aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/Physics/Meshing/Mesh.cs
diff options
context:
space:
mode:
authorUbitUmarov2012-02-11 03:25:17 +0000
committerUbitUmarov2012-02-11 03:25:17 +0000
commitf415256e0b0d4b0191d52cb84090a0f1b0044ae9 (patch)
tree79b1a9edef88ebed7c5fa2bdd693be4571d07aa7 /OpenSim/Region/Physics/Meshing/Mesh.cs
parent scale avatar push force with avatar density (diff)
downloadopensim-SC-f415256e0b0d4b0191d52cb84090a0f1b0044ae9.zip
opensim-SC-f415256e0b0d4b0191d52cb84090a0f1b0044ae9.tar.gz
opensim-SC-f415256e0b0d4b0191d52cb84090a0f1b0044ae9.tar.bz2
opensim-SC-f415256e0b0d4b0191d52cb84090a0f1b0044ae9.tar.xz
Use mesh to estimate real center of prims if avaiable. Let sculpt map textures with alpha channel work. On linux J2DecodeCache folder must be deleted to remove bad entries. Corrently this can't be cached on linux (mono/ cairo/? problem)
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/Physics/Meshing/Mesh.cs72
1 files changed, 70 insertions, 2 deletions
diff --git a/OpenSim/Region/Physics/Meshing/Mesh.cs b/OpenSim/Region/Physics/Meshing/Mesh.cs
index f781ff9..c715642 100644
--- a/OpenSim/Region/Physics/Meshing/Mesh.cs
+++ b/OpenSim/Region/Physics/Meshing/Mesh.cs
@@ -46,11 +46,36 @@ namespace OpenSim.Region.Physics.Meshing
46 IntPtr m_indicesPtr = IntPtr.Zero; 46 IntPtr m_indicesPtr = IntPtr.Zero;
47 int m_indexCount = 0; 47 int m_indexCount = 0;
48 public float[] m_normals; 48 public float[] m_normals;
49 Vector3 _centroid;
50 int _centroidDiv;
51
52 private class vertexcomp : IEqualityComparer<Vertex>
53 {
54 public bool Equals(Vertex v1, Vertex v2)
55 {
56 if (v1.X == v2.X && v1.Y == v2.Y && v1.Z == v2.Z)
57 return true;
58 else
59 return false;
60 }
61 public int GetHashCode(Vertex v)
62 {
63 int a = v.X.GetHashCode();
64 int b = v.Y.GetHashCode();
65 int c = v.Z.GetHashCode();
66 return (a << 16) ^ (b << 8) ^ c;
67 }
68
69 }
49 70
50 public Mesh() 71 public Mesh()
51 { 72 {
52 m_vertices = new Dictionary<Vertex, int>(); 73 vertexcomp vcomp = new vertexcomp();
74
75 m_vertices = new Dictionary<Vertex, int>(vcomp);
53 m_triangles = new List<Triangle>(); 76 m_triangles = new List<Triangle>();
77 _centroid = Vector3.Zero;
78 _centroidDiv = 0;
54 } 79 }
55 80
56 public Mesh Clone() 81 public Mesh Clone()
@@ -61,7 +86,8 @@ namespace OpenSim.Region.Physics.Meshing
61 { 86 {
62 result.Add(new Triangle(t.v1.Clone(), t.v2.Clone(), t.v3.Clone())); 87 result.Add(new Triangle(t.v1.Clone(), t.v2.Clone(), t.v3.Clone()));
63 } 88 }
64 89 result._centroid = _centroid;
90 result._centroidDiv = _centroidDiv;
65 return result; 91 return result;
66 } 92 }
67 93
@@ -71,15 +97,57 @@ namespace OpenSim.Region.Physics.Meshing
71 throw new NotSupportedException("Attempt to Add to a pinned Mesh"); 97 throw new NotSupportedException("Attempt to Add to a pinned Mesh");
72 // If a vertex of the triangle is not yet in the vertices list, 98 // If a vertex of the triangle is not yet in the vertices list,
73 // add it and set its index to the current index count 99 // add it and set its index to the current index count
100 // vertex == seems broken
101 // skip colapsed triangles
102 if ((triangle.v1.X == triangle.v2.X && triangle.v1.Y == triangle.v2.Y && triangle.v1.Z == triangle.v2.Z)
103 || (triangle.v1.X == triangle.v3.X && triangle.v1.Y == triangle.v3.Y && triangle.v1.Z == triangle.v3.Z)
104 || (triangle.v2.X == triangle.v3.X && triangle.v2.Y == triangle.v3.Y && triangle.v2.Z == triangle.v3.Z)
105 )
106 {
107 return;
108 }
109
110 if (m_vertices.Count == 0)
111 {
112 _centroidDiv = 0;
113 _centroid = Vector3.Zero;
114 }
115
74 if (!m_vertices.ContainsKey(triangle.v1)) 116 if (!m_vertices.ContainsKey(triangle.v1))
117 {
75 m_vertices[triangle.v1] = m_vertices.Count; 118 m_vertices[triangle.v1] = m_vertices.Count;
119 _centroid.X += triangle.v1.X;
120 _centroid.Y += triangle.v1.Y;
121 _centroid.Z += triangle.v1.Z;
122 _centroidDiv++;
123 }
76 if (!m_vertices.ContainsKey(triangle.v2)) 124 if (!m_vertices.ContainsKey(triangle.v2))
125 {
77 m_vertices[triangle.v2] = m_vertices.Count; 126 m_vertices[triangle.v2] = m_vertices.Count;
127 _centroid.X += triangle.v2.X;
128 _centroid.Y += triangle.v2.Y;
129 _centroid.Z += triangle.v2.Z;
130 _centroidDiv++;
131 }
78 if (!m_vertices.ContainsKey(triangle.v3)) 132 if (!m_vertices.ContainsKey(triangle.v3))
133 {
79 m_vertices[triangle.v3] = m_vertices.Count; 134 m_vertices[triangle.v3] = m_vertices.Count;
135 _centroid.X += triangle.v3.X;
136 _centroid.Y += triangle.v3.Y;
137 _centroid.Z += triangle.v3.Z;
138 _centroidDiv++;
139 }
80 m_triangles.Add(triangle); 140 m_triangles.Add(triangle);
81 } 141 }
82 142
143 public Vector3 GetCentroid()
144 {
145 if (_centroidDiv > 0)
146 return new Vector3(_centroid.X / _centroidDiv, _centroid.Y / _centroidDiv, _centroid.Z / _centroidDiv);
147 else
148 return Vector3.Zero;
149 }
150
83 public void CalcNormals() 151 public void CalcNormals()
84 { 152 {
85 int iTriangles = m_triangles.Count; 153 int iTriangles = m_triangles.Count;