public EntityIntersection TestIntersection(Ray hRay, bool frontFacesOnly, bool faceCenters)
{
// We got a request from the inner_scene to raytrace along the Ray hRay
// We're going to check all of the prim in this group for intersection with the ray
// If we get a result, we're going to find the closest result to the origin of the ray
// and send back the intersection information back to the innerscene.
EntityIntersection result = new EntityIntersection();
foreach (SceneObjectPart part in m_partsList)
{
// Temporary commented to stop compiler warning
//Vector3 partPosition =
// new Vector3(part.AbsolutePosition.X, part.AbsolutePosition.Y, part.AbsolutePosition.Z);
Quaternion parentrotation = GroupRotation;
// Telling the prim to raytrace.
//EntityIntersection inter = part.TestIntersection(hRay, parentrotation);
EntityIntersection inter = part.TestIntersectionOBB(hRay, parentrotation, frontFacesOnly, faceCenters);
// This may need to be updated to the maximum draw distance possible..
// We might (and probably will) be checking for prim creation from other sims
// when the camera crosses the border.
if (m_scene != null)
{
float idist = (m_scene.RegionInfo.RegionSizeX + m_scene.RegionInfo.RegionSizeY) / 2f;
if (inter.HitTF)
{
// We need to find the closest prim to return to the testcaller along the ray
if (inter.distance < idist)
{
result.HitTF = true;
result.ipoint = inter.ipoint;
result.obj = part;
result.normal = inter.normal;
result.distance = inter.distance;
}
}
}
}
return result;
}