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authorDahlia Trimble2008-10-10 09:16:36 +0000
committerDahlia Trimble2008-10-10 09:16:36 +0000
commit62f3e11b4e3a085e946383b84e8735830d732abf (patch)
tree02c58330a93dee9220394dbfa46fcb756a5ba1f8
parentSome decrufting (diff)
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Some more decrufting
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/Physics/Meshing/Meshmerizer.cs138
1 files changed, 30 insertions, 108 deletions
diff --git a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs
index 8a43fa5..311db79 100644
--- a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs
+++ b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs
@@ -69,36 +69,35 @@ namespace OpenSim.Region.Physics.Meshing
69 69
70 private float minSizeForComplexMesh = 0.2f; // prims with all dimensions smaller than this will have a bounding box mesh 70 private float minSizeForComplexMesh = 0.2f; // prims with all dimensions smaller than this will have a bounding box mesh
71 71
72// TODO: unused 72 private static void IntersectionParameterPD(PhysicsVector p1, PhysicsVector r1, PhysicsVector p2,
73// private static void IntersectionParameterPD(PhysicsVector p1, PhysicsVector r1, PhysicsVector p2, 73 PhysicsVector r2, ref float lambda, ref float mu)
74// PhysicsVector r2, ref float lambda, ref float mu) 74 {
75// { 75 // p1, p2, points on the straight
76// // p1, p2, points on the straight 76 // r1, r2, directional vectors of the straight. Not necessarily of length 1!
77// // r1, r2, directional vectors of the straight. Not necessarily of length 1! 77 // note, that l, m can be scaled such, that the range 0..1 is mapped to the area between two points,
78// // note, that l, m can be scaled such, that the range 0..1 is mapped to the area between two points, 78 // thus allowing to decide whether an intersection is between two points
79// // thus allowing to decide whether an intersection is between two points 79
80 80 float r1x = r1.X;
81// float r1x = r1.X; 81 float r1y = r1.Y;
82// float r1y = r1.Y; 82 float r2x = r2.X;
83// float r2x = r2.X; 83 float r2y = r2.Y;
84// float r2y = r2.Y; 84
85 85 float denom = r1y * r2x - r1x * r2y;
86// float denom = r1y*r2x - r1x*r2y; 86
87 87 if (denom == 0.0)
88// if (denom == 0.0) 88 {
89// { 89 lambda = Single.NaN;
90// lambda = Single.NaN; 90 mu = Single.NaN;
91// mu = Single.NaN; 91 return;
92// return; 92 }
93// } 93
94 94 float p1x = p1.X;
95// float p1x = p1.X; 95 float p1y = p1.Y;
96// float p1y = p1.Y; 96 float p2x = p2.X;
97// float p2x = p2.X; 97 float p2y = p2.Y;
98// float p2y = p2.Y; 98 lambda = (-p2x * r2y + p1x * r2y + (p2y - p1y) * r2x) / denom;
99// lambda = (-p2x*r2y + p1x*r2y + (p2y - p1y)*r2x)/denom; 99 mu = (-p2x * r1y + p1x * r1y + (p2y - p1y) * r1x) / denom;
100// mu = (-p2x*r1y + p1x*r1y + (p2y - p1y)*r1x)/denom; 100 }
101// }
102 101
103 private static List<Triangle> FindInfluencedTriangles(List<Triangle> triangles, Vertex v) 102 private static List<Triangle> FindInfluencedTriangles(List<Triangle> triangles, Vertex v)
104 { 103 {
@@ -432,18 +431,11 @@ namespace OpenSim.Region.Physics.Meshing
432 UInt16 taperY = primShape.PathScaleY; 431 UInt16 taperY = primShape.PathScaleY;
433 UInt16 pathShearX = primShape.PathShearX; 432 UInt16 pathShearX = primShape.PathShearX;
434 UInt16 pathShearY = primShape.PathShearY; 433 UInt16 pathShearY = primShape.PathShearY;
435 // Int16 twistTop = primShape.PathTwistBegin;
436 // Int16 twistBot = primShape.PathTwist;
437 434
438#if SPAM 435#if SPAM
439 reportPrimParams("[BOX] " + primName, primShape); 436 reportPrimParams("[BOX] " + primName, primShape);
440#endif 437#endif
441 438
442 //m_log.Error("pathShear:" + primShape.PathShearX.ToString() + "," + primShape.PathShearY.ToString());
443 //m_log.Error("pathTaper:" + primShape.PathTaperX.ToString() + "," + primShape.PathTaperY.ToString());
444 //m_log.Error("ProfileBegin:" + primShape.ProfileBegin.ToString() + "," + primShape.ProfileBegin.ToString());
445 //m_log.Error("PathScale:" + primShape.PathScaleX.ToString() + "," + primShape.PathScaleY.ToString());
446
447 // Procedure: This is based on the fact that the upper (plus) and lower (minus) Z-surface 439 // Procedure: This is based on the fact that the upper (plus) and lower (minus) Z-surface
448 // of a block are basically the same 440 // of a block are basically the same
449 // They may be warped differently but the shape is identical 441 // They may be warped differently but the shape is identical
@@ -575,12 +567,10 @@ namespace OpenSim.Region.Physics.Meshing
575 if (taperX > 100) 567 if (taperX > 100)
576 { 568 {
577 extr.taperTopFactorX = 1.0f - ((float)(taperX - 100) / 100); 569 extr.taperTopFactorX = 1.0f - ((float)(taperX - 100) / 100);
578 //System.Console.WriteLine("taperTopFactorX: " + extr.taperTopFactorX.ToString());
579 } 570 }
580 else 571 else
581 { 572 {
582 extr.taperBotFactorX = 1.0f - ((100 - (float)taperX) / 100); 573 extr.taperBotFactorX = 1.0f - ((100 - (float)taperX) / 100);
583 //System.Console.WriteLine("taperBotFactorX: " + extr.taperBotFactorX.ToString());
584 } 574 }
585 575
586 } 576 }
@@ -590,12 +580,10 @@ namespace OpenSim.Region.Physics.Meshing
590 if (taperY > 100) 580 if (taperY > 100)
591 { 581 {
592 extr.taperTopFactorY = 1.0f - ((float)(taperY - 100) / 100); 582 extr.taperTopFactorY = 1.0f - ((float)(taperY - 100) / 100);
593 //System.Console.WriteLine("taperTopFactorY: " + extr.taperTopFactorY.ToString());
594 } 583 }
595 else 584 else
596 { 585 {
597 extr.taperBotFactorY = 1.0f - ((100 - (float)taperY) / 100); 586 extr.taperBotFactorY = 1.0f - ((100 - (float)taperY) / 100);
598 //System.Console.WriteLine("taperBotFactorY: " + extr.taperBotFactorY.ToString());
599 } 587 }
600 } 588 }
601 589
@@ -1595,63 +1583,6 @@ namespace OpenSim.Region.Physics.Meshing
1595 return result; 1583 return result;
1596 } 1584 }
1597 1585
1598 public static void CalcNormals(Mesh mesh)
1599 {
1600 int iTriangles = mesh.triangles.Count;
1601
1602 mesh.normals = new float[iTriangles * 3];
1603
1604 int i = 0;
1605 foreach (Triangle t in mesh.triangles)
1606 {
1607 float ux, uy, uz;
1608 float vx, vy, vz;
1609 float wx, wy, wz;
1610
1611 ux = t.v1.X;
1612 uy = t.v1.Y;
1613 uz = t.v1.Z;
1614
1615 vx = t.v2.X;
1616 vy = t.v2.Y;
1617 vz = t.v2.Z;
1618
1619 wx = t.v3.X;
1620 wy = t.v3.Y;
1621 wz = t.v3.Z;
1622
1623
1624 // Vectors for edges
1625 float e1x, e1y, e1z;
1626 float e2x, e2y, e2z;
1627
1628 e1x = ux - vx;
1629 e1y = uy - vy;
1630 e1z = uz - vz;
1631
1632 e2x = ux - wx;
1633 e2y = uy - wy;
1634 e2z = uz - wz;
1635
1636
1637 // Cross product for normal
1638 float nx, ny, nz;
1639 nx = e1y * e2z - e1z * e2y;
1640 ny = e1z * e2x - e1x * e2z;
1641 nz = e1x * e2y - e1y * e2x;
1642
1643 // Length
1644 float l = (float)Math.Sqrt(nx * nx + ny * ny + nz * nz);
1645
1646 // Normalized "normal"
1647 nx /= l;
1648 ny /= l;
1649 nz /= l;
1650
1651 i += 3;
1652 }
1653 }
1654
1655 public static Vertex midUnitRadialPoint(Vertex a, Vertex b, float radius) 1586 public static Vertex midUnitRadialPoint(Vertex a, Vertex b, float radius)
1656 { 1587 {
1657 Vertex midpoint = new Vertex(a + b) * 0.5f; 1588 Vertex midpoint = new Vertex(a + b) * 0.5f;
@@ -1853,7 +1784,6 @@ namespace OpenSim.Region.Physics.Meshing
1853 { 1784 {
1854 SculptMesh smesh = CreateSculptMesh(primName, primShape, size, lod); 1785 SculptMesh smesh = CreateSculptMesh(primName, primShape, size, lod);
1855 mesh = (Mesh)smesh; 1786 mesh = (Mesh)smesh;
1856 //CalcNormals(mesh);
1857 } 1787 }
1858 1788
1859 else if (usePrimMesher) 1789 else if (usePrimMesher)
@@ -1866,14 +1796,12 @@ namespace OpenSim.Region.Physics.Meshing
1866 { // its a box 1796 { // its a box
1867 mesh = CreateBoxMesh(primName, primShape, size); 1797 mesh = CreateBoxMesh(primName, primShape, size);
1868 //mesh = CreateMeshFromPrimMesher(primName, primShape, size, lod); 1798 //mesh = CreateMeshFromPrimMesher(primName, primShape, size, lod);
1869 //CalcNormals(mesh);
1870 } 1799 }
1871 else if (primShape.PathCurve == (byte)Extrusion.Curve1) 1800 else if (primShape.PathCurve == (byte)Extrusion.Curve1)
1872 { // tube 1801 { // tube
1873 // do a cylinder for now 1802 // do a cylinder for now
1874 mesh = CreateCylinderMesh(primName, primShape, size); 1803 mesh = CreateCylinderMesh(primName, primShape, size);
1875 //mesh = CreateMeshFromPrimMesher(primName, primShape, size, lod); 1804 //mesh = CreateMeshFromPrimMesher(primName, primShape, size, lod);
1876 //CalcNormals(mesh);
1877 } 1805 }
1878 } 1806 }
1879 else if ((primShape.ProfileCurve & 0x07) == (byte)ProfileShape.Circle) 1807 else if ((primShape.ProfileCurve & 0x07) == (byte)ProfileShape.Circle)
@@ -1882,15 +1810,13 @@ namespace OpenSim.Region.Physics.Meshing
1882 { 1810 {
1883 mesh = CreateCylinderMesh(primName, primShape, size); 1811 mesh = CreateCylinderMesh(primName, primShape, size);
1884 //mesh = CreateMeshFromPrimMesher(primName, primShape, size, lod); 1812 //mesh = CreateMeshFromPrimMesher(primName, primShape, size, lod);
1885 //CalcNormals(mesh);
1886 } 1813 }
1887 1814
1888 // ProfileCurve seems to combine hole shape and profile curve so we need to only compare against the lower 3 bits 1815 // ProfileCurve seems to combine hole shape and profile curve so we need to only compare against the lower 3 bits
1889 else if (primShape.PathCurve == (byte) Extrusion.Curve1) 1816 else if (primShape.PathCurve == (byte) Extrusion.Curve1)
1890 { // dahlia's favorite, a torus :) 1817 { // dahlia's favorite, a torus :)
1891 mesh = CreateCircularPathMesh(primName, primShape, size); 1818 mesh = CreateCircularPathMesh(primName, primShape, size);
1892 //mesh = CreateMeshFromPrimMesher(primName, primShape, size, lod); 1819 //mesh = CreateMeshFromPrimMesher(primName, primShape, size, lod);\
1893 //CalcNormals(mesh);
1894 } 1820 }
1895 } 1821 }
1896 else if ((primShape.ProfileCurve & 0x07) == (byte)ProfileShape.HalfCircle) 1822 else if ((primShape.ProfileCurve & 0x07) == (byte)ProfileShape.HalfCircle)
@@ -1900,7 +1826,6 @@ namespace OpenSim.Region.Physics.Meshing
1900 //mesh = CreateSphereMesh(primName, primShape, size); 1826 //mesh = CreateSphereMesh(primName, primShape, size);
1901 mesh = CreateCircularPathMesh(primName, primShape, size); 1827 mesh = CreateCircularPathMesh(primName, primShape, size);
1902 //mesh = CreateMeshFromPrimMesher(primName, primShape, size, lod); 1828 //mesh = CreateMeshFromPrimMesher(primName, primShape, size, lod);
1903 //CalcNormals(mesh);
1904 } 1829 }
1905 } 1830 }
1906 else if ((primShape.ProfileCurve & 0x07) == (byte)ProfileShape.EquilateralTriangle) 1831 else if ((primShape.ProfileCurve & 0x07) == (byte)ProfileShape.EquilateralTriangle)
@@ -1909,20 +1834,17 @@ namespace OpenSim.Region.Physics.Meshing
1909 { 1834 {
1910 mesh = CreatePrismMesh(primName, primShape, size); 1835 mesh = CreatePrismMesh(primName, primShape, size);
1911 //mesh = CreateMeshFromPrimMesher(primName, primShape, size, lod); 1836 //mesh = CreateMeshFromPrimMesher(primName, primShape, size, lod);
1912 //CalcNormals(mesh);
1913 } 1837 }
1914 else if (primShape.PathCurve == (byte) Extrusion.Curve1) 1838 else if (primShape.PathCurve == (byte) Extrusion.Curve1)
1915 { // a ring - do a cylinder for now 1839 { // a ring - do a cylinder for now
1916 //mesh = CreateCylinderMesh(primName, primShape, size); 1840 //mesh = CreateCylinderMesh(primName, primShape, size);
1917 mesh = CreateCircularPathMesh(primName, primShape, size); 1841 mesh = CreateCircularPathMesh(primName, primShape, size);
1918 //mesh = CreateMeshFromPrimMesher(primName, primShape, size, lod); 1842 //mesh = CreateMeshFromPrimMesher(primName, primShape, size, lod);
1919 //CalcNormals(mesh);
1920 } 1843 }
1921 } 1844 }
1922 else // just do a box 1845 else // just do a box
1923 { 1846 {
1924 mesh = CreateBoxMesh(primName, primShape, size); 1847 mesh = CreateBoxMesh(primName, primShape, size);
1925 //CalcNormals(mesh);
1926 } 1848 }
1927 1849
1928 if (mesh != null) 1850 if (mesh != null)