diff options
author | Dahlia Trimble | 2008-07-21 23:08:23 +0000 |
---|---|---|
committer | Dahlia Trimble | 2008-07-21 23:08:23 +0000 |
commit | 492b25362ca85153c40c35152e317e2a16ff8acc (patch) | |
tree | 638d2a902c1257a77b183b4c71154193e1b1875d /OpenSim/Region/Physics/Meshing/Meshmerizer.cs | |
parent | * Give new uuids to all the objects loaded in from an archive. (diff) | |
download | opensim-SC-492b25362ca85153c40c35152e317e2a16ff8acc.zip opensim-SC-492b25362ca85153c40c35152e317e2a16ff8acc.tar.gz opensim-SC-492b25362ca85153c40c35152e317e2a16ff8acc.tar.bz2 opensim-SC-492b25362ca85153c40c35152e317e2a16ff8acc.tar.xz |
Clean up Meshmerizer.cs a bit to make it more readable
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/Physics/Meshing/Meshmerizer.cs | 252 |
1 files changed, 2 insertions, 250 deletions
diff --git a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs index 045a25d..984114b 100644 --- a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs +++ b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs | |||
@@ -265,97 +265,8 @@ namespace OpenSim.Region.Physics.Meshing | |||
265 | { | 265 | { |
266 | float hollowFactorF = (float)fhollowFactor / (float)50000; | 266 | float hollowFactorF = (float)fhollowFactor / (float)50000; |
267 | 267 | ||
268 | //Vertex IQ1Q15 = new Vertex(-0.35f * hollowFactorF, -0.35f * hollowFactorF, 0.0f); | ||
269 | //Vertex IQ1Q16 = new Vertex(-0.30f * hollowFactorF, -0.40f * hollowFactorF, 0.0f); | ||
270 | //Vertex IQ1Q17 = new Vertex(-0.24f * hollowFactorF, -0.43f * hollowFactorF, 0.0f); | ||
271 | //Vertex IQ1Q18 = new Vertex(-0.18f * hollowFactorF, -0.46f * hollowFactorF, 0.0f); | ||
272 | //Vertex IQ1Q19 = new Vertex(-0.11f * hollowFactorF, -0.48f * hollowFactorF, 0.0f); | ||
273 | |||
274 | //Vertex IQ2Q10 = new Vertex(+0.0f * hollowFactorF, -0.50f * hollowFactorF, 0.0f); | ||
275 | //Vertex IQ2Q11 = new Vertex(+0.11f * hollowFactorF, -0.48f * hollowFactorF, 0.0f); | ||
276 | //Vertex IQ2Q12 = new Vertex(+0.18f * hollowFactorF, -0.46f * hollowFactorF, 0.0f); | ||
277 | //Vertex IQ2Q13 = new Vertex(+0.24f * hollowFactorF, -0.43f * hollowFactorF, 0.0f); | ||
278 | //Vertex IQ2Q14 = new Vertex(+0.30f * hollowFactorF, -0.40f * hollowFactorF, 0.0f); | ||
279 | //Vertex IQ2Q15 = new Vertex(+0.35f * hollowFactorF, -0.35f * hollowFactorF, 0.0f); | ||
280 | //Vertex IQ2Q16 = new Vertex(+0.40f * hollowFactorF, -0.30f * hollowFactorF, 0.0f); | ||
281 | //Vertex IQ2Q17 = new Vertex(+0.43f * hollowFactorF, -0.24f * hollowFactorF, 0.0f); | ||
282 | //Vertex IQ2Q18 = new Vertex(+0.46f * hollowFactorF, -0.18f * hollowFactorF, 0.0f); | ||
283 | //Vertex IQ2Q19 = new Vertex(+0.48f * hollowFactorF, -0.11f * hollowFactorF, 0.0f); | ||
284 | |||
285 | //Vertex IQ2Q20 = new Vertex(+0.50f * hollowFactorF, +0.0f * hollowFactorF, 0.0f); | ||
286 | //Vertex IQ2Q21 = new Vertex(+0.48f * hollowFactorF, +0.11f * hollowFactorF, 0.0f); | ||
287 | //Vertex IQ2Q22 = new Vertex(+0.46f * hollowFactorF, +0.18f * hollowFactorF, 0.0f); | ||
288 | //Vertex IQ2Q23 = new Vertex(+0.43f * hollowFactorF, +0.24f * hollowFactorF, 0.0f); | ||
289 | //Vertex IQ2Q24 = new Vertex(+0.40f * hollowFactorF, +0.30f * hollowFactorF, 0.0f); | ||
290 | //Vertex IQ2Q25 = new Vertex(+0.35f * hollowFactorF, +0.35f * hollowFactorF, 0.0f); | ||
291 | //Vertex IQ2Q26 = new Vertex(+0.30f * hollowFactorF, +0.40f * hollowFactorF, 0.0f); | ||
292 | //Vertex IQ2Q27 = new Vertex(+0.24f * hollowFactorF, +0.43f * hollowFactorF, 0.0f); | ||
293 | //Vertex IQ2Q28 = new Vertex(+0.18f * hollowFactorF, +0.46f * hollowFactorF, 0.0f); | ||
294 | //Vertex IQ2Q29 = new Vertex(+0.11f * hollowFactorF, +0.48f * hollowFactorF, 0.0f); | ||
295 | |||
296 | //Vertex IQ1Q20 = new Vertex(+0.0f * hollowFactorF, +0.50f * hollowFactorF, 0.0f); | ||
297 | //Vertex IQ1Q21 = new Vertex(-0.11f * hollowFactorF, +0.48f * hollowFactorF, 0.0f); | ||
298 | //Vertex IQ1Q22 = new Vertex(-0.18f * hollowFactorF, +0.46f * hollowFactorF, 0.0f); | ||
299 | //Vertex IQ1Q23 = new Vertex(-0.24f * hollowFactorF, +0.43f * hollowFactorF, 0.0f); | ||
300 | //Vertex IQ1Q24 = new Vertex(-0.30f * hollowFactorF, +0.40f * hollowFactorF, 0.0f); | ||
301 | //Vertex IQ1Q25 = new Vertex(-0.35f * hollowFactorF, +0.35f * hollowFactorF, 0.0f); | ||
302 | //Vertex IQ1Q26 = new Vertex(-0.40f * hollowFactorF, +0.30f * hollowFactorF, 0.0f); | ||
303 | //Vertex IQ1Q27 = new Vertex(-0.43f * hollowFactorF, +0.24f * hollowFactorF, 0.0f); | ||
304 | //Vertex IQ1Q28 = new Vertex(-0.46f * hollowFactorF, +0.18f * hollowFactorF, 0.0f); | ||
305 | //Vertex IQ1Q29 = new Vertex(-0.48f * hollowFactorF, +0.11f * hollowFactorF, 0.0f); | ||
306 | |||
307 | //Vertex IQ1Q10 = new Vertex(-0.50f * hollowFactorF, +0.0f * hollowFactorF, 0.0f); | ||
308 | //Vertex IQ1Q11 = new Vertex(-0.48f * hollowFactorF, -0.11f * hollowFactorF, 0.0f); | ||
309 | //Vertex IQ1Q12 = new Vertex(-0.46f * hollowFactorF, -0.18f * hollowFactorF, 0.0f); | ||
310 | //Vertex IQ1Q13 = new Vertex(-0.43f * hollowFactorF, -0.24f * hollowFactorF, 0.0f); | ||
311 | //Vertex IQ1Q14 = new Vertex(-0.40f * hollowFactorF, -0.30f * hollowFactorF, 0.0f); | ||
312 | |||
313 | //Counter clockwise around the quadrants | 268 | //Counter clockwise around the quadrants |
314 | holeHull = new SimpleHull(); | 269 | holeHull = new SimpleHull(); |
315 | //holeHull.AddVertex(IQ1Q15); | ||
316 | //holeHull.AddVertex(IQ1Q14); | ||
317 | //holeHull.AddVertex(IQ1Q13); | ||
318 | //holeHull.AddVertex(IQ1Q12); | ||
319 | //holeHull.AddVertex(IQ1Q11); | ||
320 | //holeHull.AddVertex(IQ1Q10); | ||
321 | |||
322 | //holeHull.AddVertex(IQ1Q29); | ||
323 | //holeHull.AddVertex(IQ1Q28); | ||
324 | //holeHull.AddVertex(IQ1Q27); | ||
325 | //holeHull.AddVertex(IQ1Q26); | ||
326 | //holeHull.AddVertex(IQ1Q25); | ||
327 | //holeHull.AddVertex(IQ1Q24); | ||
328 | //holeHull.AddVertex(IQ1Q23); | ||
329 | //holeHull.AddVertex(IQ1Q22); | ||
330 | //holeHull.AddVertex(IQ1Q21); | ||
331 | //holeHull.AddVertex(IQ1Q20); | ||
332 | |||
333 | //holeHull.AddVertex(IQ2Q29); | ||
334 | //holeHull.AddVertex(IQ2Q28); | ||
335 | //holeHull.AddVertex(IQ2Q27); | ||
336 | //holeHull.AddVertex(IQ2Q26); | ||
337 | //holeHull.AddVertex(IQ2Q25); | ||
338 | //holeHull.AddVertex(IQ2Q24); | ||
339 | //holeHull.AddVertex(IQ2Q23); | ||
340 | //holeHull.AddVertex(IQ2Q22); | ||
341 | //holeHull.AddVertex(IQ2Q21); | ||
342 | //holeHull.AddVertex(IQ2Q20); | ||
343 | |||
344 | //holeHull.AddVertex(IQ2Q19); | ||
345 | //holeHull.AddVertex(IQ2Q18); | ||
346 | //holeHull.AddVertex(IQ2Q17); | ||
347 | //holeHull.AddVertex(IQ2Q16); | ||
348 | //holeHull.AddVertex(IQ2Q15); | ||
349 | //holeHull.AddVertex(IQ2Q14); | ||
350 | //holeHull.AddVertex(IQ2Q13); | ||
351 | //holeHull.AddVertex(IQ2Q12); | ||
352 | //holeHull.AddVertex(IQ2Q11); | ||
353 | //holeHull.AddVertex(IQ2Q10); | ||
354 | |||
355 | //holeHull.AddVertex(IQ1Q19); | ||
356 | //holeHull.AddVertex(IQ1Q18); | ||
357 | //holeHull.AddVertex(IQ1Q17); | ||
358 | //holeHull.AddVertex(IQ1Q16); | ||
359 | 270 | ||
360 | holeHull.AddVertex(new Vertex(0.353553f * hollowFactorF, 0.353553f * hollowFactorF, 0.0f)); // 45 degrees | 271 | holeHull.AddVertex(new Vertex(0.353553f * hollowFactorF, 0.353553f * hollowFactorF, 0.0f)); // 45 degrees |
361 | holeHull.AddVertex(new Vertex(0.433013f * hollowFactorF, 0.250000f * hollowFactorF, 0.0f)); // 30 degrees | 272 | holeHull.AddVertex(new Vertex(0.433013f * hollowFactorF, 0.250000f * hollowFactorF, 0.0f)); // 30 degrees |
@@ -440,11 +351,6 @@ namespace OpenSim.Region.Physics.Meshing | |||
440 | 351 | ||
441 | // bottom | 352 | // bottom |
442 | 353 | ||
443 | //box.Add(new Vertex(maxX, maxY, minZ)); | ||
444 | //box.Add(new Vertex(minX, maxY, minZ)); | ||
445 | //box.Add(new Vertex(minX, minY, minZ)); | ||
446 | //box.Add(new Vertex(maxX, minY, minZ)); | ||
447 | |||
448 | box.Add(new Vertex(minX, maxY, minZ)); | 354 | box.Add(new Vertex(minX, maxY, minZ)); |
449 | box.Add(new Vertex(maxX, maxY, minZ)); | 355 | box.Add(new Vertex(maxX, maxY, minZ)); |
450 | box.Add(new Vertex(maxX, minY, minZ)); | 356 | box.Add(new Vertex(maxX, minY, minZ)); |
@@ -549,10 +455,7 @@ namespace OpenSim.Region.Physics.Meshing | |||
549 | Vertex MP = new Vertex(-0.5f, +0.5f, 0.0f); | 455 | Vertex MP = new Vertex(-0.5f, +0.5f, 0.0f); |
550 | 456 | ||
551 | SimpleHull outerHull = new SimpleHull(); | 457 | SimpleHull outerHull = new SimpleHull(); |
552 | //outerHull.AddVertex(MM); | 458 | |
553 | //outerHull.AddVertex(PM); | ||
554 | //outerHull.AddVertex(PP); | ||
555 | //outerHull.AddVertex(MP); | ||
556 | outerHull.AddVertex(PP); | 459 | outerHull.AddVertex(PP); |
557 | outerHull.AddVertex(MP); | 460 | outerHull.AddVertex(MP); |
558 | outerHull.AddVertex(MM); | 461 | outerHull.AddVertex(MM); |
@@ -805,98 +708,8 @@ namespace OpenSim.Region.Physics.Meshing | |||
805 | // The mapping to Scene space is done later during the "extrusion" phase | 708 | // The mapping to Scene space is done later during the "extrusion" phase |
806 | 709 | ||
807 | // Base | 710 | // Base |
808 | // Q1Q15 = Quadrant 1, Quadrant1, Vertex 5 | ||
809 | //Vertex Q1Q15 = new Vertex(-0.35f, -0.35f, 0.0f); | ||
810 | //Vertex Q1Q16 = new Vertex(-0.30f, -0.40f, 0.0f); | ||
811 | //Vertex Q1Q17 = new Vertex(-0.24f, -0.43f, 0.0f); | ||
812 | //Vertex Q1Q18 = new Vertex(-0.18f, -0.46f, 0.0f); | ||
813 | //Vertex Q1Q19 = new Vertex(-0.11f, -0.48f, 0.0f); | ||
814 | |||
815 | //Vertex Q2Q10 = new Vertex(+0.0f, -0.50f, 0.0f); | ||
816 | //Vertex Q2Q11 = new Vertex(+0.11f, -0.48f, 0.0f); | ||
817 | //Vertex Q2Q12 = new Vertex(+0.18f, -0.46f, 0.0f); | ||
818 | //Vertex Q2Q13 = new Vertex(+0.24f, -0.43f, 0.0f); | ||
819 | //Vertex Q2Q14 = new Vertex(+0.30f, -0.40f, 0.0f); | ||
820 | //Vertex Q2Q15 = new Vertex(+0.35f, -0.35f, 0.0f); | ||
821 | //Vertex Q2Q16 = new Vertex(+0.40f, -0.30f, 0.0f); | ||
822 | //Vertex Q2Q17 = new Vertex(+0.43f, -0.24f, 0.0f); | ||
823 | //Vertex Q2Q18 = new Vertex(+0.46f, -0.18f, 0.0f); | ||
824 | //Vertex Q2Q19 = new Vertex(+0.48f, -0.11f, 0.0f); | ||
825 | |||
826 | //Vertex Q2Q20 = new Vertex(+0.50f, +0.0f, 0.0f); | ||
827 | //Vertex Q2Q21 = new Vertex(+0.48f, +0.11f, 0.0f); | ||
828 | //Vertex Q2Q22 = new Vertex(+0.46f, +0.18f, 0.0f); | ||
829 | //Vertex Q2Q23 = new Vertex(+0.43f, +0.24f, 0.0f); | ||
830 | //Vertex Q2Q24 = new Vertex(+0.40f, +0.30f, 0.0f); | ||
831 | //Vertex Q2Q25 = new Vertex(+0.35f, +0.35f, 0.0f); | ||
832 | //Vertex Q2Q26 = new Vertex(+0.30f, +0.40f, 0.0f); | ||
833 | //Vertex Q2Q27 = new Vertex(+0.24f, +0.43f, 0.0f); | ||
834 | //Vertex Q2Q28 = new Vertex(+0.18f, +0.46f, 0.0f); | ||
835 | //Vertex Q2Q29 = new Vertex(+0.11f, +0.48f, 0.0f); | ||
836 | |||
837 | //Vertex Q1Q20 = new Vertex(+0.0f, +0.50f, 0.0f); | ||
838 | //Vertex Q1Q21 = new Vertex(-0.11f, +0.48f, 0.0f); | ||
839 | //Vertex Q1Q22 = new Vertex(-0.18f, +0.46f, 0.0f); | ||
840 | //Vertex Q1Q23 = new Vertex(-0.24f, +0.43f, 0.0f); | ||
841 | //Vertex Q1Q24 = new Vertex(-0.30f, +0.40f, 0.0f); | ||
842 | //Vertex Q1Q25 = new Vertex(-0.35f, +0.35f, 0.0f); | ||
843 | //Vertex Q1Q26 = new Vertex(-0.40f, +0.30f, 0.0f); | ||
844 | //Vertex Q1Q27 = new Vertex(-0.43f, +0.24f, 0.0f); | ||
845 | //Vertex Q1Q28 = new Vertex(-0.46f, +0.18f, 0.0f); | ||
846 | //Vertex Q1Q29 = new Vertex(-0.48f, +0.11f, 0.0f); | ||
847 | |||
848 | //Vertex Q1Q10 = new Vertex(-0.50f, +0.0f, 0.0f); | ||
849 | //Vertex Q1Q11 = new Vertex(-0.48f, -0.11f, 0.0f); | ||
850 | //Vertex Q1Q12 = new Vertex(-0.46f, -0.18f, 0.0f); | ||
851 | //Vertex Q1Q13 = new Vertex(-0.43f, -0.24f, 0.0f); | ||
852 | //Vertex Q1Q14 = new Vertex(-0.40f, -0.30f, 0.0f); | ||
853 | 711 | ||
854 | SimpleHull outerHull = new SimpleHull(); | 712 | SimpleHull outerHull = new SimpleHull(); |
855 | //Clockwise around the quadrants | ||
856 | //outerHull.AddVertex(Q1Q15); | ||
857 | //outerHull.AddVertex(Q1Q16); | ||
858 | //outerHull.AddVertex(Q1Q17); | ||
859 | //outerHull.AddVertex(Q1Q18); | ||
860 | //outerHull.AddVertex(Q1Q19); | ||
861 | |||
862 | //outerHull.AddVertex(Q2Q10); | ||
863 | //outerHull.AddVertex(Q2Q11); | ||
864 | //outerHull.AddVertex(Q2Q12); | ||
865 | //outerHull.AddVertex(Q2Q13); | ||
866 | //outerHull.AddVertex(Q2Q14); | ||
867 | //outerHull.AddVertex(Q2Q15); | ||
868 | //outerHull.AddVertex(Q2Q16); | ||
869 | //outerHull.AddVertex(Q2Q17); | ||
870 | //outerHull.AddVertex(Q2Q18); | ||
871 | //outerHull.AddVertex(Q2Q19); | ||
872 | |||
873 | //outerHull.AddVertex(Q2Q20); | ||
874 | //outerHull.AddVertex(Q2Q21); | ||
875 | //outerHull.AddVertex(Q2Q22); | ||
876 | //outerHull.AddVertex(Q2Q23); | ||
877 | //outerHull.AddVertex(Q2Q24); | ||
878 | //outerHull.AddVertex(Q2Q25); | ||
879 | //outerHull.AddVertex(Q2Q26); | ||
880 | //outerHull.AddVertex(Q2Q27); | ||
881 | //outerHull.AddVertex(Q2Q28); | ||
882 | //outerHull.AddVertex(Q2Q29); | ||
883 | |||
884 | //outerHull.AddVertex(Q1Q20); | ||
885 | //outerHull.AddVertex(Q1Q21); | ||
886 | //outerHull.AddVertex(Q1Q22); | ||
887 | //outerHull.AddVertex(Q1Q23); | ||
888 | //outerHull.AddVertex(Q1Q24); | ||
889 | //outerHull.AddVertex(Q1Q25); | ||
890 | //outerHull.AddVertex(Q1Q26); | ||
891 | //outerHull.AddVertex(Q1Q27); | ||
892 | //outerHull.AddVertex(Q1Q28); | ||
893 | //outerHull.AddVertex(Q1Q29); | ||
894 | |||
895 | //outerHull.AddVertex(Q1Q10); | ||
896 | //outerHull.AddVertex(Q1Q11); | ||
897 | //outerHull.AddVertex(Q1Q12); | ||
898 | //outerHull.AddVertex(Q1Q13); | ||
899 | //outerHull.AddVertex(Q1Q14); | ||
900 | 713 | ||
901 | // counter-clockwise around the quadrants, start at 45 degrees | 714 | // counter-clockwise around the quadrants, start at 45 degrees |
902 | 715 | ||
@@ -1182,9 +995,7 @@ namespace OpenSim.Region.Physics.Meshing | |||
1182 | 995 | ||
1183 | 996 | ||
1184 | SimpleHull outerHull = new SimpleHull(); | 997 | SimpleHull outerHull = new SimpleHull(); |
1185 | //outerHull.AddVertex(MM); | 998 | |
1186 | //outerHull.AddVertex(PM); | ||
1187 | //outerHull.AddVertex(PP); | ||
1188 | outerHull.AddVertex(PP); | 999 | outerHull.AddVertex(PP); |
1189 | outerHull.AddVertex(MM); | 1000 | outerHull.AddVertex(MM); |
1190 | outerHull.AddVertex(PM); | 1001 | outerHull.AddVertex(PM); |
@@ -2130,53 +1941,6 @@ namespace OpenSim.Region.Physics.Meshing | |||
2130 | CalcNormals(mesh); | 1941 | CalcNormals(mesh); |
2131 | } | 1942 | } |
2132 | 1943 | ||
2133 | //else | ||
2134 | //{ | ||
2135 | // switch (primShape.ProfileShape) | ||
2136 | // { | ||
2137 | // case ProfileShape.Square: | ||
2138 | // mesh = CreateBoxMesh(primName, primShape, size); | ||
2139 | // CalcNormals(mesh); | ||
2140 | // break; | ||
2141 | // case ProfileShape.Circle: | ||
2142 | // if (primShape.PathCurve == (byte)Extrusion.Straight) | ||
2143 | // { | ||
2144 | // mesh = CreateCylinderMesh(primName, primShape, size); | ||
2145 | // CalcNormals(mesh); | ||
2146 | // } | ||
2147 | |||
2148 | // // look at LLObject.cs in libsecondlife for how to know the prim type | ||
2149 | // // ProfileCurve seems to combine hole shape and profile curve so we need to only compare against the lower 3 bits | ||
2150 | // else if ((primShape.ProfileCurve & 0x07) == (byte)LLObject.ProfileCurve.Circle && LLObject.UnpackPathScale(primShape.PathScaleY) <= 0.75f) | ||
2151 | // { // dahlia's favorite, a torus :) | ||
2152 | // mesh = CreateCylinderMesh(primName, primShape, size); | ||
2153 | // CalcNormals(mesh); | ||
2154 | // } | ||
2155 | |||
2156 | // break; | ||
2157 | // case ProfileShape.HalfCircle: | ||
2158 | // if (primShape.PathCurve == (byte)Extrusion.Curve1) | ||
2159 | // { | ||
2160 | // mesh = CreateSphereMesh(primName, primShape, size); | ||
2161 | // CalcNormals(mesh); | ||
2162 | // } | ||
2163 | // break; | ||
2164 | |||
2165 | // case ProfileShape.EquilateralTriangle: | ||
2166 | // mesh = CreatePrismMesh(primName, primShape, size); | ||
2167 | // CalcNormals(mesh); | ||
2168 | // break; | ||
2169 | |||
2170 | // default: | ||
2171 | // mesh = CreateBoxMesh(primName, primShape, size); | ||
2172 | // CalcNormals(mesh); | ||
2173 | // //Set default mesh to cube otherwise it'll return | ||
2174 | // // null and crash on the 'setMesh' method in the physics plugins. | ||
2175 | // //mesh = null; | ||
2176 | // break; | ||
2177 | // } | ||
2178 | //} | ||
2179 | |||
2180 | if (mesh != null) | 1944 | if (mesh != null) |
2181 | { | 1945 | { |
2182 | if ((!isPhysical) && size.X < minSizeForComplexMesh && size.Y < minSizeForComplexMesh && size.Z < minSizeForComplexMesh) | 1946 | if ((!isPhysical) && size.X < minSizeForComplexMesh && size.Y < minSizeForComplexMesh && size.Z < minSizeForComplexMesh) |
@@ -2191,18 +1955,6 @@ namespace OpenSim.Region.Physics.Meshing | |||
2191 | // trim the vertex and triangle lists to free up memory | 1955 | // trim the vertex and triangle lists to free up memory |
2192 | mesh.vertices.TrimExcess(); | 1956 | mesh.vertices.TrimExcess(); |
2193 | mesh.triangles.TrimExcess(); | 1957 | mesh.triangles.TrimExcess(); |
2194 | |||
2195 | //int vertCount = 0; | ||
2196 | //foreach (Vertex v in mesh.vertices) | ||
2197 | // if (v != null) | ||
2198 | // vertCount++; | ||
2199 | //mesh.vertices.Capacity = vertCount; | ||
2200 | |||
2201 | //int triCount = 0; | ||
2202 | //foreach (Triangle t in mesh.triangles) | ||
2203 | // if (t != null) | ||
2204 | // triCount++; | ||
2205 | //mesh.triangles.Capacity = triCount; | ||
2206 | } | 1958 | } |
2207 | 1959 | ||
2208 | return mesh; | 1960 | return mesh; |