diff options
author | lbsa71 | 2007-10-30 09:05:31 +0000 |
---|---|---|
committer | lbsa71 | 2007-10-30 09:05:31 +0000 |
commit | 67e12b95ea7b68f4904a7484d77ecfd787d16d0c (patch) | |
tree | 20b00d24c8a7617017960432ec044852e3ad5fa9 /OpenSim/Region/Physics/OdePlugin/Meshing | |
parent | * Deleted .user file (diff) | |
download | opensim-SC-67e12b95ea7b68f4904a7484d77ecfd787d16d0c.zip opensim-SC-67e12b95ea7b68f4904a7484d77ecfd787d16d0c.tar.gz opensim-SC-67e12b95ea7b68f4904a7484d77ecfd787d16d0c.tar.bz2 opensim-SC-67e12b95ea7b68f4904a7484d77ecfd787d16d0c.tar.xz |
* Optimized usings
* Shortened type references
* Removed redundant 'this' qualifier
Diffstat (limited to 'OpenSim/Region/Physics/OdePlugin/Meshing')
-rw-r--r-- | OpenSim/Region/Physics/OdePlugin/Meshing/HelperTypes.cs | 72 | ||||
-rw-r--r-- | OpenSim/Region/Physics/OdePlugin/Meshing/Meshmerizer.cs | 256 |
2 files changed, 152 insertions, 176 deletions
diff --git a/OpenSim/Region/Physics/OdePlugin/Meshing/HelperTypes.cs b/OpenSim/Region/Physics/OdePlugin/Meshing/HelperTypes.cs index 2ace097..13184e2 100644 --- a/OpenSim/Region/Physics/OdePlugin/Meshing/HelperTypes.cs +++ b/OpenSim/Region/Physics/OdePlugin/Meshing/HelperTypes.cs | |||
@@ -27,10 +27,9 @@ | |||
27 | */ | 27 | */ |
28 | 28 | ||
29 | using System; | 29 | using System; |
30 | using System.Globalization; | ||
31 | using System.Diagnostics; | ||
32 | using System.Collections.Generic; | 30 | using System.Collections.Generic; |
33 | 31 | using System.Diagnostics; | |
32 | using System.Globalization; | ||
34 | using OpenSim.Region.Physics.Manager; | 33 | using OpenSim.Region.Physics.Manager; |
35 | 34 | ||
36 | public class Vertex : IComparable<Vertex> | 35 | public class Vertex : IComparable<Vertex> |
@@ -76,8 +75,6 @@ public class Vertex : IComparable<Vertex> | |||
76 | { | 75 | { |
77 | return me.CompareTo(other) < 0; | 76 | return me.CompareTo(other) < 0; |
78 | } | 77 | } |
79 | |||
80 | |||
81 | } | 78 | } |
82 | 79 | ||
83 | public class Simplex : IComparable<Simplex> | 80 | public class Simplex : IComparable<Simplex> |
@@ -122,8 +119,7 @@ public class Simplex : IComparable<Simplex> | |||
122 | 119 | ||
123 | return 0; | 120 | return 0; |
124 | } | 121 | } |
125 | 122 | } ; | |
126 | }; | ||
127 | 123 | ||
128 | public class Triangle | 124 | public class Triangle |
129 | { | 125 | { |
@@ -131,9 +127,9 @@ public class Triangle | |||
131 | public Vertex v2; | 127 | public Vertex v2; |
132 | public Vertex v3; | 128 | public Vertex v3; |
133 | 129 | ||
134 | float radius_square; | 130 | private float radius_square; |
135 | float cx; | 131 | private float cx; |
136 | float cy; | 132 | private float cy; |
137 | 133 | ||
138 | public Triangle(Vertex _v1, Vertex _v2, Vertex _v3) | 134 | public Triangle(Vertex _v1, Vertex _v2, Vertex _v3) |
139 | { | 135 | { |
@@ -149,18 +145,18 @@ public class Triangle | |||
149 | float dx, dy; | 145 | float dx, dy; |
150 | float dd; | 146 | float dd; |
151 | 147 | ||
152 | dx = x - this.cx; | 148 | dx = x - cx; |
153 | dy = y - this.cy; | 149 | dy = y - cy; |
154 | 150 | ||
155 | dd = dx * dx + dy * dy; | 151 | dd = dx*dx + dy*dy; |
156 | if (dd < this.radius_square) | 152 | if (dd < radius_square) |
157 | return true; | 153 | return true; |
158 | else | 154 | else |
159 | return false; | 155 | return false; |
160 | } | 156 | } |
161 | 157 | ||
162 | 158 | ||
163 | void CalcCircle() | 159 | private void CalcCircle() |
164 | { | 160 | { |
165 | // Calculate the center and the radius of a circle given by three points p1, p2, p3 | 161 | // Calculate the center and the radius of a circle given by three points p1, p2, p3 |
166 | // It is assumed, that the triangles vertices are already set correctly | 162 | // It is assumed, that the triangles vertices are already set correctly |
@@ -198,8 +194,8 @@ public class Triangle | |||
198 | p3y = v3.point.Y; | 194 | p3y = v3.point.Y; |
199 | 195 | ||
200 | /* calc helping values first */ | 196 | /* calc helping values first */ |
201 | c1 = (p1x * p1x + p1y * p1y - p2x * p2x - p2y * p2y) / 2; | 197 | c1 = (p1x*p1x + p1y*p1y - p2x*p2x - p2y*p2y)/2; |
202 | c2 = (p1x * p1x + p1y * p1y - p3x * p3x - p3y * p3y) / 2; | 198 | c2 = (p1x*p1x + p1y*p1y - p3x*p3x - p3y*p3y)/2; |
203 | 199 | ||
204 | v1x = p1x - p2x; | 200 | v1x = p1x - p2x; |
205 | v1y = p1y - p2y; | 201 | v1y = p1y - p2y; |
@@ -207,35 +203,34 @@ public class Triangle | |||
207 | v2x = p1x - p3x; | 203 | v2x = p1x - p3x; |
208 | v2y = p1y - p3y; | 204 | v2y = p1y - p3y; |
209 | 205 | ||
210 | z = (c1 * v2x - c2 * v1x); | 206 | z = (c1*v2x - c2*v1x); |
211 | n = (v1y * v2x - v2y * v1x); | 207 | n = (v1y*v2x - v2y*v1x); |
212 | 208 | ||
213 | if (n == 0.0) // This is no triangle, i.e there are (at least) two points at the same location | 209 | if (n == 0.0) // This is no triangle, i.e there are (at least) two points at the same location |
214 | { | 210 | { |
215 | radius_square = 0.0f; | 211 | radius_square = 0.0f; |
216 | return; | 212 | return; |
217 | } | 213 | } |
218 | 214 | ||
219 | this.cy = (float)(z / n); | 215 | cy = (float) (z/n); |
220 | 216 | ||
221 | if (v2x != 0.0) | 217 | if (v2x != 0.0) |
222 | { | 218 | { |
223 | this.cx = (float)((c2 - v2y * this.cy) / v2x); | 219 | cx = (float) ((c2 - v2y*cy)/v2x); |
224 | } | 220 | } |
225 | else if (v1x != 0.0) | 221 | else if (v1x != 0.0) |
226 | { | 222 | { |
227 | this.cx = (float)((c1 - v1y * this.cy) / v1x); | 223 | cx = (float) ((c1 - v1y*cy)/v1x); |
228 | } | 224 | } |
229 | else | 225 | else |
230 | { | 226 | { |
231 | Debug.Assert(false, "Malformed triangle"); /* Both terms zero means nothing good */ | 227 | Debug.Assert(false, "Malformed triangle"); /* Both terms zero means nothing good */ |
232 | } | 228 | } |
233 | 229 | ||
234 | rx = (p1x - this.cx); | 230 | rx = (p1x - cx); |
235 | ry = (p1y - this.cy); | 231 | ry = (p1y - cy); |
236 | |||
237 | this.radius_square = (float)(rx * rx + ry * ry); | ||
238 | 232 | ||
233 | radius_square = (float) (rx*rx + ry*ry); | ||
239 | } | 234 | } |
240 | 235 | ||
241 | public List<Simplex> GetSimplices() | 236 | public List<Simplex> GetSimplices() |
@@ -254,17 +249,18 @@ public class Triangle | |||
254 | 249 | ||
255 | public override String ToString() | 250 | public override String ToString() |
256 | { | 251 | { |
257 | |||
258 | NumberFormatInfo nfi = new NumberFormatInfo(); | 252 | NumberFormatInfo nfi = new NumberFormatInfo(); |
259 | nfi.CurrencyDecimalDigits = 2; | 253 | nfi.CurrencyDecimalDigits = 2; |
260 | nfi.CurrencyDecimalSeparator = "."; | 254 | nfi.CurrencyDecimalSeparator = "."; |
261 | 255 | ||
262 | String s1 = "<" + v1.point.X.ToString(nfi) + "," + v1.point.Y.ToString(nfi) + "," + v1.point.Z.ToString(nfi) + ">"; | 256 | String s1 = "<" + v1.point.X.ToString(nfi) + "," + v1.point.Y.ToString(nfi) + "," + v1.point.Z.ToString(nfi) + |
263 | String s2 = "<" + v2.point.X.ToString(nfi) + "," + v2.point.Y.ToString(nfi) + "," + v2.point.Z.ToString(nfi) + ">"; | 257 | ">"; |
264 | String s3 = "<" + v3.point.X.ToString(nfi) + "," + v3.point.Y.ToString(nfi) + "," + v3.point.Z.ToString(nfi) + ">"; | 258 | String s2 = "<" + v2.point.X.ToString(nfi) + "," + v2.point.Y.ToString(nfi) + "," + v2.point.Z.ToString(nfi) + |
259 | ">"; | ||
260 | String s3 = "<" + v3.point.X.ToString(nfi) + "," + v3.point.Y.ToString(nfi) + "," + v3.point.Z.ToString(nfi) + | ||
261 | ">"; | ||
265 | 262 | ||
266 | return s1 + ";" + s2 + ";" + s3; | 263 | return s1 + ";" + s2 + ";" + s3; |
267 | |||
268 | } | 264 | } |
269 | 265 | ||
270 | public PhysicsVector getNormal() | 266 | public PhysicsVector getNormal() |
@@ -281,12 +277,12 @@ public class Triangle | |||
281 | // Cross product for normal | 277 | // Cross product for normal |
282 | PhysicsVector n = new PhysicsVector(); | 278 | PhysicsVector n = new PhysicsVector(); |
283 | float nx, ny, nz; | 279 | float nx, ny, nz; |
284 | n.X = e1.Y * e2.Z - e1.Z * e2.Y; | 280 | n.X = e1.Y*e2.Z - e1.Z*e2.Y; |
285 | n.Y = e1.Z * e2.X - e1.X * e2.Z; | 281 | n.Y = e1.Z*e2.X - e1.X*e2.Z; |
286 | n.Z = e1.X * e2.Y - e1.Y * e2.X; | 282 | n.Z = e1.X*e2.Y - e1.Y*e2.X; |
287 | 283 | ||
288 | // Length | 284 | // Length |
289 | float l = (float)Math.Sqrt(n.X * n.X + n.Y * n.Y + n.Z * n.Z); | 285 | float l = (float) Math.Sqrt(n.X*n.X + n.Y*n.Y + n.Z*n.Z); |
290 | 286 | ||
291 | // Normalized "normal" | 287 | // Normalized "normal" |
292 | n.X /= l; | 288 | n.X /= l; |
@@ -303,6 +299,4 @@ public class Triangle | |||
303 | v1 = v2; | 299 | v1 = v2; |
304 | v2 = vt; | 300 | v2 = vt; |
305 | } | 301 | } |
306 | } | 302 | } \ No newline at end of file |
307 | |||
308 | |||
diff --git a/OpenSim/Region/Physics/OdePlugin/Meshing/Meshmerizer.cs b/OpenSim/Region/Physics/OdePlugin/Meshing/Meshmerizer.cs index dd18e24..46de15e 100644 --- a/OpenSim/Region/Physics/OdePlugin/Meshing/Meshmerizer.cs +++ b/OpenSim/Region/Physics/OdePlugin/Meshing/Meshmerizer.cs | |||
@@ -27,12 +27,8 @@ | |||
27 | */ | 27 | */ |
28 | 28 | ||
29 | using System; | 29 | using System; |
30 | using System.Globalization; | ||
31 | using System.Diagnostics; | ||
32 | using System.Collections.Generic; | 30 | using System.Collections.Generic; |
33 | using System.Text; | ||
34 | using System.Runtime.InteropServices; | 31 | using System.Runtime.InteropServices; |
35 | |||
36 | using OpenSim.Framework; | 32 | using OpenSim.Framework; |
37 | using OpenSim.Region.Physics.Manager; | 33 | using OpenSim.Region.Physics.Manager; |
38 | 34 | ||
@@ -75,14 +71,14 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
75 | 71 | ||
76 | public float[] getVertexListAsFloat() | 72 | public float[] getVertexListAsFloat() |
77 | { | 73 | { |
78 | float[] result = new float[vertices.Count * 3]; | 74 | float[] result = new float[vertices.Count*3]; |
79 | for (int i = 0; i < vertices.Count; i++) | 75 | for (int i = 0; i < vertices.Count; i++) |
80 | { | 76 | { |
81 | Vertex v = vertices[i]; | 77 | Vertex v = vertices[i]; |
82 | PhysicsVector point = v.point; | 78 | PhysicsVector point = v.point; |
83 | result[3 * i + 0] = point.X; | 79 | result[3*i + 0] = point.X; |
84 | result[3 * i + 1] = point.Y; | 80 | result[3*i + 1] = point.Y; |
85 | result[3 * i + 2] = point.Z; | 81 | result[3*i + 2] = point.Z; |
86 | } | 82 | } |
87 | GCHandle.Alloc(result, GCHandleType.Pinned); | 83 | GCHandle.Alloc(result, GCHandleType.Pinned); |
88 | return result; | 84 | return result; |
@@ -90,13 +86,13 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
90 | 86 | ||
91 | public int[] getIndexListAsInt() | 87 | public int[] getIndexListAsInt() |
92 | { | 88 | { |
93 | int[] result = new int[triangles.Count * 3]; | 89 | int[] result = new int[triangles.Count*3]; |
94 | for (int i = 0; i < triangles.Count; i++) | 90 | for (int i = 0; i < triangles.Count; i++) |
95 | { | 91 | { |
96 | Triangle t = triangles[i]; | 92 | Triangle t = triangles[i]; |
97 | result[3 * i + 0] = vertices.IndexOf(t.v1); | 93 | result[3*i + 0] = vertices.IndexOf(t.v1); |
98 | result[3 * i + 1] = vertices.IndexOf(t.v2); | 94 | result[3*i + 1] = vertices.IndexOf(t.v2); |
99 | result[3 * i + 2] = vertices.IndexOf(t.v3); | 95 | result[3*i + 2] = vertices.IndexOf(t.v3); |
100 | } | 96 | } |
101 | GCHandle.Alloc(result, GCHandleType.Pinned); | 97 | GCHandle.Alloc(result, GCHandleType.Pinned); |
102 | return result; | 98 | return result; |
@@ -110,16 +106,13 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
110 | 106 | ||
111 | foreach (Triangle t in newMesh.triangles) | 107 | foreach (Triangle t in newMesh.triangles) |
112 | Add(t); | 108 | Add(t); |
113 | |||
114 | } | 109 | } |
115 | } | 110 | } |
116 | 111 | ||
117 | 112 | ||
118 | |||
119 | public class Meshmerizer | 113 | public class Meshmerizer |
120 | { | 114 | { |
121 | 115 | private static List<Triangle> FindInfluencedTriangles(List<Triangle> triangles, Vertex v) | |
122 | static List<Triangle> FindInfluencedTriangles(List<Triangle> triangles, Vertex v) | ||
123 | { | 116 | { |
124 | List<Triangle> influenced = new List<Triangle>(); | 117 | List<Triangle> influenced = new List<Triangle>(); |
125 | foreach (Triangle t in triangles) | 118 | foreach (Triangle t in triangles) |
@@ -133,9 +126,10 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
133 | } | 126 | } |
134 | return influenced; | 127 | return influenced; |
135 | } | 128 | } |
136 | 129 | ||
137 | 130 | ||
138 | static void InsertVertices(List<Vertex> vertices, int usedForSeed, List<Triangle> triangles, List<int> innerBorders) | 131 | private static void InsertVertices(List<Vertex> vertices, int usedForSeed, List<Triangle> triangles, |
132 | List<int> innerBorders) | ||
139 | { | 133 | { |
140 | // This is a variant of the delaunay algorithm | 134 | // This is a variant of the delaunay algorithm |
141 | // each time a new vertex is inserted, all triangles that are influenced by it are deleted | 135 | // each time a new vertex is inserted, all triangles that are influenced by it are deleted |
@@ -143,7 +137,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
143 | // It is not very time efficient but easy to implement. | 137 | // It is not very time efficient but easy to implement. |
144 | 138 | ||
145 | int iCurrentVertex; | 139 | int iCurrentVertex; |
146 | int iMaxVertex=vertices.Count; | 140 | int iMaxVertex = vertices.Count; |
147 | for (iCurrentVertex = usedForSeed; iCurrentVertex < iMaxVertex; iCurrentVertex++) | 141 | for (iCurrentVertex = usedForSeed; iCurrentVertex < iMaxVertex; iCurrentVertex++) |
148 | { | 142 | { |
149 | // Background: A triangle mesh fulfills the delaunay condition if (iff!) | 143 | // Background: A triangle mesh fulfills the delaunay condition if (iff!) |
@@ -154,8 +148,8 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
154 | // do not fulfill this condition with respect to the new triangle | 148 | // do not fulfill this condition with respect to the new triangle |
155 | 149 | ||
156 | // Find the triangles that are influenced by the new vertex | 150 | // Find the triangles that are influenced by the new vertex |
157 | Vertex v=vertices[iCurrentVertex]; | 151 | Vertex v = vertices[iCurrentVertex]; |
158 | List<Triangle> influencedTriangles=FindInfluencedTriangles(triangles, v); | 152 | List<Triangle> influencedTriangles = FindInfluencedTriangles(triangles, v); |
159 | 153 | ||
160 | List<Simplex> simplices = new List<Simplex>(); | 154 | List<Simplex> simplices = new List<Simplex>(); |
161 | 155 | ||
@@ -175,10 +169,10 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
175 | // Look for duplicate simplices here. | 169 | // Look for duplicate simplices here. |
176 | // Remember, they are directly side by side in the list right now | 170 | // Remember, they are directly side by side in the list right now |
177 | int iSimplex; | 171 | int iSimplex; |
178 | List<Simplex> innerSimplices=new List<Simplex>(); | 172 | List<Simplex> innerSimplices = new List<Simplex>(); |
179 | for (iSimplex = 1; iSimplex < simplices.Count; iSimplex++) // Startindex=1, so we can refer backwards | 173 | for (iSimplex = 1; iSimplex < simplices.Count; iSimplex++) // Startindex=1, so we can refer backwards |
180 | { | 174 | { |
181 | if (simplices[iSimplex - 1].CompareTo(simplices[iSimplex])==0) | 175 | if (simplices[iSimplex - 1].CompareTo(simplices[iSimplex]) == 0) |
182 | { | 176 | { |
183 | innerSimplices.Add(simplices[iSimplex - 1]); | 177 | innerSimplices.Add(simplices[iSimplex - 1]); |
184 | innerSimplices.Add(simplices[iSimplex]); | 178 | innerSimplices.Add(simplices[iSimplex]); |
@@ -187,7 +181,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
187 | 181 | ||
188 | foreach (Simplex s in innerSimplices) | 182 | foreach (Simplex s in innerSimplices) |
189 | { | 183 | { |
190 | simplices.Remove(s); | 184 | simplices.Remove(s); |
191 | } | 185 | } |
192 | 186 | ||
193 | // each simplex still in the list belongs to the hull of the region in question | 187 | // each simplex still in the list belongs to the hull of the region in question |
@@ -210,7 +204,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
210 | foreach (Triangle t in triangles) | 204 | foreach (Triangle t in triangles) |
211 | { | 205 | { |
212 | if ( | 206 | if ( |
213 | innerBorders.Contains(vertices.IndexOf(t.v1)) | 207 | innerBorders.Contains(vertices.IndexOf(t.v1)) |
214 | && innerBorders.Contains(vertices.IndexOf(t.v2)) | 208 | && innerBorders.Contains(vertices.IndexOf(t.v2)) |
215 | && innerBorders.Contains(vertices.IndexOf(t.v3)) | 209 | && innerBorders.Contains(vertices.IndexOf(t.v3)) |
216 | ) | 210 | ) |
@@ -223,18 +217,18 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
223 | } | 217 | } |
224 | 218 | ||
225 | 219 | ||
226 | static Mesh CreateBoxMeshX(PrimitiveBaseShape primShape, PhysicsVector size) | 220 | private static Mesh CreateBoxMeshX(PrimitiveBaseShape primShape, PhysicsVector size) |
227 | // Builds the x (+ and -) surfaces of a box shaped prim | 221 | // Builds the x (+ and -) surfaces of a box shaped prim |
228 | { | 222 | { |
229 | UInt16 hollowFactor = primShape.ProfileHollow; | 223 | UInt16 hollowFactor = primShape.ProfileHollow; |
230 | Mesh meshMX = new Mesh(); | 224 | Mesh meshMX = new Mesh(); |
231 | 225 | ||
232 | 226 | ||
233 | // Surface 0, -X | 227 | // Surface 0, -X |
234 | meshMX.Add(new Vertex("-X-Y-Z", -size.X / 2.0f, -size.Y / 2.0f, -size.Z / 2.0f)); | 228 | meshMX.Add(new Vertex("-X-Y-Z", -size.X/2.0f, -size.Y/2.0f, -size.Z/2.0f)); |
235 | meshMX.Add(new Vertex("-X+Y-Z", -size.X / 2.0f, +size.Y / 2.0f, -size.Z / 2.0f)); | 229 | meshMX.Add(new Vertex("-X+Y-Z", -size.X/2.0f, +size.Y/2.0f, -size.Z/2.0f)); |
236 | meshMX.Add(new Vertex("-X-Y+Z", -size.X / 2.0f, -size.Y / 2.0f, +size.Z / 2.0f)); | 230 | meshMX.Add(new Vertex("-X-Y+Z", -size.X/2.0f, -size.Y/2.0f, +size.Z/2.0f)); |
237 | meshMX.Add(new Vertex("-X+Y+Z", -size.X / 2.0f, +size.Y / 2.0f, +size.Z / 2.0f)); | 231 | meshMX.Add(new Vertex("-X+Y+Z", -size.X/2.0f, +size.Y/2.0f, +size.Z/2.0f)); |
238 | 232 | ||
239 | meshMX.Add(new Triangle(meshMX.vertices[0], meshMX.vertices[2], meshMX.vertices[1])); | 233 | meshMX.Add(new Triangle(meshMX.vertices[0], meshMX.vertices[2], meshMX.vertices[1])); |
240 | meshMX.Add(new Triangle(meshMX.vertices[1], meshMX.vertices[2], meshMX.vertices[3])); | 234 | meshMX.Add(new Triangle(meshMX.vertices[1], meshMX.vertices[2], meshMX.vertices[3])); |
@@ -242,10 +236,10 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
242 | 236 | ||
243 | Mesh meshPX = new Mesh(); | 237 | Mesh meshPX = new Mesh(); |
244 | // Surface 1, +X | 238 | // Surface 1, +X |
245 | meshPX.Add(new Vertex("+X-Y-Z", +size.X / 2.0f, -size.Y / 2.0f, -size.Z / 2.0f)); | 239 | meshPX.Add(new Vertex("+X-Y-Z", +size.X/2.0f, -size.Y/2.0f, -size.Z/2.0f)); |
246 | meshPX.Add(new Vertex("+X+Y-Z", +size.X / 2.0f, +size.Y / 2.0f, -size.Z / 2.0f)); | 240 | meshPX.Add(new Vertex("+X+Y-Z", +size.X/2.0f, +size.Y/2.0f, -size.Z/2.0f)); |
247 | meshPX.Add(new Vertex("+X-Y+Z", +size.X / 2.0f, -size.Y / 2.0f, +size.Z / 2.0f)); | 241 | meshPX.Add(new Vertex("+X-Y+Z", +size.X/2.0f, -size.Y/2.0f, +size.Z/2.0f)); |
248 | meshPX.Add(new Vertex("+X+Y+Z", +size.X / 2.0f, +size.Y / 2.0f, +size.Z / 2.0f)); | 242 | meshPX.Add(new Vertex("+X+Y+Z", +size.X/2.0f, +size.Y/2.0f, +size.Z/2.0f)); |
249 | 243 | ||
250 | 244 | ||
251 | meshPX.Add(new Triangle(meshPX.vertices[0], meshPX.vertices[1], meshPX.vertices[2])); | 245 | meshPX.Add(new Triangle(meshPX.vertices[0], meshPX.vertices[1], meshPX.vertices[2])); |
@@ -254,17 +248,17 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
254 | 248 | ||
255 | if (hollowFactor > 0) | 249 | if (hollowFactor > 0) |
256 | { | 250 | { |
257 | float hollowFactorF = (float)hollowFactor / (float)50000; | 251 | float hollowFactorF = (float) hollowFactor/(float) 50000; |
258 | 252 | ||
259 | Vertex IPP; | 253 | Vertex IPP; |
260 | Vertex IPM; | 254 | Vertex IPM; |
261 | Vertex IMP; | 255 | Vertex IMP; |
262 | Vertex IMM; | 256 | Vertex IMM; |
263 | 257 | ||
264 | IPP = new Vertex("Inner-X+Y+Z", -size.X * hollowFactorF / 2.0f, +size.Y * hollowFactorF / 2.0f, +size.Z / 2.0f); | 258 | IPP = new Vertex("Inner-X+Y+Z", -size.X*hollowFactorF/2.0f, +size.Y*hollowFactorF/2.0f, +size.Z/2.0f); |
265 | IPM = new Vertex("Inner-X+Y-Z", -size.X * hollowFactorF / 2.0f, +size.Y * hollowFactorF / 2.0f, -size.Z / 2.0f); | 259 | IPM = new Vertex("Inner-X+Y-Z", -size.X*hollowFactorF/2.0f, +size.Y*hollowFactorF/2.0f, -size.Z/2.0f); |
266 | IMP = new Vertex("Inner-X-Y+Z", -size.X * hollowFactorF / 2.0f, -size.Y * hollowFactorF / 2.0f, +size.Z / 2.0f); | 260 | IMP = new Vertex("Inner-X-Y+Z", -size.X*hollowFactorF/2.0f, -size.Y*hollowFactorF/2.0f, +size.Z/2.0f); |
267 | IMM = new Vertex("Inner-X-Y-Z", -size.X * hollowFactorF / 2.0f, -size.Y * hollowFactorF / 2.0f, -size.Z / 2.0f); | 261 | IMM = new Vertex("Inner-X-Y-Z", -size.X*hollowFactorF/2.0f, -size.Y*hollowFactorF/2.0f, -size.Z/2.0f); |
268 | 262 | ||
269 | meshMX.Add(IPP); | 263 | meshMX.Add(IPP); |
270 | meshMX.Add(IPM); | 264 | meshMX.Add(IPM); |
@@ -280,11 +274,10 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
280 | } | 274 | } |
281 | 275 | ||
282 | 276 | ||
283 | 277 | IPP = new Vertex("Inner+X+Y+Z", +size.X*hollowFactorF/2.0f, +size.Y*hollowFactorF/2.0f, +size.Z/2.0f); | |
284 | IPP = new Vertex("Inner+X+Y+Z", +size.X * hollowFactorF / 2.0f, +size.Y * hollowFactorF / 2.0f, +size.Z / 2.0f); | 278 | IPM = new Vertex("Inner+X+Y-Z", +size.X*hollowFactorF/2.0f, +size.Y*hollowFactorF/2.0f, -size.Z/2.0f); |
285 | IPM = new Vertex("Inner+X+Y-Z", +size.X * hollowFactorF / 2.0f, +size.Y * hollowFactorF / 2.0f, -size.Z / 2.0f); | 279 | IMP = new Vertex("Inner+X-Y+Z", +size.X*hollowFactorF/2.0f, -size.Y*hollowFactorF/2.0f, +size.Z/2.0f); |
286 | IMP = new Vertex("Inner+X-Y+Z", +size.X * hollowFactorF / 2.0f, -size.Y * hollowFactorF / 2.0f, +size.Z / 2.0f); | 280 | IMM = new Vertex("Inner+X-Y-Z", +size.X*hollowFactorF/2.0f, -size.Y*hollowFactorF/2.0f, -size.Z/2.0f); |
287 | IMM = new Vertex("Inner+X-Y-Z", +size.X * hollowFactorF / 2.0f, -size.Y * hollowFactorF / 2.0f, -size.Z / 2.0f); | ||
288 | 281 | ||
289 | meshPX.Add(IPP); | 282 | meshPX.Add(IPP); |
290 | meshPX.Add(IPM); | 283 | meshPX.Add(IPM); |
@@ -308,18 +301,17 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
308 | } | 301 | } |
309 | 302 | ||
310 | 303 | ||
311 | 304 | private static Mesh CreateBoxMeshY(PrimitiveBaseShape primShape, PhysicsVector size) | |
312 | static Mesh CreateBoxMeshY(PrimitiveBaseShape primShape, PhysicsVector size) | 305 | // Builds the y (+ and -) surfaces of a box shaped prim |
313 | // Builds the y (+ and -) surfaces of a box shaped prim | ||
314 | { | 306 | { |
315 | UInt16 hollowFactor = primShape.ProfileHollow; | 307 | UInt16 hollowFactor = primShape.ProfileHollow; |
316 | 308 | ||
317 | // (M)inus Y | 309 | // (M)inus Y |
318 | Mesh MeshMY = new Mesh(); | 310 | Mesh MeshMY = new Mesh(); |
319 | MeshMY.Add(new Vertex("-X-Y-Z", -size.X / 2.0f, -size.Y / 2.0f, -size.Z / 2.0f)); | 311 | MeshMY.Add(new Vertex("-X-Y-Z", -size.X/2.0f, -size.Y/2.0f, -size.Z/2.0f)); |
320 | MeshMY.Add(new Vertex("+X-Y-Z", +size.X / 2.0f, -size.Y / 2.0f, -size.Z / 2.0f)); | 312 | MeshMY.Add(new Vertex("+X-Y-Z", +size.X/2.0f, -size.Y/2.0f, -size.Z/2.0f)); |
321 | MeshMY.Add(new Vertex("-X-Y+Z", -size.X / 2.0f, -size.Y / 2.0f, +size.Z / 2.0f)); | 313 | MeshMY.Add(new Vertex("-X-Y+Z", -size.X/2.0f, -size.Y/2.0f, +size.Z/2.0f)); |
322 | MeshMY.Add(new Vertex("+X-Y+Z", +size.X / 2.0f, -size.Y / 2.0f, +size.Z / 2.0f)); | 314 | MeshMY.Add(new Vertex("+X-Y+Z", +size.X/2.0f, -size.Y/2.0f, +size.Z/2.0f)); |
323 | 315 | ||
324 | MeshMY.Add(new Triangle(MeshMY.vertices[0], MeshMY.vertices[1], MeshMY.vertices[2])); | 316 | MeshMY.Add(new Triangle(MeshMY.vertices[0], MeshMY.vertices[1], MeshMY.vertices[2])); |
325 | MeshMY.Add(new Triangle(MeshMY.vertices[2], MeshMY.vertices[1], MeshMY.vertices[3])); | 317 | MeshMY.Add(new Triangle(MeshMY.vertices[2], MeshMY.vertices[1], MeshMY.vertices[3])); |
@@ -327,27 +319,27 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
327 | // (P)lus Y | 319 | // (P)lus Y |
328 | Mesh MeshPY = new Mesh(); | 320 | Mesh MeshPY = new Mesh(); |
329 | 321 | ||
330 | MeshPY.Add(new Vertex("-X+Y-Z", -size.X / 2.0f, +size.Y / 2.0f, -size.Z / 2.0f)); | 322 | MeshPY.Add(new Vertex("-X+Y-Z", -size.X/2.0f, +size.Y/2.0f, -size.Z/2.0f)); |
331 | MeshPY.Add(new Vertex("+X+Y-Z", +size.X / 2.0f, +size.Y / 2.0f, -size.Z / 2.0f)); | 323 | MeshPY.Add(new Vertex("+X+Y-Z", +size.X/2.0f, +size.Y/2.0f, -size.Z/2.0f)); |
332 | MeshPY.Add(new Vertex("-X+Y+Z", -size.X / 2.0f, +size.Y / 2.0f, +size.Z / 2.0f)); | 324 | MeshPY.Add(new Vertex("-X+Y+Z", -size.X/2.0f, +size.Y/2.0f, +size.Z/2.0f)); |
333 | MeshPY.Add(new Vertex("+X+Y+Z", +size.X / 2.0f, +size.Y / 2.0f, +size.Z / 2.0f)); | 325 | MeshPY.Add(new Vertex("+X+Y+Z", +size.X/2.0f, +size.Y/2.0f, +size.Z/2.0f)); |
334 | 326 | ||
335 | MeshPY.Add(new Triangle(MeshPY.vertices[1], MeshPY.vertices[0], MeshPY.vertices[2])); | 327 | MeshPY.Add(new Triangle(MeshPY.vertices[1], MeshPY.vertices[0], MeshPY.vertices[2])); |
336 | MeshPY.Add(new Triangle(MeshPY.vertices[1], MeshPY.vertices[2], MeshPY.vertices[3])); | 328 | MeshPY.Add(new Triangle(MeshPY.vertices[1], MeshPY.vertices[2], MeshPY.vertices[3])); |
337 | 329 | ||
338 | if (hollowFactor > 0) | 330 | if (hollowFactor > 0) |
339 | { | 331 | { |
340 | float hollowFactorF = (float)hollowFactor / (float)50000; | 332 | float hollowFactorF = (float) hollowFactor/(float) 50000; |
341 | 333 | ||
342 | Vertex IPP; | 334 | Vertex IPP; |
343 | Vertex IPM; | 335 | Vertex IPM; |
344 | Vertex IMP; | 336 | Vertex IMP; |
345 | Vertex IMM; | 337 | Vertex IMM; |
346 | 338 | ||
347 | IPP = new Vertex("Inner+X-Y+Z", +size.X * hollowFactorF / 2.0f, -size.Y * hollowFactorF / 2.0f, +size.Z / 2.0f); | 339 | IPP = new Vertex("Inner+X-Y+Z", +size.X*hollowFactorF/2.0f, -size.Y*hollowFactorF/2.0f, +size.Z/2.0f); |
348 | IPM = new Vertex("Inner+X-Y-Z", +size.X * hollowFactorF / 2.0f, -size.Y * hollowFactorF / 2.0f, -size.Z / 2.0f); | 340 | IPM = new Vertex("Inner+X-Y-Z", +size.X*hollowFactorF/2.0f, -size.Y*hollowFactorF/2.0f, -size.Z/2.0f); |
349 | IMP = new Vertex("Inner-X-Y+Z", -size.X * hollowFactorF / 2.0f, -size.Y * hollowFactorF / 2.0f, +size.Z / 2.0f); | 341 | IMP = new Vertex("Inner-X-Y+Z", -size.X*hollowFactorF/2.0f, -size.Y*hollowFactorF/2.0f, +size.Z/2.0f); |
350 | IMM = new Vertex("Inner-X-Y-Z", -size.X * hollowFactorF / 2.0f, -size.Y * hollowFactorF / 2.0f, -size.Z / 2.0f); | 342 | IMM = new Vertex("Inner-X-Y-Z", -size.X*hollowFactorF/2.0f, -size.Y*hollowFactorF/2.0f, -size.Z/2.0f); |
351 | 343 | ||
352 | MeshMY.Add(IPP); | 344 | MeshMY.Add(IPP); |
353 | MeshMY.Add(IPM); | 345 | MeshMY.Add(IPM); |
@@ -363,11 +355,10 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
363 | } | 355 | } |
364 | 356 | ||
365 | 357 | ||
366 | 358 | IPP = new Vertex("Inner+X+Y+Z", +size.X*hollowFactorF/2.0f, +size.Y*hollowFactorF/2.0f, +size.Z/2.0f); | |
367 | IPP = new Vertex("Inner+X+Y+Z", +size.X * hollowFactorF / 2.0f, +size.Y * hollowFactorF / 2.0f, +size.Z / 2.0f); | 359 | IPM = new Vertex("Inner+X+Y-Z", +size.X*hollowFactorF/2.0f, +size.Y*hollowFactorF/2.0f, -size.Z/2.0f); |
368 | IPM=new Vertex("Inner+X+Y-Z", +size.X * hollowFactorF / 2.0f, +size.Y * hollowFactorF / 2.0f, -size.Z / 2.0f); | 360 | IMP = new Vertex("Inner-X+Y+Z", -size.X*hollowFactorF/2.0f, +size.Y*hollowFactorF/2.0f, +size.Z/2.0f); |
369 | IMP=new Vertex("Inner-X+Y+Z", -size.X * hollowFactorF / 2.0f, +size.Y * hollowFactorF / 2.0f, +size.Z / 2.0f); | 361 | IMM = new Vertex("Inner-X+Y-Z", -size.X*hollowFactorF/2.0f, +size.Y*hollowFactorF/2.0f, -size.Z/2.0f); |
370 | IMM=new Vertex("Inner-X+Y-Z", -size.X * hollowFactorF / 2.0f, +size.Y * hollowFactorF / 2.0f, -size.Z / 2.0f); | ||
371 | 362 | ||
372 | MeshPY.Add(IPP); | 363 | MeshPY.Add(IPP); |
373 | MeshPY.Add(IPM); | 364 | MeshPY.Add(IPM); |
@@ -381,9 +372,6 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
381 | { | 372 | { |
382 | PhysicsVector n = t.getNormal(); | 373 | PhysicsVector n = t.getNormal(); |
383 | } | 374 | } |
384 | |||
385 | |||
386 | |||
387 | } | 375 | } |
388 | 376 | ||
389 | 377 | ||
@@ -393,9 +381,9 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
393 | 381 | ||
394 | return result; | 382 | return result; |
395 | } | 383 | } |
396 | 384 | ||
397 | static Mesh CreateBoxMeshZ(PrimitiveBaseShape primShape, PhysicsVector size) | 385 | private static Mesh CreateBoxMeshZ(PrimitiveBaseShape primShape, PhysicsVector size) |
398 | // Builds the z (+ and -) surfaces of a box shaped prim | 386 | // Builds the z (+ and -) surfaces of a box shaped prim |
399 | { | 387 | { |
400 | UInt16 hollowFactor = primShape.ProfileHollow; | 388 | UInt16 hollowFactor = primShape.ProfileHollow; |
401 | 389 | ||
@@ -403,10 +391,10 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
403 | // (M)inus Z | 391 | // (M)inus Z |
404 | Mesh MZ = new Mesh(); | 392 | Mesh MZ = new Mesh(); |
405 | 393 | ||
406 | MZ.Add(new Vertex("-X-Y-Z", -size.X / 2.0f, -size.Y / 2.0f, -size.Z / 2.0f)); | 394 | MZ.Add(new Vertex("-X-Y-Z", -size.X/2.0f, -size.Y/2.0f, -size.Z/2.0f)); |
407 | MZ.Add(new Vertex("+X-Y-Z", +size.X / 2.0f, -size.Y / 2.0f, -size.Z / 2.0f)); | 395 | MZ.Add(new Vertex("+X-Y-Z", +size.X/2.0f, -size.Y/2.0f, -size.Z/2.0f)); |
408 | MZ.Add(new Vertex("-X+Y-Z", -size.X / 2.0f, +size.Y / 2.0f, -size.Z / 2.0f)); | 396 | MZ.Add(new Vertex("-X+Y-Z", -size.X/2.0f, +size.Y/2.0f, -size.Z/2.0f)); |
409 | MZ.Add(new Vertex("+X+Y-Z", +size.X / 2.0f, +size.Y / 2.0f, -size.Z / 2.0f)); | 397 | MZ.Add(new Vertex("+X+Y-Z", +size.X/2.0f, +size.Y/2.0f, -size.Z/2.0f)); |
410 | 398 | ||
411 | 399 | ||
412 | MZ.Add(new Triangle(MZ.vertices[1], MZ.vertices[0], MZ.vertices[2])); | 400 | MZ.Add(new Triangle(MZ.vertices[1], MZ.vertices[0], MZ.vertices[2])); |
@@ -415,10 +403,10 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
415 | // (P)lus Z | 403 | // (P)lus Z |
416 | Mesh PZ = new Mesh(); | 404 | Mesh PZ = new Mesh(); |
417 | 405 | ||
418 | PZ.Add(new Vertex("-X-Y+Z", -size.X / 2.0f, -size.Y / 2.0f, 0.0f)); | 406 | PZ.Add(new Vertex("-X-Y+Z", -size.X/2.0f, -size.Y/2.0f, 0.0f)); |
419 | PZ.Add(new Vertex("+X-Y+Z", +size.X / 2.0f, -size.Y / 2.0f, 0.0f)); | 407 | PZ.Add(new Vertex("+X-Y+Z", +size.X/2.0f, -size.Y/2.0f, 0.0f)); |
420 | PZ.Add(new Vertex("-X+Y+Z", -size.X / 2.0f, +size.Y / 2.0f, 0.0f)); | 408 | PZ.Add(new Vertex("-X+Y+Z", -size.X/2.0f, +size.Y/2.0f, 0.0f)); |
421 | PZ.Add(new Vertex("+X+Y+Z", +size.X / 2.0f, +size.Y / 2.0f, 0.0f)); | 409 | PZ.Add(new Vertex("+X+Y+Z", +size.X/2.0f, +size.Y/2.0f, 0.0f)); |
422 | 410 | ||
423 | // Surface 5, +Z | 411 | // Surface 5, +Z |
424 | PZ.Add(new Triangle(PZ.vertices[0], PZ.vertices[1], PZ.vertices[2])); | 412 | PZ.Add(new Triangle(PZ.vertices[0], PZ.vertices[1], PZ.vertices[2])); |
@@ -426,12 +414,12 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
426 | 414 | ||
427 | if (hollowFactor > 0) | 415 | if (hollowFactor > 0) |
428 | { | 416 | { |
429 | float hollowFactorF = (float)hollowFactor / (float)50000; | 417 | float hollowFactorF = (float) hollowFactor/(float) 50000; |
430 | 418 | ||
431 | MZ.Add(new Vertex("-X-Y-Z", -size.X * hollowFactorF / 2.0f, -size.Y * hollowFactorF / 2.0f, 0.0f)); | 419 | MZ.Add(new Vertex("-X-Y-Z", -size.X*hollowFactorF/2.0f, -size.Y*hollowFactorF/2.0f, 0.0f)); |
432 | MZ.Add(new Vertex("-X+Y-Z", +size.X * hollowFactorF / 2.0f, -size.Y * hollowFactorF / 2.0f, 0.0f)); | 420 | MZ.Add(new Vertex("-X+Y-Z", +size.X*hollowFactorF/2.0f, -size.Y*hollowFactorF/2.0f, 0.0f)); |
433 | MZ.Add(new Vertex("-X-Y+Z", -size.X * hollowFactorF / 2.0f, +size.Y * hollowFactorF / 2.0f, 0.0f)); | 421 | MZ.Add(new Vertex("-X-Y+Z", -size.X*hollowFactorF/2.0f, +size.Y*hollowFactorF/2.0f, 0.0f)); |
434 | MZ.Add(new Vertex("-X+Y+Z", +size.X * hollowFactorF / 2.0f, +size.Y * hollowFactorF / 2.0f, 0.0f)); | 422 | MZ.Add(new Vertex("-X+Y+Z", +size.X*hollowFactorF/2.0f, +size.Y*hollowFactorF/2.0f, 0.0f)); |
435 | 423 | ||
436 | List<int> innerBorders = new List<int>(); | 424 | List<int> innerBorders = new List<int>(); |
437 | innerBorders.Add(4); | 425 | innerBorders.Add(4); |
@@ -441,10 +429,10 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
441 | 429 | ||
442 | InsertVertices(MZ.vertices, 4, MZ.triangles, innerBorders); | 430 | InsertVertices(MZ.vertices, 4, MZ.triangles, innerBorders); |
443 | 431 | ||
444 | PZ.Add(new Vertex("-X-Y-Z", -size.X * hollowFactorF / 2.0f, -size.Y * hollowFactorF / 2.0f, 0.0f)); | 432 | PZ.Add(new Vertex("-X-Y-Z", -size.X*hollowFactorF/2.0f, -size.Y*hollowFactorF/2.0f, 0.0f)); |
445 | PZ.Add(new Vertex("-X+Y-Z", +size.X * hollowFactorF / 2.0f, -size.Y * hollowFactorF / 2.0f, 0.0f)); | 433 | PZ.Add(new Vertex("-X+Y-Z", +size.X*hollowFactorF/2.0f, -size.Y*hollowFactorF/2.0f, 0.0f)); |
446 | PZ.Add(new Vertex("-X-Y+Z", -size.X * hollowFactorF / 2.0f, +size.Y * hollowFactorF / 2.0f, 0.0f)); | 434 | PZ.Add(new Vertex("-X-Y+Z", -size.X*hollowFactorF/2.0f, +size.Y*hollowFactorF/2.0f, 0.0f)); |
447 | PZ.Add(new Vertex("-X+Y+Z", +size.X * hollowFactorF / 2.0f, +size.Y * hollowFactorF / 2.0f, 0.0f)); | 435 | PZ.Add(new Vertex("-X+Y+Z", +size.X*hollowFactorF/2.0f, +size.Y*hollowFactorF/2.0f, 0.0f)); |
448 | 436 | ||
449 | innerBorders = new List<int>(); | 437 | innerBorders = new List<int>(); |
450 | innerBorders.Add(4); | 438 | innerBorders.Add(4); |
@@ -453,16 +441,15 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
453 | innerBorders.Add(7); | 441 | innerBorders.Add(7); |
454 | 442 | ||
455 | InsertVertices(PZ.vertices, 4, PZ.triangles, innerBorders); | 443 | InsertVertices(PZ.vertices, 4, PZ.triangles, innerBorders); |
456 | |||
457 | } | 444 | } |
458 | 445 | ||
459 | foreach (Vertex v in PZ.vertices) | 446 | foreach (Vertex v in PZ.vertices) |
460 | { | 447 | { |
461 | v.point.Z = size.Z / 2.0f; | 448 | v.point.Z = size.Z/2.0f; |
462 | } | 449 | } |
463 | foreach (Vertex v in MZ.vertices) | 450 | foreach (Vertex v in MZ.vertices) |
464 | { | 451 | { |
465 | v.point.Z = -size.Z / 2.0f; | 452 | v.point.Z = -size.Z/2.0f; |
466 | } | 453 | } |
467 | 454 | ||
468 | foreach (Triangle t in MZ.triangles) | 455 | foreach (Triangle t in MZ.triangles) |
@@ -486,15 +473,14 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
486 | return result; | 473 | return result; |
487 | } | 474 | } |
488 | 475 | ||
489 | static Mesh CreateBoxMesh(PrimitiveBaseShape primShape, PhysicsVector size) | 476 | private static Mesh CreateBoxMesh(PrimitiveBaseShape primShape, PhysicsVector size) |
490 | { | 477 | { |
491 | Mesh result = new Mesh(); | 478 | Mesh result = new Mesh(); |
492 | 479 | ||
493 | 480 | ||
494 | 481 | Mesh MeshX = CreateBoxMeshX(primShape, size); | |
495 | Mesh MeshX = Meshmerizer.CreateBoxMeshX(primShape, size); | 482 | Mesh MeshY = CreateBoxMeshY(primShape, size); |
496 | Mesh MeshY = Meshmerizer.CreateBoxMeshY(primShape, size); | 483 | Mesh MeshZ = CreateBoxMeshZ(primShape, size); |
497 | Mesh MeshZ = Meshmerizer.CreateBoxMeshZ(primShape, size); | ||
498 | 484 | ||
499 | result.Append(MeshX); | 485 | result.Append(MeshX); |
500 | result.Append(MeshY); | 486 | result.Append(MeshY); |
@@ -504,64 +490,63 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
504 | } | 490 | } |
505 | 491 | ||
506 | 492 | ||
507 | public static void CalcNormals(Mesh mesh) | 493 | public static void CalcNormals(Mesh mesh) |
508 | { | 494 | { |
509 | int iTriangles = mesh.triangles.Count; | 495 | int iTriangles = mesh.triangles.Count; |
510 | 496 | ||
511 | mesh.normals = new float[iTriangles*3]; | 497 | mesh.normals = new float[iTriangles*3]; |
512 | 498 | ||
513 | int i=0; | 499 | int i = 0; |
514 | foreach (Triangle t in mesh.triangles) | 500 | foreach (Triangle t in mesh.triangles) |
515 | { | 501 | { |
516 | |||
517 | float ux, uy, uz; | 502 | float ux, uy, uz; |
518 | float vx, vy, vz; | 503 | float vx, vy, vz; |
519 | float wx, wy, wz; | 504 | float wx, wy, wz; |
520 | 505 | ||
521 | ux = t.v1.point.X; | 506 | ux = t.v1.point.X; |
522 | uy = t.v1.point.Y; | 507 | uy = t.v1.point.Y; |
523 | uz = t.v1.point.Z; | 508 | uz = t.v1.point.Z; |
524 | 509 | ||
525 | vx = t.v2.point.X; | 510 | vx = t.v2.point.X; |
526 | vy = t.v2.point.Y; | 511 | vy = t.v2.point.Y; |
527 | vz = t.v2.point.Z; | 512 | vz = t.v2.point.Z; |
528 | 513 | ||
529 | wx = t.v3.point.X; | 514 | wx = t.v3.point.X; |
530 | wy = t.v3.point.Y; | 515 | wy = t.v3.point.Y; |
531 | wz = t.v3.point.Z; | 516 | wz = t.v3.point.Z; |
532 | 517 | ||
533 | // Vectors for edges | 518 | // Vectors for edges |
534 | float e1x, e1y, e1z; | 519 | float e1x, e1y, e1z; |
535 | float e2x, e2y, e2z; | 520 | float e2x, e2y, e2z; |
536 | 521 | ||
537 | e1x = ux - vx; | 522 | e1x = ux - vx; |
538 | e1y = uy - vy; | 523 | e1y = uy - vy; |
539 | e1z = uz - vz; | 524 | e1z = uz - vz; |
540 | 525 | ||
541 | e2x = ux - wx; | 526 | e2x = ux - wx; |
542 | e2y = uy - wy; | 527 | e2y = uy - wy; |
543 | e2z = uz - wz; | 528 | e2z = uz - wz; |
544 | 529 | ||
545 | 530 | ||
546 | // Cross product for normal | 531 | // Cross product for normal |
547 | float nx, ny, nz; | 532 | float nx, ny, nz; |
548 | nx = e1y * e2z - e1z * e2y; | 533 | nx = e1y*e2z - e1z*e2y; |
549 | ny = e1z * e2x - e1x * e2z; | 534 | ny = e1z*e2x - e1x*e2z; |
550 | nz = e1x * e2y - e1y * e2x; | 535 | nz = e1x*e2y - e1y*e2x; |
551 | 536 | ||
552 | // Length | 537 | // Length |
553 | float l = (float)Math.Sqrt(nx * nx + ny * ny + nz * nz); | 538 | float l = (float) Math.Sqrt(nx*nx + ny*ny + nz*nz); |
554 | 539 | ||
555 | // Normalized "normal" | 540 | // Normalized "normal" |
556 | nx /= l; | 541 | nx /= l; |
557 | ny /= l; | 542 | ny /= l; |
558 | nz /= l; | 543 | nz /= l; |
559 | 544 | ||
560 | mesh.normals[i] = nx; | 545 | mesh.normals[i] = nx; |
561 | mesh.normals[i + 1] = ny; | 546 | mesh.normals[i + 1] = ny; |
562 | mesh.normals[i + 2] = nz; | 547 | mesh.normals[i + 2] = nz; |
563 | 548 | ||
564 | i+=3; | 549 | i += 3; |
565 | } | 550 | } |
566 | } | 551 | } |
567 | 552 | ||
@@ -572,18 +557,15 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
572 | switch (primShape.ProfileShape) | 557 | switch (primShape.ProfileShape) |
573 | { | 558 | { |
574 | case ProfileShape.Square: | 559 | case ProfileShape.Square: |
575 | mesh=CreateBoxMesh(primShape, size); | 560 | mesh = CreateBoxMesh(primShape, size); |
576 | CalcNormals(mesh); | 561 | CalcNormals(mesh); |
577 | break; | 562 | break; |
578 | default: | 563 | default: |
579 | mesh=null; | 564 | mesh = null; |
580 | break; | 565 | break; |
581 | } | 566 | } |
582 | 567 | ||
583 | return mesh; | 568 | return mesh; |
584 | |||
585 | } | 569 | } |
586 | } | 570 | } |
587 | } | 571 | } \ No newline at end of file |
588 | |||
589 | |||