* Renaming ObjectPropertiesRequestType to ReportType, filling out the enum Simian: * Added UUIDNameRequest, MultipleObjectUpdate, ObjectDeselect, and RequestObjectPropertiesFamily handlers * Fixed some bugs in object-object collision * Slightly improved prim spawn location (will always be hacky until we have a collision system) git-svn-id: http://libopenmetaverse.googlecode.com/svn/trunk@2177 52acb1d6-8a22-11de-b505-999d5b087335
553 lines
27 KiB
C#
553 lines
27 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Threading;
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using OpenMetaverse;
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using OpenMetaverse.Rendering;
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using OpenMetaverse.Packets;
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namespace Simian.Extensions
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{
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public class ObjectManager : ISimianExtension
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{
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Simian Server;
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InternalDictionary<uint, SimulationObject> SceneObjects = new InternalDictionary<uint, SimulationObject>();
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InternalDictionary<UUID, SimulationObject> SceneObjectsByID = new InternalDictionary<UUID,SimulationObject>();
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int CurrentLocalID = 0;
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public ObjectManager(Simian server)
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{
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Server = server;
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}
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public void Start()
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{
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Server.UDPServer.RegisterPacketCallback(PacketType.ObjectAdd, new UDPServer.PacketCallback(ObjectAddHandler));
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Server.UDPServer.RegisterPacketCallback(PacketType.ObjectSelect, new UDPServer.PacketCallback(ObjectSelectHandler));
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Server.UDPServer.RegisterPacketCallback(PacketType.ObjectDeselect, new UDPServer.PacketCallback(ObjectDeselectHandler));
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Server.UDPServer.RegisterPacketCallback(PacketType.DeRezObject, new UDPServer.PacketCallback(DeRezObjectHandler));
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Server.UDPServer.RegisterPacketCallback(PacketType.MultipleObjectUpdate, new UDPServer.PacketCallback(MultipleObjectUpdateHandler));
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Server.UDPServer.RegisterPacketCallback(PacketType.RequestObjectPropertiesFamily, new UDPServer.PacketCallback(RequestObjectPropertiesFamilyHandler));
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}
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public void Stop()
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{
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}
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void ObjectAddHandler(Packet packet, Agent agent)
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{
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ObjectAddPacket add = (ObjectAddPacket)packet;
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Vector3 position = Vector3.Zero;
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Vector3 scale = add.ObjectData.Scale;
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PCode pcode = (PCode)add.ObjectData.PCode;
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PrimFlags flags = (PrimFlags)add.ObjectData.AddFlags;
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bool bypassRaycast = (add.ObjectData.BypassRaycast == 1);
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bool rayEndIsIntersection = (add.ObjectData.RayEndIsIntersection == 1);
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#region Position Calculation
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if (rayEndIsIntersection)
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{
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// HACK: Blindly trust where the client tells us to place
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position = add.ObjectData.RayEnd;
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}
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else
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{
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if (add.ObjectData.RayTargetID != UUID.Zero)
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{
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SimulationObject obj;
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if (SceneObjectsByID.TryGetValue(add.ObjectData.RayTargetID, out obj))
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{
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// Test for a collision with the specified object
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position = ObjectCollisionTest(add.ObjectData.RayStart, add.ObjectData.RayEnd, obj);
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}
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}
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if (position == Vector3.Zero)
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{
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// Test for a collision with the entire scene
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position = FullSceneCollisionTest(add.ObjectData.RayStart, add.ObjectData.RayEnd);
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}
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}
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// Position lies on the face of another surface, either terrain of an object.
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// Back up along the ray so we are not colliding with the mesh.
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// HACK: This is really cheesy and should be done by a collision system
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Vector3 rayDir = Vector3.Normalize(add.ObjectData.RayEnd - add.ObjectData.RayStart);
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position -= rayDir * scale;
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#endregion Position Calculation
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#region Foliage Handling
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// Set all foliage to phantom
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if (pcode == PCode.Grass || pcode == PCode.Tree || pcode == PCode.NewTree)
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{
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flags |= PrimFlags.Phantom;
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if (pcode != PCode.Grass)
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{
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// Resize based on the foliage type
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Tree tree = (Tree)add.ObjectData.State;
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switch (tree)
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{
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case Tree.Cypress1:
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case Tree.Cypress2:
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scale = new Vector3(4f, 4f, 10f);
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break;
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default:
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scale = new Vector3(4f, 4f, 4f);
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break;
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}
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}
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}
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#endregion Foliage Handling
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// Create an object
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Primitive prim = new Primitive();
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prim.Flags =
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PrimFlags.ObjectModify |
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PrimFlags.ObjectCopy |
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PrimFlags.ObjectAnyOwner |
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PrimFlags.ObjectMove |
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PrimFlags.ObjectTransfer |
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PrimFlags.ObjectOwnerModify;
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// TODO: Security check
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prim.GroupID = add.AgentData.GroupID;
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prim.ID = UUID.Random();
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prim.LocalID = (uint)Interlocked.Increment(ref CurrentLocalID);
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prim.MediaURL = String.Empty;
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prim.OwnerID = agent.AgentID;
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prim.Position = position;
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prim.PrimData.Material = (Material)add.ObjectData.Material;
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prim.PrimData.PathCurve = (PathCurve)add.ObjectData.PathCurve;
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prim.PrimData.ProfileCurve = (ProfileCurve)add.ObjectData.ProfileCurve;
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prim.PrimData.PathBegin = Primitive.UnpackBeginCut(add.ObjectData.PathBegin);
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prim.PrimData.PathEnd = Primitive.UnpackEndCut(add.ObjectData.PathEnd);
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prim.PrimData.PathScaleX = Primitive.UnpackPathScale(add.ObjectData.PathScaleX);
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prim.PrimData.PathScaleY = Primitive.UnpackPathScale(add.ObjectData.PathScaleY);
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prim.PrimData.PathShearX = Primitive.UnpackPathShear((sbyte)add.ObjectData.PathShearX);
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prim.PrimData.PathShearY = Primitive.UnpackPathShear((sbyte)add.ObjectData.PathShearY);
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prim.PrimData.PathTwist = Primitive.UnpackPathTwist(add.ObjectData.PathTwist);
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prim.PrimData.PathTwistBegin = Primitive.UnpackPathTwist(add.ObjectData.PathTwistBegin);
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prim.PrimData.PathRadiusOffset = Primitive.UnpackPathTwist(add.ObjectData.PathRadiusOffset);
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prim.PrimData.PathTaperX = Primitive.UnpackPathTaper(add.ObjectData.PathTaperX);
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prim.PrimData.PathTaperY = Primitive.UnpackPathTaper(add.ObjectData.PathTaperY);
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prim.PrimData.PathRevolutions = Primitive.UnpackPathRevolutions(add.ObjectData.PathRevolutions);
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prim.PrimData.PathSkew = Primitive.UnpackPathTwist(add.ObjectData.PathSkew);
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prim.PrimData.ProfileBegin = Primitive.UnpackBeginCut(add.ObjectData.ProfileBegin);
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prim.PrimData.ProfileEnd = Primitive.UnpackEndCut(add.ObjectData.ProfileEnd);
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prim.PrimData.ProfileHollow = Primitive.UnpackProfileHollow(add.ObjectData.ProfileHollow);
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prim.PrimData.PCode = pcode;
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prim.Properties.CreationDate = DateTime.Now;
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prim.Properties.CreatorID = agent.AgentID;
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prim.Properties.Description = String.Empty;
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prim.Properties.GroupID = add.AgentData.GroupID;
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prim.Properties.LastOwnerID = agent.AgentID;
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prim.Properties.Name = "New Object";
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prim.Properties.ObjectID = prim.ID;
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prim.Properties.OwnerID = prim.OwnerID;
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prim.Properties.Permissions = Permissions.FullPermissions;
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prim.Properties.SalePrice = 10;
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prim.RegionHandle = Server.RegionHandle;
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prim.Rotation = add.ObjectData.Rotation;
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prim.Scale = scale;
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prim.Textures = new Primitive.TextureEntry(Primitive.TextureEntry.WHITE_TEXTURE);
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prim.TextColor = Color4.Black;
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// Add this prim to the object database
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SimulationObject simObj = new SimulationObject(prim, Server);
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lock (SceneObjects.Dictionary)
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SceneObjects.Dictionary[prim.LocalID] = simObj;
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lock (SceneObjectsByID.Dictionary)
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SceneObjectsByID.Dictionary[prim.ID] = simObj;
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// Send an update out to the creator
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ObjectUpdatePacket updateToOwner = Movement.BuildFullUpdate(prim, String.Empty, prim.RegionHandle, 0,
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prim.Flags | PrimFlags.CreateSelected | PrimFlags.ObjectYouOwner);
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agent.SendPacket(updateToOwner);
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// Send an update out to everyone else
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ObjectUpdatePacket updateToOthers = Movement.BuildFullUpdate(prim, String.Empty, prim.RegionHandle, 0,
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prim.Flags);
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lock (Server.Agents)
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{
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foreach (Agent recipient in Server.Agents.Values)
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{
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if (recipient != agent)
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recipient.SendPacket(updateToOthers);
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}
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}
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}
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void ObjectSelectHandler(Packet packet, Agent agent)
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{
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ObjectSelectPacket select = (ObjectSelectPacket)packet;
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ObjectPropertiesPacket properties = new ObjectPropertiesPacket();
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properties.ObjectData = new ObjectPropertiesPacket.ObjectDataBlock[select.ObjectData.Length];
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for (int i = 0; i < select.ObjectData.Length; i++)
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{
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properties.ObjectData[i] = new ObjectPropertiesPacket.ObjectDataBlock();
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SimulationObject obj;
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if (SceneObjects.TryGetValue(select.ObjectData[i].ObjectLocalID, out obj))
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{
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properties.ObjectData[i].BaseMask = (uint)obj.Prim.Properties.Permissions.BaseMask;
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properties.ObjectData[i].CreationDate = Utils.DateTimeToUnixTime(obj.Prim.Properties.CreationDate);
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properties.ObjectData[i].CreatorID = obj.Prim.Properties.CreatorID;
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properties.ObjectData[i].Description = Utils.StringToBytes(obj.Prim.Properties.Description);
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properties.ObjectData[i].EveryoneMask = (uint)obj.Prim.Properties.Permissions.EveryoneMask;
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properties.ObjectData[i].GroupID = obj.Prim.Properties.GroupID;
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properties.ObjectData[i].GroupMask = (uint)obj.Prim.Properties.Permissions.GroupMask;
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properties.ObjectData[i].LastOwnerID = obj.Prim.Properties.LastOwnerID;
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properties.ObjectData[i].Name = Utils.StringToBytes(obj.Prim.Properties.Name);
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properties.ObjectData[i].NextOwnerMask = (uint)obj.Prim.Properties.Permissions.NextOwnerMask;
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properties.ObjectData[i].ObjectID = obj.Prim.ID;
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properties.ObjectData[i].OwnerID = obj.Prim.Properties.OwnerID;
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properties.ObjectData[i].OwnerMask = (uint)obj.Prim.Properties.Permissions.OwnerMask;
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properties.ObjectData[i].OwnershipCost = obj.Prim.Properties.OwnershipCost;
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properties.ObjectData[i].SalePrice = obj.Prim.Properties.SalePrice;
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properties.ObjectData[i].SaleType = (byte)obj.Prim.Properties.SaleType;
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properties.ObjectData[i].SitName = new byte[0];
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properties.ObjectData[i].TextureID = new byte[0];
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properties.ObjectData[i].TouchName = new byte[0];
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}
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}
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agent.SendPacket(properties);
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}
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void ObjectDeselectHandler(Packet packet, Agent agent)
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{
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ObjectDeselectPacket deselect = (ObjectDeselectPacket)packet;
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// TODO: Do we need this at all?
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}
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void DeRezObjectHandler(Packet packet, Agent agent)
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{
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DeRezObjectPacket derez = (DeRezObjectPacket)packet;
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DeRezDestination destination = (DeRezDestination)derez.AgentBlock.Destination;
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// TODO: Check permissions
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lock (SceneObjects.Dictionary)
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{
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for (int i = 0; i < derez.ObjectData.Length; i++)
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{
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uint localID = derez.ObjectData[i].ObjectLocalID;
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SimulationObject obj;
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if (SceneObjects.Dictionary.TryGetValue(localID, out obj))
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{
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switch (destination)
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{
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case DeRezDestination.AgentInventorySave:
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Logger.Log("DeRezObject: Got an AgentInventorySave, DestID: " +
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derez.AgentBlock.DestinationID.ToString(), Helpers.LogLevel.Warning);
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break;
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case DeRezDestination.AgentInventoryCopy:
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Logger.Log("DeRezObject: Got an AgentInventorySave, DestID: " +
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derez.AgentBlock.DestinationID.ToString(), Helpers.LogLevel.Warning);
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break;
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case DeRezDestination.TaskInventory:
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Logger.Log("DeRezObject: Got a TaskInventory, DestID: " +
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derez.AgentBlock.DestinationID.ToString(), Helpers.LogLevel.Warning);
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break;
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case DeRezDestination.Attachment:
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Logger.Log("DeRezObject: Got an Attachment, DestID: " +
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derez.AgentBlock.DestinationID.ToString(), Helpers.LogLevel.Warning);
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break;
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case DeRezDestination.AgentInventoryTake:
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Logger.Log("DeRezObject: Got an AgentInventoryTake, DestID: " +
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derez.AgentBlock.DestinationID.ToString(), Helpers.LogLevel.Warning);
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break;
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case DeRezDestination.ForceToGodInventory:
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Logger.Log("DeRezObject: Got a ForceToGodInventory, DestID: " +
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derez.AgentBlock.DestinationID.ToString(), Helpers.LogLevel.Warning);
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break;
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case DeRezDestination.TrashFolder:
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InventoryObject invObj;
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if (agent.Inventory.TryGetValue(derez.AgentBlock.DestinationID, out invObj) && invObj is InventoryFolder)
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{
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// FIXME: Handle children
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InventoryFolder trash = (InventoryFolder)invObj;
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Server.Inventory.CreateItem(agent, obj.Prim.Properties.Name, obj.Prim.Properties.Description, InventoryType.Object,
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AssetType.Object, obj.Prim.ID, trash.ID, PermissionMask.All, PermissionMask.All, agent.AgentID,
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obj.Prim.Properties.CreatorID, derez.AgentBlock.TransactionID, 0);
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KillObject(obj);
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Logger.DebugLog(String.Format("Derezzed prim {0} to agent inventory trash", obj.Prim.LocalID));
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}
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else
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{
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Logger.Log("DeRezObject: Got a TrashFolder with an invalid trash folder: " +
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derez.AgentBlock.DestinationID.ToString(), Helpers.LogLevel.Warning);
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}
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break;
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case DeRezDestination.AttachmentToInventory:
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Logger.Log("DeRezObject: Got an AttachmentToInventory, DestID: " +
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derez.AgentBlock.DestinationID.ToString(), Helpers.LogLevel.Warning);
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break;
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case DeRezDestination.AttachmentExists:
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Logger.Log("DeRezObject: Got an AttachmentExists, DestID: " +
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derez.AgentBlock.DestinationID.ToString(), Helpers.LogLevel.Warning);
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break;
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case DeRezDestination.ReturnToOwner:
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Logger.Log("DeRezObject: Got a ReturnToOwner, DestID: " +
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derez.AgentBlock.DestinationID.ToString(), Helpers.LogLevel.Warning);
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break;
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case DeRezDestination.ReturnToLastOwner:
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Logger.Log("DeRezObject: Got a ReturnToLastOwner, DestID: " +
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derez.AgentBlock.DestinationID.ToString(), Helpers.LogLevel.Warning);
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break;
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}
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}
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}
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}
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}
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void MultipleObjectUpdateHandler(Packet packet, Agent agent)
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{
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MultipleObjectUpdatePacket update = (MultipleObjectUpdatePacket)packet;
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for (int i = 0; i < update.ObjectData.Length; i++)
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{
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MultipleObjectUpdatePacket.ObjectDataBlock block = update.ObjectData[i];
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SimulationObject obj;
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if (SceneObjects.Dictionary.TryGetValue(block.ObjectLocalID, out obj))
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{
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UpdateType type = (UpdateType)block.Type;
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bool linked = ((type & UpdateType.Linked) != 0);
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int pos = 0;
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// FIXME: Handle linksets
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if ((type & UpdateType.Position) != 0)
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{
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Vector3 newpos = new Vector3(block.Data, pos);
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pos += 12;
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obj.Prim.Position = newpos;
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}
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if ((type & UpdateType.Rotation) != 0)
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{
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Quaternion newrot = new Quaternion(block.Data, pos, true);
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pos += 12;
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obj.Prim.Rotation = newrot;
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}
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if ((type & UpdateType.Scale) != 0)
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{
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Vector3 newscale = new Vector3(block.Data, pos);
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pos += 12;
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// TODO: Use this
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bool uniform = ((type & UpdateType.Uniform) != 0);
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obj.Prim.Scale = newscale;
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}
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// Send the update out to everyone
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ObjectUpdatePacket editedobj = Movement.BuildFullUpdate(obj.Prim, String.Empty, obj.Prim.RegionHandle, 0,
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obj.Prim.Flags);
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lock (Server.Agents)
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{
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foreach (Agent recipient in Server.Agents.Values)
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recipient.SendPacket(editedobj);
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}
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}
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else
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{
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// Ghosted prim, send a kill message to this agent
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// FIXME: Handle children
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KillObjectPacket kill = new KillObjectPacket();
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kill.ObjectData = new KillObjectPacket.ObjectDataBlock[1];
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kill.ObjectData[0] = new KillObjectPacket.ObjectDataBlock();
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kill.ObjectData[0].ID = block.ObjectLocalID;
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agent.SendPacket(kill);
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}
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}
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}
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void RequestObjectPropertiesFamilyHandler(Packet packet, Agent agent)
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{
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RequestObjectPropertiesFamilyPacket request = (RequestObjectPropertiesFamilyPacket)packet;
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ReportType type = (ReportType)request.ObjectData.RequestFlags;
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SimulationObject obj;
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if (SceneObjectsByID.TryGetValue(request.ObjectData.ObjectID, out obj))
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{
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ObjectPropertiesFamilyPacket props = new ObjectPropertiesFamilyPacket();
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props.ObjectData.BaseMask = (uint)obj.Prim.Properties.Permissions.BaseMask;
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props.ObjectData.Category = (uint)obj.Prim.Properties.Category;
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props.ObjectData.Description = Utils.StringToBytes(obj.Prim.Properties.Description);
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props.ObjectData.EveryoneMask = (uint)obj.Prim.Properties.Permissions.EveryoneMask;
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props.ObjectData.GroupID = obj.Prim.Properties.GroupID;
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props.ObjectData.GroupMask = (uint)obj.Prim.Properties.Permissions.GroupMask;
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props.ObjectData.LastOwnerID = obj.Prim.Properties.LastOwnerID;
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props.ObjectData.Name = Utils.StringToBytes(obj.Prim.Properties.Name);
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props.ObjectData.NextOwnerMask = (uint)obj.Prim.Properties.Permissions.NextOwnerMask;
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props.ObjectData.ObjectID = obj.Prim.ID;
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props.ObjectData.OwnerID = obj.Prim.Properties.OwnerID;
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props.ObjectData.OwnerMask = (uint)obj.Prim.Properties.Permissions.OwnerMask;
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props.ObjectData.OwnershipCost = obj.Prim.Properties.OwnershipCost;
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props.ObjectData.RequestFlags = (uint)type;
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props.ObjectData.SalePrice = obj.Prim.Properties.SalePrice;
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props.ObjectData.SaleType = (byte)obj.Prim.Properties.SaleType;
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agent.SendPacket(props);
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}
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else
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{
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Logger.Log("RequestObjectPropertiesFamily sent for unknown object " +
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request.ObjectData.ObjectID.ToString(), Helpers.LogLevel.Warning);
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}
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}
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void KillObject(SimulationObject obj)
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{
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lock (SceneObjects)
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SceneObjects.Dictionary.Remove(obj.Prim.LocalID);
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lock (SceneObjectsByID)
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SceneObjectsByID.Dictionary.Remove(obj.Prim.ID);
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KillObjectPacket kill = new KillObjectPacket();
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kill.ObjectData = new KillObjectPacket.ObjectDataBlock[1];
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kill.ObjectData[0] = new KillObjectPacket.ObjectDataBlock();
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kill.ObjectData[0].ID = obj.Prim.LocalID;
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lock (Server.Agents)
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{
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foreach (Agent recipient in Server.Agents.Values)
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recipient.SendPacket(kill);
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}
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}
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Vector3 FullSceneCollisionTest(Vector3 rayStart, Vector3 rayEnd)
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{
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// HACK: For now
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Logger.DebugLog("Full scene collision test was requested, ignoring");
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return rayEnd;
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}
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Vector3 ObjectCollisionTest(Vector3 rayStart, Vector3 rayEnd, SimulationObject obj)
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{
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const float OO_THREE = 1f / 3f;
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Vector3 closestPoint = rayEnd;
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if (rayStart == rayEnd)
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{
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Logger.DebugLog("RayStart is equal to RayEnd, returning given location");
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return closestPoint;
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}
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Vector3 direction = Vector3.Normalize(rayEnd - rayStart);
|
|
Ray ray = new Ray(rayStart, direction);
|
|
|
|
// Get the mesh that has been transformed into world-space
|
|
SimpleMesh mesh = null;
|
|
if (obj.Prim.ParentID != 0)
|
|
{
|
|
SimulationObject parent;
|
|
if (SceneObjects.TryGetValue(obj.Prim.ParentID, out parent))
|
|
mesh = obj.GetWorldMesh(DetailLevel.Low, parent);
|
|
}
|
|
else
|
|
{
|
|
mesh = obj.GetWorldMesh(DetailLevel.Low, null);
|
|
}
|
|
|
|
|
|
if (mesh != null)
|
|
{
|
|
// Iterate through all of the triangles in the mesh, doing a ray-triangle intersection
|
|
|
|
float closestDistance = Single.MaxValue;
|
|
for (int i = 0; i < mesh.Indices.Count; i += 3)
|
|
{
|
|
Vector3 point0 = mesh.Vertices[mesh.Indices[i + 0]].Position;
|
|
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))
|
|
{
|
|
// 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;
|
|
}
|
|
}
|
|
}
|
|
|
|
return closestPoint;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Adapted from http://www.cs.virginia.edu/~gfx/Courses/2003/ImageSynthesis/papers/Acceleration/Fast%20MinimumStorage%20RayTriangle%20Intersection.pdf
|
|
/// </summary>
|
|
/// <param name="origin">Origin point of the ray</param>
|
|
/// <param name="direction">Unit vector representing the direction of the ray</param>
|
|
/// <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>
|
|
/// <returns>True if the ray passes through the triangle, otherwise false</returns>
|
|
bool RayTriangleIntersection(Vector3 origin, Vector3 direction, Vector3 vert0, Vector3 vert1, Vector3 vert2)
|
|
{
|
|
const float EPSILON = 0.00001f;
|
|
|
|
Vector3 edge1, edge2, pvec;
|
|
float determinant, invDeterminant;
|
|
|
|
// Find vectors for two edges sharing vert0
|
|
edge1 = vert1 - vert0;
|
|
edge2 = vert2 - vert0;
|
|
|
|
// Begin calculating the determinant
|
|
pvec = Vector3.Cross(direction, edge2);
|
|
|
|
// If the determinant is near zero, ray lies in plane of triangle
|
|
determinant = Vector3.Dot(edge1, pvec);
|
|
|
|
if (determinant > -EPSILON && determinant < EPSILON)
|
|
return false;
|
|
|
|
invDeterminant = 1f / determinant;
|
|
|
|
// Calculate distance from vert0 to ray origin
|
|
Vector3 tvec = origin - vert0;
|
|
|
|
// Calculate U parameter and test bounds
|
|
float u = Vector3.Dot(tvec, pvec) * invDeterminant;
|
|
if (u < 0.0f || u > 1.0f)
|
|
return false;
|
|
|
|
// Prepare to test V parameter
|
|
Vector3 qvec = Vector3.Cross(tvec, edge1);
|
|
|
|
// Calculate V parameter and test bounds
|
|
float v = Vector3.Dot(direction, qvec) * invDeterminant;
|
|
if (v < 0.0f || u + v > 1.0f)
|
|
return false;
|
|
|
|
//t = Vector3.Dot(edge2, qvec) * invDeterminant;
|
|
|
|
return true;
|
|
}
|
|
}
|
|
}
|