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author | Dahlia Trimble | 2008-12-22 06:07:51 +0000 |
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committer | Dahlia Trimble | 2008-12-22 06:07:51 +0000 |
commit | c66cfb51f7a83737cf2e48b1bab6f91e7c6f3a6f (patch) | |
tree | ef73f38b46da1275cc92710d97d733d007a1e49c | |
parent | On closing EQs, make sure to wait for the viewer to fetch the last events. (diff) | |
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Fix a floating point comparison that was causing some misshaped triangles on some prim faces
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/Physics/Meshing/PrimMesher.cs | 27 |
1 files changed, 19 insertions, 8 deletions
diff --git a/OpenSim/Region/Physics/Meshing/PrimMesher.cs b/OpenSim/Region/Physics/Meshing/PrimMesher.cs index f00a05c..9b20275 100644 --- a/OpenSim/Region/Physics/Meshing/PrimMesher.cs +++ b/OpenSim/Region/Physics/Meshing/PrimMesher.cs | |||
@@ -651,7 +651,8 @@ namespace PrimMesher | |||
651 | this.numOuterVerts = angles.angles.Count; | 651 | this.numOuterVerts = angles.angles.Count; |
652 | 652 | ||
653 | // flag to create as few triangles as possible for 3 or 4 side profile | 653 | // flag to create as few triangles as possible for 3 or 4 side profile |
654 | bool simpleFace = (sides < 5 && !(hasHollow || hasProfileCut)); | 654 | //bool simpleFace = (sides < 5 && !(hasHollow || hasProfileCut)); |
655 | bool simpleFace = (sides < 5 && !hasHollow && !hasProfileCut); | ||
655 | 656 | ||
656 | if (hasHollow) | 657 | if (hasHollow) |
657 | { | 658 | { |
@@ -709,7 +710,7 @@ namespace PrimMesher | |||
709 | 710 | ||
710 | for (int i = 0; i < numAngles; i++) | 711 | for (int i = 0; i < numAngles; i++) |
711 | { | 712 | { |
712 | // int iNext = i == numAngles ? i + 1 : 0; | 713 | //int iNext = i == numAngles ? i + 1 : 0; |
713 | angle = angles.angles[i]; | 714 | angle = angles.angles[i]; |
714 | newVert.X = angle.X * xScale; | 715 | newVert.X = angle.X * xScale; |
715 | newVert.Y = angle.Y * yScale; | 716 | newVert.Y = angle.Y * yScale; |
@@ -717,7 +718,6 @@ namespace PrimMesher | |||
717 | this.coords.Add(newVert); | 718 | this.coords.Add(newVert); |
718 | if (this.calcVertexNormals) | 719 | if (this.calcVertexNormals) |
719 | { | 720 | { |
720 | |||
721 | if (sides < 5) | 721 | if (sides < 5) |
722 | { | 722 | { |
723 | this.vertexNormals.Add(angles.normals[i]); | 723 | this.vertexNormals.Add(angles.normals[i]); |
@@ -731,7 +731,7 @@ namespace PrimMesher | |||
731 | } | 731 | } |
732 | } | 732 | } |
733 | 733 | ||
734 | if (hollow > 0.0f) | 734 | if (hasHollow) |
735 | { | 735 | { |
736 | if (hollowSides == sides) | 736 | if (hollowSides == sides) |
737 | { | 737 | { |
@@ -807,7 +807,7 @@ namespace PrimMesher | |||
807 | for (int i = 0; i < numHollowVerts; i++) // i is the index for inner vertices | 807 | for (int i = 0; i < numHollowVerts; i++) // i is the index for inner vertices |
808 | { | 808 | { |
809 | if (j < maxJ) | 809 | if (j < maxJ) |
810 | if (angles.angles[j + 1].angle - hollowAngles.angles[i].angle <= hollowAngles.angles[i].angle - angles.angles[j].angle) | 810 | if (angles.angles[j + 1].angle - hollowAngles.angles[i].angle < hollowAngles.angles[i].angle - angles.angles[j].angle + 0.000001f) |
811 | { | 811 | { |
812 | newFace.v1 = numTotalVerts - i - 1; | 812 | newFace.v1 = numTotalVerts - i - 1; |
813 | newFace.v2 = j; | 813 | newFace.v2 = j; |
@@ -832,7 +832,7 @@ namespace PrimMesher | |||
832 | for (int i = 0; i < numOuterVerts; i++) | 832 | for (int i = 0; i < numOuterVerts; i++) |
833 | { | 833 | { |
834 | if (j < maxJ) | 834 | if (j < maxJ) |
835 | if (hollowAngles.angles[j + 1].angle - angles.angles[i].angle <= angles.angles[i].angle - hollowAngles.angles[j].angle) | 835 | if (hollowAngles.angles[j + 1].angle - angles.angles[i].angle < angles.angles[i].angle - hollowAngles.angles[j].angle + 0.000001f) |
836 | { | 836 | { |
837 | newFace.v1 = i; | 837 | newFace.v1 = i; |
838 | newFace.v2 = numTotalVerts - j - 2; | 838 | newFace.v2 = numTotalVerts - j - 2; |
@@ -853,6 +853,7 @@ namespace PrimMesher | |||
853 | } | 853 | } |
854 | 854 | ||
855 | this.coords.AddRange(hollowCoords); | 855 | this.coords.AddRange(hollowCoords); |
856 | |||
856 | if (this.calcVertexNormals) | 857 | if (this.calcVertexNormals) |
857 | { | 858 | { |
858 | this.vertexNormals.AddRange(hollowNormals); | 859 | this.vertexNormals.AddRange(hollowNormals); |
@@ -1327,6 +1328,8 @@ namespace PrimMesher | |||
1327 | profile.MakeFaceUVs(); | 1328 | profile.MakeFaceUVs(); |
1328 | } | 1329 | } |
1329 | 1330 | ||
1331 | if (this.sides == 4 && this.hollowSides == 3) | ||
1332 | profile.DumpRaw("d:\\", "primProfile", ""); | ||
1330 | 1333 | ||
1331 | Coord lastCutNormal1 = new Coord(); | 1334 | Coord lastCutNormal1 = new Coord(); |
1332 | Coord lastCutNormal2 = new Coord(); | 1335 | Coord lastCutNormal2 = new Coord(); |
@@ -1367,8 +1370,12 @@ namespace PrimMesher | |||
1367 | { | 1370 | { |
1368 | Coord faceNormal = newLayer.faceNormal; | 1371 | Coord faceNormal = newLayer.faceNormal; |
1369 | ViewerFace newViewerFace = new ViewerFace(0); | 1372 | ViewerFace newViewerFace = new ViewerFace(0); |
1370 | foreach (Face face in newLayer.faces) | 1373 | int numFaces = newLayer.faces.Count; |
1374 | List<Face> faces = newLayer.faces; | ||
1375 | |||
1376 | for (int i = 0; i < numFaces; i++) | ||
1371 | { | 1377 | { |
1378 | Face face = faces[i]; | ||
1372 | newViewerFace.v1 = newLayer.coords[face.v1]; | 1379 | newViewerFace.v1 = newLayer.coords[face.v1]; |
1373 | newViewerFace.v2 = newLayer.coords[face.v2]; | 1380 | newViewerFace.v2 = newLayer.coords[face.v2]; |
1374 | newViewerFace.v3 = newLayer.coords[face.v3]; | 1381 | newViewerFace.v3 = newLayer.coords[face.v3]; |
@@ -1558,8 +1565,12 @@ namespace PrimMesher | |||
1558 | Coord faceNormal = newLayer.faceNormal; | 1565 | Coord faceNormal = newLayer.faceNormal; |
1559 | ViewerFace newViewerFace = new ViewerFace(); | 1566 | ViewerFace newViewerFace = new ViewerFace(); |
1560 | newViewerFace.primFaceNumber = newLayer.bottomFaceNumber; | 1567 | newViewerFace.primFaceNumber = newLayer.bottomFaceNumber; |
1561 | foreach (Face face in newLayer.faces) | 1568 | int numFaces = newLayer.faces.Count; |
1569 | List<Face> faces = newLayer.faces; | ||
1570 | |||
1571 | for (int i = 0; i < numFaces; i++) | ||
1562 | { | 1572 | { |
1573 | Face face = faces[i]; | ||
1563 | newViewerFace.v1 = newLayer.coords[face.v1 - coordsLen]; | 1574 | newViewerFace.v1 = newLayer.coords[face.v1 - coordsLen]; |
1564 | newViewerFace.v2 = newLayer.coords[face.v2 - coordsLen]; | 1575 | newViewerFace.v2 = newLayer.coords[face.v2 - coordsLen]; |
1565 | newViewerFace.v3 = newLayer.coords[face.v3 - coordsLen]; | 1576 | newViewerFace.v3 = newLayer.coords[face.v3 - coordsLen]; |