes in llCastRay V3
|
||||
; 0 = Low, 1 = Medium, 2 = High, 3 = Highest, higer level gives better accuracy but slower call
|
||||
MeshDetailLevelInLlCastRay = 3
|
||||
|
||||
; Detail level when rendering avatar capsules in llCastRay V3
|
||||
; 0 = Low, 1 = Medium, 2 = High, 3 = Highest, higer level gives better accuracy but slower call
|
||||
AvatarDetailLevelInLlCastRay = 1
|
||||
|
||||
; Maximum number of returned hits from llCastRay V3
|
||||
MaxHitsInLlCastRay = 16
|
||||
|
||||
; Maximum number of returned hits per prim from llCastRay
|
||||
; Maximum number of returned hits per prim from llCastRay V3
|
||||
MaxHitsPerPrimInLlCastRay = 16
|
||||
|
||||
; Maximum number of returned hits per object from llCastRay
|
||||
; Maximum number of returned hits per object from llCastRay V3
|
||||
MaxHitsPerObjectInLlCastRay = 16
|
||||
|
||||
; Report ray intersections with surfaces on exits from a prim as hits in llCastRay if true
|
||||
; Report ray intersections with surfaces on exits from a prim as hits in llCastRay V3 if true
|
||||
DetectExitHitsInLlCastRay = false
|
||||
|
||||
; Filter on parts instead of groups in llCastRay if true
|
||||
; Filter on parts instead of groups in llCastRay V3 if true
|
||||
FilterPartsInLlCastRay = false
|
||||
|
||||
; Detect attachments in llCastRay if true
|
||||
; Detect attachments in llCastRay V3 if true
|
||||
DoAttachmentsInLlCastRay = false
|
||||
|
||||
; Use legacy version 1 of llCastRay if true
|
||||
UseLlCastRayV1 = true
|
||||
|
||||
[DataSnapshot]
|
||||
; The following set of configs pertains to search.
|
||||
|
@ -1547,6 +1562,7 @@
|
|||
; data service
|
||||
;DATA_SRV_MISearch = "http://metaverseink.com/cgi-bin/register.py"
|
||||
|
||||
|
||||
[Economy]
|
||||
; These economy values get used in the BetaGridLikeMoneyModule. - This module is for demonstration only -
|
||||
; The default economy module only implements just enough to allow free actions (transfer of objects, etc).
|
||||
|
|
Loading…
Reference in New Issue