* Committing some collision stuffs that I'm working on.

* Nothing user facing yet.
This commit is contained in:
Teravus Ovares
2008-05-03 04:33:17 +00:00
parent 18362b25bf
commit 07167c9a3f
10 changed files with 365 additions and 102 deletions

View File

@@ -1659,7 +1659,7 @@ namespace OpenSim.Region.Environment.Scenes
Ray NewRay = new Ray(AXOrigin, AXdirection);
// Ray Trace against target here
EntityIntersection ei = target.TestIntersectionOBB(NewRay, new Quaternion(1, 0, 0, 0), frontFacesOnly, CopyCenters);
EntityIntersection ei = target.TestIntersectionOBB(NewRay, new Quaternion(1, 0, 0, 0), frontFacesOnly, false);
// 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());
@@ -1676,16 +1676,17 @@ namespace OpenSim.Region.Environment.Scenes
ScaleOffset = Math.Abs(ScaleOffset);
LLVector3 intersectionpoint = new LLVector3(ei.ipoint.x, ei.ipoint.y, ei.ipoint.z);
LLVector3 normal = new LLVector3(ei.normal.x, ei.normal.y, ei.normal.z);
LLVector3 offset = (normal * (ScaleOffset / 2f));
pos = (intersectionpoint + offset);
if (CopyCenters)
{
// now we cast a ray from inside the prim(absolute position) to one of it's faces along the face normal.
LLVector3 direction2 = LLVector3.Norm(intersectionpoint - target2.AbsolutePosition);
LLVector3 direction2 = LLVector3.Norm(pos - target2.AbsolutePosition);
Vector3 AXOrigin2 = new Vector3(target2.AbsolutePosition.X, target2.AbsolutePosition.Y, target2.AbsolutePosition.Z);
Vector3 AXdirection2 = ei.AAfaceNormal;
Vector3 AXdirection2 = new Vector3(direction2.X, direction2.Y, direction2.Z); //ei.AAfaceNormal;
Ray NewRay2 = new Ray(AXOrigin2, AXdirection2);
EntityIntersection ei2 = target.TestIntersectionOBB(NewRay2, new Quaternion(1, 0, 0, 0), true, CopyCenters);
EntityIntersection ei2 = target.TestIntersectionOBB(NewRay2, new Quaternion(1, 0, 0, 0), false, CopyCenters);
if (ei2.HitTF)
{
//m_log.Info("[RAYTRACERESULTS]: Hit:" + ei2.HitTF.ToString() + " Point: " + ei2.ipoint.ToString() + " Normal: " + ei2.normal.ToString());
@@ -1697,7 +1698,7 @@ namespace OpenSim.Region.Environment.Scenes
}
// Set the position to the intersection point
LLVector3 offset = (normal * (ScaleOffset / 2f));
offset = (normal * (ScaleOffset / 2f));
pos = (intersectionpoint + offset);
// stick in offset format from the original prim

View File

@@ -1329,7 +1329,15 @@ namespace OpenSim.Region.Environment.Scenes
AmBa = FaceA[i] - FaceB[i];
AmBb = FaceB[i] - FaceC[i];
d = normals[i].Dot(FaceB[i]);
c = iray.Direction.Dot(normals[i]);
if (faceCenters)
{
c = normals[i].Dot(normals[i]);
}
else
{
c = iray.Direction.Dot(normals[i]);
}
if (c == 0)
continue;
@@ -1339,12 +1347,15 @@ namespace OpenSim.Region.Environment.Scenes
continue;
// If the normal is pointing outside the object
if (iray.Direction.Dot(normals[i]) < 0 || !frontFacesOnly)
{
if (faceCenters)
{
q = (FaceA[i] + FaceB[i] + FaceC[1] + FaceD[i]) / 4f; //iray.Origin + a * normals[i];
{ //(FaceA[i] + FaceB[i] + FaceC[1] + FaceD[i]) / 4f;
q = iray.Origin + a * normals[i];
}
else
{
@@ -1364,8 +1375,9 @@ namespace OpenSim.Region.Environment.Scenes
returnresult.distance = distance2;
returnresult.HitTF = true;
returnresult.ipoint = q;
//m_log.Info("[FACE]:" + i.ToString());
//m_log.Info("[POINT]: " + q.ToString());
m_log.Info("[FACE]:" + i.ToString());
m_log.Info("[POINT]: " + q.ToString());
m_log.Info("[DIST]: " + distance2.ToString());
returnresult.normal = normals[i];
returnresult.AAfaceNormal = AAfacenormals[i];
@@ -2680,6 +2692,20 @@ namespace OpenSim.Region.Environment.Scenes
)
{
// subscribe to physics updates.
if (PhysActor != null)
{
PhysActor.OnCollisionUpdate += PhysicsCollision;
PhysActor.SubscribeEvents(1000);
}
}
else
{
if (PhysActor != null)
{
PhysActor.UnSubscribeEvents();
PhysActor.OnCollisionUpdate -= PhysicsCollision;
}
}
LocalFlags=(LLObject.ObjectFlags)objectflagupdate;
@@ -2689,5 +2715,24 @@ namespace OpenSim.Region.Environment.Scenes
else
ScheduleFullUpdate();
}
public void PhysicsCollision(EventArgs e)
{
return;
//
//if (e == null)
//{
// return;
//}
//CollisionEventUpdate a = (CollisionEventUpdate)e;
//Dictionary<uint, float> collissionswith = a.m_objCollisionList;
//foreach (uint localid in collissionswith.Keys)
//{
// m_log.Debug("[OBJECT]: Collided with:" + localid.ToString() + " at depth of: " + collissionswith[localid].ToString());
//}
}
}
}