diff options
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/Physics/Meshing/HelperTypes.cs | 14 | ||||
-rw-r--r-- | OpenSim/Region/Physics/Meshing/Meshmerizer.cs | 64 | ||||
-rw-r--r-- | OpenSim/Region/Physics/Meshing/SimpleHull.cs | 2 |
3 files changed, 40 insertions, 40 deletions
diff --git a/OpenSim/Region/Physics/Meshing/HelperTypes.cs b/OpenSim/Region/Physics/Meshing/HelperTypes.cs index efc5968..584133c 100644 --- a/OpenSim/Region/Physics/Meshing/HelperTypes.cs +++ b/OpenSim/Region/Physics/Meshing/HelperTypes.cs | |||
@@ -49,7 +49,7 @@ public class Quaternion | |||
49 | } | 49 | } |
50 | public Quaternion(Vertex axis, float angle) | 50 | public Quaternion(Vertex axis, float angle) |
51 | { | 51 | { |
52 | // using (* 0.5) instead of (/2) | 52 | // using (* 0.5) instead of (/2) |
53 | w = (float)Math.Cos(angle * 0.5f); | 53 | w = (float)Math.Cos(angle * 0.5f); |
54 | x = axis.X * (float)Math.Sin(angle * 0.5f); | 54 | x = axis.X * (float)Math.Sin(angle * 0.5f); |
55 | y = axis.Y * (float)Math.Sin(angle * 0.5f); | 55 | y = axis.Y * (float)Math.Sin(angle * 0.5f); |
@@ -65,8 +65,8 @@ public class Quaternion | |||
65 | c.w = a.w * b.w - a.x * b.x - a.y * b.y - a.z * b.z; | 65 | c.w = a.w * b.w - a.x * b.x - a.y * b.y - a.z * b.z; |
66 | return c; | 66 | return c; |
67 | } | 67 | } |
68 | 68 | ||
69 | 69 | ||
70 | public Matrix4 computeMatrix() | 70 | public Matrix4 computeMatrix() |
71 | { | 71 | { |
72 | return new Matrix4(this); | 72 | return new Matrix4(this); |
@@ -74,7 +74,7 @@ public class Quaternion | |||
74 | public void normalize() | 74 | public void normalize() |
75 | { | 75 | { |
76 | float mag = length(); | 76 | float mag = length(); |
77 | 77 | ||
78 | w /= mag; | 78 | w /= mag; |
79 | x /= mag; | 79 | x /= mag; |
80 | y /= mag; | 80 | y /= mag; |
@@ -367,7 +367,7 @@ public class Triangle | |||
367 | // It is assumed, that the triangles vertices are already set correctly | 367 | // It is assumed, that the triangles vertices are already set correctly |
368 | double p1x, p2x, p1y, p2y, p3x, p3y; | 368 | double p1x, p2x, p1y, p2y, p3x, p3y; |
369 | 369 | ||
370 | // Deviation of this routine: | 370 | // Deviation of this routine: |
371 | // A circle has the general equation (M-p)^2=r^2, where M and p are vectors | 371 | // A circle has the general equation (M-p)^2=r^2, where M and p are vectors |
372 | // this gives us three equations f(p)=r^2, each for one point p1, p2, p3 | 372 | // this gives us three equations f(p)=r^2, each for one point p1, p2, p3 |
373 | // putting respectively two equations together gives two equations | 373 | // putting respectively two equations together gives two equations |
@@ -378,7 +378,7 @@ public class Triangle | |||
378 | // Now using the equations that are formed by the components of the vectors | 378 | // Now using the equations that are formed by the components of the vectors |
379 | // and isolate Mx lets you make one equation that only holds My | 379 | // and isolate Mx lets you make one equation that only holds My |
380 | // The rest is straight forward and eaasy :-) | 380 | // The rest is straight forward and eaasy :-) |
381 | // | 381 | // |
382 | 382 | ||
383 | /* helping variables for temporary results */ | 383 | /* helping variables for temporary results */ |
384 | double c1, c2; | 384 | double c1, c2; |
@@ -496,7 +496,7 @@ public class Triangle | |||
496 | v2 = vt; | 496 | v2 = vt; |
497 | } | 497 | } |
498 | 498 | ||
499 | // Dumps a triangle in the "raw faces" format, blender can import. This is for visualisation and | 499 | // Dumps a triangle in the "raw faces" format, blender can import. This is for visualisation and |
500 | // debugging purposes | 500 | // debugging purposes |
501 | public String ToStringRaw() | 501 | public String ToStringRaw() |
502 | { | 502 | { |
diff --git a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs index 2e7ec15..4bf12c9 100644 --- a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs +++ b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs | |||
@@ -115,7 +115,7 @@ namespace OpenSim.Region.Physics.Meshing | |||
115 | for (iCurrentVertex = usedForSeed; iCurrentVertex < iMaxVertex; iCurrentVertex++) | 115 | for (iCurrentVertex = usedForSeed; iCurrentVertex < iMaxVertex; iCurrentVertex++) |
116 | { | 116 | { |
117 | // Background: A triangle mesh fulfills the delaunay condition if (iff!) | 117 | // Background: A triangle mesh fulfills the delaunay condition if (iff!) |
118 | // each circumlocutory circle (i.e. the circle that touches all three corners) | 118 | // each circumlocutory circle (i.e. the circle that touches all three corners) |
119 | // of each triangle is empty of other vertices. | 119 | // of each triangle is empty of other vertices. |
120 | // Obviously a single (seeding) triangle fulfills this condition. | 120 | // Obviously a single (seeding) triangle fulfills this condition. |
121 | // If we now add one vertex, we need to reconstruct all triangles, that | 121 | // If we now add one vertex, we need to reconstruct all triangles, that |
@@ -132,7 +132,7 @@ namespace OpenSim.Region.Physics.Meshing | |||
132 | // Reconstruction phase. First step, dissolve each triangle into it's simplices, | 132 | // Reconstruction phase. First step, dissolve each triangle into it's simplices, |
133 | // i.e. it's "border lines" | 133 | // i.e. it's "border lines" |
134 | // Goal is to find "inner" borders and delete them, while the hull gets conserved. | 134 | // Goal is to find "inner" borders and delete them, while the hull gets conserved. |
135 | // Inner borders are special in the way that they always come twice, which is how we detect them | 135 | // Inner borders are special in the way that they always come twice, which is how we detect them |
136 | foreach (Triangle t in influencedTriangles) | 136 | foreach (Triangle t in influencedTriangles) |
137 | { | 137 | { |
138 | List<Simplex> newSimplices = t.GetSimplices(); | 138 | List<Simplex> newSimplices = t.GetSimplices(); |
@@ -142,8 +142,8 @@ namespace OpenSim.Region.Physics.Meshing | |||
142 | // Now sort the simplices. That will make identical ones reside side by side in the list | 142 | // Now sort the simplices. That will make identical ones reside side by side in the list |
143 | simplices.Sort(); | 143 | simplices.Sort(); |
144 | 144 | ||
145 | // Look for duplicate simplices here. | 145 | // Look for duplicate simplices here. |
146 | // Remember, they are directly side by side in the list right now, | 146 | // Remember, they are directly side by side in the list right now, |
147 | // So we only check directly neighbours | 147 | // So we only check directly neighbours |
148 | int iSimplex; | 148 | int iSimplex; |
149 | List<Simplex> innerSimplices = new List<Simplex>(); | 149 | List<Simplex> innerSimplices = new List<Simplex>(); |
@@ -162,7 +162,7 @@ namespace OpenSim.Region.Physics.Meshing | |||
162 | } | 162 | } |
163 | 163 | ||
164 | // each simplex still in the list belongs to the hull of the region in question | 164 | // each simplex still in the list belongs to the hull of the region in question |
165 | // The new vertex (yes, we still deal with verices here :-)) forms a triangle | 165 | // The new vertex (yes, we still deal with verices here :-)) forms a triangle |
166 | // with each of these simplices. Build the new triangles and add them to the list | 166 | // with each of these simplices. Build the new triangles and add them to the list |
167 | foreach (Simplex s in simplices) | 167 | foreach (Simplex s in simplices) |
168 | { | 168 | { |
@@ -206,14 +206,14 @@ namespace OpenSim.Region.Physics.Meshing | |||
206 | } | 206 | } |
207 | break; | 207 | break; |
208 | 208 | ||
209 | 209 | ||
210 | default: | 210 | default: |
211 | if (hshape == HollowShape.Same) | 211 | if (hshape == HollowShape.Same) |
212 | hshape= HollowShape.Square; | 212 | hshape= HollowShape.Square; |
213 | break; | 213 | break; |
214 | } | 214 | } |
215 | 215 | ||
216 | 216 | ||
217 | SimpleHull holeHull = null; | 217 | SimpleHull holeHull = null; |
218 | 218 | ||
219 | if (hshape == HollowShape.Square) | 219 | if (hshape == HollowShape.Square) |
@@ -428,13 +428,13 @@ namespace OpenSim.Region.Physics.Meshing | |||
428 | UInt16 pathShearY = primShape.PathShearY; | 428 | UInt16 pathShearY = primShape.PathShearY; |
429 | Int16 twistTop = primShape.PathTwistBegin; | 429 | Int16 twistTop = primShape.PathTwistBegin; |
430 | Int16 twistBot = primShape.PathTwist; | 430 | Int16 twistBot = primShape.PathTwist; |
431 | 431 | ||
432 | 432 | ||
433 | //m_log.Error("pathShear:" + primShape.PathShearX.ToString() + "," + primShape.PathShearY.ToString()); | 433 | //m_log.Error("pathShear:" + primShape.PathShearX.ToString() + "," + primShape.PathShearY.ToString()); |
434 | //m_log.Error("pathTaper:" + primShape.PathTaperX.ToString() + "," + primShape.PathTaperY.ToString()); | 434 | //m_log.Error("pathTaper:" + primShape.PathTaperX.ToString() + "," + primShape.PathTaperY.ToString()); |
435 | //m_log.Error("ProfileBegin:" + primShape.ProfileBegin.ToString() + "," + primShape.ProfileBegin.ToString()); | 435 | //m_log.Error("ProfileBegin:" + primShape.ProfileBegin.ToString() + "," + primShape.ProfileBegin.ToString()); |
436 | //m_log.Error("PathScale:" + primShape.PathScaleX.ToString() + "," + primShape.PathScaleY.ToString()); | 436 | //m_log.Error("PathScale:" + primShape.PathScaleX.ToString() + "," + primShape.PathScaleY.ToString()); |
437 | 437 | ||
438 | // Procedure: This is based on the fact that the upper (plus) and lower (minus) Z-surface | 438 | // Procedure: This is based on the fact that the upper (plus) and lower (minus) Z-surface |
439 | // of a block are basically the same | 439 | // of a block are basically the same |
440 | // They may be warped differently but the shape is identical | 440 | // They may be warped differently but the shape is identical |
@@ -469,7 +469,7 @@ namespace OpenSim.Region.Physics.Meshing | |||
469 | if (fProfileBeginAngle < fProfileEndAngle) | 469 | if (fProfileBeginAngle < fProfileEndAngle) |
470 | fProfileEndAngle -= 360.0; | 470 | fProfileEndAngle -= 360.0; |
471 | 471 | ||
472 | // Note, that we don't want to cut out a triangle, even if this is a | 472 | // Note, that we don't want to cut out a triangle, even if this is a |
473 | // good approximation for small cuts. Indeed we want to cut out an arc | 473 | // good approximation for small cuts. Indeed we want to cut out an arc |
474 | // and we approximate this arc by a polygon chain | 474 | // and we approximate this arc by a polygon chain |
475 | // Also note, that these vectors are of length 1.0 and thus their endpoints lay outside the model space | 475 | // Also note, that these vectors are of length 1.0 and thus their endpoints lay outside the model space |
@@ -559,7 +559,7 @@ namespace OpenSim.Region.Physics.Meshing | |||
559 | extr.taperBotFactorX = 1.0f - ((100 - (float)taperX) / 100); | 559 | extr.taperBotFactorX = 1.0f - ((100 - (float)taperX) / 100); |
560 | //m_log.Warn("taperBotFactorX: " + extr.taperBotFactorX.ToString()); | 560 | //m_log.Warn("taperBotFactorX: " + extr.taperBotFactorX.ToString()); |
561 | } | 561 | } |
562 | 562 | ||
563 | } | 563 | } |
564 | 564 | ||
565 | if (taperY != 100) | 565 | if (taperY != 100) |
@@ -575,8 +575,8 @@ namespace OpenSim.Region.Physics.Meshing | |||
575 | //m_log.Warn("taperBotFactorY: " + extr.taperBotFactorY.ToString()); | 575 | //m_log.Warn("taperBotFactorY: " + extr.taperBotFactorY.ToString()); |
576 | } | 576 | } |
577 | } | 577 | } |
578 | 578 | ||
579 | 579 | ||
580 | if (pathShearX != 0) | 580 | if (pathShearX != 0) |
581 | { | 581 | { |
582 | if (pathShearX > 50) | 582 | if (pathShearX > 50) |
@@ -585,7 +585,7 @@ namespace OpenSim.Region.Physics.Meshing | |||
585 | extr.pushX = (((float)(256 - pathShearX) / 100) * -1f); | 585 | extr.pushX = (((float)(256 - pathShearX) / 100) * -1f); |
586 | // m_log.Warn("pushX: " + extr.pushX); | 586 | // m_log.Warn("pushX: " + extr.pushX); |
587 | } | 587 | } |
588 | else | 588 | else |
589 | { | 589 | { |
590 | extr.pushX = (float)pathShearX / 100; | 590 | extr.pushX = (float)pathShearX / 100; |
591 | // m_log.Warn("pushX: " + extr.pushX); | 591 | // m_log.Warn("pushX: " + extr.pushX); |
@@ -600,7 +600,7 @@ namespace OpenSim.Region.Physics.Meshing | |||
600 | extr.pushY = (((float)(256 - pathShearY) / 100) * -1f); | 600 | extr.pushY = (((float)(256 - pathShearY) / 100) * -1f); |
601 | //m_log.Warn("pushY: " + extr.pushY); | 601 | //m_log.Warn("pushY: " + extr.pushY); |
602 | } | 602 | } |
603 | else | 603 | else |
604 | { | 604 | { |
605 | extr.pushY = (float)pathShearY / 100; | 605 | extr.pushY = (float)pathShearY / 100; |
606 | //m_log.Warn("pushY: " + extr.pushY); | 606 | //m_log.Warn("pushY: " + extr.pushY); |
@@ -615,7 +615,7 @@ namespace OpenSim.Region.Physics.Meshing | |||
615 | extr.twistTop = 360 - (-1 * extr.twistTop); | 615 | extr.twistTop = 360 - (-1 * extr.twistTop); |
616 | 616 | ||
617 | } | 617 | } |
618 | 618 | ||
619 | 619 | ||
620 | extr.twistTop = (float)(extr.twistTop * DEG_TO_RAD); | 620 | extr.twistTop = (float)(extr.twistTop * DEG_TO_RAD); |
621 | } | 621 | } |
@@ -660,7 +660,7 @@ namespace OpenSim.Region.Physics.Meshing | |||
660 | UInt16 pathShearY = primShape.PathShearY; | 660 | UInt16 pathShearY = primShape.PathShearY; |
661 | Int16 twistBot = primShape.PathTwist; | 661 | Int16 twistBot = primShape.PathTwist; |
662 | Int16 twistTop = primShape.PathTwistBegin; | 662 | Int16 twistTop = primShape.PathTwistBegin; |
663 | 663 | ||
664 | 664 | ||
665 | // Procedure: This is based on the fact that the upper (plus) and lower (minus) Z-surface | 665 | // Procedure: This is based on the fact that the upper (plus) and lower (minus) Z-surface |
666 | // of a block are basically the same | 666 | // of a block are basically the same |
@@ -715,7 +715,7 @@ namespace OpenSim.Region.Physics.Meshing | |||
715 | //Vertex Q1Q12 = new Vertex(-0.46f, -0.18f, 0.0f); | 715 | //Vertex Q1Q12 = new Vertex(-0.46f, -0.18f, 0.0f); |
716 | //Vertex Q1Q13 = new Vertex(-0.43f, -0.24f, 0.0f); | 716 | //Vertex Q1Q13 = new Vertex(-0.43f, -0.24f, 0.0f); |
717 | //Vertex Q1Q14 = new Vertex(-0.40f, -0.30f, 0.0f); | 717 | //Vertex Q1Q14 = new Vertex(-0.40f, -0.30f, 0.0f); |
718 | 718 | ||
719 | SimpleHull outerHull = new SimpleHull(); | 719 | SimpleHull outerHull = new SimpleHull(); |
720 | //Clockwise around the quadrants | 720 | //Clockwise around the quadrants |
721 | //outerHull.AddVertex(Q1Q15); | 721 | //outerHull.AddVertex(Q1Q15); |
@@ -803,7 +803,7 @@ namespace OpenSim.Region.Physics.Meshing | |||
803 | if (fProfileBeginAngle < fProfileEndAngle) | 803 | if (fProfileBeginAngle < fProfileEndAngle) |
804 | fProfileEndAngle -= 360.0; | 804 | fProfileEndAngle -= 360.0; |
805 | 805 | ||
806 | // Note, that we don't want to cut out a triangle, even if this is a | 806 | // Note, that we don't want to cut out a triangle, even if this is a |
807 | // good approximation for small cuts. Indeed we want to cut out an arc | 807 | // good approximation for small cuts. Indeed we want to cut out an arc |
808 | // and we approximate this arc by a polygon chain | 808 | // and we approximate this arc by a polygon chain |
809 | // Also note, that these vectors are of length 1.0 and thus their endpoints lay outside the model space | 809 | // Also note, that these vectors are of length 1.0 and thus their endpoints lay outside the model space |
@@ -940,7 +940,7 @@ namespace OpenSim.Region.Physics.Meshing | |||
940 | extr.pushY = (float)pathShearY / 100; | 940 | extr.pushY = (float)pathShearY / 100; |
941 | //m_log.Warn("pushY: " + extr.pushY); | 941 | //m_log.Warn("pushY: " + extr.pushY); |
942 | } | 942 | } |
943 | 943 | ||
944 | } | 944 | } |
945 | 945 | ||
946 | if (twistTop != 0) | 946 | if (twistTop != 0) |
@@ -949,9 +949,9 @@ namespace OpenSim.Region.Physics.Meshing | |||
949 | if (extr.twistTop > 0) | 949 | if (extr.twistTop > 0) |
950 | { | 950 | { |
951 | extr.twistTop = 360 - (-1 * extr.twistTop); | 951 | extr.twistTop = 360 - (-1 * extr.twistTop); |
952 | 952 | ||
953 | } | 953 | } |
954 | 954 | ||
955 | 955 | ||
956 | extr.twistTop = (float)(extr.twistTop * DEG_TO_RAD); | 956 | extr.twistTop = (float)(extr.twistTop * DEG_TO_RAD); |
957 | } | 957 | } |
@@ -967,7 +967,7 @@ namespace OpenSim.Region.Physics.Meshing | |||
967 | } | 967 | } |
968 | extr.twistMid = (float)(extr.twistMid * DEG_TO_RAD); | 968 | extr.twistMid = (float)(extr.twistMid * DEG_TO_RAD); |
969 | } | 969 | } |
970 | 970 | ||
971 | if (twistBot != 0) | 971 | if (twistBot != 0) |
972 | { | 972 | { |
973 | extr.twistBot = 180 * ((float)twistBot / 100); | 973 | extr.twistBot = 180 * ((float)twistBot / 100); |
@@ -1013,7 +1013,7 @@ namespace OpenSim.Region.Physics.Meshing | |||
1013 | Vertex MM = new Vertex(-0.25f, -0.45f, 0.0f); | 1013 | Vertex MM = new Vertex(-0.25f, -0.45f, 0.0f); |
1014 | Vertex PM = new Vertex(+0.5f, 0f, 0.0f); | 1014 | Vertex PM = new Vertex(+0.5f, 0f, 0.0f); |
1015 | Vertex PP = new Vertex(-0.25f, +0.45f, 0.0f); | 1015 | Vertex PP = new Vertex(-0.25f, +0.45f, 0.0f); |
1016 | 1016 | ||
1017 | 1017 | ||
1018 | SimpleHull outerHull = new SimpleHull(); | 1018 | SimpleHull outerHull = new SimpleHull(); |
1019 | //outerHull.AddVertex(MM); | 1019 | //outerHull.AddVertex(MM); |
@@ -1022,7 +1022,7 @@ namespace OpenSim.Region.Physics.Meshing | |||
1022 | outerHull.AddVertex(PP); | 1022 | outerHull.AddVertex(PP); |
1023 | outerHull.AddVertex(MM); | 1023 | outerHull.AddVertex(MM); |
1024 | outerHull.AddVertex(PM); | 1024 | outerHull.AddVertex(PM); |
1025 | 1025 | ||
1026 | // Deal with cuts now | 1026 | // Deal with cuts now |
1027 | if ((profileBegin != 0) || (profileEnd != 0)) | 1027 | if ((profileBegin != 0) || (profileEnd != 0)) |
1028 | { | 1028 | { |
@@ -1034,7 +1034,7 @@ namespace OpenSim.Region.Physics.Meshing | |||
1034 | if (fProfileBeginAngle < fProfileEndAngle) | 1034 | if (fProfileBeginAngle < fProfileEndAngle) |
1035 | fProfileEndAngle -= 360.0; | 1035 | fProfileEndAngle -= 360.0; |
1036 | 1036 | ||
1037 | // Note, that we don't want to cut out a triangle, even if this is a | 1037 | // Note, that we don't want to cut out a triangle, even if this is a |
1038 | // good approximation for small cuts. Indeed we want to cut out an arc | 1038 | // good approximation for small cuts. Indeed we want to cut out an arc |
1039 | // and we approximate this arc by a polygon chain | 1039 | // and we approximate this arc by a polygon chain |
1040 | // Also note, that these vectors are of length 1.0 and thus their endpoints lay outside the model space | 1040 | // Also note, that these vectors are of length 1.0 and thus their endpoints lay outside the model space |
@@ -1177,7 +1177,7 @@ namespace OpenSim.Region.Physics.Meshing | |||
1177 | extr.twistTop = 360 - (-1 * extr.twistTop); | 1177 | extr.twistTop = 360 - (-1 * extr.twistTop); |
1178 | 1178 | ||
1179 | } | 1179 | } |
1180 | 1180 | ||
1181 | 1181 | ||
1182 | extr.twistTop = (float)(extr.twistTop * DEG_TO_RAD); | 1182 | extr.twistTop = (float)(extr.twistTop * DEG_TO_RAD); |
1183 | } | 1183 | } |
@@ -1255,7 +1255,7 @@ namespace OpenSim.Region.Physics.Meshing | |||
1255 | 1255 | ||
1256 | 1256 | ||
1257 | // Base Faces of the Icosahedron (20) | 1257 | // Base Faces of the Icosahedron (20) |
1258 | SphereLODTriangle(v1, v2, v3, diameter, LOD, m); | 1258 | SphereLODTriangle(v1, v2, v3, diameter, LOD, m); |
1259 | SphereLODTriangle(v4, v3, v2, diameter, LOD, m); | 1259 | SphereLODTriangle(v4, v3, v2, diameter, LOD, m); |
1260 | SphereLODTriangle(v4, v5, v6, diameter, LOD, m); | 1260 | SphereLODTriangle(v4, v5, v6, diameter, LOD, m); |
1261 | SphereLODTriangle(v4, v9, v5, diameter, LOD, m); | 1261 | SphereLODTriangle(v4, v9, v5, diameter, LOD, m); |
@@ -1284,7 +1284,7 @@ namespace OpenSim.Region.Physics.Meshing | |||
1284 | v.Z *= size.Z; | 1284 | v.Z *= size.Z; |
1285 | } | 1285 | } |
1286 | 1286 | ||
1287 | // This was built with the normals pointing inside.. | 1287 | // This was built with the normals pointing inside.. |
1288 | // therefore we have to invert the normals | 1288 | // therefore we have to invert the normals |
1289 | foreach (Triangle t in m.triangles) | 1289 | foreach (Triangle t in m.triangles) |
1290 | { | 1290 | { |
@@ -1308,7 +1308,7 @@ namespace OpenSim.Region.Physics.Meshing | |||
1308 | v.Y *= size.Y; | 1308 | v.Y *= size.Y; |
1309 | v.Z *= size.Z; | 1309 | v.Z *= size.Z; |
1310 | } | 1310 | } |
1311 | // This was built with the normals pointing inside.. | 1311 | // This was built with the normals pointing inside.. |
1312 | // therefore we have to invert the normals | 1312 | // therefore we have to invert the normals |
1313 | foreach (Triangle t in sm.triangles) | 1313 | foreach (Triangle t in sm.triangles) |
1314 | { | 1314 | { |
@@ -1462,7 +1462,7 @@ namespace OpenSim.Region.Physics.Meshing | |||
1462 | default: | 1462 | default: |
1463 | mesh = CreateBoxMesh(primName, primShape, size); | 1463 | mesh = CreateBoxMesh(primName, primShape, size); |
1464 | CalcNormals(mesh); | 1464 | CalcNormals(mesh); |
1465 | //Set default mesh to cube otherwise it'll return | 1465 | //Set default mesh to cube otherwise it'll return |
1466 | // null and crash on the 'setMesh' method in the physics plugins. | 1466 | // null and crash on the 'setMesh' method in the physics plugins. |
1467 | //mesh = null; | 1467 | //mesh = null; |
1468 | break; | 1468 | break; |
@@ -1472,6 +1472,6 @@ namespace OpenSim.Region.Physics.Meshing | |||
1472 | return mesh; | 1472 | return mesh; |
1473 | } | 1473 | } |
1474 | 1474 | ||
1475 | 1475 | ||
1476 | } | 1476 | } |
1477 | } | 1477 | } |
diff --git a/OpenSim/Region/Physics/Meshing/SimpleHull.cs b/OpenSim/Region/Physics/Meshing/SimpleHull.cs index 2896d3b..5eeadae 100644 --- a/OpenSim/Region/Physics/Meshing/SimpleHull.cs +++ b/OpenSim/Region/Physics/Meshing/SimpleHull.cs | |||
@@ -337,7 +337,7 @@ namespace OpenSim.Region.Physics.Meshing | |||
337 | } | 337 | } |
338 | 338 | ||
339 | 339 | ||
340 | if (baseStartVertex == null) // i.e. no simplex fulfilled the "outside" condition. | 340 | if (baseStartVertex == null) // i.e. no simplex fulfilled the "outside" condition. |
341 | // In otherwords, subtractHull completely embraces baseHull | 341 | // In otherwords, subtractHull completely embraces baseHull |
342 | { | 342 | { |
343 | return result; | 343 | return result; |