Add the Avination physics raycast glue so Core Physics can implement raycast

This commit is contained in:
Melanie
2013-01-23 21:03:24 +00:00
parent 6a2b673fca
commit c1795ed399
3 changed files with 130 additions and 14 deletions

View File

@@ -11340,6 +11340,84 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
bool checkPhysical = !((rejectTypes & ScriptBaseClass.RC_REJECT_PHYSICAL) == ScriptBaseClass.RC_REJECT_PHYSICAL);
if (World.SupportsRayCastFiltered())
{
if (dist == 0)
return list;
RayFilterFlags rayfilter = RayFilterFlags.ClosestAndBackCull;
if (checkTerrain)
rayfilter |= RayFilterFlags.land;
// if (checkAgents)
// rayfilter |= RayFilterFlags.agent;
if (checkPhysical)
rayfilter |= RayFilterFlags.physical;
if (checkNonPhysical)
rayfilter |= RayFilterFlags.nonphysical;
if (detectPhantom)
rayfilter |= RayFilterFlags.LSLPhanton;
Vector3 direction = dir * ( 1/dist);
if(rayfilter == 0)
{
list.Add(new LSL_Integer(0));
return list;
}
// get some more contacts to sort ???
int physcount = 4 * count;
if (physcount > 20)
physcount = 20;
object physresults;
physresults = World.RayCastFiltered(rayStart, direction, dist, physcount, rayfilter);
if (physresults == null)
{
list.Add(new LSL_Integer(-3)); // timeout error
return list;
}
results = (List<ContactResult>)physresults;
// for now physics doesn't detect sitted avatars so do it outside physics
if (checkAgents)
{
ContactResult[] agentHits = AvatarIntersection(rayStart, rayEnd);
foreach (ContactResult r in agentHits)
results.Add(r);
}
// TODO: Replace this with a better solution. ObjectIntersection can only
// detect nonphysical phantoms. They are detected by virtue of being
// nonphysical (e.g. no PhysActor) so will not conflict with detecting
// physicsl phantoms as done by the physics scene
// We don't want anything else but phantoms here.
if (detectPhantom)
{
ContactResult[] objectHits = ObjectIntersection(rayStart, rayEnd, false, false, true);
foreach (ContactResult r in objectHits)
results.Add(r);
}
}
else
{
if (checkAgents)
{
ContactResult[] agentHits = AvatarIntersection(rayStart, rayEnd);
foreach (ContactResult r in agentHits)
results.Add(r);
}
if (checkPhysical || checkNonPhysical || detectPhantom)
{
ContactResult[] objectHits = ObjectIntersection(rayStart, rayEnd, checkPhysical, checkNonPhysical, detectPhantom);
foreach (ContactResult r in objectHits)
results.Add(r);
}
}
if (checkTerrain)
{
ContactResult? groundContact = GroundIntersection(rayStart, rayEnd);
@@ -11347,20 +11425,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
results.Add((ContactResult)groundContact);
}
if (checkAgents)
{
ContactResult[] agentHits = AvatarIntersection(rayStart, rayEnd);
foreach (ContactResult r in agentHits)
results.Add(r);
}
if (checkPhysical || checkNonPhysical || detectPhantom)
{
ContactResult[] objectHits = ObjectIntersection(rayStart, rayEnd, checkPhysical, checkNonPhysical, detectPhantom);
foreach (ContactResult r in objectHits)
results.Add(r);
}
results.Sort(delegate(ContactResult a, ContactResult b)
{
return a.Depth.CompareTo(b.Depth);