private ContactResult[] ObjectIntersection(Vector3 rayStart, Vector3 rayEnd, bool includePhysical, bool includeNonPhysical, bool includePhantom)
{
Ray ray = new Ray(rayStart, Vector3.Normalize(rayEnd - rayStart));
List<ContactResult> contacts = new List<ContactResult>();
Vector3 ab = rayEnd - rayStart;
World.ForEachSOG(delegate(SceneObjectGroup group)
{
if (m_host.ParentGroup == group)
return;
if (group.IsAttachment)
return;
if (group.RootPart.PhysActor == null)
{
if (!includePhantom)
return;
}
else
{
if (group.RootPart.PhysActor.IsPhysical)
{
if (!includePhysical)
return;
}
else
{
if (!includeNonPhysical)
return;
}
}
// Find the radius ouside of which we don't even need to hit test
float minX;
float maxX;
float minY;
float maxY;
float minZ;
float maxZ;
float radius = 0.0f;
group.GetAxisAlignedBoundingBoxRaw(out minX, out maxX, out minY, out maxY, out minZ, out maxZ);
if (Math.Abs(minX) > radius)
radius = Math.Abs(minX);
if (Math.Abs(minY) > radius)
radius = Math.Abs(minY);
if (Math.Abs(minZ) > radius)
radius = Math.Abs(minZ);
if (Math.Abs(maxX) > radius)
radius = Math.Abs(maxX);
if (Math.Abs(maxY) > radius)
radius = Math.Abs(maxY);
if (Math.Abs(maxZ) > radius)
radius = Math.Abs(maxZ);
radius = radius*1.413f;
Vector3 ac = group.AbsolutePosition - rayStart;
// Vector3 bc = group.AbsolutePosition - rayEnd;
double d = Math.Abs(Vector3.Mag(Vector3.Cross(ab, ac)) / Vector3.Distance(rayStart, rayEnd));
// Too far off ray, don't bother
if (d > radius)
return;
// Behind ray, drop
double d2 = Vector3.Dot(Vector3.Negate(ab), ac);
if (d2 > 0)
return;
ray = new Ray(rayStart, Vector3.Normalize(rayEnd - rayStart));
EntityIntersection intersection = group.TestIntersection(ray, true, false);
// Miss.
if (!intersection.HitTF)
return;
Vector3 b1 = group.AbsolutePosition + new Vector3(minX, minY, minZ);
Vector3 b2 = group.AbsolutePosition + new Vector3(maxX, maxY, maxZ);
//m_log.DebugFormat("[LLCASTRAY]: min<{0},{1},{2}>, max<{3},{4},{5}> = hitp<{6},{7},{8}>", b1.X,b1.Y,b1.Z,b2.X,b2.Y,b2.Z,intersection.ipoint.X,intersection.ipoint.Y,intersection.ipoint.Z);
if (!(intersection.ipoint.X >= b1.X && intersection.ipoint.X <= b2.X &&
intersection.ipoint.Y >= b1.Y && intersection.ipoint.Y <= b2.Y &&
intersection.ipoint.Z >= b1.Z && intersection.ipoint.Z <= b2.Z))
return;
ContactResult result = new ContactResult ();
result.ConsumerID = group.LocalId;
// result.Depth = intersection.distance;
result.Normal = intersection.normal;
result.Pos = intersection.ipoint;
result.Depth = Vector3.Mag(rayStart - result.Pos);
contacts.Add(result);
});
return contacts.ToArray();
}