* Implements Oriented Bounding Box raytracing.

* It's not perfect, but it's good enough. (rarely erroneously returns a backface collision)
* After updating to this revision, rez a prim on another prim and watch it appear where you'd expect it to appear.
0.6.0-stable
Teravus Ovares 2008-03-23 06:24:59 +00:00
parent 5deca3f0c5
commit dc850df50a
3 changed files with 247 additions and 51 deletions

View File

@ -1067,46 +1067,51 @@ namespace OpenSim.Region.Environment.Scenes
if (RayTargetID != LLUUID.Zero)
{
SceneObjectPart target = GetSceneObjectPart(RayTargetID);
LLVector3 direction = LLVector3.Norm(RayEnd - RayStart);
Vector3 AXOrigin = new Vector3(RayStart.X, RayStart.Y, RayStart.Z);
Vector3 AXdirection = new Vector3(direction.X, direction.Y, direction.Z);
if (target != null)
{
pos = target.AbsolutePosition;
//m_log.Info("[OBJECT_REZ]: TargetPos: " + pos.ToString() + ", RayStart: " + RayStart.ToString() + ", RayEnd: " + RayEnd.ToString() + ", Volume: " + Util.GetDistanceTo(RayStart,RayEnd).ToString() + ", mag1: " + Util.GetMagnitude(RayStart).ToString() + ", mag2: " + Util.GetMagnitude(RayEnd).ToString());
//target.Scale.X
if (Math.Abs(target.Scale.X - target.Scale.Y) > 4.5f
|| Math.Abs(target.Scale.Y - target.Scale.Z) > 4.5f
|| Math.Abs(target.Scale.Z - target.Scale.X) > 4.5f)
{
// for now lets use the old method here as the new method works by using the largest scale vector
// component as the radius of a sphere and produces wide results if there's a huge difference
// between the x/y/z vector components
// TODO: Raytrace better here
//EntityIntersection ei = m_innerScene.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection));
Ray NewRay = new Ray(AXOrigin, AXdirection);
// If one scale component is less then .21m, it's likely being used as a thin block and therefore
// the raytracing would produce a wide result.
}
else
// Ray Trace against target here
EntityIntersection ei = target.TestIntersectionOBB(NewRay, new Quaternion(1,0,0,0));
// Un-comment out the following line to Get Raytrace results printed to the console.
//m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString());
// If we hit something
if (ei.HitTF)
{
// TODO: Raytrace better here
LLVector3 direction = LLVector3.Norm(RayEnd - RayStart);
Vector3 AXOrigin = new Vector3(RayStart.X, RayStart.Y, RayStart.Z);
Vector3 AXdirection = new Vector3(direction.X, direction.Y, direction.Z);
EntityIntersection ei = m_innerScene.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection));
//m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString());
// Set the position to the intersection point
pos = new LLVector3(ei.ipoint.x, ei.ipoint.y, ei.ipoint.z);
}
if (ei.HitTF)
{
pos = new LLVector3(ei.ipoint.x, ei.ipoint.y, ei.ipoint.z);
}
}
return pos;
}
else
{
// fall back to our stupid functionality
pos = RayEnd;
// We don't have a target here, so we're going to raytrace all the objects in the scene.
EntityIntersection ei = m_innerScene.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection));
// Un-comment the following line to print the raytrace results to the console.
//m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString());
if (ei.HitTF)
{
pos = new LLVector3(ei.ipoint.x, ei.ipoint.y, ei.ipoint.z);
}
return pos;
}
}

View File

@ -402,7 +402,9 @@ namespace OpenSim.Region.Environment.Scenes
new Quaternion(GroupRotation.W, GroupRotation.X, GroupRotation.Y, GroupRotation.Z);
// Telling the prim to raytrace.
EntityIntersection inter = part.TestIntersection(hRay, parentrotation);
//EntityIntersection inter = part.TestIntersection(hRay, parentrotation);
EntityIntersection inter = part.TestIntersectionOBB(hRay, parentrotation);
// This may need to be updated to the maximum draw distance possible..
// We might (and probably will) be checking for prim creation from other sims

View File

@ -933,29 +933,60 @@ namespace OpenSim.Region.Environment.Scenes
return returnresult;
}
public EntityIntersection TestIntersectionOABB(Ray iray, Quaternion parentrot)
public double GetDistanceTo(Vector3 a, Vector3 b)
{
float dx = a.x - b.x;
float dy = a.y - b.y;
float dz = a.z - b.z;
return Math.Sqrt(dx * dx + dy * dy + dz * dz);
}
public EntityIntersection TestIntersectionOBB(Ray iray, Quaternion parentrot)
{
// In this case we're using a rectangular prism, which has 6 faces and therefore 6 planes
// This breaks down into the ray---> plane equation.
// TODO: Change to take shape into account
Vector3[] vertexes = new Vector3[8];
Vector3[] FaceA = new Vector3[6];
Vector3[] FaceB = new Vector3[6];
Vector3[] FaceC = new Vector3[6];
Vector3[] FaceD = new Vector3[6];
Vector3[] normals = new Vector3[6];
float[] distance = new float[6];
Vector3[] FaceA = new Vector3[6]; // vertex A for Facei
Vector3[] FaceB = new Vector3[6]; // vertex B for Facei
Vector3[] FaceC = new Vector3[6]; // vertex C for Facei
Vector3[] FaceD = new Vector3[6]; // vertex D for Facei
Vector3 AmBa = new Vector3(0, 0, 0);
Vector3 AmBb = new Vector3(0, 0, 0);
Vector3[] normals = new Vector3[6]; // Normal for Facei
Vector3 AmBa = new Vector3(0, 0, 0); // Vertex A - Vertex B
Vector3 AmBb = new Vector3(0, 0, 0); // Vertex B - Vertex C
Vector3 cross = new Vector3();
LLVector3 pos = GetWorldPosition();
LLQuaternion rot = GetWorldRotation();
Quaternion AXrot = new Quaternion(rot.W,rot.X,rot.Y,rot.Z);
// Variables prefixed with AX are Axiom.Math copies of the LL variety.
Quaternion AXrot = new Quaternion(rot.W,rot.X,rot.Y,rot.Z);
AXrot.Normalize();
Vector3 AXpos = new Vector3(pos.X, pos.Y, pos.Z);
// tScale is the offset to derive the vertex based on the scale.
// it's different for each vertex because we've got to rotate it
// to get the world position of the vertex to produce the Oriented Bounding Box
Vector3 tScale = new Vector3();
Vector3 AXscale = new Vector3(m_shape.Scale.X * 0.5f, m_shape.Scale.Y * 0.5f, m_shape.Scale.Z * 0.5f);
//Vector3 pScale = (AXscale) - (AXrot.Inverse() * (AXscale));
//Vector3 nScale = (AXscale * -1) - (AXrot.Inverse() * (AXscale * -1));
// rScale is the rotated offset to find a vertex based on the scale and the world rotation.
Vector3 rScale = new Vector3();
// Get Vertexes for Faces Stick them into ABCD for each Face
// Form: Face<vertex>[face] that corresponds to the below diagram
#region ABCD Face Vertex Map Comment Diagram
// A _________ B
// | |
@ -987,64 +1018,222 @@ namespace OpenSim.Region.Environment.Scenes
// |_________|
// A B
#endregion
vertexes[0] = (AXrot * new Vector3((pos.X - m_shape.Scale.X),(pos.Y - m_shape.Scale.Y),(pos.Z + m_shape.Scale.Z)));
#region Plane Decomposition of Oriented Bounding Box
tScale = new Vector3(AXscale.x, -AXscale.y, AXscale.z);
rScale = ((AXrot * tScale));
vertexes[0] = (new Vector3((pos.X + rScale.x), (pos.Y + rScale.y), (pos.Z + rScale.z)));
// vertexes[0].x = pos.X + vertexes[0].x;
//vertexes[0].y = pos.Y + vertexes[0].y;
//vertexes[0].z = pos.Z + vertexes[0].z;
FaceA[0] = vertexes[0];
FaceA[3] = vertexes[0];
FaceA[4] = vertexes[0];
vertexes[1] = (AXrot * new Vector3((pos.X - m_shape.Scale.X), (pos.Y + m_shape.Scale.Y), (pos.Z + m_shape.Scale.Z)));
tScale = AXscale;
rScale = ((AXrot * tScale));
vertexes[1] = (new Vector3((pos.X + rScale.x), (pos.Y + rScale.y), (pos.Z + rScale.z)));
// vertexes[1].x = pos.X + vertexes[1].x;
// vertexes[1].y = pos.Y + vertexes[1].y;
//vertexes[1].z = pos.Z + vertexes[1].z;
FaceB[0] = vertexes[1];
FaceA[1] = vertexes[1];
FaceC[4] = vertexes[1];
vertexes[2] = (AXrot * new Vector3((pos.X - m_shape.Scale.X), (pos.Y - m_shape.Scale.Y), (pos.Z - m_shape.Scale.Z)));
tScale = new Vector3(AXscale.x, -AXscale.y, -AXscale.z);
rScale = ((AXrot * tScale));
vertexes[2] = (new Vector3((pos.X + rScale.x), (pos.Y + rScale.y), (pos.Z + rScale.z)));
//vertexes[2].x = pos.X + vertexes[2].x;
//vertexes[2].y = pos.Y + vertexes[2].y;
//vertexes[2].z = pos.Z + vertexes[2].z;
FaceC[0] = vertexes[2];
FaceC[3] = vertexes[2];
FaceC[5] = vertexes[2];
vertexes[3] = (AXrot * new Vector3((pos.X - m_shape.Scale.X), (pos.Y + m_shape.Scale.Y), (pos.Z - m_shape.Scale.Z)));
tScale = new Vector3(AXscale.x, AXscale.y, -AXscale.z);
rScale = ((AXrot * tScale));
vertexes[3] = (new Vector3((pos.X + rScale.x), (pos.Y + rScale.y), (pos.Z + rScale.z)));
//vertexes[3].x = pos.X + vertexes[3].x;
// vertexes[3].y = pos.Y + vertexes[3].y;
// vertexes[3].z = pos.Z + vertexes[3].z;
FaceD[0] = vertexes[3];
FaceC[1] = vertexes[3];
FaceA[5] = vertexes[3];
vertexes[4] = (AXrot * new Vector3((pos.X + m_shape.Scale.X), (pos.Y + m_shape.Scale.Y), (pos.Z + m_shape.Scale.Z)));
tScale = new Vector3(-AXscale.x, AXscale.y, AXscale.z);
rScale = ((AXrot * tScale));
vertexes[4] = (new Vector3((pos.X + rScale.x), (pos.Y + rScale.y), (pos.Z + rScale.z)));
// vertexes[4].x = pos.X + vertexes[4].x;
// vertexes[4].y = pos.Y + vertexes[4].y;
// vertexes[4].z = pos.Z + vertexes[4].z;
FaceB[1] = vertexes[4];
FaceA[2] = vertexes[4];
FaceD[4] = vertexes[4];
vertexes[5] = (AXrot * new Vector3((pos.X + m_shape.Scale.X), (pos.Y + m_shape.Scale.Y), (pos.Z - m_shape.Scale.Z)));
tScale = new Vector3(-AXscale.x, AXscale.y, -AXscale.z);
rScale = ((AXrot * tScale));
vertexes[5] = (new Vector3((pos.X + rScale.x), (pos.Y + rScale.y), (pos.Z + rScale.z)));
// vertexes[5].x = pos.X + vertexes[5].x;
// vertexes[5].y = pos.Y + vertexes[5].y;
// vertexes[5].z = pos.Z + vertexes[5].z;
FaceD[1] = vertexes[5];
FaceC[2] = vertexes[5];
FaceB[5] = vertexes[5];
vertexes[6] = (AXrot * new Vector3((pos.X + m_shape.Scale.X), (pos.Y - m_shape.Scale.Y), (pos.Z + m_shape.Scale.Z)));
tScale = new Vector3(-AXscale.x, -AXscale.y, AXscale.z);
rScale = ((AXrot * tScale));
vertexes[6] = (new Vector3((pos.X + rScale.x), (pos.Y + rScale.y), (pos.Z + rScale.z)));
// vertexes[6].x = pos.X + vertexes[6].x;
// vertexes[6].y = pos.Y + vertexes[6].y;
// vertexes[6].z = pos.Z + vertexes[6].z;
FaceB[2] = vertexes[6];
FaceB[3] = vertexes[6];
FaceB[4] = vertexes[6];
vertexes[7] = (AXrot * new Vector3((pos.X + m_shape.Scale.X), (pos.Y - m_shape.Scale.Y), (pos.Z - m_shape.Scale.Z)));
tScale = new Vector3(-AXscale.x, -AXscale.y, -AXscale.z);
rScale = ((AXrot * tScale));
vertexes[7] = (new Vector3((pos.X + rScale.x), (pos.Y + rScale.y), (pos.Z + rScale.z)));
// vertexes[7].x = pos.X + vertexes[7].x;
// vertexes[7].y = pos.Y + vertexes[7].y;
// vertexes[7].z = pos.Z + vertexes[7].z;
FaceD[2] = vertexes[7];
FaceD[3] = vertexes[7];
FaceD[5] = vertexes[7];
#endregion
// Get our plane normals
for (int i = 0; i < 6; i++)
{
AmBa = FaceB[i] - FaceA[i];
AmBb = FaceC[i] - FaceA[i];
normals[i] = AmBa.Cross(AmBb);
//m_log.Info("[FACECALCULATION]: FaceA[" + i + "]=" + FaceA[i] + " FaceB[" + i + "]=" + FaceB[i] + " FaceC[" + i + "]=" + FaceC[i] + " FaceD[" + i + "]=" + FaceD[i]);
// Our Plane direction
AmBa = FaceA[i] - FaceB[i];
AmBb = FaceB[i] - FaceC[i];
cross = AmBb.Cross(AmBa);
// normalize the cross product to get the normal.
normals[i] = cross / cross.Length;
//m_log.Info("[NORMALS]: normals[ " + i + "]" + normals[i].ToString());
//distance[i] = (normals[i].x * AmBa.x + normals[i].y * AmBa.y + normals[i].z * AmBa.z) * -1;
}
EntityIntersection returnresult = new EntityIntersection();
returnresult.distance = 1024;
float c = 0;
float a = 0;
float d = 0;
Vector3 q = new Vector3();
#region OBB Version 2 Experiment
//float fmin = 999999;
//float fmax = -999999;
//float s = 0;
//for (int i=0;i<6;i++)
//{
//s = iray.Direction.Dot(normals[i]);
//d = normals[i].Dot(FaceB[i]);
//if (s == 0)
//{
//if (iray.Origin.Dot(normals[i]) > d)
//{
//return returnresult;
//}
// else
//{
//continue;
//}
//}
//a = (d - iray.Origin.Dot(normals[i])) / s;
//if ( iray.Direction.Dot(normals[i]) < 0)
//{
//if (a > fmax)
//{
//if (a > fmin)
//{
//return returnresult;
//}
//fmax = a;
//}
//}
//else
//{
//if (a < fmin)
//{
//if (a < 0 || a < fmax)
//{
//return returnresult;
//}
//fmin = a;
//}
//}
//}
//if (fmax > 0)
// a= fmax;
//else
// a=fmin;
//q = iray.Origin + a * iray.Direction;
#endregion
// Loop over faces (6 of them)
for (int i = 0; i < 6; i++)
{
AmBa = FaceA[i] - FaceB[i];
AmBb = FaceB[i] - FaceC[i];
d = normals[i].Dot(FaceB[i]);
c = iray.Direction.Dot(normals[i]);
if (c == 0)
continue;
a = (d - iray.Origin.Dot(normals[i])) / c;
if (a < 0)
continue;
// If the normal is pointing outside the object
if (iray.Direction.Dot(normals[i]) < 0)
{
q = iray.Origin + a * iray.Direction;
// Is this the closest hit to the object's origin?
//float distance2 = (float)GetDistanceTo(q, iray.Origin);
float distance2 = (float)GetDistanceTo(q, AXpos);
if (distance2 < returnresult.distance)
{
returnresult.distance = distance2;
returnresult.HitTF = true;
returnresult.ipoint = q;
//m_log.Info("[POINT]: " + q.ToString());
returnresult.normal = 1;
}
}
}
return returnresult;
}