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authorJustin Clarke Casey2008-09-18 18:54:42 +0000
committerJustin Clarke Casey2008-09-18 18:54:42 +0000
commit8ff1bc5b03adfc11903dfdc244e6fe26f07b4bd2 (patch)
treefd148eead472df1afa9da4ab46de4e024ce48497 /OpenSim/Region/Physics/Meshing
parentReverse yes and no for the parcel's "public" property to make it accurately (diff)
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* Make the ode simulation update loop print out the stack if an exception occurs (at least, this is what will happen on linux)
Diffstat (limited to 'OpenSim/Region/Physics/Meshing')
-rw-r--r--OpenSim/Region/Physics/Meshing/Mesh.cs4
-rw-r--r--OpenSim/Region/Physics/Meshing/Meshmerizer.cs5
-rw-r--r--OpenSim/Region/Physics/Meshing/SculptMesh.cs8
3 files changed, 7 insertions, 10 deletions
diff --git a/OpenSim/Region/Physics/Meshing/Mesh.cs b/OpenSim/Region/Physics/Meshing/Mesh.cs
index 2084e75..06131a7 100644
--- a/OpenSim/Region/Physics/Meshing/Mesh.cs
+++ b/OpenSim/Region/Physics/Meshing/Mesh.cs
@@ -74,7 +74,6 @@ namespace OpenSim.Region.Physics.Meshing
74 return result; 74 return result;
75 } 75 }
76 76
77
78 public void Add(Triangle triangle) 77 public void Add(Triangle triangle)
79 { 78 {
80 int i; 79 int i;
@@ -135,7 +134,6 @@ namespace OpenSim.Region.Physics.Meshing
135 } 134 }
136 } 135 }
137 136
138
139 public void Add(List<Vertex> lv) 137 public void Add(List<Vertex> lv)
140 { 138 {
141 foreach (Vertex v in lv) 139 foreach (Vertex v in lv)
@@ -243,7 +241,6 @@ namespace OpenSim.Region.Physics.Meshing
243 { 241 {
244 pinnedVirtexes.Free(); 242 pinnedVirtexes.Free();
245 pinnedIndex.Free(); 243 pinnedIndex.Free();
246
247 } 244 }
248 245
249 /// <summary> 246 /// <summary>
@@ -256,7 +253,6 @@ namespace OpenSim.Region.Physics.Meshing
256 primMesh = null; 253 primMesh = null;
257 } 254 }
258 255
259
260 public void Append(Mesh newMesh) 256 public void Append(Mesh newMesh)
261 { 257 {
262 foreach (Vertex v in newMesh.vertices) 258 foreach (Vertex v in newMesh.vertices)
diff --git a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs
index 6a6d3e2..f64a92d 100644
--- a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs
+++ b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs
@@ -466,10 +466,10 @@ namespace OpenSim.Region.Physics.Meshing
466 // Deal with cuts now 466 // Deal with cuts now
467 if ((profileBegin != 0) || (profileEnd != 0)) 467 if ((profileBegin != 0) || (profileEnd != 0))
468 { 468 {
469 double fProfileBeginAngle = profileBegin/50000.0*360.0; 469 double fProfileBeginAngle = profileBegin / 50000.0*360.0;
470 // In degree, for easier debugging and understanding 470 // In degree, for easier debugging and understanding
471 fProfileBeginAngle -= (90.0 + 45.0); // for some reasons, the SL client counts from the corner -X/-Y 471 fProfileBeginAngle -= (90.0 + 45.0); // for some reasons, the SL client counts from the corner -X/-Y
472 double fProfileEndAngle = 360.0 - profileEnd/50000.0*360.0; // Pathend comes as complement to 1.0 472 double fProfileEndAngle = 360.0 - profileEnd / 50000.0*360.0; // Pathend comes as complement to 1.0
473 fProfileEndAngle -= (90.0 + 45.0); 473 fProfileEndAngle -= (90.0 + 45.0);
474 474
475 // avoid some problem angles until the hull subtraction routine is fixed 475 // avoid some problem angles until the hull subtraction routine is fixed
@@ -2024,7 +2024,6 @@ namespace OpenSim.Region.Physics.Meshing
2024 2024
2025 if (primShape.SculptEntry && primShape.SculptType != (byte)0 && primShape.SculptData.Length > 0) 2025 if (primShape.SculptEntry && primShape.SculptType != (byte)0 && primShape.SculptData.Length > 0)
2026 { 2026 {
2027
2028 SculptMesh smesh = CreateSculptMesh(primName, primShape, size, lod); 2027 SculptMesh smesh = CreateSculptMesh(primName, primShape, size, lod);
2029 mesh = (Mesh)smesh; 2028 mesh = (Mesh)smesh;
2030 //CalcNormals(mesh); 2029 //CalcNormals(mesh);
diff --git a/OpenSim/Region/Physics/Meshing/SculptMesh.cs b/OpenSim/Region/Physics/Meshing/SculptMesh.cs
index d4bd65f..0f12739 100644
--- a/OpenSim/Region/Physics/Meshing/SculptMesh.cs
+++ b/OpenSim/Region/Physics/Meshing/SculptMesh.cs
@@ -81,9 +81,8 @@ namespace OpenSim.Region.Physics.Meshing
81 idata.Dispose(); 81 idata.Dispose();
82 } 82 }
83 } 83 }
84
85
86 } 84 }
85
87 private Vertex ColorToVertex(Color input) 86 private Vertex ColorToVertex(Color input)
88 { 87 {
89 return new Vertex( 88 return new Vertex(
@@ -91,6 +90,7 @@ namespace OpenSim.Region.Physics.Meshing
91 ((float)input.G - 128) / RANGE, 90 ((float)input.G - 128) / RANGE,
92 ((float)input.B - 128) / RANGE); 91 ((float)input.B - 128) / RANGE);
93 } 92 }
93
94 private void LoadPoles() 94 private void LoadPoles()
95 { 95 {
96 northpole = new Vertex(0, 0, 0); 96 northpole = new Vertex(0, 0, 0);
@@ -144,6 +144,7 @@ namespace OpenSim.Region.Physics.Meshing
144 return lod; 144 return lod;
145 } 145 }
146 } 146 }
147
147 private void DoLOD() 148 private void DoLOD()
148 { 149 {
149 int x_max = Math.Min(Scale, bBitmap.Width); 150 int x_max = Math.Min(Scale, bBitmap.Width);
@@ -199,13 +200,14 @@ namespace OpenSim.Region.Physics.Meshing
199 } 200 }
200 201
201 } 202 }
203
202 public void clearStuff() 204 public void clearStuff()
203 { 205 {
204 this.triangles.Clear(); 206 this.triangles.Clear();
205 this.vertices.Clear(); 207 this.vertices.Clear();
206 //normals = new float[0]; 208 //normals = new float[0];
207
208 } 209 }
210
209 public void processSculptTexture() 211 public void processSculptTexture()
210 { 212 {
211 int x_max = Math.Min(Scale, bBitmap.Width); 213 int x_max = Math.Min(Scale, bBitmap.Width);