diff options
author | Justin Clarke Casey | 2008-09-18 18:54:42 +0000 |
---|---|---|
committer | Justin Clarke Casey | 2008-09-18 18:54:42 +0000 |
commit | 8ff1bc5b03adfc11903dfdc244e6fe26f07b4bd2 (patch) | |
tree | fd148eead472df1afa9da4ab46de4e024ce48497 /OpenSim/Region/Physics/Meshing | |
parent | Reverse yes and no for the parcel's "public" property to make it accurately (diff) | |
download | opensim-SC-8ff1bc5b03adfc11903dfdc244e6fe26f07b4bd2.zip opensim-SC-8ff1bc5b03adfc11903dfdc244e6fe26f07b4bd2.tar.gz opensim-SC-8ff1bc5b03adfc11903dfdc244e6fe26f07b4bd2.tar.bz2 opensim-SC-8ff1bc5b03adfc11903dfdc244e6fe26f07b4bd2.tar.xz |
* 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.cs | 4 | ||||
-rw-r--r-- | OpenSim/Region/Physics/Meshing/Meshmerizer.cs | 5 | ||||
-rw-r--r-- | OpenSim/Region/Physics/Meshing/SculptMesh.cs | 8 |
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); |