* This completes ObjectDuplicateOnRay.

* In English, that means that Copy Selection works now, including Copy Centers and Copy Rotates.
This commit is contained in:
Teravus Ovares
2008-06-10 00:18:00 +00:00
parent c62f081380
commit 8a93358405
3 changed files with 77 additions and 51 deletions

View File

@@ -1352,14 +1352,14 @@ namespace OpenSim.Region.Environment.Scenes
AmBb = FaceB[i] - FaceC[i];
d = normals[i].Dot(FaceB[i]);
if (faceCenters)
{
c = normals[i].Dot(normals[i]);
}
else
{
//if (faceCenters)
//{
// c = normals[i].Dot(normals[i]);
//}
//else
//{
c = iray.Direction.Dot(normals[i]);
}
//}
if (c == 0)
continue;
@@ -1375,21 +1375,21 @@ namespace OpenSim.Region.Environment.Scenes
if (iray.Direction.Dot(normals[i]) < 0 || !frontFacesOnly)
{
if (faceCenters)
{ //(FaceA[i] + FaceB[i] + FaceC[1] + FaceD[i]) / 4f;
q = iray.Origin + a * normals[i];
}
else
{
//if (faceCenters)
//{ //(FaceA[i] + FaceB[i] + FaceC[1] + FaceD[i]) / 4f;
// q = iray.Origin + a * normals[i];
//}
//else
//{
q = iray.Origin + a * iray.Direction;
}
//}
float distance2 = (float)GetDistanceTo(q, AXpos);
// Is this the closest hit to the object's origin?
if (faceCenters)
{
distance2 = (float)GetDistanceTo(q, iray.Origin);
}
//if (faceCenters)
//{
// distance2 = (float)GetDistanceTo(q, iray.Origin);
//}
if (distance2 < returnresult.distance)
@@ -1397,10 +1397,28 @@ 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("[DIST]: " + distance2.ToString());
returnresult.normal = normals[i];
//m_log.Info("[FACE]:" + i.ToString());
//m_log.Info("[POINT]: " + q.ToString());
//m_log.Info("[DIST]: " + distance2.ToString());
if (faceCenters)
{
returnresult.normal = (AXrot * AAfacenormals[i]);
Vector3 scaleComponent = AAfacenormals[i];
float ScaleOffset = 0.5f;
if (scaleComponent.x != 0) ScaleOffset = AXscale.x;
if (scaleComponent.y != 0) ScaleOffset = AXscale.y;
if (scaleComponent.z != 0) ScaleOffset = AXscale.z;
ScaleOffset = Math.Abs(ScaleOffset);
Vector3 offset = (returnresult.normal * ScaleOffset);
returnresult.ipoint = (AXpos + offset );
///pos = (intersectionpoint + offset);
}
else
{
returnresult.normal = normals[i];
}
returnresult.AAfaceNormal = AAfacenormals[i];
}