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authorDahlia Trimble2008-11-29 11:02:14 +0000
committerDahlia Trimble2008-11-29 11:02:14 +0000
commitfdd238833163eb947986bfcdd09da82f6949a5f2 (patch)
tree6b90177758405f6106f4f5d4d75e3b98bf08053c /OpenSim/Region/Physics/Meshing/Mesh.cs
parentComment the ScriptSponsor and restore the indefinite lifetime for (diff)
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Update meshing code to sync with current PrimMesher.cs on forge.
Migrate sculpt meshing code to primMesher version. This should result in more accurate physical sculpted prim proxies. Remove much obsolete code from Region/Physics/Meshing
Diffstat (limited to 'OpenSim/Region/Physics/Meshing/Mesh.cs')
-rw-r--r--OpenSim/Region/Physics/Meshing/Mesh.cs20
1 files changed, 0 insertions, 20 deletions
diff --git a/OpenSim/Region/Physics/Meshing/Mesh.cs b/OpenSim/Region/Physics/Meshing/Mesh.cs
index 583b485..5a565ff 100644
--- a/OpenSim/Region/Physics/Meshing/Mesh.cs
+++ b/OpenSim/Region/Physics/Meshing/Mesh.cs
@@ -115,26 +115,6 @@ namespace OpenSim.Region.Physics.Meshing
115 vertices.Remove(v); 115 vertices.Remove(v);
116 } 116 }
117 117
118 public void RemoveTrianglesOutside(SimpleHull hull)
119 {
120 int i;
121
122 for (i = 0; i < triangles.Count; i++)
123 {
124 Triangle t = triangles[i];
125 Vertex v1 = t.v1;
126 Vertex v2 = t.v2;
127 Vertex v3 = t.v3;
128 PhysicsVector m = v1 + v2 + v3;
129 m /= 3.0f;
130 if (!hull.IsPointIn(new Vertex(m)))
131 {
132 triangles.RemoveAt(i);
133 i--;
134 }
135 }
136 }
137
138 public void Add(List<Vertex> lv) 118 public void Add(List<Vertex> lv)
139 { 119 {
140 foreach (Vertex v in lv) 120 foreach (Vertex v in lv)