* SimulationObject.GetWorldMesh() now has an option to force rebuild
* RayTriangleIntersection returns the actual collision point
* PhysicsSimple regenerates meshes when objects are moved or edited

git-svn-id: http://libopenmetaverse.googlecode.com/svn/libopenmetaverse/trunk@2476 52acb1d6-8a22-11de-b505-999d5b087335
This commit is contained in:
John Hurliman
2009-03-09 03:01:34 +00:00
parent 4973542628
commit 7e0529d58d
2 changed files with 56 additions and 28 deletions

View File

@@ -16,6 +16,10 @@ namespace Simian.Extensions
public void Start(Simian server)
{
this.server = server;
server.Scene.OnObjectAdd += Scene_OnObjectAdd;
server.Scene.OnObjectModify += Scene_OnObjectModify;
server.Scene.OnObjectTransform += Scene_OnObjectTransform;
}
public void Stop()
@@ -24,8 +28,6 @@ namespace Simian.Extensions
public Vector3 ObjectCollisionTest(Vector3 rayStart, Vector3 rayEnd, SimulationObject obj)
{
const float OO_THREE = 1f / 3f;
Vector3 closestPoint = rayEnd;
if (rayStart == rayEnd)
@@ -37,18 +39,7 @@ namespace Simian.Extensions
Vector3 direction = Vector3.Normalize(rayEnd - rayStart);
// Get the mesh that has been transformed into world-space
SimpleMesh mesh = null;
if (obj.Prim.ParentID != 0)
{
SimulationObject parent;
if (server.Scene.TryGetObject(obj.Prim.ParentID, out parent))
mesh = obj.GetWorldMesh(DetailLevel.Low, parent);
}
else
{
mesh = obj.GetWorldMesh(DetailLevel.Low, null);
}
SimpleMesh mesh = obj.GetWorldMesh(DetailLevel.Low, false);
if (mesh != null)
{
// Iterate through all of the triangles in the mesh, doing a ray-triangle intersection
@@ -60,16 +51,11 @@ namespace Simian.Extensions
Vector3 point1 = mesh.Vertices[mesh.Indices[i + 1]].Position;
Vector3 point2 = mesh.Vertices[mesh.Indices[i + 2]].Position;
if (RayTriangleIntersection(rayStart, direction, point0, point1, point2))
Vector3 collisionPoint;
if (RayTriangleIntersection(rayStart, direction, point0, point1, point2, out collisionPoint))
{
// HACK: Find the barycenter of this triangle. Would be better to have
// RayTriangleIntersection return the exact collision point
Vector3 center = (point0 + point1 + point2) * OO_THREE;
Logger.DebugLog("Collision hit with triangle at " + center);
if ((center - rayStart).Length() < closestDistance)
closestPoint = center;
if ((collisionPoint - rayStart).Length() < closestDistance)
closestPoint = collisionPoint;
}
}
}
@@ -100,8 +86,9 @@ namespace Simian.Extensions
/// <param name="vert0">Position of the first triangle corner</param>
/// <param name="vert1">Position of the second triangle corner</param>
/// <param name="vert2">Position of the third triangle corner</param>
/// <param name="collisionPoint">The collision point in the triangle</param>
/// <returns>True if the ray passes through the triangle, otherwise false</returns>
bool RayTriangleIntersection(Vector3 origin, Vector3 direction, Vector3 vert0, Vector3 vert1, Vector3 vert2)
static bool RayTriangleIntersection(Vector3 origin, Vector3 direction, Vector3 vert0, Vector3 vert1, Vector3 vert2, out Vector3 collisionPoint)
{
const float EPSILON = 0.00001f;
@@ -119,7 +106,10 @@ namespace Simian.Extensions
determinant = Vector3.Dot(edge1, pvec);
if (determinant > -EPSILON && determinant < EPSILON)
{
collisionPoint = Vector3.Zero;
return false;
}
invDeterminant = 1f / determinant;
@@ -129,7 +119,10 @@ namespace Simian.Extensions
// Calculate U parameter and test bounds
float u = Vector3.Dot(tvec, pvec) * invDeterminant;
if (u < 0.0f || u > 1.0f)
{
collisionPoint = Vector3.Zero;
return false;
}
// Prepare to test V parameter
Vector3 qvec = Vector3.Cross(tvec, edge1);
@@ -137,10 +130,18 @@ namespace Simian.Extensions
// Calculate V parameter and test bounds
float v = Vector3.Dot(direction, qvec) * invDeterminant;
if (v < 0.0f || u + v > 1.0f)
{
collisionPoint = Vector3.Zero;
return false;
}
//t = Vector3.Dot(edge2, qvec) * invDeterminant;
collisionPoint = new Vector3(
vert0.X + u * (vert1.X - vert0.X) + v * (vert2.X - vert0.X),
vert0.Y + u * (vert1.Y - vert0.Y) + v * (vert2.Y - vert0.Y),
vert0.Z + u * (vert1.Z - vert0.Z) + v * (vert2.Z - vert0.Z));
return true;
}
@@ -403,5 +404,30 @@ namespace Simian.Extensions
return returnMass;
}
#region Callbacks
void Scene_OnObjectAdd(object sender, SimulationObject obj, UUID ownerID, int scriptStartParam, PrimFlags creatorFlags)
{
// TODO: This doesn't update children prims when their parents move. "World meshes" are a bad approach in general,
// the transforms should probably be applied to the mesh in the collision test
obj.GetWorldMesh(DetailLevel.Low, true);
}
void Scene_OnObjectModify(object sender, SimulationObject obj, Primitive.ConstructionData data)
{
obj.GetWorldMesh(DetailLevel.Low, true);
}
void Scene_OnObjectTransform(object sender, SimulationObject obj, Vector3 position, Quaternion rotation, Vector3 velocity,
Vector3 acceleration, Vector3 angularVelocity)
{
// TODO: This doesn't update children prims when their parents move. "World meshes" are a bad approach in general,
// the transforms should probably be applied to the mesh in the collision test
if (position != obj.Prim.Position || rotation != obj.Prim.Rotation)
obj.GetWorldMesh(DetailLevel.Low, true);
}
#endregion Callbacks
}
}