From 582375509c82220c40579c4e4095225bd9d67010 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Fri, 12 Mar 2010 22:48:49 +0000
Subject: refactor: move RezSingleAttachmentFromInventory() from SceneGraph to
 AttachmentsModule

---
 .../Avatar/Attachments/AttachmentsModule.cs        | 46 +++++++++++++++++++
 .../Framework/Interfaces/IAttachmentsModule.cs     | 11 ++++-
 OpenSim/Region/Framework/Scenes/Scene.Inventory.cs |  2 +-
 OpenSim/Region/Framework/Scenes/Scene.cs           |  6 +--
 OpenSim/Region/Framework/Scenes/SceneGraph.cs      | 53 ----------------------
 5 files changed, 60 insertions(+), 58 deletions(-)

diff --git a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
index 3c2cc42..084f3c9 100644
--- a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
@@ -168,6 +168,52 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
 
             return true;
         }
+
+        public SceneObjectGroup RezSingleAttachmentFromInventory(IClientAPI remoteClient, UUID itemID, uint AttachmentPt)
+        {
+            IInventoryAccessModule invAccess = m_scene.RequestModuleInterface<IInventoryAccessModule>();
+            if (invAccess != null)
+            {
+                SceneObjectGroup objatt = invAccess.RezObject(remoteClient,
+                    itemID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true,
+                    false, false, remoteClient.AgentId, true);
+
+//                m_log.DebugFormat(
+//                    "[ATTACHMENTS MODULE]: Retrieved single object {0} for attachment to {1} on point {2}", 
+//                    objatt.Name, remoteClient.Name, AttachmentPt);
+                
+                if (objatt != null)
+                {
+                    bool tainted = false;
+                    if (AttachmentPt != 0 && AttachmentPt != objatt.GetAttachmentPoint())
+                        tainted = true;
+
+                    AttachObject(
+                        remoteClient, objatt.LocalId, AttachmentPt, Quaternion.Identity, objatt.AbsolutePosition, false);
+                    //objatt.ScheduleGroupForFullUpdate();
+                    
+                    if (tainted)
+                        objatt.HasGroupChanged = true;
+
+                    // Fire after attach, so we don't get messy perms dialogs
+                    // 3 == AttachedRez
+                    objatt.CreateScriptInstances(0, true, m_scene.DefaultScriptEngine, 3);
+
+                    // Do this last so that event listeners have access to all the effects of the attachment
+                    m_scene.EventManager.TriggerOnAttach(objatt.LocalId, itemID, remoteClient.AgentId);
+                }
+                else
+                {
+                    m_log.WarnFormat(
+                        "[ATTACHMENTS MODULE]: Could not retrieve item {0} for attaching to avatar {1} at point {2}", 
+                        itemID, remoteClient.Name, AttachmentPt);
+                }
+                
+                return objatt;
+            }
+            
+            return null;
+        }        
         
         public UUID SetAttachmentInventoryStatus(
             SceneObjectGroup att, IClientAPI remoteClient, UUID itemID, uint AttachmentPt)
diff --git a/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs b/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs
index 21c1056..1fa77e4 100644
--- a/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs
@@ -56,7 +56,16 @@ namespace OpenSim.Region.Framework.Interfaces
         /// <param name="silent"></param>
         /// <returns>true if the object was successfully attached, false otherwise</returns>        
         bool AttachObject(
-            IClientAPI remoteClient, uint objectLocalID, uint AttachmentPt, Quaternion rot, Vector3 attachPos, bool silent);     
+            IClientAPI remoteClient, uint objectLocalID, uint AttachmentPt, Quaternion rot, Vector3 attachPos, bool silent);
+
+        /// <summary>
+        /// Rez an attachment from user inventory
+        /// </summary>
+        /// <param name="remoteClient"></param>
+        /// <param name="itemID"></param>
+        /// <param name="AttachmentPt"></param>
+        /// <returns>The scene object that was attached.  Null if the scene object could not be found</returns>
+        SceneObjectGroup RezSingleAttachmentFromInventory(IClientAPI remoteClient, UUID itemID, uint AttachmentPt);        
 
         /// <summary>
         /// Update the user inventory to the attachment of an item
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
index 7277527..dcd92d6 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
@@ -1854,7 +1854,7 @@ namespace OpenSim.Region.Framework.Scenes
         {
             m_log.DebugFormat("[USER INVENTORY]: Rezzing single attachment from item {0} for {1}", itemID, remoteClient.Name);
             
-            SceneObjectGroup att = m_sceneGraph.RezSingleAttachment(remoteClient, itemID, AttachmentPt);
+            SceneObjectGroup att = AttachmentsModule.RezSingleAttachmentFromInventory(remoteClient, itemID, AttachmentPt);
 
             if (att == null)
             {
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index d4d134f..50553dd 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -2338,10 +2338,10 @@ namespace OpenSim.Region.Framework.Scenes
             //m_log.DebugFormat(" >>> IncomingCreateObject(userID, itemID) <<< {0} {1}", userID, itemID);
             
             ScenePresence sp = GetScenePresence(userID);
-            if (sp != null)
+            if (sp != null && AttachmentsModule != null)
             {
-                uint attPt = (uint)sp.Appearance.GetAttachpoint(itemID);
-                m_sceneGraph.RezSingleAttachment(sp.ControllingClient, itemID, attPt);
+                uint attPt = (uint)sp.Appearance.GetAttachpoint(itemID);                
+                AttachmentsModule.RezSingleAttachmentFromInventory(sp.ControllingClient, itemID, attPt);
             }
 
             return false;
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
index a88d456..d944834 100644
--- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
@@ -486,59 +486,6 @@ namespace OpenSim.Region.Framework.Scenes
             }
         }
 
-        /// <summary>
-        /// Rez an attachment
-        /// </summary>
-        /// <param name="remoteClient"></param>
-        /// <param name="itemID"></param>
-        /// <param name="AttachmentPt"></param>
-        /// <returns>The scene object that was attached.  Null if the scene object could not be found</returns>
-        public SceneObjectGroup RezSingleAttachment(IClientAPI remoteClient, UUID itemID, uint AttachmentPt)
-        {
-            IInventoryAccessModule invAccess = m_parentScene.RequestModuleInterface<IInventoryAccessModule>();
-            if (invAccess != null)
-            {
-                SceneObjectGroup objatt = invAccess.RezObject(remoteClient,
-                    itemID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true,
-                    false, false, remoteClient.AgentId, true);
-
-//                m_log.DebugFormat(
-//                    "[SCENE GRAPH]: Retrieved single object {0} for attachment to {1} on point {2}", 
-//                    objatt.Name, remoteClient.Name, AttachmentPt);
-                
-                if (objatt != null)
-                {
-                    bool tainted = false;
-                    if (AttachmentPt != 0 && AttachmentPt != objatt.GetAttachmentPoint())
-                        tainted = true;
-
-                    m_parentScene.AttachmentsModule.AttachObject(
-                        remoteClient, objatt.LocalId, AttachmentPt, Quaternion.Identity, objatt.AbsolutePosition, false);
-                    //objatt.ScheduleGroupForFullUpdate();
-                    
-                    if (tainted)
-                        objatt.HasGroupChanged = true;
-
-                    // Fire after attach, so we don't get messy perms dialogs
-                    // 3 == AttachedRez
-                    objatt.CreateScriptInstances(0, true, m_parentScene.DefaultScriptEngine, 3);
-
-                    // Do this last so that event listeners have access to all the effects of the attachment
-                    m_parentScene.EventManager.TriggerOnAttach(objatt.LocalId, itemID, remoteClient.AgentId);
-                }
-                else
-                {
-                    m_log.WarnFormat(
-                        "[SCENE GRAPH]: Could not retrieve item {0} for attaching to avatar {1} at point {2}", 
-                        itemID, remoteClient.Name, AttachmentPt);
-                }
-                
-                return objatt;
-            }
-            
-            return null;
-        }
-
         protected internal ScenePresence CreateAndAddChildScenePresence(IClientAPI client, AvatarAppearance appearance)
         {
             ScenePresence newAvatar = null;
-- 
cgit v1.1


From 315fa06c75d023ef3e4285842dd730a4d94b78d6 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Fri, 12 Mar 2010 23:20:38 +0000
Subject: refactor: Move another RezSingleAttachment() from Scene.Inventory to
 AttachmentsModule

---
 .../Avatar/Attachments/AttachmentsModule.cs        | 31 +++++++++++++++++++++-
 .../Framework/Interfaces/IAttachmentsModule.cs     | 18 +++++++++++--
 OpenSim/Region/Framework/Scenes/Scene.Inventory.cs | 25 +----------------
 OpenSim/Region/Framework/Scenes/Scene.cs           |  8 +++---
 OpenSim/Region/Framework/Scenes/ScenePresence.cs   | 12 ++++-----
 5 files changed, 57 insertions(+), 37 deletions(-)

diff --git a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
index 084f3c9..f54e41a 100644
--- a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
@@ -169,7 +169,36 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
             return true;
         }
 
-        public SceneObjectGroup RezSingleAttachmentFromInventory(IClientAPI remoteClient, UUID itemID, uint AttachmentPt)
+        public UUID RezSingleAttachmentFromInventory(IClientAPI remoteClient, UUID itemID, uint AttachmentPt)
+        {
+            m_log.DebugFormat("[ATTACHMENTS MODULE]: Rezzing single attachment from item {0} for {1}", itemID, remoteClient.Name);
+            
+            return RezSingleAttachmentFromInventory(remoteClient, itemID, AttachmentPt, true);
+        }
+
+        public UUID RezSingleAttachmentFromInventory(
+            IClientAPI remoteClient, UUID itemID, uint AttachmentPt, bool updateInventoryStatus)
+        {                        
+            SceneObjectGroup att = RezSingleAttachmentFromInventoryInternal(remoteClient, itemID, AttachmentPt);
+
+            if (updateInventoryStatus)
+            {
+                if (att == null)
+                {
+                    ShowDetachInUserInventory(itemID, remoteClient);
+                }
+    
+                SetAttachmentInventoryStatus(att, remoteClient, itemID, AttachmentPt);
+            }
+
+            if (null == att)
+                return UUID.Zero;
+            else
+                return att.UUID;            
+        }        
+
+        protected SceneObjectGroup RezSingleAttachmentFromInventoryInternal(
+            IClientAPI remoteClient, UUID itemID, uint AttachmentPt)
         {
             IInventoryAccessModule invAccess = m_scene.RequestModuleInterface<IInventoryAccessModule>();
             if (invAccess != null)
diff --git a/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs b/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs
index 1fa77e4..0222b02 100644
--- a/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs
@@ -59,13 +59,27 @@ namespace OpenSim.Region.Framework.Interfaces
             IClientAPI remoteClient, uint objectLocalID, uint AttachmentPt, Quaternion rot, Vector3 attachPos, bool silent);
 
         /// <summary>
-        /// Rez an attachment from user inventory
+        /// Rez an attachment from user inventory and change inventory status to match.
         /// </summary>
         /// <param name="remoteClient"></param>
         /// <param name="itemID"></param>
         /// <param name="AttachmentPt"></param>
         /// <returns>The scene object that was attached.  Null if the scene object could not be found</returns>
-        SceneObjectGroup RezSingleAttachmentFromInventory(IClientAPI remoteClient, UUID itemID, uint AttachmentPt);        
+        UUID RezSingleAttachmentFromInventory(IClientAPI remoteClient, UUID itemID, uint AttachmentPt);
+
+        /// <summary>
+        /// Rez an attachment from user inventory
+        /// </summary>
+        /// <param name="remoteClient"></param>
+        /// <param name="itemID"></param>
+        /// <param name="AttachmentPt"></param>
+        /// <param name="updateinventoryStatus">
+        /// If true, we also update the user's inventory to show that the attachment is set.  If false, we do not.
+        /// False is required so that we don't attempt to update information when a user enters a scene with the
+        /// attachment already correctly set up in inventory.
+        /// <returns>The uuid of the scene object that was attached.  Null if the scene object could not be found</returns>
+        UUID RezSingleAttachmentFromInventory(
+            IClientAPI remoteClient, UUID itemID, uint AttachmentPt, bool updateInventoryStatus);
 
         /// <summary>
         /// Update the user inventory to the attachment of an item
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
index dcd92d6..41533a1 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
@@ -1842,35 +1842,12 @@ namespace OpenSim.Region.Framework.Scenes
             EventManager.TriggerOnAttach(localID, itemID, avatarID);
         }
 
-        /// <summary>
-        /// Called when the client receives a request to rez a single attachment on to the avatar from inventory
-        /// (RezSingleAttachmentFromInv packet).
-        /// </summary>
-        /// <param name="remoteClient"></param>
-        /// <param name="itemID"></param>
-        /// <param name="AttachmentPt"></param>
-        /// <returns></returns>
-        public UUID RezSingleAttachment(IClientAPI remoteClient, UUID itemID, uint AttachmentPt)
-        {
-            m_log.DebugFormat("[USER INVENTORY]: Rezzing single attachment from item {0} for {1}", itemID, remoteClient.Name);
-            
-            SceneObjectGroup att = AttachmentsModule.RezSingleAttachmentFromInventory(remoteClient, itemID, AttachmentPt);
-
-            if (att == null)
-            {
-                AttachmentsModule.ShowDetachInUserInventory(itemID, remoteClient);
-                return UUID.Zero;
-            }
-
-            return AttachmentsModule.SetAttachmentInventoryStatus(att, remoteClient, itemID, AttachmentPt);
-        }
-
         public void RezMultipleAttachments(IClientAPI remoteClient, RezMultipleAttachmentsFromInvPacket.HeaderDataBlock header,
                                        RezMultipleAttachmentsFromInvPacket.ObjectDataBlock[] objects)
         {
             foreach (RezMultipleAttachmentsFromInvPacket.ObjectDataBlock obj in objects)
             {
-                RezSingleAttachment(remoteClient, obj.ItemID, obj.AttachmentPt);
+                AttachmentsModule.RezSingleAttachmentFromInventory(remoteClient, obj.ItemID, obj.AttachmentPt);
             }
         }
 
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 50553dd..c510dc8 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -2642,13 +2642,13 @@ namespace OpenSim.Region.Framework.Scenes
         }
 
         public virtual void SubscribeToClientAttachmentEvents(IClientAPI client)
-        {
-            client.OnRezSingleAttachmentFromInv += RezSingleAttachment;
+        {            
             client.OnRezMultipleAttachmentsFromInv += RezMultipleAttachments;            
             client.OnObjectDetach += m_sceneGraph.DetachObject;
 
             if (AttachmentsModule != null)
             {
+                client.OnRezSingleAttachmentFromInv += AttachmentsModule.RezSingleAttachmentFromInventory;
                 client.OnObjectAttach += AttachmentsModule.AttachObject;
                 client.OnDetachAttachmentIntoInv += AttachmentsModule.ShowDetachInUserInventory;
             }
@@ -2799,12 +2799,12 @@ namespace OpenSim.Region.Framework.Scenes
 
         public virtual void UnSubscribeToClientAttachmentEvents(IClientAPI client)
         {
-            client.OnRezMultipleAttachmentsFromInv -= RezMultipleAttachments;
-            client.OnRezSingleAttachmentFromInv -= RezSingleAttachment;            
+            client.OnRezMultipleAttachmentsFromInv -= RezMultipleAttachments;            
             client.OnObjectDetach -= m_sceneGraph.DetachObject;
 
             if (AttachmentsModule != null)
             {
+                client.OnRezSingleAttachmentFromInv -= AttachmentsModule.RezSingleAttachmentFromInventory;            
                 client.OnObjectAttach -= AttachmentsModule.AttachObject;
                 client.OnDetachAttachmentIntoInv -= AttachmentsModule.ShowDetachInUserInventory;
             }
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 7661f1e..317c908 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -3738,7 +3738,7 @@ namespace OpenSim.Region.Framework.Scenes
         {
             if (null == m_appearance)
             {
-                m_log.WarnFormat("[ATTACHMENT] Appearance has not been initialized for agent {0}", UUID);
+                m_log.WarnFormat("[ATTACHMENT]: Appearance has not been initialized for agent {0}", UUID);
                 return;
             }
 
@@ -3762,12 +3762,12 @@ namespace OpenSim.Region.Framework.Scenes
                 try
                 {
                     // Rez from inventory
-                    UUID asset = m_scene.RezSingleAttachment(ControllingClient,
-                            itemID, (uint)p);
-
-                    m_log.InfoFormat("[ATTACHMENT]: Rezzed attachment in point {0} from item {1} and asset {2} ({3})",
-                            p, itemID, assetID, asset);
+                    UUID asset 
+                        = m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p);
 
+                    m_log.InfoFormat(
+                        "[ATTACHMENT]: Rezzed attachment in point {0} from item {1} and asset {2} ({3})",
+                        p, itemID, assetID, asset);
                 }
                 catch (Exception e)
                 {
-- 
cgit v1.1


From 4b813932745775ef585a2cbca99233e57d20e13e Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Fri, 12 Mar 2010 23:21:45 +0000
Subject: minor: remove some mono compiler warnings

---
 OpenSim/Services/GridService/GridService.cs     | 6 ++----
 OpenSim/Services/GridService/HypergridLinker.cs | 5 +++--
 2 files changed, 5 insertions(+), 6 deletions(-)

diff --git a/OpenSim/Services/GridService/GridService.cs b/OpenSim/Services/GridService/GridService.cs
index 1368e46..2faf018 100644
--- a/OpenSim/Services/GridService/GridService.cs
+++ b/OpenSim/Services/GridService/GridService.cs
@@ -123,8 +123,7 @@ namespace OpenSim.Services.GridService
                 if ((rflags & OpenSim.Data.RegionFlags.Reservation) != 0)
                 {
                     // Regions reserved for the null key cannot be taken.
-                    //
-                    if (region.Data["PrincipalID"] == UUID.Zero.ToString())
+                    if ((string)region.Data["PrincipalID"] == UUID.Zero.ToString())
                         return "Region location us reserved";
 
                     // Treat it as an auth request
@@ -132,7 +131,6 @@ namespace OpenSim.Services.GridService
                     // NOTE: Fudging the flags value here, so these flags
                     //       should not be used elsewhere. Don't optimize
                     //       this with the later retrieval of the same flags!
-                    //
                     rflags |= OpenSim.Data.RegionFlags.Authenticate;
                 }
 
@@ -489,7 +487,7 @@ namespace OpenSim.Services.GridService
                         f |= (OpenSim.Data.RegionFlags)val;
                     }
                 }
-                catch (Exception e)
+                catch (Exception)
                 {
                     MainConsole.Instance.Output("Error in flag specification: " + p);
                 }
diff --git a/OpenSim/Services/GridService/HypergridLinker.cs b/OpenSim/Services/GridService/HypergridLinker.cs
index de5df9d..58746d0 100644
--- a/OpenSim/Services/GridService/HypergridLinker.cs
+++ b/OpenSim/Services/GridService/HypergridLinker.cs
@@ -168,10 +168,11 @@ namespace OpenSim.Services.GridService
             }
 
             // Sanity check. 
-            IPAddress ipaddr = null;
+            //IPAddress ipaddr = null;
             try
             {
-                ipaddr = Util.GetHostFromDNS(host);
+                //ipaddr = Util.GetHostFromDNS(host);
+                Util.GetHostFromDNS(host);
             }
             catch 
             {
-- 
cgit v1.1


From 1d14cf8c3f2ac706d7e4e9cc3a32a0dcc76d0061 Mon Sep 17 00:00:00 2001
From: dahlia
Date: Fri, 12 Mar 2010 21:21:28 -0800
Subject: some improvements to sculptmap alpha handling and LOD

---
 OpenSim/Region/Physics/Meshing/SculptMesh.cs | 1272 +++++++++++++-------------
 1 file changed, 645 insertions(+), 627 deletions(-)

diff --git a/OpenSim/Region/Physics/Meshing/SculptMesh.cs b/OpenSim/Region/Physics/Meshing/SculptMesh.cs
index 4dc6e2e..11b6cd4 100644
--- a/OpenSim/Region/Physics/Meshing/SculptMesh.cs
+++ b/OpenSim/Region/Physics/Meshing/SculptMesh.cs
@@ -1,627 +1,645 @@
-/*
- * Copyright (c) Contributors
- * See CONTRIBUTORS.TXT for a full list of copyright holders.
- *
- * Redistribution and use in source and binary forms, with or without
- * modification, are permitted provided that the following conditions are met:
- *     * Redistributions of source code must retain the above copyright
- *       notice, this list of conditions and the following disclaimer.
- *     * Redistributions in binary form must reproduce the above copyright
- *       notice, this list of conditions and the following disclaimer in the
- *       documentation and/or other materials provided with the distribution.
- *     * Neither the name of the OpenSimulator Project nor the
- *       names of its contributors may be used to endorse or promote products
- *       derived from this software without specific prior written permission.
- *
- * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
- * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
- * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
- * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
- * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
- * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
- * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
- * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
- * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- */
-
-// to build without references to System.Drawing, comment this out
-#define SYSTEM_DRAWING
-
-using System;
-using System.Collections.Generic;
-using System.Text;
-using System.IO;
-
-#if SYSTEM_DRAWING
-using System.Drawing;
-using System.Drawing.Imaging;
-#endif
-
-namespace PrimMesher
-{
-
-    public class SculptMesh
-    {
-        public List<Coord> coords;
-        public List<Face> faces;
-
-        public List<ViewerFace> viewerFaces;
-        public List<Coord> normals;
-        public List<UVCoord> uvs;
-
-        public enum SculptType { sphere = 1, torus = 2, plane = 3, cylinder = 4 };
-
-#if SYSTEM_DRAWING
-        // private Bitmap ScaleImage(Bitmap srcImage, float scale)
-        // {
-        //     int sourceWidth = srcImage.Width;
-        //     int sourceHeight = srcImage.Height;
-        //     int sourceX = 0;
-        //     int sourceY = 0;
-
-        //     int destX = 0;
-        //     int destY = 0;
-        //     int destWidth = (int)(srcImage.Width * scale);
-        //     int destHeight = (int)(srcImage.Height * scale);
-
-        //     if (srcImage.PixelFormat == PixelFormat.Format32bppArgb)
-        //         for (int y = 0; y < srcImage.Height; y++)
-        //             for (int x = 0; x < srcImage.Width; x++)
-        //             {
-        //                 Color c = srcImage.GetPixel(x, y);
-        //                 srcImage.SetPixel(x, y, Color.FromArgb(255, c.R, c.G, c.B));
-        //             }
-
-        //     Bitmap scaledImage = new Bitmap(destWidth, destHeight,
-        //                              PixelFormat.Format24bppRgb);
-
-        //     scaledImage.SetResolution(96.0f, 96.0f);
-
-        //     Graphics grPhoto = Graphics.FromImage(scaledImage);
-        //     grPhoto.InterpolationMode = System.Drawing.Drawing2D.InterpolationMode.Low;
-
-        //     grPhoto.DrawImage(srcImage,
-        //         new Rectangle(destX, destY, destWidth, destHeight),
-        //         new Rectangle(sourceX, sourceY, sourceWidth, sourceHeight),
-        //         GraphicsUnit.Pixel);
-
-        //     grPhoto.Dispose();
-        //     return scaledImage;
-        // }
-
-
-        public SculptMesh SculptMeshFromFile(string fileName, SculptType sculptType, int lod, bool viewerMode)
-        {
-            Bitmap bitmap = (Bitmap)Bitmap.FromFile(fileName);
-            SculptMesh sculptMesh = new SculptMesh(bitmap, sculptType, lod, viewerMode);
-            bitmap.Dispose();
-            return sculptMesh;
-        }
-
-        public SculptMesh(string fileName, int sculptType, int lod, int viewerMode, int mirror, int invert)
-        {
-            Bitmap bitmap = (Bitmap)Bitmap.FromFile(fileName);
-            _SculptMesh(bitmap, (SculptType)sculptType, lod, viewerMode != 0, mirror != 0, invert != 0);
-            bitmap.Dispose();
-        }
-#endif
-
-        /// <summary>
-        /// ** Experimental ** May disappear from future versions ** not recommeneded for use in applications
-        /// Construct a sculpt mesh from a 2D array of floats
-        /// </summary>
-        /// <param name="zMap"></param>
-        /// <param name="xBegin"></param>
-        /// <param name="xEnd"></param>
-        /// <param name="yBegin"></param>
-        /// <param name="yEnd"></param>
-        /// <param name="viewerMode"></param>
-        public SculptMesh(float[,] zMap, float xBegin, float xEnd, float yBegin, float yEnd, bool viewerMode)
-        {
-            float xStep, yStep;
-            float uStep, vStep;
-
-            int numYElements = zMap.GetLength(0);
-            int numXElements = zMap.GetLength(1);
-
-            try
-            {
-                xStep = (xEnd - xBegin) / (float)(numXElements - 1);
-                yStep = (yEnd - yBegin) / (float)(numYElements - 1);
-
-                uStep = 1.0f / (numXElements - 1);
-                vStep = 1.0f / (numYElements - 1);
-            }
-            catch (DivideByZeroException)
-            {
-                return;
-            }
-
-            coords = new List<Coord>();
-            faces = new List<Face>();
-            normals = new List<Coord>();
-            uvs = new List<UVCoord>();
-
-            viewerFaces = new List<ViewerFace>();
-
-            int p1, p2, p3, p4;
-
-            int x, y;
-            int xStart = 0, yStart = 0;
-
-            for (y = yStart; y < numYElements; y++)
-            {
-                int rowOffset = y * numXElements;
-
-                for (x = xStart; x < numXElements; x++)
-                {
-                    /*
-                    *   p1-----p2
-                    *   | \ f2 |
-                    *   |   \  |
-                    *   | f1  \|
-                    *   p3-----p4
-                    */
-
-                    p4 = rowOffset + x;
-                    p3 = p4 - 1;
-
-                    p2 = p4 - numXElements;
-                    p1 = p3 - numXElements;
-
-                    Coord c = new Coord(xBegin + x * xStep, yBegin + y * yStep, zMap[y, x]);
-                    this.coords.Add(c);
-                    if (viewerMode)
-                    {
-                        this.normals.Add(new Coord());
-                        this.uvs.Add(new UVCoord(uStep * x, 1.0f - vStep * y));
-                    }
-
-                    if (y > 0 && x > 0)
-                    {
-                        Face f1, f2;
-
-                        if (viewerMode)
-                        {
-                            f1 = new Face(p1, p4, p3, p1, p4, p3);
-                            f1.uv1 = p1;
-                            f1.uv2 = p4;
-                            f1.uv3 = p3;
-
-                            f2 = new Face(p1, p2, p4, p1, p2, p4);
-                            f2.uv1 = p1;
-                            f2.uv2 = p2;
-                            f2.uv3 = p4;
-                        }
-                        else
-                        {
-                            f1 = new Face(p1, p4, p3);
-                            f2 = new Face(p1, p2, p4);
-                        }
-
-                        this.faces.Add(f1);
-                        this.faces.Add(f2);
-                    }
-                }
-            }
-
-            if (viewerMode)
-                calcVertexNormals(SculptType.plane, numXElements, numYElements);
-        }
-
-#if SYSTEM_DRAWING
-        public SculptMesh(Bitmap sculptBitmap, SculptType sculptType, int lod, bool viewerMode)
-        {
-            _SculptMesh(sculptBitmap, sculptType, lod, viewerMode, false, false);
-        }
-
-        public SculptMesh(Bitmap sculptBitmap, SculptType sculptType, int lod, bool viewerMode, bool mirror, bool invert)
-        {
-            _SculptMesh(sculptBitmap, sculptType, lod, viewerMode, mirror, invert);
-        }
-#endif
-
-        public SculptMesh(List<List<Coord>> rows, SculptType sculptType, bool viewerMode, bool mirror, bool invert)
-        {
-            _SculptMesh(rows, sculptType, viewerMode, mirror, invert);
-        }
-
-#if SYSTEM_DRAWING
-        /// <summary>
-        /// converts a bitmap to a list of lists of coords, while scaling the image.
-        /// the scaling is done in floating point so as to allow for reduced vertex position
-        /// quantization as the position will be averaged between pixel values. this routine will
-        /// likely fail if the bitmap width and height are not powers of 2.
-        /// </summary>
-        /// <param name="bitmap"></param>
-        /// <param name="scale"></param>
-        /// <param name="mirror"></param>
-        /// <returns></returns>
-        private List<List<Coord>> bitmap2Coords(Bitmap bitmap, int scale, bool mirror)
-        {
-            int numRows = bitmap.Height / scale;
-            int numCols = bitmap.Width / scale;
-            List<List<Coord>> rows = new List<List<Coord>>(numRows);
-
-            float pixScale = 1.0f / (scale * scale);
-            pixScale /= 255;
-
-            int imageX, imageY = 0;
-
-            int rowNdx, colNdx;
-
-            for (rowNdx = 0; rowNdx < numRows; rowNdx++)
-            {
-                List<Coord> row = new List<Coord>(numCols);
-                for (colNdx = 0; colNdx < numCols; colNdx++)
-                {
-                    imageX = colNdx * scale;
-                    int imageYStart = rowNdx * scale;
-                    int imageYEnd = imageYStart + scale;
-                    int imageXEnd = imageX + scale;
-                    float rSum = 0.0f;
-                    float gSum = 0.0f;
-                    float bSum = 0.0f;
-                    for (; imageX < imageXEnd; imageX++)
-                    {
-                        for (imageY = imageYStart; imageY < imageYEnd; imageY++)
-                        {
-                            Color c = bitmap.GetPixel(imageX, imageY);
-                            rSum += c.R;
-                            gSum += c.G;
-                            bSum += c.B;
-                        }
-                    }
-                    if (mirror)
-                        row.Add(new Coord(-(rSum * pixScale - 0.5f), gSum * pixScale - 0.5f, bSum * pixScale - 0.5f));
-                    else
-                        row.Add(new Coord(rSum * pixScale - 0.5f, gSum * pixScale - 0.5f, bSum * pixScale - 0.5f));
-
-                }
-                rows.Add(row);
-            }
-            return rows;
-        }
-
-
-        void _SculptMesh(Bitmap sculptBitmap, SculptType sculptType, int lod, bool viewerMode, bool mirror, bool invert)
-        {
-            coords = new List<Coord>();
-            faces = new List<Face>();
-            normals = new List<Coord>();
-            uvs = new List<UVCoord>();
-
-            sculptType = (SculptType)(((int)sculptType) & 0x07);
-
-            if (mirror)
-                if (sculptType == SculptType.plane)
-                    invert = !invert;
-
-            float sourceScaleFactor = (float)(lod) / (float)Math.Sqrt(sculptBitmap.Width * sculptBitmap.Height);
-
-            int scale = (int)(1.0f / sourceScaleFactor);
-            if (scale < 1) scale = 1;
-
-            _SculptMesh(bitmap2Coords(sculptBitmap, scale, mirror), sculptType, viewerMode, mirror, invert);
-        }
-#endif
-
-
-        void _SculptMesh(List<List<Coord>> rows, SculptType sculptType, bool viewerMode, bool mirror, bool invert)
-        {
-            coords = new List<Coord>();
-            faces = new List<Face>();
-            normals = new List<Coord>();
-            uvs = new List<UVCoord>();
-
-            sculptType = (SculptType)(((int)sculptType) & 0x07);
-
-            if (mirror)
-                if (sculptType == SculptType.plane)
-                    invert = !invert;
-
-            viewerFaces = new List<ViewerFace>();
-
-            int width = rows[0].Count;
-
-            int p1, p2, p3, p4;
-
-            int imageX, imageY;
-
-            if (sculptType != SculptType.plane)
-            {
-                for (int rowNdx = 0; rowNdx < rows.Count; rowNdx++)
-                    rows[rowNdx].Add(rows[rowNdx][0]);
-            }
-
-            Coord topPole = rows[0][width / 2];
-            Coord bottomPole = rows[rows.Count - 1][width / 2];
-
-            if (sculptType == SculptType.sphere)
-            {
-                int count = rows[0].Count;
-                List<Coord> topPoleRow = new List<Coord>(count);
-                List<Coord> bottomPoleRow = new List<Coord>(count);
-
-                for (int i = 0; i < count; i++)
-                {
-                    topPoleRow.Add(topPole);
-                    bottomPoleRow.Add(bottomPole);
-                }
-                rows.Insert(0, topPoleRow);
-                rows.Add(bottomPoleRow);
-            }
-            else if (sculptType == SculptType.torus)
-                rows.Add(rows[0]);
-
-            int coordsDown = rows.Count;
-            int coordsAcross = rows[0].Count;
-
-            float widthUnit = 1.0f / (coordsAcross - 1);
-            float heightUnit = 1.0f / (coordsDown - 1);
-
-            for (imageY = 0; imageY < coordsDown; imageY++)
-            {
-                int rowOffset = imageY * coordsAcross;
-
-                for (imageX = 0; imageX < coordsAcross; imageX++)
-                {
-                    /*
-                    *   p1-----p2
-                    *   | \ f2 |
-                    *   |   \  |
-                    *   | f1  \|
-                    *   p3-----p4
-                    */
-
-                    p4 = rowOffset + imageX;
-                    p3 = p4 - 1;
-
-                    p2 = p4 - coordsAcross;
-                    p1 = p3 - coordsAcross;
-
-                    this.coords.Add(rows[imageY][imageX]);
-                    if (viewerMode)
-                    {
-                        this.normals.Add(new Coord());
-                        this.uvs.Add(new UVCoord(widthUnit * imageX, heightUnit * imageY));
-                    }
-
-                    if (imageY > 0 && imageX > 0)
-                    {
-                        Face f1, f2;
-
-                        if (viewerMode)
-                        {
-                            if (invert)
-                            {
-                                f1 = new Face(p1, p4, p3, p1, p4, p3);
-                                f1.uv1 = p1;
-                                f1.uv2 = p4;
-                                f1.uv3 = p3;
-
-                                f2 = new Face(p1, p2, p4, p1, p2, p4);
-                                f2.uv1 = p1;
-                                f2.uv2 = p2;
-                                f2.uv3 = p4;
-                            }
-                            else
-                            {
-                                f1 = new Face(p1, p3, p4, p1, p3, p4);
-                                f1.uv1 = p1;
-                                f1.uv2 = p3;
-                                f1.uv3 = p4;
-
-                                f2 = new Face(p1, p4, p2, p1, p4, p2);
-                                f2.uv1 = p1;
-                                f2.uv2 = p4;
-                                f2.uv3 = p2;
-                            }
-                        }
-                        else
-                        {
-                            if (invert)
-                            {
-                                f1 = new Face(p1, p4, p3);
-                                f2 = new Face(p1, p2, p4);
-                            }
-                            else
-                            {
-                                f1 = new Face(p1, p3, p4);
-                                f2 = new Face(p1, p4, p2);
-                            }
-                        }
-
-                        this.faces.Add(f1);
-                        this.faces.Add(f2);
-                    }
-                }
-            }
-
-            if (viewerMode)
-                calcVertexNormals(sculptType, coordsAcross, coordsDown);
-        }
-
-        /// <summary>
-        /// Duplicates a SculptMesh object. All object properties are copied by value, including lists.
-        /// </summary>
-        /// <returns></returns>
-        public SculptMesh Copy()
-        {
-            return new SculptMesh(this);
-        }
-
-        public SculptMesh(SculptMesh sm)
-        {
-            coords = new List<Coord>(sm.coords);
-            faces = new List<Face>(sm.faces);
-            viewerFaces = new List<ViewerFace>(sm.viewerFaces);
-            normals = new List<Coord>(sm.normals);
-            uvs = new List<UVCoord>(sm.uvs);
-        }
-
-        private void calcVertexNormals(SculptType sculptType, int xSize, int ySize)
-        {  // compute vertex normals by summing all the surface normals of all the triangles sharing
-            // each vertex and then normalizing
-            int numFaces = this.faces.Count;
-            for (int i = 0; i < numFaces; i++)
-            {
-                Face face = this.faces[i];
-                Coord surfaceNormal = face.SurfaceNormal(this.coords);
-                this.normals[face.n1] += surfaceNormal;
-                this.normals[face.n2] += surfaceNormal;
-                this.normals[face.n3] += surfaceNormal;
-            }
-
-            int numNormals = this.normals.Count;
-            for (int i = 0; i < numNormals; i++)
-                this.normals[i] = this.normals[i].Normalize();
-
-            if (sculptType != SculptType.plane)
-            { // blend the vertex normals at the cylinder seam
-                for (int y = 0; y < ySize; y++)
-                {
-                    int rowOffset = y * xSize;
-
-                    this.normals[rowOffset] = this.normals[rowOffset + xSize - 1] = (this.normals[rowOffset] + this.normals[rowOffset + xSize - 1]).Normalize();
-                }
-            }
-
-            foreach (Face face in this.faces)
-            {
-                ViewerFace vf = new ViewerFace(0);
-                vf.v1 = this.coords[face.v1];
-                vf.v2 = this.coords[face.v2];
-                vf.v3 = this.coords[face.v3];
-
-                vf.coordIndex1 = face.v1;
-                vf.coordIndex2 = face.v2;
-                vf.coordIndex3 = face.v3;
-
-                vf.n1 = this.normals[face.n1];
-                vf.n2 = this.normals[face.n2];
-                vf.n3 = this.normals[face.n3];
-
-                vf.uv1 = this.uvs[face.uv1];
-                vf.uv2 = this.uvs[face.uv2];
-                vf.uv3 = this.uvs[face.uv3];
-
-                this.viewerFaces.Add(vf);
-            }
-        }
-
-        /// <summary>
-        /// Adds a value to each XYZ vertex coordinate in the mesh
-        /// </summary>
-        /// <param name="x"></param>
-        /// <param name="y"></param>
-        /// <param name="z"></param>
-        public void AddPos(float x, float y, float z)
-        {
-            int i;
-            int numVerts = this.coords.Count;
-            Coord vert;
-
-            for (i = 0; i < numVerts; i++)
-            {
-                vert = this.coords[i];
-                vert.X += x;
-                vert.Y += y;
-                vert.Z += z;
-                this.coords[i] = vert;
-            }
-
-            if (this.viewerFaces != null)
-            {
-                int numViewerFaces = this.viewerFaces.Count;
-
-                for (i = 0; i < numViewerFaces; i++)
-                {
-                    ViewerFace v = this.viewerFaces[i];
-                    v.AddPos(x, y, z);
-                    this.viewerFaces[i] = v;
-                }
-            }
-        }
-
-        /// <summary>
-        /// Rotates the mesh
-        /// </summary>
-        /// <param name="q"></param>
-        public void AddRot(Quat q)
-        {
-            int i;
-            int numVerts = this.coords.Count;
-
-            for (i = 0; i < numVerts; i++)
-                this.coords[i] *= q;
-
-            int numNormals = this.normals.Count;
-            for (i = 0; i < numNormals; i++)
-                this.normals[i] *= q;
-
-            if (this.viewerFaces != null)
-            {
-                int numViewerFaces = this.viewerFaces.Count;
-
-                for (i = 0; i < numViewerFaces; i++)
-                {
-                    ViewerFace v = this.viewerFaces[i];
-                    v.v1 *= q;
-                    v.v2 *= q;
-                    v.v3 *= q;
-
-                    v.n1 *= q;
-                    v.n2 *= q;
-                    v.n3 *= q;
-
-                    this.viewerFaces[i] = v;
-                }
-            }
-        }
-
-        public void Scale(float x, float y, float z)
-        {
-            int i;
-            int numVerts = this.coords.Count;
-
-            Coord m = new Coord(x, y, z);
-            for (i = 0; i < numVerts; i++)
-                this.coords[i] *= m;
-
-            if (this.viewerFaces != null)
-            {
-                int numViewerFaces = this.viewerFaces.Count;
-                for (i = 0; i < numViewerFaces; i++)
-                {
-                    ViewerFace v = this.viewerFaces[i];
-                    v.v1 *= m;
-                    v.v2 *= m;
-                    v.v3 *= m;
-                    this.viewerFaces[i] = v;
-                }
-            }
-        }
-
-        public void DumpRaw(String path, String name, String title)
-        {
-            if (path == null)
-                return;
-            String fileName = name + "_" + title + ".raw";
-            String completePath = System.IO.Path.Combine(path, fileName);
-            StreamWriter sw = new StreamWriter(completePath);
-
-            for (int i = 0; i < this.faces.Count; i++)
-            {
-                string s = this.coords[this.faces[i].v1].ToString();
-                s += " " + this.coords[this.faces[i].v2].ToString();
-                s += " " + this.coords[this.faces[i].v3].ToString();
-
-                sw.WriteLine(s);
-            }
-
-            sw.Close();
-        }
-    }
-}
+/*
+ * Copyright (c) Contributors
+ * See CONTRIBUTORS.TXT for a full list of copyright holders.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions are met:
+ *     * Redistributions of source code must retain the above copyright
+ *       notice, this list of conditions and the following disclaimer.
+ *     * Redistributions in binary form must reproduce the above copyright
+ *       notice, this list of conditions and the following disclaimer in the
+ *       documentation and/or other materials provided with the distribution.
+ *     * Neither the name of the OpenSimulator Project nor the
+ *       names of its contributors may be used to endorse or promote products
+ *       derived from this software without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
+ * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
+ * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
+ * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
+ * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
+ * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
+ * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
+ * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
+ * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ */
+
+// to build without references to System.Drawing, comment this out
+#define SYSTEM_DRAWING
+
+using System;
+using System.Collections.Generic;
+using System.Text;
+using System.IO;
+
+#if SYSTEM_DRAWING
+using System.Drawing;
+using System.Drawing.Imaging;
+#endif
+
+namespace PrimMesher
+{
+
+    public class SculptMesh
+    {
+        public List<Coord> coords;
+        public List<Face> faces;
+
+        public List<ViewerFace> viewerFaces;
+        public List<Coord> normals;
+        public List<UVCoord> uvs;
+
+        public enum SculptType { sphere = 1, torus = 2, plane = 3, cylinder = 4 };
+
+#if SYSTEM_DRAWING
+        private Bitmap ScaleImage(Bitmap srcImage, float scale, bool removeAlpha)
+        {
+            int sourceWidth = srcImage.Width;
+            int sourceHeight = srcImage.Height;
+            int sourceX = 0;
+            int sourceY = 0;
+
+            int destX = 0;
+            int destY = 0;
+            int destWidth = (int)(srcImage.Width * scale);
+            int destHeight = (int)(srcImage.Height * scale);
+
+            Bitmap scaledImage;
+
+            if (removeAlpha)
+            {
+                if (srcImage.PixelFormat == PixelFormat.Format32bppArgb)
+                    for (int y = 0; y < srcImage.Height; y++)
+                        for (int x = 0; x < srcImage.Width; x++)
+                        {
+                            Color c = srcImage.GetPixel(x, y);
+                            srcImage.SetPixel(x, y, Color.FromArgb(255, c.R, c.G, c.B));
+                        }
+
+                scaledImage = new Bitmap(destWidth, destHeight,
+                                         PixelFormat.Format24bppRgb);
+            }
+            else
+                scaledImage = new Bitmap(srcImage, destWidth, destHeight);
+
+            scaledImage.SetResolution(96.0f, 96.0f);
+
+            Graphics grPhoto = Graphics.FromImage(scaledImage);
+            grPhoto.InterpolationMode = System.Drawing.Drawing2D.InterpolationMode.Low;
+
+            grPhoto.DrawImage(srcImage,
+                new Rectangle(destX, destY, destWidth, destHeight),
+                new Rectangle(sourceX, sourceY, sourceWidth, sourceHeight),
+                GraphicsUnit.Pixel);
+
+            grPhoto.Dispose();
+            return scaledImage;
+        }
+
+
+        public SculptMesh SculptMeshFromFile(string fileName, SculptType sculptType, int lod, bool viewerMode)
+        {
+            Bitmap bitmap = (Bitmap)Bitmap.FromFile(fileName);
+            SculptMesh sculptMesh = new SculptMesh(bitmap, sculptType, lod, viewerMode);
+            bitmap.Dispose();
+            return sculptMesh;
+        }
+
+        public SculptMesh(string fileName, int sculptType, int lod, int viewerMode, int mirror, int invert)
+        {
+            Bitmap bitmap = (Bitmap)Bitmap.FromFile(fileName);
+            _SculptMesh(bitmap, (SculptType)sculptType, lod, viewerMode != 0, mirror != 0, invert != 0);
+            bitmap.Dispose();
+        }
+#endif
+
+        /// <summary>
+        /// ** Experimental ** May disappear from future versions ** not recommeneded for use in applications
+        /// Construct a sculpt mesh from a 2D array of floats
+        /// </summary>
+        /// <param name="zMap"></param>
+        /// <param name="xBegin"></param>
+        /// <param name="xEnd"></param>
+        /// <param name="yBegin"></param>
+        /// <param name="yEnd"></param>
+        /// <param name="viewerMode"></param>
+        public SculptMesh(float[,] zMap, float xBegin, float xEnd, float yBegin, float yEnd, bool viewerMode)
+        {
+            float xStep, yStep;
+            float uStep, vStep;
+
+            int numYElements = zMap.GetLength(0);
+            int numXElements = zMap.GetLength(1);
+
+            try
+            {
+                xStep = (xEnd - xBegin) / (float)(numXElements - 1);
+                yStep = (yEnd - yBegin) / (float)(numYElements - 1);
+
+                uStep = 1.0f / (numXElements - 1);
+                vStep = 1.0f / (numYElements - 1);
+            }
+            catch (DivideByZeroException)
+            {
+                return;
+            }
+
+            coords = new List<Coord>();
+            faces = new List<Face>();
+            normals = new List<Coord>();
+            uvs = new List<UVCoord>();
+
+            viewerFaces = new List<ViewerFace>();
+
+            int p1, p2, p3, p4;
+
+            int x, y;
+            int xStart = 0, yStart = 0;
+
+            for (y = yStart; y < numYElements; y++)
+            {
+                int rowOffset = y * numXElements;
+
+                for (x = xStart; x < numXElements; x++)
+                {
+                    /*
+                    *   p1-----p2
+                    *   | \ f2 |
+                    *   |   \  |
+                    *   | f1  \|
+                    *   p3-----p4
+                    */
+
+                    p4 = rowOffset + x;
+                    p3 = p4 - 1;
+
+                    p2 = p4 - numXElements;
+                    p1 = p3 - numXElements;
+
+                    Coord c = new Coord(xBegin + x * xStep, yBegin + y * yStep, zMap[y, x]);
+                    this.coords.Add(c);
+                    if (viewerMode)
+                    {
+                        this.normals.Add(new Coord());
+                        this.uvs.Add(new UVCoord(uStep * x, 1.0f - vStep * y));
+                    }
+
+                    if (y > 0 && x > 0)
+                    {
+                        Face f1, f2;
+
+                        if (viewerMode)
+                        {
+                            f1 = new Face(p1, p4, p3, p1, p4, p3);
+                            f1.uv1 = p1;
+                            f1.uv2 = p4;
+                            f1.uv3 = p3;
+
+                            f2 = new Face(p1, p2, p4, p1, p2, p4);
+                            f2.uv1 = p1;
+                            f2.uv2 = p2;
+                            f2.uv3 = p4;
+                        }
+                        else
+                        {
+                            f1 = new Face(p1, p4, p3);
+                            f2 = new Face(p1, p2, p4);
+                        }
+
+                        this.faces.Add(f1);
+                        this.faces.Add(f2);
+                    }
+                }
+            }
+
+            if (viewerMode)
+                calcVertexNormals(SculptType.plane, numXElements, numYElements);
+        }
+
+#if SYSTEM_DRAWING
+        public SculptMesh(Bitmap sculptBitmap, SculptType sculptType, int lod, bool viewerMode)
+        {
+            _SculptMesh(sculptBitmap, sculptType, lod, viewerMode, false, false);
+        }
+
+        public SculptMesh(Bitmap sculptBitmap, SculptType sculptType, int lod, bool viewerMode, bool mirror, bool invert)
+        {
+            _SculptMesh(sculptBitmap, sculptType, lod, viewerMode, mirror, invert);
+        }
+#endif
+
+        public SculptMesh(List<List<Coord>> rows, SculptType sculptType, bool viewerMode, bool mirror, bool invert)
+        {
+            _SculptMesh(rows, sculptType, viewerMode, mirror, invert);
+        }
+
+#if SYSTEM_DRAWING
+        /// <summary>
+        /// converts a bitmap to a list of lists of coords, while scaling the image.
+        /// the scaling is done in floating point so as to allow for reduced vertex position
+        /// quantization as the position will be averaged between pixel values. this routine will
+        /// likely fail if the bitmap width and height are not powers of 2.
+        /// </summary>
+        /// <param name="bitmap"></param>
+        /// <param name="scale"></param>
+        /// <param name="mirror"></param>
+        /// <returns></returns>
+        private List<List<Coord>> bitmap2Coords(Bitmap bitmap, int scale, bool mirror)
+        {
+            int numRows = bitmap.Height / scale;
+            int numCols = bitmap.Width / scale;
+            List<List<Coord>> rows = new List<List<Coord>>(numRows);
+
+            float pixScale = 1.0f / (scale * scale);
+            pixScale /= 255;
+
+            int imageX, imageY = 0;
+
+            int rowNdx, colNdx;
+
+            for (rowNdx = 0; rowNdx < numRows; rowNdx++)
+            {
+                List<Coord> row = new List<Coord>(numCols);
+                for (colNdx = 0; colNdx < numCols; colNdx++)
+                {
+                    imageX = colNdx * scale;
+                    int imageYStart = rowNdx * scale;
+                    int imageYEnd = imageYStart + scale;
+                    int imageXEnd = imageX + scale;
+                    float rSum = 0.0f;
+                    float gSum = 0.0f;
+                    float bSum = 0.0f;
+                    for (; imageX < imageXEnd; imageX++)
+                    {
+                        for (imageY = imageYStart; imageY < imageYEnd; imageY++)
+                        {
+                            Color c = bitmap.GetPixel(imageX, imageY);
+                            if (c.A != 255)
+                            {
+                                bitmap.SetPixel(imageX, imageY, Color.FromArgb(255, c.R, c.G, c.B));
+                                c = bitmap.GetPixel(imageX, imageY);
+                            }
+                            rSum += c.R;
+                            gSum += c.G;
+                            bSum += c.B;
+                        }
+                    }
+                    if (mirror)
+                        row.Add(new Coord(-(rSum * pixScale - 0.5f), gSum * pixScale - 0.5f, bSum * pixScale - 0.5f));
+                    else
+                        row.Add(new Coord(rSum * pixScale - 0.5f, gSum * pixScale - 0.5f, bSum * pixScale - 0.5f));
+
+                }
+                rows.Add(row);
+            }
+            return rows;
+        }
+
+
+        void _SculptMesh(Bitmap sculptBitmap, SculptType sculptType, int lod, bool viewerMode, bool mirror, bool invert)
+        {
+            coords = new List<Coord>();
+            faces = new List<Face>();
+            normals = new List<Coord>();
+            uvs = new List<UVCoord>();
+
+            sculptType = (SculptType)(((int)sculptType) & 0x07);
+
+            if (mirror)
+                if (sculptType == SculptType.plane)
+                    invert = !invert;
+
+            float sculptBitmapLod = (float)Math.Sqrt(sculptBitmap.Width * sculptBitmap.Height);
+
+            float sourceScaleFactor = (float)(lod) / sculptBitmapLod;
+
+            float fScale = 1.0f / sourceScaleFactor;
+
+            int iScale = (int)fScale;
+            if (iScale < 1) iScale = 1;
+            if (iScale > 2 && iScale % 2 == 0)
+                _SculptMesh(bitmap2Coords(ScaleImage(sculptBitmap, 64.0f / sculptBitmapLod, true), 64 / lod, mirror), sculptType, viewerMode, mirror, invert);
+            else
+                _SculptMesh(bitmap2Coords(sculptBitmap, iScale, mirror), sculptType, viewerMode, mirror, invert);
+        }
+#endif
+
+
+        void _SculptMesh(List<List<Coord>> rows, SculptType sculptType, bool viewerMode, bool mirror, bool invert)
+        {
+            coords = new List<Coord>();
+            faces = new List<Face>();
+            normals = new List<Coord>();
+            uvs = new List<UVCoord>();
+
+            sculptType = (SculptType)(((int)sculptType) & 0x07);
+
+            if (mirror)
+                if (sculptType == SculptType.plane)
+                    invert = !invert;
+
+            viewerFaces = new List<ViewerFace>();
+
+            int width = rows[0].Count;
+
+            int p1, p2, p3, p4;
+
+            int imageX, imageY;
+
+            if (sculptType != SculptType.plane)
+            {
+                for (int rowNdx = 0; rowNdx < rows.Count; rowNdx++)
+                    rows[rowNdx].Add(rows[rowNdx][0]);
+            }
+
+            Coord topPole = rows[0][width / 2];
+            Coord bottomPole = rows[rows.Count - 1][width / 2];
+
+            if (sculptType == SculptType.sphere)
+            {
+                int count = rows[0].Count;
+                List<Coord> topPoleRow = new List<Coord>(count);
+                List<Coord> bottomPoleRow = new List<Coord>(count);
+
+                for (int i = 0; i < count; i++)
+                {
+                    topPoleRow.Add(topPole);
+                    bottomPoleRow.Add(bottomPole);
+                }
+                rows.Insert(0, topPoleRow);
+                rows.Add(bottomPoleRow);
+            }
+            else if (sculptType == SculptType.torus)
+                rows.Add(rows[0]);
+
+            int coordsDown = rows.Count;
+            int coordsAcross = rows[0].Count;
+
+            float widthUnit = 1.0f / (coordsAcross - 1);
+            float heightUnit = 1.0f / (coordsDown - 1);
+
+            for (imageY = 0; imageY < coordsDown; imageY++)
+            {
+                int rowOffset = imageY * coordsAcross;
+
+                for (imageX = 0; imageX < coordsAcross; imageX++)
+                {
+                    /*
+                    *   p1-----p2
+                    *   | \ f2 |
+                    *   |   \  |
+                    *   | f1  \|
+                    *   p3-----p4
+                    */
+
+                    p4 = rowOffset + imageX;
+                    p3 = p4 - 1;
+
+                    p2 = p4 - coordsAcross;
+                    p1 = p3 - coordsAcross;
+
+                    this.coords.Add(rows[imageY][imageX]);
+                    if (viewerMode)
+                    {
+                        this.normals.Add(new Coord());
+                        this.uvs.Add(new UVCoord(widthUnit * imageX, heightUnit * imageY));
+                    }
+
+                    if (imageY > 0 && imageX > 0)
+                    {
+                        Face f1, f2;
+
+                        if (viewerMode)
+                        {
+                            if (invert)
+                            {
+                                f1 = new Face(p1, p4, p3, p1, p4, p3);
+                                f1.uv1 = p1;
+                                f1.uv2 = p4;
+                                f1.uv3 = p3;
+
+                                f2 = new Face(p1, p2, p4, p1, p2, p4);
+                                f2.uv1 = p1;
+                                f2.uv2 = p2;
+                                f2.uv3 = p4;
+                            }
+                            else
+                            {
+                                f1 = new Face(p1, p3, p4, p1, p3, p4);
+                                f1.uv1 = p1;
+                                f1.uv2 = p3;
+                                f1.uv3 = p4;
+
+                                f2 = new Face(p1, p4, p2, p1, p4, p2);
+                                f2.uv1 = p1;
+                                f2.uv2 = p4;
+                                f2.uv3 = p2;
+                            }
+                        }
+                        else
+                        {
+                            if (invert)
+                            {
+                                f1 = new Face(p1, p4, p3);
+                                f2 = new Face(p1, p2, p4);
+                            }
+                            else
+                            {
+                                f1 = new Face(p1, p3, p4);
+                                f2 = new Face(p1, p4, p2);
+                            }
+                        }
+
+                        this.faces.Add(f1);
+                        this.faces.Add(f2);
+                    }
+                }
+            }
+
+            if (viewerMode)
+                calcVertexNormals(sculptType, coordsAcross, coordsDown);
+        }
+
+        /// <summary>
+        /// Duplicates a SculptMesh object. All object properties are copied by value, including lists.
+        /// </summary>
+        /// <returns></returns>
+        public SculptMesh Copy()
+        {
+            return new SculptMesh(this);
+        }
+
+        public SculptMesh(SculptMesh sm)
+        {
+            coords = new List<Coord>(sm.coords);
+            faces = new List<Face>(sm.faces);
+            viewerFaces = new List<ViewerFace>(sm.viewerFaces);
+            normals = new List<Coord>(sm.normals);
+            uvs = new List<UVCoord>(sm.uvs);
+        }
+
+        private void calcVertexNormals(SculptType sculptType, int xSize, int ySize)
+        {  // compute vertex normals by summing all the surface normals of all the triangles sharing
+            // each vertex and then normalizing
+            int numFaces = this.faces.Count;
+            for (int i = 0; i < numFaces; i++)
+            {
+                Face face = this.faces[i];
+                Coord surfaceNormal = face.SurfaceNormal(this.coords);
+                this.normals[face.n1] += surfaceNormal;
+                this.normals[face.n2] += surfaceNormal;
+                this.normals[face.n3] += surfaceNormal;
+            }
+
+            int numNormals = this.normals.Count;
+            for (int i = 0; i < numNormals; i++)
+                this.normals[i] = this.normals[i].Normalize();
+
+            if (sculptType != SculptType.plane)
+            { // blend the vertex normals at the cylinder seam
+                for (int y = 0; y < ySize; y++)
+                {
+                    int rowOffset = y * xSize;
+
+                    this.normals[rowOffset] = this.normals[rowOffset + xSize - 1] = (this.normals[rowOffset] + this.normals[rowOffset + xSize - 1]).Normalize();
+                }
+            }
+
+            foreach (Face face in this.faces)
+            {
+                ViewerFace vf = new ViewerFace(0);
+                vf.v1 = this.coords[face.v1];
+                vf.v2 = this.coords[face.v2];
+                vf.v3 = this.coords[face.v3];
+
+                vf.coordIndex1 = face.v1;
+                vf.coordIndex2 = face.v2;
+                vf.coordIndex3 = face.v3;
+
+                vf.n1 = this.normals[face.n1];
+                vf.n2 = this.normals[face.n2];
+                vf.n3 = this.normals[face.n3];
+
+                vf.uv1 = this.uvs[face.uv1];
+                vf.uv2 = this.uvs[face.uv2];
+                vf.uv3 = this.uvs[face.uv3];
+
+                this.viewerFaces.Add(vf);
+            }
+        }
+
+        /// <summary>
+        /// Adds a value to each XYZ vertex coordinate in the mesh
+        /// </summary>
+        /// <param name="x"></param>
+        /// <param name="y"></param>
+        /// <param name="z"></param>
+        public void AddPos(float x, float y, float z)
+        {
+            int i;
+            int numVerts = this.coords.Count;
+            Coord vert;
+
+            for (i = 0; i < numVerts; i++)
+            {
+                vert = this.coords[i];
+                vert.X += x;
+                vert.Y += y;
+                vert.Z += z;
+                this.coords[i] = vert;
+            }
+
+            if (this.viewerFaces != null)
+            {
+                int numViewerFaces = this.viewerFaces.Count;
+
+                for (i = 0; i < numViewerFaces; i++)
+                {
+                    ViewerFace v = this.viewerFaces[i];
+                    v.AddPos(x, y, z);
+                    this.viewerFaces[i] = v;
+                }
+            }
+        }
+
+        /// <summary>
+        /// Rotates the mesh
+        /// </summary>
+        /// <param name="q"></param>
+        public void AddRot(Quat q)
+        {
+            int i;
+            int numVerts = this.coords.Count;
+
+            for (i = 0; i < numVerts; i++)
+                this.coords[i] *= q;
+
+            int numNormals = this.normals.Count;
+            for (i = 0; i < numNormals; i++)
+                this.normals[i] *= q;
+
+            if (this.viewerFaces != null)
+            {
+                int numViewerFaces = this.viewerFaces.Count;
+
+                for (i = 0; i < numViewerFaces; i++)
+                {
+                    ViewerFace v = this.viewerFaces[i];
+                    v.v1 *= q;
+                    v.v2 *= q;
+                    v.v3 *= q;
+
+                    v.n1 *= q;
+                    v.n2 *= q;
+                    v.n3 *= q;
+
+                    this.viewerFaces[i] = v;
+                }
+            }
+        }
+
+        public void Scale(float x, float y, float z)
+        {
+            int i;
+            int numVerts = this.coords.Count;
+
+            Coord m = new Coord(x, y, z);
+            for (i = 0; i < numVerts; i++)
+                this.coords[i] *= m;
+
+            if (this.viewerFaces != null)
+            {
+                int numViewerFaces = this.viewerFaces.Count;
+                for (i = 0; i < numViewerFaces; i++)
+                {
+                    ViewerFace v = this.viewerFaces[i];
+                    v.v1 *= m;
+                    v.v2 *= m;
+                    v.v3 *= m;
+                    this.viewerFaces[i] = v;
+                }
+            }
+        }
+
+        public void DumpRaw(String path, String name, String title)
+        {
+            if (path == null)
+                return;
+            String fileName = name + "_" + title + ".raw";
+            String completePath = System.IO.Path.Combine(path, fileName);
+            StreamWriter sw = new StreamWriter(completePath);
+
+            for (int i = 0; i < this.faces.Count; i++)
+            {
+                string s = this.coords[this.faces[i].v1].ToString();
+                s += " " + this.coords[this.faces[i].v2].ToString();
+                s += " " + this.coords[this.faces[i].v3].ToString();
+
+                sw.WriteLine(s);
+            }
+
+            sw.Close();
+        }
+    }
+}
-- 
cgit v1.1


From 41a98b902b0d95b28a5f26717150556107ca07b7 Mon Sep 17 00:00:00 2001
From: dahlia
Date: Fri, 12 Mar 2010 22:05:22 -0800
Subject: correct some references which could produce erroneous prim face
 numbers

---
 OpenSim/Region/Physics/Meshing/PrimMesher.cs | 4403 +++++++++++++-------------
 1 file changed, 2201 insertions(+), 2202 deletions(-)

diff --git a/OpenSim/Region/Physics/Meshing/PrimMesher.cs b/OpenSim/Region/Physics/Meshing/PrimMesher.cs
index 2a213c3..b75e271 100644
--- a/OpenSim/Region/Physics/Meshing/PrimMesher.cs
+++ b/OpenSim/Region/Physics/Meshing/PrimMesher.cs
@@ -1,2202 +1,2201 @@
-/*
- * Copyright (c) Contributors
- * See CONTRIBUTORS.TXT for a full list of copyright holders.
- *
- * Redistribution and use in source and binary forms, with or without
- * modification, are permitted provided that the following conditions are met:
- *     * Redistributions of source code must retain the above copyright
- *       notice, this list of conditions and the following disclaimer.
- *     * Redistributions in binary form must reproduce the above copyright
- *       notice, this list of conditions and the following disclaimer in the
- *       documentation and/or other materials provided with the distribution.
- *     * Neither the name of the OpenSimulator Project nor the
- *       names of its contributors may be used to endorse or promote products
- *       derived from this software without specific prior written permission.
- *
- * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
- * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
- * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
- * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
- * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
- * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
- * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
- * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
- * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- */
-
-using System;
-using System.Collections.Generic;
-using System.Text;
-using System.IO;
-
-namespace PrimMesher
-{
-    public struct Quat
-    {
-        /// <summary>X value</summary>
-        public float X;
-        /// <summary>Y value</summary>
-        public float Y;
-        /// <summary>Z value</summary>
-        public float Z;
-        /// <summary>W value</summary>
-        public float W;
-
-        public Quat(float x, float y, float z, float w)
-        {
-            X = x;
-            Y = y;
-            Z = z;
-            W = w;
-        }
-
-        public Quat(Coord axis, float angle)
-        {
-            axis = axis.Normalize();
-
-            angle *= 0.5f;
-            float c = (float)Math.Cos(angle);
-            float s = (float)Math.Sin(angle);
-
-            X = axis.X * s;
-            Y = axis.Y * s;
-            Z = axis.Z * s;
-            W = c;
-
-            Normalize();
-        }
-
-        public float Length()
-        {
-            return (float)Math.Sqrt(X * X + Y * Y + Z * Z + W * W);
-        }
-
-        public Quat Normalize()
-        {
-            const float MAG_THRESHOLD = 0.0000001f;
-            float mag = Length();
-
-            // Catch very small rounding errors when normalizing
-            if (mag > MAG_THRESHOLD)
-            {
-                float oomag = 1f / mag;
-                X *= oomag;
-                Y *= oomag;
-                Z *= oomag;
-                W *= oomag;
-            }
-            else
-            {
-                X = 0f;
-                Y = 0f;
-                Z = 0f;
-                W = 1f;
-            }
-
-            return this;
-        }
-
-        public static Quat operator *(Quat q1, Quat q2)
-        {
-            float x = q1.W * q2.X + q1.X * q2.W + q1.Y * q2.Z - q1.Z * q2.Y;
-            float y = q1.W * q2.Y - q1.X * q2.Z + q1.Y * q2.W + q1.Z * q2.X;
-            float z = q1.W * q2.Z + q1.X * q2.Y - q1.Y * q2.X + q1.Z * q2.W;
-            float w = q1.W * q2.W - q1.X * q2.X - q1.Y * q2.Y - q1.Z * q2.Z;
-            return new Quat(x, y, z, w);
-        }
-
-        public override string ToString()
-        {
-            return "< X: " + this.X.ToString() + ", Y: " + this.Y.ToString() + ", Z: " + this.Z.ToString() + ", W: " + this.W.ToString() + ">";
-        }
-    }
-
-    public struct Coord
-    {
-        public float X;
-        public float Y;
-        public float Z;
-
-        public Coord(float x, float y, float z)
-        {
-            this.X = x;
-            this.Y = y;
-            this.Z = z;
-        }
-
-        public float Length()
-        {
-            return (float)Math.Sqrt(this.X * this.X + this.Y * this.Y + this.Z * this.Z);
-        }
-
-        public Coord Invert()
-        {
-            this.X = -this.X;
-            this.Y = -this.Y;
-            this.Z = -this.Z;
-
-            return this;
-        }
-
-        public Coord Normalize()
-        {
-            const float MAG_THRESHOLD = 0.0000001f;
-            float mag = Length();
-
-            // Catch very small rounding errors when normalizing
-            if (mag > MAG_THRESHOLD)
-            {
-                float oomag = 1.0f / mag;
-                this.X *= oomag;
-                this.Y *= oomag;
-                this.Z *= oomag;
-            }
-            else
-            {
-                this.X = 0.0f;
-                this.Y = 0.0f;
-                this.Z = 0.0f;
-            }
-
-            return this;
-        }
-
-        public override string ToString()
-        {
-            return this.X.ToString() + " " + this.Y.ToString() + " " + this.Z.ToString();
-        }
-
-        public static Coord Cross(Coord c1, Coord c2)
-        {
-            return new Coord(
-                c1.Y * c2.Z - c2.Y * c1.Z,
-                c1.Z * c2.X - c2.Z * c1.X,
-                c1.X * c2.Y - c2.X * c1.Y
-                );
-        }
-
-        public static Coord operator +(Coord v, Coord a)
-        {
-            return new Coord(v.X + a.X, v.Y + a.Y, v.Z + a.Z);
-        }
-
-        public static Coord operator *(Coord v, Coord m)
-        {
-            return new Coord(v.X * m.X, v.Y * m.Y, v.Z * m.Z);
-        }
-
-        public static Coord operator *(Coord v, Quat q)
-        {
-            // From http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/transforms/
-
-            Coord c2 = new Coord(0.0f, 0.0f, 0.0f);
-
-            c2.X = q.W * q.W * v.X +
-                2f * q.Y * q.W * v.Z -
-                2f * q.Z * q.W * v.Y +
-                     q.X * q.X * v.X +
-                2f * q.Y * q.X * v.Y +
-                2f * q.Z * q.X * v.Z -
-                     q.Z * q.Z * v.X -
-                     q.Y * q.Y * v.X;
-
-            c2.Y =
-                2f * q.X * q.Y * v.X +
-                     q.Y * q.Y * v.Y +
-                2f * q.Z * q.Y * v.Z +
-                2f * q.W * q.Z * v.X -
-                     q.Z * q.Z * v.Y +
-                     q.W * q.W * v.Y -
-                2f * q.X * q.W * v.Z -
-                     q.X * q.X * v.Y;
-
-            c2.Z =
-                2f * q.X * q.Z * v.X +
-                2f * q.Y * q.Z * v.Y +
-                     q.Z * q.Z * v.Z -
-                2f * q.W * q.Y * v.X -
-                     q.Y * q.Y * v.Z +
-                2f * q.W * q.X * v.Y -
-                     q.X * q.X * v.Z +
-                     q.W * q.W * v.Z;
-
-            return c2;
-        }
-    }
-
-    public struct UVCoord
-    {
-        public float U;
-        public float V;
-
-
-        public UVCoord(float u, float v)
-        {
-            this.U = u;
-            this.V = v;
-        }
-    }
-
-    public struct Face
-    {
-        public int primFace;
-
-        // vertices
-        public int v1;
-        public int v2;
-        public int v3;
-
-        //normals
-        public int n1;
-        public int n2;
-        public int n3;
-
-        // uvs
-        public int uv1;
-        public int uv2;
-        public int uv3;
-
-
-        public Face(int v1, int v2, int v3)
-        {
-            primFace = 0;
-
-            this.v1 = v1;
-            this.v2 = v2;
-            this.v3 = v3;
-
-            this.n1 = 0;
-            this.n2 = 0;
-            this.n3 = 0;
-
-            this.uv1 = 0;
-            this.uv2 = 0;
-            this.uv3 = 0;
-
-        }
-
-        public Face(int v1, int v2, int v3, int n1, int n2, int n3)
-        {
-            primFace = 0;
-
-            this.v1 = v1;
-            this.v2 = v2;
-            this.v3 = v3;
-
-            this.n1 = n1;
-            this.n2 = n2;
-            this.n3 = n3;
-
-            this.uv1 = 0;
-            this.uv2 = 0;
-            this.uv3 = 0;
-        }
-
-        public Coord SurfaceNormal(List<Coord> coordList)
-        {
-            Coord c1 = coordList[this.v1];
-            Coord c2 = coordList[this.v2];
-            Coord c3 = coordList[this.v3];
-
-            Coord edge1 = new Coord(c2.X - c1.X, c2.Y - c1.Y, c2.Z - c1.Z);
-            Coord edge2 = new Coord(c3.X - c1.X, c3.Y - c1.Y, c3.Z - c1.Z);
-
-            return Coord.Cross(edge1, edge2).Normalize();
-        }
-    }
-
-    public struct ViewerFace
-    {
-        public int primFaceNumber;
-
-        public Coord v1;
-        public Coord v2;
-        public Coord v3;
-
-        public int coordIndex1;
-        public int coordIndex2;
-        public int coordIndex3;
-
-        public Coord n1;
-        public Coord n2;
-        public Coord n3;
-
-        public UVCoord uv1;
-        public UVCoord uv2;
-        public UVCoord uv3;
-
-        public ViewerFace(int primFaceNumber)
-        {
-            this.primFaceNumber = primFaceNumber;
-
-            this.v1 = new Coord();
-            this.v2 = new Coord();
-            this.v3 = new Coord();
-
-            this.coordIndex1 = this.coordIndex2 = this.coordIndex3 = -1; // -1 means not assigned yet
-
-            this.n1 = new Coord();
-            this.n2 = new Coord();
-            this.n3 = new Coord();
-
-            this.uv1 = new UVCoord();
-            this.uv2 = new UVCoord();
-            this.uv3 = new UVCoord();
-        }
-
-        public void Scale(float x, float y, float z)
-        {
-            this.v1.X *= x;
-            this.v1.Y *= y;
-            this.v1.Z *= z;
-
-            this.v2.X *= x;
-            this.v2.Y *= y;
-            this.v2.Z *= z;
-
-            this.v3.X *= x;
-            this.v3.Y *= y;
-            this.v3.Z *= z;
-        }
-
-        public void AddPos(float x, float y, float z)
-        {
-            this.v1.X += x;
-            this.v2.X += x;
-            this.v3.X += x;
-
-            this.v1.Y += y;
-            this.v2.Y += y;
-            this.v3.Y += y;
-
-            this.v1.Z += z;
-            this.v2.Z += z;
-            this.v3.Z += z;
-        }
-
-        public void AddRot(Quat q)
-        {
-            this.v1 *= q;
-            this.v2 *= q;
-            this.v3 *= q;
-
-            this.n1 *= q;
-            this.n2 *= q;
-            this.n3 *= q;
-        }
-
-        public void CalcSurfaceNormal()
-        {
-
-            Coord edge1 = new Coord(this.v2.X - this.v1.X, this.v2.Y - this.v1.Y, this.v2.Z - this.v1.Z);
-            Coord edge2 = new Coord(this.v3.X - this.v1.X, this.v3.Y - this.v1.Y, this.v3.Z - this.v1.Z);
-
-            this.n1 = this.n2 = this.n3 = Coord.Cross(edge1, edge2).Normalize();
-        }
-    }
-
-    internal struct Angle
-    {
-        internal float angle;
-        internal float X;
-        internal float Y;
-
-        internal Angle(float angle, float x, float y)
-        {
-            this.angle = angle;
-            this.X = x;
-            this.Y = y;
-        }
-    }
-
-    internal class AngleList
-    {
-        private float iX, iY; // intersection point
-
-        private static Angle[] angles3 =
-        {
-            new Angle(0.0f, 1.0f, 0.0f),
-            new Angle(0.33333333333333333f, -0.5f, 0.86602540378443871f),
-            new Angle(0.66666666666666667f, -0.5f, -0.86602540378443837f),
-            new Angle(1.0f, 1.0f, 0.0f)
-        };
-
-        private static Coord[] normals3 =
-        {
-            new Coord(0.25f, 0.4330127019f, 0.0f).Normalize(),
-            new Coord(-0.5f, 0.0f, 0.0f).Normalize(),
-            new Coord(0.25f, -0.4330127019f, 0.0f).Normalize(),
-            new Coord(0.25f, 0.4330127019f, 0.0f).Normalize()
-        };
-
-        private static Angle[] angles4 =
-        {
-            new Angle(0.0f, 1.0f, 0.0f),
-            new Angle(0.25f, 0.0f, 1.0f),
-            new Angle(0.5f, -1.0f, 0.0f),
-            new Angle(0.75f, 0.0f, -1.0f),
-            new Angle(1.0f, 1.0f, 0.0f)
-        };
-
-        private static Coord[] normals4 = 
-        {
-            new Coord(0.5f, 0.5f, 0.0f).Normalize(),
-            new Coord(-0.5f, 0.5f, 0.0f).Normalize(),
-            new Coord(-0.5f, -0.5f, 0.0f).Normalize(),
-            new Coord(0.5f, -0.5f, 0.0f).Normalize(),
-            new Coord(0.5f, 0.5f, 0.0f).Normalize()
-        };
-
-        private static Angle[] angles24 =
-        {
-            new Angle(0.0f, 1.0f, 0.0f),
-            new Angle(0.041666666666666664f, 0.96592582628906831f, 0.25881904510252074f),
-            new Angle(0.083333333333333329f, 0.86602540378443871f, 0.5f),
-            new Angle(0.125f, 0.70710678118654757f, 0.70710678118654746f),
-            new Angle(0.16666666666666667f, 0.5f, 0.8660254037844386f),
-            new Angle(0.20833333333333331f, 0.25881904510252096f, 0.9659258262890682f),
-            new Angle(0.25f, 0.0f, 1.0f),
-            new Angle(0.29166666666666663f, -0.25881904510252063f, 0.96592582628906831f),
-            new Angle(0.33333333333333333f, -0.5f, 0.86602540378443871f),
-            new Angle(0.375f, -0.70710678118654746f, 0.70710678118654757f),
-            new Angle(0.41666666666666663f, -0.86602540378443849f, 0.5f),
-            new Angle(0.45833333333333331f, -0.9659258262890682f, 0.25881904510252102f),
-            new Angle(0.5f, -1.0f, 0.0f),
-            new Angle(0.54166666666666663f, -0.96592582628906842f, -0.25881904510252035f),
-            new Angle(0.58333333333333326f, -0.86602540378443882f, -0.5f),
-            new Angle(0.62499999999999989f, -0.70710678118654791f, -0.70710678118654713f),
-            new Angle(0.66666666666666667f, -0.5f, -0.86602540378443837f),
-            new Angle(0.70833333333333326f, -0.25881904510252152f, -0.96592582628906809f),
-            new Angle(0.75f, 0.0f, -1.0f),
-            new Angle(0.79166666666666663f, 0.2588190451025203f, -0.96592582628906842f),
-            new Angle(0.83333333333333326f, 0.5f, -0.86602540378443904f),
-            new Angle(0.875f, 0.70710678118654735f, -0.70710678118654768f),
-            new Angle(0.91666666666666663f, 0.86602540378443837f, -0.5f),
-            new Angle(0.95833333333333326f, 0.96592582628906809f, -0.25881904510252157f),
-            new Angle(1.0f, 1.0f, 0.0f)
-        };
-
-        private Angle interpolatePoints(float newPoint, Angle p1, Angle p2)
-        {
-            float m = (newPoint - p1.angle) / (p2.angle - p1.angle);
-            return new Angle(newPoint, p1.X + m * (p2.X - p1.X), p1.Y + m * (p2.Y - p1.Y));
-        }
-
-        private void intersection(double x1, double y1, double x2, double y2, double x3, double y3, double x4, double y4)
-        { // ref: http://local.wasp.uwa.edu.au/~pbourke/geometry/lineline2d/
-            double denom = (y4 - y3) * (x2 - x1) - (x4 - x3) * (y2 - y1);
-            double uaNumerator = (x4 - x3) * (y1 - y3) - (y4 - y3) * (x1 - x3);
-
-            if (denom != 0.0)
-            {
-                double ua = uaNumerator / denom;
-                iX = (float)(x1 + ua * (x2 - x1));
-                iY = (float)(y1 + ua * (y2 - y1));
-            }
-        }
-
-        internal List<Angle> angles;
-        internal List<Coord> normals;
-
-        internal void makeAngles(int sides, float startAngle, float stopAngle)
-        {
-            angles = new List<Angle>();
-            normals = new List<Coord>();
-
-            double twoPi = System.Math.PI * 2.0;
-            float twoPiInv = 1.0f / (float)twoPi;
-
-            if (sides < 1)
-                throw new Exception("number of sides not greater than zero");
-            if (stopAngle <= startAngle)
-                throw new Exception("stopAngle not greater than startAngle");
-
-            if ((sides == 3 || sides == 4 || sides == 24))
-            {
-                startAngle *= twoPiInv;
-                stopAngle *= twoPiInv;
-
-                Angle[] sourceAngles;
-                if (sides == 3)
-                    sourceAngles = angles3;
-                else if (sides == 4)
-                    sourceAngles = angles4;
-                else sourceAngles = angles24;
-
-                int startAngleIndex = (int)(startAngle * sides);
-                int endAngleIndex = sourceAngles.Length - 1;
-                if (stopAngle < 1.0f)
-                    endAngleIndex = (int)(stopAngle * sides) + 1;
-                if (endAngleIndex == startAngleIndex)
-                    endAngleIndex++;
-
-                for (int angleIndex = startAngleIndex; angleIndex < endAngleIndex + 1; angleIndex++)
-                {
-                    angles.Add(sourceAngles[angleIndex]);
-                    if (sides == 3)
-                        normals.Add(normals3[angleIndex]);
-                    else if (sides == 4)
-                        normals.Add(normals4[angleIndex]);
-                }
-
-                if (startAngle > 0.0f)
-                    angles[0] = interpolatePoints(startAngle, angles[0], angles[1]);
-
-                if (stopAngle < 1.0f)
-                {
-                    int lastAngleIndex = angles.Count - 1;
-                    angles[lastAngleIndex] = interpolatePoints(stopAngle, angles[lastAngleIndex - 1], angles[lastAngleIndex]);
-                }
-            }
-            else
-            {
-                double stepSize = twoPi / sides;
-
-                int startStep = (int)(startAngle / stepSize);
-                double angle = stepSize * startStep;
-                int step = startStep;
-                double stopAngleTest = stopAngle;
-                if (stopAngle < twoPi)
-                {
-                    stopAngleTest = stepSize * ((int)(stopAngle / stepSize) + 1);
-                    if (stopAngleTest < stopAngle)
-                        stopAngleTest += stepSize;
-                    if (stopAngleTest > twoPi)
-                        stopAngleTest = twoPi;
-                }
-
-                while (angle <= stopAngleTest)
-                {
-                    Angle newAngle;
-                    newAngle.angle = (float)angle;
-                    newAngle.X = (float)System.Math.Cos(angle);
-                    newAngle.Y = (float)System.Math.Sin(angle);
-                    angles.Add(newAngle);
-                    step += 1;
-                    angle = stepSize * step;
-                }
-
-                if (startAngle > angles[0].angle)
-                {
-                    Angle newAngle;
-                    intersection(angles[0].X, angles[0].Y, angles[1].X, angles[1].Y, 0.0f, 0.0f, (float)Math.Cos(startAngle), (float)Math.Sin(startAngle));
-                    newAngle.angle = startAngle;
-                    newAngle.X = iX;
-                    newAngle.Y = iY;
-                    angles[0] = newAngle;
-                }
-
-                int index = angles.Count - 1;
-                if (stopAngle < angles[index].angle)
-                {
-                    Angle newAngle;
-                    intersection(angles[index - 1].X, angles[index - 1].Y, angles[index].X, angles[index].Y, 0.0f, 0.0f, (float)Math.Cos(stopAngle), (float)Math.Sin(stopAngle));
-                    newAngle.angle = stopAngle;
-                    newAngle.X = iX;
-                    newAngle.Y = iY;
-                    angles[index] = newAngle;
-                }
-            }
-        }
-    }
-
-    /// <summary>
-    /// generates a profile for extrusion
-    /// </summary>
-    internal class Profile
-    {
-        private const float twoPi = 2.0f * (float)Math.PI;
-
-        internal string errorMessage = null;
-
-        internal List<Coord> coords;
-        internal List<Face> faces;
-        internal List<Coord> vertexNormals;
-        internal List<float> us;
-        internal List<UVCoord> faceUVs;
-        internal List<int> faceNumbers;
-
-        // use these for making individual meshes for each prim face
-        internal List<int> outerCoordIndices = null;
-        internal List<int> hollowCoordIndices = null;
-        internal List<int> cut1CoordIndices = null;
-        internal List<int> cut2CoordIndices = null;
-
-        internal Coord faceNormal = new Coord(0.0f, 0.0f, 1.0f);
-        internal Coord cutNormal1 = new Coord();
-        internal Coord cutNormal2 = new Coord();
-
-        internal int numOuterVerts = 0;
-        internal int numHollowVerts = 0;
-
-        internal bool calcVertexNormals = false;
-        internal int bottomFaceNumber = 0;
-        internal int numPrimFaces = 0;
-
-        internal Profile()
-        {
-            this.coords = new List<Coord>();
-            this.faces = new List<Face>();
-            this.vertexNormals = new List<Coord>();
-            this.us = new List<float>();
-            this.faceUVs = new List<UVCoord>();
-            this.faceNumbers = new List<int>();
-        }
-
-        internal Profile(int sides, float profileStart, float profileEnd, float hollow, int hollowSides, bool createFaces, bool calcVertexNormals)
-        {
-            this.calcVertexNormals = calcVertexNormals;
-            this.coords = new List<Coord>();
-            this.faces = new List<Face>();
-            this.vertexNormals = new List<Coord>();
-            this.us = new List<float>();
-            this.faceUVs = new List<UVCoord>();
-            this.faceNumbers = new List<int>();
-
-            Coord center = new Coord(0.0f, 0.0f, 0.0f);
-            //bool hasCenter = false;
-
-            List<Coord> hollowCoords = new List<Coord>();
-            List<Coord> hollowNormals = new List<Coord>();
-            List<float> hollowUs = new List<float>();
-
-            if (calcVertexNormals)
-            {
-                this.outerCoordIndices = new List<int>();
-                this.hollowCoordIndices = new List<int>();
-                this.cut1CoordIndices = new List<int>();
-                this.cut2CoordIndices = new List<int>();
-            }
-
-            bool hasHollow = (hollow > 0.0f);
-
-            bool hasProfileCut = (profileStart > 0.0f || profileEnd < 1.0f);
-
-            AngleList angles = new AngleList();
-            AngleList hollowAngles = new AngleList();
-
-            float xScale = 0.5f;
-            float yScale = 0.5f;
-            if (sides == 4)  // corners of a square are sqrt(2) from center
-            {
-                xScale = 0.707f;
-                yScale = 0.707f;
-            }
-
-            float startAngle = profileStart * twoPi;
-            float stopAngle = profileEnd * twoPi;
-
-            try { angles.makeAngles(sides, startAngle, stopAngle); }
-            catch (Exception ex)
-            {
-
-                errorMessage = "makeAngles failed: Exception: " + ex.ToString()
-                + "\nsides: " + sides.ToString() + " startAngle: " + startAngle.ToString() + " stopAngle: " + stopAngle.ToString();
-
-                return;
-            }
-
-            this.numOuterVerts = angles.angles.Count;
-
-            // flag to create as few triangles as possible for 3 or 4 side profile
-            bool simpleFace = (sides < 5 && !hasHollow && !hasProfileCut);
-
-            if (hasHollow)
-            {
-                if (sides == hollowSides)
-                    hollowAngles = angles;
-                else
-                {
-                    try { hollowAngles.makeAngles(hollowSides, startAngle, stopAngle); }
-                    catch (Exception ex)
-                    {
-                        errorMessage = "makeAngles failed: Exception: " + ex.ToString()
-                        + "\nsides: " + sides.ToString() + " startAngle: " + startAngle.ToString() + " stopAngle: " + stopAngle.ToString();
-
-                        return;
-                    }
-                }
-                this.numHollowVerts = hollowAngles.angles.Count;
-            }
-            else if (!simpleFace)
-            {
-                this.coords.Add(center);
-                //hasCenter = true;
-                if (this.calcVertexNormals)
-                    this.vertexNormals.Add(new Coord(0.0f, 0.0f, 1.0f));
-                this.us.Add(0.0f);
-            }
-
-            float z = 0.0f;
-
-            Angle angle;
-            Coord newVert = new Coord();
-            if (hasHollow && hollowSides != sides)
-            {
-                int numHollowAngles = hollowAngles.angles.Count;
-                for (int i = 0; i < numHollowAngles; i++)
-                {
-                    angle = hollowAngles.angles[i];
-                    newVert.X = hollow * xScale * angle.X;
-                    newVert.Y = hollow * yScale * angle.Y;
-                    newVert.Z = z;
-
-                    hollowCoords.Add(newVert);
-                    if (this.calcVertexNormals)
-                    {
-                        if (hollowSides < 5)
-                            hollowNormals.Add(hollowAngles.normals[i].Invert());
-                        else
-                            hollowNormals.Add(new Coord(-angle.X, -angle.Y, 0.0f));
-
-                        hollowUs.Add(angle.angle * hollow);
-                    }
-                }
-            }
-
-            int index = 0;
-            int numAngles = angles.angles.Count;
-
-            for (int i = 0; i < numAngles; i++)
-            {
-                angle = angles.angles[i];
-                newVert.X = angle.X * xScale;
-                newVert.Y = angle.Y * yScale;
-                newVert.Z = z;
-                this.coords.Add(newVert);
-                if (this.calcVertexNormals)
-                {
-                    this.outerCoordIndices.Add(this.coords.Count - 1);
-
-                    if (sides < 5)
-                    {
-                        this.vertexNormals.Add(angles.normals[i]);
-                        float u = angle.angle;
-                        this.us.Add(u);
-                    }
-                    else
-                    {
-                        this.vertexNormals.Add(new Coord(angle.X, angle.Y, 0.0f));
-                        this.us.Add(angle.angle);
-                    }
-                }
-
-                if (hasHollow)
-                {
-                    if (hollowSides == sides)
-                    {
-                        newVert.X *= hollow;
-                        newVert.Y *= hollow;
-                        newVert.Z = z;
-                        hollowCoords.Add(newVert);
-                        if (this.calcVertexNormals)
-                        {
-                            if (sides < 5)
-                            {
-                                hollowNormals.Add(angles.normals[i].Invert());
-                            }
-
-                            else
-                                hollowNormals.Add(new Coord(-angle.X, -angle.Y, 0.0f));
-
-                            hollowUs.Add(angle.angle * hollow);
-                        }
-                    }
-                }
-                else if (!simpleFace && createFaces && angle.angle > 0.0001f)
-                {
-                    Face newFace = new Face();
-                    newFace.v1 = 0;
-                    newFace.v2 = index;
-                    newFace.v3 = index + 1;
-
-                    this.faces.Add(newFace);
-                }
-                index += 1;
-            }
-
-            if (hasHollow)
-            {
-                hollowCoords.Reverse();
-                if (this.calcVertexNormals)
-                {
-                    hollowNormals.Reverse();
-                    hollowUs.Reverse();
-                }
-
-                if (createFaces)
-                {
-                    int numOuterVerts = this.coords.Count;
-                    int numHollowVerts = hollowCoords.Count;
-                    int numTotalVerts = numOuterVerts + numHollowVerts;
-
-                    if (numOuterVerts == numHollowVerts)
-                    {
-                        Face newFace = new Face();
-
-                        for (int coordIndex = 0; coordIndex < numOuterVerts - 1; coordIndex++)
-                        {
-                            newFace.v1 = coordIndex;
-                            newFace.v2 = coordIndex + 1;
-                            newFace.v3 = numTotalVerts - coordIndex - 1;
-                            this.faces.Add(newFace);
-
-                            newFace.v1 = coordIndex + 1;
-                            newFace.v2 = numTotalVerts - coordIndex - 2;
-                            newFace.v3 = numTotalVerts - coordIndex - 1;
-                            this.faces.Add(newFace);
-                        }
-                    }
-                    else
-                    {
-                        if (numOuterVerts < numHollowVerts)
-                        {
-                            Face newFace = new Face();
-                            int j = 0; // j is the index for outer vertices
-                            int maxJ = numOuterVerts - 1;
-                            for (int i = 0; i < numHollowVerts; i++) // i is the index for inner vertices
-                            {
-                                if (j < maxJ)
-                                    if (angles.angles[j + 1].angle - hollowAngles.angles[i].angle < hollowAngles.angles[i].angle - angles.angles[j].angle + 0.000001f)
-                                    {
-                                        newFace.v1 = numTotalVerts - i - 1;
-                                        newFace.v2 = j;
-                                        newFace.v3 = j + 1;
-
-                                        this.faces.Add(newFace);
-                                        j += 1;
-                                    }
-
-                                newFace.v1 = j;
-                                newFace.v2 = numTotalVerts - i - 2;
-                                newFace.v3 = numTotalVerts - i - 1;
-
-                                this.faces.Add(newFace);
-                            }
-                        }
-                        else // numHollowVerts < numOuterVerts
-                        {
-                            Face newFace = new Face();
-                            int j = 0; // j is the index for inner vertices
-                            int maxJ = numHollowVerts - 1;
-                            for (int i = 0; i < numOuterVerts; i++)
-                            {
-                                if (j < maxJ)
-                                    if (hollowAngles.angles[j + 1].angle - angles.angles[i].angle < angles.angles[i].angle - hollowAngles.angles[j].angle + 0.000001f)
-                                    {
-                                        newFace.v1 = i;
-                                        newFace.v2 = numTotalVerts - j - 2;
-                                        newFace.v3 = numTotalVerts - j - 1;
-
-                                        this.faces.Add(newFace);
-                                        j += 1;
-                                    }
-
-                                newFace.v1 = numTotalVerts - j - 1;
-                                newFace.v2 = i;
-                                newFace.v3 = i + 1;
-
-                                this.faces.Add(newFace);
-                            }
-                        }
-                    }
-                }
-
-                if (calcVertexNormals)
-                {
-                    foreach (Coord hc in hollowCoords)
-                    {
-                        this.coords.Add(hc);
-                        hollowCoordIndices.Add(this.coords.Count - 1);
-                    }
-                }
-                else
-                    this.coords.AddRange(hollowCoords);
-
-                if (this.calcVertexNormals)
-                {
-                    this.vertexNormals.AddRange(hollowNormals);
-                    this.us.AddRange(hollowUs);
-
-                }
-            }
-
-            if (simpleFace && createFaces)
-            {
-                if (sides == 3)
-                    this.faces.Add(new Face(0, 1, 2));
-                else if (sides == 4)
-                {
-                    this.faces.Add(new Face(0, 1, 2));
-                    this.faces.Add(new Face(0, 2, 3));
-                }
-            }
-
-            if (calcVertexNormals && hasProfileCut)
-            {
-                if (hasHollow)
-                {
-                    int lastOuterVertIndex = this.numOuterVerts - 1;
-
-                    this.cut1CoordIndices.Add(0);
-                    this.cut1CoordIndices.Add(this.coords.Count - 1);
-
-                    this.cut2CoordIndices.Add(lastOuterVertIndex + 1);
-                    this.cut2CoordIndices.Add(lastOuterVertIndex);
-
-                    this.cutNormal1.X = this.coords[0].Y - this.coords[this.coords.Count - 1].Y;
-                    this.cutNormal1.Y = -(this.coords[0].X - this.coords[this.coords.Count - 1].X);
-
-                    this.cutNormal2.X = this.coords[lastOuterVertIndex + 1].Y - this.coords[lastOuterVertIndex].Y;
-                    this.cutNormal2.Y = -(this.coords[lastOuterVertIndex + 1].X - this.coords[lastOuterVertIndex].X);
-                }
-
-                else
-                {
-                    this.cutNormal1.X = this.vertexNormals[1].Y;
-                    this.cutNormal1.Y = -this.vertexNormals[1].X;
-
-                    this.cutNormal2.X = -this.vertexNormals[this.vertexNormals.Count - 2].Y;
-                    this.cutNormal2.Y = this.vertexNormals[this.vertexNormals.Count - 2].X;
-
-                }
-                this.cutNormal1.Normalize();
-                this.cutNormal2.Normalize();
-            }
-
-            this.MakeFaceUVs();
-
-            hollowCoords = null;
-            hollowNormals = null;
-            hollowUs = null;
-
-            if (calcVertexNormals)
-            { // calculate prim face numbers
-
-                // face number order is top, outer, hollow, bottom, start cut, end cut
-                // I know it's ugly but so is the whole concept of prim face numbers
-
-                int faceNum = 1; // start with outer faces
-                int startVert = hasProfileCut && !hasHollow ? 1 : 0;
-                if (startVert > 0)
-                    this.faceNumbers.Add(-1);
-                for (int i = 0; i < numOuterVerts - 1; i++)
-                    this.faceNumbers.Add(sides < 5 ? faceNum++ : faceNum);
-
-                //if (!hasHollow && !hasProfileCut)
-                //    this.bottomFaceNumber = faceNum++;
-
-                this.faceNumbers.Add(hasProfileCut ? -1 : faceNum++);
-
-                if (sides > 4 && (hasHollow || hasProfileCut))
-                    faceNum++;
-
-                if (hasHollow)
-                {
-                    for (int i = 0; i < numHollowVerts; i++)
-                        this.faceNumbers.Add(faceNum);
-
-                    faceNum++;
-                }
-                //if (hasProfileCut || hasHollow)
-                //    this.bottomFaceNumber = faceNum++;
-                this.bottomFaceNumber = faceNum++;
-
-                if (hasHollow && hasProfileCut)
-                    this.faceNumbers.Add(faceNum++);
-                for (int i = 0; i < this.faceNumbers.Count; i++)
-                    if (this.faceNumbers[i] == -1)
-                        this.faceNumbers[i] = faceNum++;
-
-
-                this.numPrimFaces = faceNum;
-            }
-
-        }
-
-        internal void MakeFaceUVs()
-        {
-            this.faceUVs = new List<UVCoord>();
-            foreach (Coord c in this.coords)
-                this.faceUVs.Add(new UVCoord(1.0f - (0.5f + c.X), 1.0f - (0.5f - c.Y)));
-        }
-
-        internal Profile Copy()
-        {
-            return this.Copy(true);
-        }
-
-        internal Profile Copy(bool needFaces)
-        {
-            Profile copy = new Profile();
-
-            copy.coords.AddRange(this.coords);
-            copy.faceUVs.AddRange(this.faceUVs);
-
-            if (needFaces)
-                copy.faces.AddRange(this.faces);
-            if ((copy.calcVertexNormals = this.calcVertexNormals) == true)
-            {
-                copy.vertexNormals.AddRange(this.vertexNormals);
-                copy.faceNormal = this.faceNormal;
-                copy.cutNormal1 = this.cutNormal1;
-                copy.cutNormal2 = this.cutNormal2;
-                copy.us.AddRange(this.us);
-                copy.faceNumbers.AddRange(this.faceNumbers);
-
-                copy.cut1CoordIndices = new List<int>(this.cut1CoordIndices);
-                copy.cut2CoordIndices = new List<int>(this.cut2CoordIndices);
-                copy.hollowCoordIndices = new List<int>(this.hollowCoordIndices);
-                copy.outerCoordIndices = new List<int>(this.outerCoordIndices);
-            }
-            copy.numOuterVerts = this.numOuterVerts;
-            copy.numHollowVerts = this.numHollowVerts;
-
-            return copy;
-        }
-
-        internal void AddPos(Coord v)
-        {
-            this.AddPos(v.X, v.Y, v.Z);
-        }
-
-        internal void AddPos(float x, float y, float z)
-        {
-            int i;
-            int numVerts = this.coords.Count;
-            Coord vert;
-
-            for (i = 0; i < numVerts; i++)
-            {
-                vert = this.coords[i];
-                vert.X += x;
-                vert.Y += y;
-                vert.Z += z;
-                this.coords[i] = vert;
-            }
-        }
-
-        internal void AddRot(Quat q)
-        {
-            int i;
-            int numVerts = this.coords.Count;
-
-            for (i = 0; i < numVerts; i++)
-                this.coords[i] *= q;
-
-            if (this.calcVertexNormals)
-            {
-                int numNormals = this.vertexNormals.Count;
-                for (i = 0; i < numNormals; i++)
-                    this.vertexNormals[i] *= q;
-
-                this.faceNormal *= q;
-                this.cutNormal1 *= q;
-                this.cutNormal2 *= q;
-
-            }
-        }
-
-        internal void Scale(float x, float y)
-        {
-            int i;
-            int numVerts = this.coords.Count;
-            Coord vert;
-
-            for (i = 0; i < numVerts; i++)
-            {
-                vert = this.coords[i];
-                vert.X *= x;
-                vert.Y *= y;
-                this.coords[i] = vert;
-            }
-        }
-
-        /// <summary>
-        /// Changes order of the vertex indices and negates the center vertex normal. Does not alter vertex normals of radial vertices
-        /// </summary>
-        internal void FlipNormals()
-        {
-            int i;
-            int numFaces = this.faces.Count;
-            Face tmpFace;
-            int tmp;
-
-            for (i = 0; i < numFaces; i++)
-            {
-                tmpFace = this.faces[i];
-                tmp = tmpFace.v3;
-                tmpFace.v3 = tmpFace.v1;
-                tmpFace.v1 = tmp;
-                this.faces[i] = tmpFace;
-            }
-
-            if (this.calcVertexNormals)
-            {
-                int normalCount = this.vertexNormals.Count;
-                if (normalCount > 0)
-                {
-                    Coord n = this.vertexNormals[normalCount - 1];
-                    n.Z = -n.Z;
-                    this.vertexNormals[normalCount - 1] = n;
-                }
-            }
-
-            this.faceNormal.X = -this.faceNormal.X;
-            this.faceNormal.Y = -this.faceNormal.Y;
-            this.faceNormal.Z = -this.faceNormal.Z;
-
-            int numfaceUVs = this.faceUVs.Count;
-            for (i = 0; i < numfaceUVs; i++)
-            {
-                UVCoord uv = this.faceUVs[i];
-                uv.V = 1.0f - uv.V;
-                this.faceUVs[i] = uv;
-            }
-        }
-
-        internal void AddValue2FaceVertexIndices(int num)
-        {
-            int numFaces = this.faces.Count;
-            Face tmpFace;
-            for (int i = 0; i < numFaces; i++)
-            {
-                tmpFace = this.faces[i];
-                tmpFace.v1 += num;
-                tmpFace.v2 += num;
-                tmpFace.v3 += num;
-
-                this.faces[i] = tmpFace;
-            }
-        }
-
-        internal void AddValue2FaceNormalIndices(int num)
-        {
-            if (this.calcVertexNormals)
-            {
-                int numFaces = this.faces.Count;
-                Face tmpFace;
-                for (int i = 0; i < numFaces; i++)
-                {
-                    tmpFace = this.faces[i];
-                    tmpFace.n1 += num;
-                    tmpFace.n2 += num;
-                    tmpFace.n3 += num;
-
-                    this.faces[i] = tmpFace;
-                }
-            }
-        }
-
-        internal void DumpRaw(String path, String name, String title)
-        {
-            if (path == null)
-                return;
-            String fileName = name + "_" + title + ".raw";
-            String completePath = System.IO.Path.Combine(path, fileName);
-            StreamWriter sw = new StreamWriter(completePath);
-
-            for (int i = 0; i < this.faces.Count; i++)
-            {
-                string s = this.coords[this.faces[i].v1].ToString();
-                s += " " + this.coords[this.faces[i].v2].ToString();
-                s += " " + this.coords[this.faces[i].v3].ToString();
-
-                sw.WriteLine(s);
-            }
-
-            sw.Close();
-        }
-    }
-
-    public struct PathNode
-    {
-        public Coord position;
-        public Quat rotation;
-        public float xScale;
-        public float yScale;
-        public float percentOfPath;
-    }
-
-    public enum PathType { Linear = 0, Circular = 1, Flexible = 2 }
-
-    public class Path
-    {
-        public List<PathNode> pathNodes = new List<PathNode>();
-
-        public float twistBegin = 0.0f;
-        public float twistEnd = 0.0f;
-        public float topShearX = 0.0f;
-        public float topShearY = 0.0f;
-        public float pathCutBegin = 0.0f;
-        public float pathCutEnd = 1.0f;
-        public float dimpleBegin = 0.0f;
-        public float dimpleEnd = 1.0f;
-        public float skew = 0.0f;
-        public float holeSizeX = 1.0f; // called pathScaleX in pbs
-        public float holeSizeY = 0.25f;
-        public float taperX = 0.0f;
-        public float taperY = 0.0f;
-        public float radius = 0.0f;
-        public float revolutions = 1.0f;
-        public int stepsPerRevolution = 24;
-
-        private const float twoPi = 2.0f * (float)Math.PI;
-
-        public void Create(PathType pathType, int steps)
-        {
-            if (pathType == PathType.Linear || pathType == PathType.Flexible)
-            {
-                int step = 0;
-
-                float length = this.pathCutEnd - this.pathCutBegin;
-                float twistTotal = twistEnd - twistBegin;
-                float twistTotalAbs = Math.Abs(twistTotal);
-                if (twistTotalAbs > 0.01f)
-                    steps += (int)(twistTotalAbs * 3.66); //  dahlia's magic number
-
-                float start = -0.5f;
-                float stepSize = length / (float)steps;
-                float percentOfPathMultiplier = stepSize;
-                float xOffset = 0.0f;
-                float yOffset = 0.0f;
-                float zOffset = start;
-                float xOffsetStepIncrement = this.topShearX / steps;
-                float yOffsetStepIncrement = this.topShearY / steps;
-
-                float percentOfPath = this.pathCutBegin;
-                zOffset += percentOfPath;
-
-                // sanity checks
-
-                bool done = false;
-
-                while (!done)
-                {
-                    PathNode newNode = new PathNode();
-
-                    newNode.xScale = 1.0f;
-                    if (this.taperX == 0.0f)
-                        newNode.xScale = 1.0f;
-                    else if (this.taperX > 0.0f)
-                        newNode.xScale = 1.0f - percentOfPath * this.taperX;
-                    else newNode.xScale = 1.0f + (1.0f - percentOfPath) * this.taperX;
-
-                    newNode.yScale = 1.0f;
-                    if (this.taperY == 0.0f)
-                        newNode.yScale = 1.0f;
-                    else if (this.taperY > 0.0f)
-                        newNode.yScale = 1.0f - percentOfPath * this.taperY;
-                    else newNode.yScale = 1.0f + (1.0f - percentOfPath) * this.taperY;
-
-                    float twist = twistBegin + twistTotal * percentOfPath;
-
-                    newNode.rotation = new Quat(new Coord(0.0f, 0.0f, 1.0f), twist);
-                    newNode.position = new Coord(xOffset, yOffset, zOffset);
-                    newNode.percentOfPath = percentOfPath;
-
-                    pathNodes.Add(newNode);
-
-                    if (step < steps)
-                    {
-                        step += 1;
-                        percentOfPath += percentOfPathMultiplier;
-                        xOffset += xOffsetStepIncrement;
-                        yOffset += yOffsetStepIncrement;
-                        zOffset += stepSize;
-                        if (percentOfPath > this.pathCutEnd)
-                            done = true;
-                    }
-                    else done = true;
-                }
-            } // end of linear path code
-
-            else // pathType == Circular
-            {
-                float twistTotal = twistEnd - twistBegin;
-
-                // if the profile has a lot of twist, add more layers otherwise the layers may overlap
-                // and the resulting mesh may be quite inaccurate. This method is arbitrary and doesn't
-                // accurately match the viewer
-                float twistTotalAbs = Math.Abs(twistTotal);
-                if (twistTotalAbs > 0.01f)
-                {
-                    if (twistTotalAbs > Math.PI * 1.5f)
-                        steps *= 2;
-                    if (twistTotalAbs > Math.PI * 3.0f)
-                        steps *= 2;
-                }
-
-                float yPathScale = this.holeSizeY * 0.5f;
-                float pathLength = this.pathCutEnd - this.pathCutBegin;
-                float totalSkew = this.skew * 2.0f * pathLength;
-                float skewStart = this.pathCutBegin * 2.0f * this.skew - this.skew;
-                float xOffsetTopShearXFactor = this.topShearX * (0.25f + 0.5f * (0.5f - this.holeSizeY));
-                float yShearCompensation = 1.0f + Math.Abs(this.topShearY) * 0.25f;
-
-                // It's not quite clear what pushY (Y top shear) does, but subtracting it from the start and end
-                // angles appears to approximate it's effects on path cut. Likewise, adding it to the angle used
-                // to calculate the sine for generating the path radius appears to approximate it's effects there
-                // too, but there are some subtle differences in the radius which are noticeable as the prim size
-                // increases and it may affect megaprims quite a bit. The effect of the Y top shear parameter on
-                // the meshes generated with this technique appear nearly identical in shape to the same prims when
-                // displayed by the viewer.
-
-                float startAngle = (twoPi * this.pathCutBegin * this.revolutions) - this.topShearY * 0.9f;
-                float endAngle = (twoPi * this.pathCutEnd * this.revolutions) - this.topShearY * 0.9f;
-                float stepSize = twoPi / this.stepsPerRevolution;
-
-                int step = (int)(startAngle / stepSize);
-//                int firstStep = step;
-                float angle = startAngle;
-
-                bool done = false;
-                while (!done) // loop through the length of the path and add the layers
-                {
-                    PathNode newNode = new PathNode();
-
-                    float xProfileScale = (1.0f - Math.Abs(this.skew)) * this.holeSizeX;
-                    float yProfileScale = this.holeSizeY;
-
-                    float percentOfPath = angle / (twoPi * this.revolutions);
-                    float percentOfAngles = (angle - startAngle) / (endAngle - startAngle);
-
-                    if (this.taperX > 0.01f)
-                        xProfileScale *= 1.0f - percentOfPath * this.taperX;
-                    else if (this.taperX < -0.01f)
-                        xProfileScale *= 1.0f + (1.0f - percentOfPath) * this.taperX;
-
-                    if (this.taperY > 0.01f)
-                        yProfileScale *= 1.0f - percentOfPath * this.taperY;
-                    else if (this.taperY < -0.01f)
-                        yProfileScale *= 1.0f + (1.0f - percentOfPath) * this.taperY;
-
-                    newNode.xScale = xProfileScale;
-                    newNode.yScale = yProfileScale;
-
-                    float radiusScale = 1.0f;
-                    if (this.radius > 0.001f)
-                        radiusScale = 1.0f - this.radius * percentOfPath;
-                    else if (this.radius < 0.001f)
-                        radiusScale = 1.0f + this.radius * (1.0f - percentOfPath);
-
-                    float twist = twistBegin + twistTotal * percentOfPath;
-
-                    float xOffset = 0.5f * (skewStart + totalSkew * percentOfAngles);
-                    xOffset += (float)Math.Sin(angle) * xOffsetTopShearXFactor;
-
-                    float yOffset = yShearCompensation * (float)Math.Cos(angle) * (0.5f - yPathScale) * radiusScale;
-
-                    float zOffset = (float)Math.Sin(angle + this.topShearY) * (0.5f - yPathScale) * radiusScale;
-
-                    newNode.position = new Coord(xOffset, yOffset, zOffset);
-
-                    // now orient the rotation of the profile layer relative to it's position on the path
-                    // adding taperY to the angle used to generate the quat appears to approximate the viewer
-
-                    newNode.rotation = new Quat(new Coord(1.0f, 0.0f, 0.0f), angle + this.topShearY);
-
-                    // next apply twist rotation to the profile layer
-                    if (twistTotal != 0.0f || twistBegin != 0.0f)
-                        newNode.rotation *= new Quat(new Coord(0.0f, 0.0f, 1.0f), twist);
-
-                    newNode.percentOfPath = percentOfPath;
-
-                    pathNodes.Add(newNode);
-
-                    // calculate terms for next iteration
-                    // calculate the angle for the next iteration of the loop
-
-                    if (angle >= endAngle - 0.01)
-                        done = true;
-                    else
-                    {
-                        step += 1;
-                        angle = stepSize * step;
-                        if (angle > endAngle)
-                            angle = endAngle;
-                    }
-                }
-            }
-        }
-    }
-
-    public class PrimMesh
-    {
-        public string errorMessage = "";
-        private const float twoPi = 2.0f * (float)Math.PI;
-
-        public List<Coord> coords;
-        public List<Coord> normals;
-        public List<Face> faces;
-
-        public List<ViewerFace> viewerFaces;
-
-        private int sides = 4;
-        private int hollowSides = 4;
-        private float profileStart = 0.0f;
-        private float profileEnd = 1.0f;
-        private float hollow = 0.0f;
-        public int twistBegin = 0;
-        public int twistEnd = 0;
-        public float topShearX = 0.0f;
-        public float topShearY = 0.0f;
-        public float pathCutBegin = 0.0f;
-        public float pathCutEnd = 1.0f;
-        public float dimpleBegin = 0.0f;
-        public float dimpleEnd = 1.0f;
-        public float skew = 0.0f;
-        public float holeSizeX = 1.0f; // called pathScaleX in pbs
-        public float holeSizeY = 0.25f;
-        public float taperX = 0.0f;
-        public float taperY = 0.0f;
-        public float radius = 0.0f;
-        public float revolutions = 1.0f;
-        public int stepsPerRevolution = 24;
-
-        private bool hasProfileCut = false;
-        private bool hasHollow = false;
-        public bool calcVertexNormals = false;
-        private bool normalsProcessed = false;
-        public bool viewerMode = false;
-
-        public int numPrimFaces = 0;
-
-        /// <summary>
-        /// Human readable string representation of the parameters used to create a mesh.
-        /// </summary>
-        /// <returns></returns>
-        public string ParamsToDisplayString()
-        {
-            string s = "";
-            s += "sides..................: " + this.sides.ToString();
-            s += "\nhollowSides..........: " + this.hollowSides.ToString();
-            s += "\nprofileStart.........: " + this.profileStart.ToString();
-            s += "\nprofileEnd...........: " + this.profileEnd.ToString();
-            s += "\nhollow...............: " + this.hollow.ToString();
-            s += "\ntwistBegin...........: " + this.twistBegin.ToString();
-            s += "\ntwistEnd.............: " + this.twistEnd.ToString();
-            s += "\ntopShearX............: " + this.topShearX.ToString();
-            s += "\ntopShearY............: " + this.topShearY.ToString();
-            s += "\npathCutBegin.........: " + this.pathCutBegin.ToString();
-            s += "\npathCutEnd...........: " + this.pathCutEnd.ToString();
-            s += "\ndimpleBegin..........: " + this.dimpleBegin.ToString();
-            s += "\ndimpleEnd............: " + this.dimpleEnd.ToString();
-            s += "\nskew.................: " + this.skew.ToString();
-            s += "\nholeSizeX............: " + this.holeSizeX.ToString();
-            s += "\nholeSizeY............: " + this.holeSizeY.ToString();
-            s += "\ntaperX...............: " + this.taperX.ToString();
-            s += "\ntaperY...............: " + this.taperY.ToString();
-            s += "\nradius...............: " + this.radius.ToString();
-            s += "\nrevolutions..........: " + this.revolutions.ToString();
-            s += "\nstepsPerRevolution...: " + this.stepsPerRevolution.ToString();
-
-            return s;
-        }
-
-        /// <summary>
-        /// Constructs a PrimMesh object and creates the profile for extrusion.
-        /// </summary>
-        /// <param name="sides"></param>
-        /// <param name="profileStart"></param>
-        /// <param name="profileEnd"></param>
-        /// <param name="hollow"></param>
-        /// <param name="hollowSides"></param>
-        public PrimMesh(int sides, float profileStart, float profileEnd, float hollow, int hollowSides)
-        {
-            this.coords = new List<Coord>();
-            this.faces = new List<Face>();
-
-            this.sides = sides;
-            this.profileStart = profileStart;
-            this.profileEnd = profileEnd;
-            this.hollow = hollow;
-            this.hollowSides = hollowSides;
-
-            if (sides < 3)
-                this.sides = 3;
-            if (hollowSides < 3)
-                this.hollowSides = 3;
-            if (profileStart < 0.0f)
-                this.profileStart = 0.0f;
-            if (profileEnd > 1.0f)
-                this.profileEnd = 1.0f;
-            if (profileEnd < 0.02f)
-                this.profileEnd = 0.02f;
-            if (profileStart >= profileEnd)
-                this.profileStart = profileEnd - 0.02f;
-            if (hollow > 0.99f)
-                this.hollow = 0.99f;
-            if (hollow < 0.0f)
-                this.hollow = 0.0f;
-
-            this.hasProfileCut = (this.profileStart > 0.0f || this.profileEnd < 1.0f);
-            this.hasHollow = (this.hollow > 0.001f);
-        }
-
-        /// <summary>
-        /// Extrudes a profile along a path.
-        /// </summary>
-        public void Extrude(PathType pathType)
-        {
-            this.coords = new List<Coord>();
-            this.faces = new List<Face>();
-
-            if (this.viewerMode)
-            {
-                this.viewerFaces = new List<ViewerFace>();
-                this.calcVertexNormals = true;
-            }
-
-            if (this.calcVertexNormals)
-                this.normals = new List<Coord>();
-
-            int steps = 1;
-
-            float length = this.pathCutEnd - this.pathCutBegin;
-            normalsProcessed = false;
-
-            if (this.viewerMode && this.sides == 3)
-            {
-                // prisms don't taper well so add some vertical resolution
-                // other prims may benefit from this but just do prisms for now
-                if (Math.Abs(this.taperX) > 0.01 || Math.Abs(this.taperY) > 0.01)
-                    steps = (int)(steps * 4.5 * length);
-            }
-
-
-            float twistBegin = this.twistBegin / 360.0f * twoPi;
-            float twistEnd = this.twistEnd / 360.0f * twoPi;
-            float twistTotal = twistEnd - twistBegin;
-            float twistTotalAbs = Math.Abs(twistTotal);
-            if (twistTotalAbs > 0.01f)
-                steps += (int)(twistTotalAbs * 3.66); //  dahlia's magic number
-
-            float hollow = this.hollow;
-
-            // sanity checks
-            float initialProfileRot = 0.0f;
-            if (pathType == PathType.Circular)
-            {
-                if (this.sides == 3)
-                {
-                    initialProfileRot = (float)Math.PI;
-                    if (this.hollowSides == 4)
-                    {
-                        if (hollow > 0.7f)
-                            hollow = 0.7f;
-                        hollow *= 0.707f;
-                    }
-                    else hollow *= 0.5f;
-                }
-                else if (this.sides == 4)
-                {
-                    initialProfileRot = 0.25f * (float)Math.PI;
-                    if (this.hollowSides != 4)
-                        hollow *= 0.707f;
-                }
-                else if (this.sides > 4)
-                {
-                    initialProfileRot = (float)Math.PI;
-                    if (this.hollowSides == 4)
-                    {
-                        if (hollow > 0.7f)
-                            hollow = 0.7f;
-                        hollow /= 0.7f;
-                    }
-                }
-            }
-            else
-            {
-                if (this.sides == 3)
-                {
-                    if (this.hollowSides == 4)
-                    {
-                        if (hollow > 0.7f)
-                            hollow = 0.7f;
-                        hollow *= 0.707f;
-                    }
-                    else hollow *= 0.5f;
-                }
-                else if (this.sides == 4)
-                {
-                    initialProfileRot = 1.25f * (float)Math.PI;
-                    if (this.hollowSides != 4)
-                        hollow *= 0.707f;
-                }
-                else if (this.sides == 24 && this.hollowSides == 4)
-                    hollow *= 1.414f;
-            }
-
-            Profile profile = new Profile(this.sides, this.profileStart, this.profileEnd, hollow, this.hollowSides, true, calcVertexNormals);
-            this.errorMessage = profile.errorMessage;
-
-            this.numPrimFaces = profile.numPrimFaces;
-
-            int cut1Vert = -1;
-            int cut2Vert = -1;
-            if (hasProfileCut)
-            {
-                cut1Vert = hasHollow ? profile.coords.Count - 1 : 0;
-                cut2Vert = hasHollow ? profile.numOuterVerts - 1 : profile.numOuterVerts;
-            }
-
-            if (initialProfileRot != 0.0f)
-            {
-                profile.AddRot(new Quat(new Coord(0.0f, 0.0f, 1.0f), initialProfileRot));
-                if (viewerMode)
-                    profile.MakeFaceUVs();
-            }
-
-            Coord lastCutNormal1 = new Coord();
-            Coord lastCutNormal2 = new Coord();
-            float lastV = 1.0f;
-
-            Path path = new Path();
-            path.twistBegin = twistBegin;
-            path.twistEnd = twistEnd;
-            path.topShearX = topShearX;
-            path.topShearY = topShearY;
-            path.pathCutBegin = pathCutBegin;
-            path.pathCutEnd = pathCutEnd;
-            path.dimpleBegin = dimpleBegin;
-            path.dimpleEnd = dimpleEnd;
-            path.skew = skew;
-            path.holeSizeX = holeSizeX;
-            path.holeSizeY = holeSizeY;
-            path.taperX = taperX;
-            path.taperY = taperY;
-            path.radius = radius;
-            path.revolutions = revolutions;
-            path.stepsPerRevolution = stepsPerRevolution;
-
-            path.Create(pathType, steps);
-
-            bool needEndFaces = false;
-            if (pathType == PathType.Circular)
-            {
-                needEndFaces = false;
-                if (this.pathCutBegin != 0.0f || this.pathCutEnd != 1.0f)
-                    needEndFaces = true;
-                else if (this.taperX != 0.0f || this.taperY != 0.0f)
-                    needEndFaces = true;
-                else if (this.skew != 0.0f)
-                    needEndFaces = true;
-                else if (twistTotal != 0.0f)
-                    needEndFaces = true;
-                else if (this.radius != 0.0f)
-                    needEndFaces = true;
-            }
-            else needEndFaces = true;
-
-            for (int nodeIndex = 0; nodeIndex < path.pathNodes.Count; nodeIndex++)
-            {
-                PathNode node = path.pathNodes[nodeIndex];
-                Profile newLayer = profile.Copy();
-                newLayer.Scale(node.xScale, node.yScale);
-
-                newLayer.AddRot(node.rotation);
-                newLayer.AddPos(node.position);
-
-                if (needEndFaces && nodeIndex == 0)
-                {
-                    newLayer.FlipNormals();
-
-                    // add the top faces to the viewerFaces list here
-                    if (this.viewerMode)
-                    {
-                        Coord faceNormal = newLayer.faceNormal;
-                        ViewerFace newViewerFace = new ViewerFace(profile.bottomFaceNumber);
-                        int numFaces = newLayer.faces.Count;
-                        List<Face> faces = newLayer.faces;
-
-                        for (int i = 0; i < numFaces; i++)
-                        {
-                            Face face = faces[i];
-                            newViewerFace.v1 = newLayer.coords[face.v1];
-                            newViewerFace.v2 = newLayer.coords[face.v2];
-                            newViewerFace.v3 = newLayer.coords[face.v3];
-
-                            newViewerFace.coordIndex1 = face.v1;
-                            newViewerFace.coordIndex2 = face.v2;
-                            newViewerFace.coordIndex3 = face.v3;
-
-                            newViewerFace.n1 = faceNormal;
-                            newViewerFace.n2 = faceNormal;
-                            newViewerFace.n3 = faceNormal;
-
-                            newViewerFace.uv1 = newLayer.faceUVs[face.v1];
-                            newViewerFace.uv2 = newLayer.faceUVs[face.v2];
-                            newViewerFace.uv3 = newLayer.faceUVs[face.v3];
-
-                            this.viewerFaces.Add(newViewerFace);
-                        }
-                    }
-                } // if (nodeIndex == 0)
-
-                // append this layer
-
-                int coordsLen = this.coords.Count;
-//                int lastCoordsLen = coordsLen;
-                newLayer.AddValue2FaceVertexIndices(coordsLen);
-
-                this.coords.AddRange(newLayer.coords);
-
-                if (this.calcVertexNormals)
-                {
-                    newLayer.AddValue2FaceNormalIndices(this.normals.Count);
-                    this.normals.AddRange(newLayer.vertexNormals);
-                }
-
-                if (node.percentOfPath < this.pathCutBegin + 0.01f || node.percentOfPath > this.pathCutEnd - 0.01f)
-                    this.faces.AddRange(newLayer.faces);
-
-                // fill faces between layers
-
-                int numVerts = newLayer.coords.Count;
-                Face newFace = new Face();
-
-                if (nodeIndex > 0)
-                {
-                    int startVert = coordsLen + 1;
-                    int endVert = this.coords.Count;
-
-                    if (sides < 5 || this.hasProfileCut || hollow > 0.0f)
-                        startVert--;
-
-                    for (int i = startVert; i < endVert; i++)
-                    {
-                        int iNext = i + 1;
-                        if (i == endVert - 1)
-                            iNext = startVert;
-
-                        int whichVert = i - startVert;
-
-                        newFace.v1 = i;
-                        newFace.v2 = i - numVerts;
-                        newFace.v3 = iNext - numVerts;
-                        this.faces.Add(newFace);
-
-                        newFace.v2 = iNext - numVerts;
-                        newFace.v3 = iNext;
-                        this.faces.Add(newFace);
-
-                        if (this.viewerMode)
-                        {
-                            // add the side faces to the list of viewerFaces here
-
-                            int primFaceNum = profile.faceNumbers[whichVert];
-                            if (!needEndFaces)
-                                primFaceNum -= 1;
-
-                            ViewerFace newViewerFace1 = new ViewerFace(primFaceNum);
-                            ViewerFace newViewerFace2 = new ViewerFace(primFaceNum);
-
-                            float u1 = newLayer.us[whichVert];
-                            float u2 = 1.0f;
-                            if (whichVert < newLayer.us.Count - 1)
-                                u2 = newLayer.us[whichVert + 1];
-
-                            if (whichVert == cut1Vert || whichVert == cut2Vert)
-                            {
-                                u1 = 0.0f;
-                                u2 = 1.0f;
-                            }
-                            else if (sides < 5)
-                            {
-                                if (whichVert < profile.numOuterVerts)
-                                { // boxes and prisms have one texture face per side of the prim, so the U values have to be scaled
-                                    // to reflect the entire texture width
-                                    u1 *= sides;
-                                    u2 *= sides;
-                                    u2 -= (int)u1;
-                                    u1 -= (int)u1;
-                                    if (u2 < 0.1f)
-                                        u2 = 1.0f;
-                                }
-                                else if (whichVert > profile.coords.Count - profile.numHollowVerts - 1)
-                                {
-                                    u1 *= 2.0f;
-                                    u2 *= 2.0f;
-                                }
-                            }
-
-                            newViewerFace1.uv1.U = u1;
-                            newViewerFace1.uv2.U = u1;
-                            newViewerFace1.uv3.U = u2;
-
-                            newViewerFace1.uv1.V = 1.0f - node.percentOfPath;
-                            newViewerFace1.uv2.V = lastV;
-                            newViewerFace1.uv3.V = lastV;
-
-                            newViewerFace2.uv1.U = u1;
-                            newViewerFace2.uv2.U = u2;
-                            newViewerFace2.uv3.U = u2;
-
-                            newViewerFace2.uv1.V = 1.0f - node.percentOfPath;
-                            newViewerFace2.uv2.V = lastV;
-                            newViewerFace2.uv3.V = 1.0f - node.percentOfPath;
-
-                            newViewerFace1.v1 = this.coords[i];
-                            newViewerFace1.v2 = this.coords[i - numVerts];
-                            newViewerFace1.v3 = this.coords[iNext - numVerts];
-
-                            newViewerFace2.v1 = this.coords[i];
-                            newViewerFace2.v2 = this.coords[iNext - numVerts];
-                            newViewerFace2.v3 = this.coords[iNext];
-
-                            newViewerFace1.coordIndex1 = i;
-                            newViewerFace1.coordIndex2 = i - numVerts;
-                            newViewerFace1.coordIndex3 = iNext - numVerts;
-
-                            newViewerFace2.coordIndex1 = i;
-                            newViewerFace2.coordIndex2 = iNext - numVerts;
-                            newViewerFace2.coordIndex3 = iNext;
-
-                            // profile cut faces
-                            if (whichVert == cut1Vert)
-                            {
-                                newViewerFace1.n1 = newLayer.cutNormal1;
-                                newViewerFace1.n2 = newViewerFace1.n3 = lastCutNormal1;
-
-                                newViewerFace2.n1 = newViewerFace2.n3 = newLayer.cutNormal1;
-                                newViewerFace2.n2 = lastCutNormal1;
-                            }
-                            else if (whichVert == cut2Vert)
-                            {
-                                newViewerFace1.n1 = newLayer.cutNormal2;
-                                newViewerFace1.n2 = newViewerFace1.n3 = lastCutNormal2;
-
-                                newViewerFace2.n1 = newViewerFace2.n3 = newLayer.cutNormal2;
-                                newViewerFace2.n2 = lastCutNormal2;
-                            }
-
-                            else // outer and hollow faces
-                            {
-                                if ((sides < 5 && whichVert < newLayer.numOuterVerts) || (hollowSides < 5 && whichVert >= newLayer.numOuterVerts))
-                                { // looks terrible when path is twisted... need vertex normals here
-                                    newViewerFace1.CalcSurfaceNormal();
-                                    newViewerFace2.CalcSurfaceNormal();
-                                }
-                                else
-                                {
-                                    newViewerFace1.n1 = this.normals[i];
-                                    newViewerFace1.n2 = this.normals[i - numVerts];
-                                    newViewerFace1.n3 = this.normals[iNext - numVerts];
-
-                                    newViewerFace2.n1 = this.normals[i];
-                                    newViewerFace2.n2 = this.normals[iNext - numVerts];
-                                    newViewerFace2.n3 = this.normals[iNext];
-                                }
-                            }
-
-                            this.viewerFaces.Add(newViewerFace1);
-                            this.viewerFaces.Add(newViewerFace2);
-
-                        }
-                    }
-                }
-
-                lastCutNormal1 = newLayer.cutNormal1;
-                lastCutNormal2 = newLayer.cutNormal2;
-                lastV = 1.0f - node.percentOfPath;
-
-                if (needEndFaces && nodeIndex == path.pathNodes.Count - 1 && viewerMode)
-                {
-                    // add the top faces to the viewerFaces list here
-                    Coord faceNormal = newLayer.faceNormal;
-                    ViewerFace newViewerFace = new ViewerFace();
-                    newViewerFace.primFaceNumber = 0;
-                    int numFaces = newLayer.faces.Count;
-                    List<Face> faces = newLayer.faces;
-
-                    for (int i = 0; i < numFaces; i++)
-                    {
-                        Face face = faces[i];
-                        newViewerFace.v1 = newLayer.coords[face.v1 - coordsLen];
-                        newViewerFace.v2 = newLayer.coords[face.v2 - coordsLen];
-                        newViewerFace.v3 = newLayer.coords[face.v3 - coordsLen];
-
-                        newViewerFace.coordIndex1 = face.v1 - coordsLen;
-                        newViewerFace.coordIndex2 = face.v2 - coordsLen;
-                        newViewerFace.coordIndex3 = face.v3 - coordsLen;
-
-                        newViewerFace.n1 = faceNormal;
-                        newViewerFace.n2 = faceNormal;
-                        newViewerFace.n3 = faceNormal;
-
-                        newViewerFace.uv1 = newLayer.faceUVs[face.v1 - coordsLen];
-                        newViewerFace.uv2 = newLayer.faceUVs[face.v2 - coordsLen];
-                        newViewerFace.uv3 = newLayer.faceUVs[face.v3 - coordsLen];
-
-                        this.viewerFaces.Add(newViewerFace);
-                    }
-                }
-
-
-            } // for (int nodeIndex = 0; nodeIndex < path.pathNodes.Count; nodeIndex++)
-
-        }
-
-
-        /// <summary>
-        /// DEPRICATED - use Extrude(PathType.Linear) instead
-        /// Extrudes a profile along a straight line path. Used for prim types box, cylinder, and prism.
-        /// </summary>
-        /// 
-        public void ExtrudeLinear()
-        {
-            this.Extrude(PathType.Linear);
-        }
-
-
-        /// <summary>
-        /// DEPRICATED - use Extrude(PathType.Circular) instead
-        /// Extrude a profile into a circular path prim mesh. Used for prim types torus, tube, and ring.
-        /// </summary>
-        /// 
-        public void ExtrudeCircular()
-        {
-            this.Extrude(PathType.Circular);
-        }
-
-
-        private Coord SurfaceNormal(Coord c1, Coord c2, Coord c3)
-        {
-            Coord edge1 = new Coord(c2.X - c1.X, c2.Y - c1.Y, c2.Z - c1.Z);
-            Coord edge2 = new Coord(c3.X - c1.X, c3.Y - c1.Y, c3.Z - c1.Z);
-
-            Coord normal = Coord.Cross(edge1, edge2);
-
-            normal.Normalize();
-
-            return normal;
-        }
-
-        private Coord SurfaceNormal(Face face)
-        {
-            return SurfaceNormal(this.coords[face.v1], this.coords[face.v2], this.coords[face.v3]);
-        }
-
-        /// <summary>
-        /// Calculate the surface normal for a face in the list of faces
-        /// </summary>
-        /// <param name="faceIndex"></param>
-        /// <returns></returns>
-        public Coord SurfaceNormal(int faceIndex)
-        {
-            int numFaces = this.faces.Count;
-            if (faceIndex < 0 || faceIndex >= numFaces)
-                throw new Exception("faceIndex out of range");
-
-            return SurfaceNormal(this.faces[faceIndex]);
-        }
-
-        /// <summary>
-        /// Duplicates a PrimMesh object. All object properties are copied by value, including lists.
-        /// </summary>
-        /// <returns></returns>
-        public PrimMesh Copy()
-        {
-            PrimMesh copy = new PrimMesh(this.sides, this.profileStart, this.profileEnd, this.hollow, this.hollowSides);
-            copy.twistBegin = this.twistBegin;
-            copy.twistEnd = this.twistEnd;
-            copy.topShearX = this.topShearX;
-            copy.topShearY = this.topShearY;
-            copy.pathCutBegin = this.pathCutBegin;
-            copy.pathCutEnd = this.pathCutEnd;
-            copy.dimpleBegin = this.dimpleBegin;
-            copy.dimpleEnd = this.dimpleEnd;
-            copy.skew = this.skew;
-            copy.holeSizeX = this.holeSizeX;
-            copy.holeSizeY = this.holeSizeY;
-            copy.taperX = this.taperX;
-            copy.taperY = this.taperY;
-            copy.radius = this.radius;
-            copy.revolutions = this.revolutions;
-            copy.stepsPerRevolution = this.stepsPerRevolution;
-            copy.calcVertexNormals = this.calcVertexNormals;
-            copy.normalsProcessed = this.normalsProcessed;
-            copy.viewerMode = this.viewerMode;
-            copy.numPrimFaces = this.numPrimFaces;
-            copy.errorMessage = this.errorMessage;
-
-            copy.coords = new List<Coord>(this.coords);
-            copy.faces = new List<Face>(this.faces);
-            copy.viewerFaces = new List<ViewerFace>(this.viewerFaces);
-            copy.normals = new List<Coord>(this.normals);
-
-            return copy;
-        }
-
-        /// <summary>
-        /// Calculate surface normals for all of the faces in the list of faces in this mesh
-        /// </summary>
-        public void CalcNormals()
-        {
-            if (normalsProcessed)
-                return;
-
-            normalsProcessed = true;
-
-            int numFaces = faces.Count;
-
-            if (!this.calcVertexNormals)
-                this.normals = new List<Coord>();
-
-            for (int i = 0; i < numFaces; i++)
-            {
-                Face face = faces[i];
-
-                this.normals.Add(SurfaceNormal(i).Normalize());
-
-                int normIndex = normals.Count - 1;
-                face.n1 = normIndex;
-                face.n2 = normIndex;
-                face.n3 = normIndex;
-
-                this.faces[i] = face;
-            }
-        }
-
-        /// <summary>
-        /// Adds a value to each XYZ vertex coordinate in the mesh
-        /// </summary>
-        /// <param name="x"></param>
-        /// <param name="y"></param>
-        /// <param name="z"></param>
-        public void AddPos(float x, float y, float z)
-        {
-            int i;
-            int numVerts = this.coords.Count;
-            Coord vert;
-
-            for (i = 0; i < numVerts; i++)
-            {
-                vert = this.coords[i];
-                vert.X += x;
-                vert.Y += y;
-                vert.Z += z;
-                this.coords[i] = vert;
-            }
-
-            if (this.viewerFaces != null)
-            {
-                int numViewerFaces = this.viewerFaces.Count;
-
-                for (i = 0; i < numViewerFaces; i++)
-                {
-                    ViewerFace v = this.viewerFaces[i];
-                    v.AddPos(x, y, z);
-                    this.viewerFaces[i] = v;
-                }
-            }
-        }
-
-        /// <summary>
-        /// Rotates the mesh
-        /// </summary>
-        /// <param name="q"></param>
-        public void AddRot(Quat q)
-        {
-            int i;
-            int numVerts = this.coords.Count;
-
-            for (i = 0; i < numVerts; i++)
-                this.coords[i] *= q;
-
-            if (this.normals != null)
-            {
-                int numNormals = this.normals.Count;
-                for (i = 0; i < numNormals; i++)
-                    this.normals[i] *= q;
-            }
-
-            if (this.viewerFaces != null)
-            {
-                int numViewerFaces = this.viewerFaces.Count;
-
-                for (i = 0; i < numViewerFaces; i++)
-                {
-                    ViewerFace v = this.viewerFaces[i];
-                    v.v1 *= q;
-                    v.v2 *= q;
-                    v.v3 *= q;
-
-                    v.n1 *= q;
-                    v.n2 *= q;
-                    v.n3 *= q;
-                    this.viewerFaces[i] = v;
-                }
-            }
-        }
-
-#if VERTEX_INDEXER
-        public VertexIndexer GetVertexIndexer()
-        {
-            if (this.viewerMode && this.viewerFaces.Count > 0)
-                return new VertexIndexer(this);
-            return null;
-        }
-#endif
-
-        /// <summary>
-        /// Scales the mesh
-        /// </summary>
-        /// <param name="x"></param>
-        /// <param name="y"></param>
-        /// <param name="z"></param>
-        public void Scale(float x, float y, float z)
-        {
-            int i;
-            int numVerts = this.coords.Count;
-            //Coord vert;
-
-            Coord m = new Coord(x, y, z);
-            for (i = 0; i < numVerts; i++)
-                this.coords[i] *= m;
-
-            if (this.viewerFaces != null)
-            {
-                int numViewerFaces = this.viewerFaces.Count;
-                for (i = 0; i < numViewerFaces; i++)
-                {
-                    ViewerFace v = this.viewerFaces[i];
-                    v.v1 *= m;
-                    v.v2 *= m;
-                    v.v3 *= m;
-                    this.viewerFaces[i] = v;
-                }
-
-            }
-
-        }
-
-        /// <summary>
-        /// Dumps the mesh to a Blender compatible "Raw" format file
-        /// </summary>
-        /// <param name="path"></param>
-        /// <param name="name"></param>
-        /// <param name="title"></param>
-        public void DumpRaw(String path, String name, String title)
-        {
-            if (path == null)
-                return;
-            String fileName = name + "_" + title + ".raw";
-            String completePath = System.IO.Path.Combine(path, fileName);
-            StreamWriter sw = new StreamWriter(completePath);
-
-            for (int i = 0; i < this.faces.Count; i++)
-            {
-                string s = this.coords[this.faces[i].v1].ToString();
-                s += " " + this.coords[this.faces[i].v2].ToString();
-                s += " " + this.coords[this.faces[i].v3].ToString();
-
-                sw.WriteLine(s);
-            }
-
-            sw.Close();
-        }
-    }
-}
+/*
+ * Copyright (c) Contributors
+ * See CONTRIBUTORS.TXT for a full list of copyright holders.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions are met:
+ *     * Redistributions of source code must retain the above copyright
+ *       notice, this list of conditions and the following disclaimer.
+ *     * Redistributions in binary form must reproduce the above copyright
+ *       notice, this list of conditions and the following disclaimer in the
+ *       documentation and/or other materials provided with the distribution.
+ *     * Neither the name of the OpenSimulator Project nor the
+ *       names of its contributors may be used to endorse or promote products
+ *       derived from this software without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
+ * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
+ * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
+ * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
+ * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
+ * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
+ * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
+ * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
+ * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ */
+
+using System;
+using System.Collections.Generic;
+using System.Text;
+using System.IO;
+
+namespace PrimMesher
+{
+    public struct Quat
+    {
+        /// <summary>X value</summary>
+        public float X;
+        /// <summary>Y value</summary>
+        public float Y;
+        /// <summary>Z value</summary>
+        public float Z;
+        /// <summary>W value</summary>
+        public float W;
+
+        public Quat(float x, float y, float z, float w)
+        {
+            X = x;
+            Y = y;
+            Z = z;
+            W = w;
+        }
+
+        public Quat(Coord axis, float angle)
+        {
+            axis = axis.Normalize();
+
+            angle *= 0.5f;
+            float c = (float)Math.Cos(angle);
+            float s = (float)Math.Sin(angle);
+
+            X = axis.X * s;
+            Y = axis.Y * s;
+            Z = axis.Z * s;
+            W = c;
+
+            Normalize();
+        }
+
+        public float Length()
+        {
+            return (float)Math.Sqrt(X * X + Y * Y + Z * Z + W * W);
+        }
+
+        public Quat Normalize()
+        {
+            const float MAG_THRESHOLD = 0.0000001f;
+            float mag = Length();
+
+            // Catch very small rounding errors when normalizing
+            if (mag > MAG_THRESHOLD)
+            {
+                float oomag = 1f / mag;
+                X *= oomag;
+                Y *= oomag;
+                Z *= oomag;
+                W *= oomag;
+            }
+            else
+            {
+                X = 0f;
+                Y = 0f;
+                Z = 0f;
+                W = 1f;
+            }
+
+            return this;
+        }
+
+        public static Quat operator *(Quat q1, Quat q2)
+        {
+            float x = q1.W * q2.X + q1.X * q2.W + q1.Y * q2.Z - q1.Z * q2.Y;
+            float y = q1.W * q2.Y - q1.X * q2.Z + q1.Y * q2.W + q1.Z * q2.X;
+            float z = q1.W * q2.Z + q1.X * q2.Y - q1.Y * q2.X + q1.Z * q2.W;
+            float w = q1.W * q2.W - q1.X * q2.X - q1.Y * q2.Y - q1.Z * q2.Z;
+            return new Quat(x, y, z, w);
+        }
+
+        public override string ToString()
+        {
+            return "< X: " + this.X.ToString() + ", Y: " + this.Y.ToString() + ", Z: " + this.Z.ToString() + ", W: " + this.W.ToString() + ">";
+        }
+    }
+
+    public struct Coord
+    {
+        public float X;
+        public float Y;
+        public float Z;
+
+        public Coord(float x, float y, float z)
+        {
+            this.X = x;
+            this.Y = y;
+            this.Z = z;
+        }
+
+        public float Length()
+        {
+            return (float)Math.Sqrt(this.X * this.X + this.Y * this.Y + this.Z * this.Z);
+        }
+
+        public Coord Invert()
+        {
+            this.X = -this.X;
+            this.Y = -this.Y;
+            this.Z = -this.Z;
+
+            return this;
+        }
+
+        public Coord Normalize()
+        {
+            const float MAG_THRESHOLD = 0.0000001f;
+            float mag = Length();
+
+            // Catch very small rounding errors when normalizing
+            if (mag > MAG_THRESHOLD)
+            {
+                float oomag = 1.0f / mag;
+                this.X *= oomag;
+                this.Y *= oomag;
+                this.Z *= oomag;
+            }
+            else
+            {
+                this.X = 0.0f;
+                this.Y = 0.0f;
+                this.Z = 0.0f;
+            }
+
+            return this;
+        }
+
+        public override string ToString()
+        {
+            return this.X.ToString() + " " + this.Y.ToString() + " " + this.Z.ToString();
+        }
+
+        public static Coord Cross(Coord c1, Coord c2)
+        {
+            return new Coord(
+                c1.Y * c2.Z - c2.Y * c1.Z,
+                c1.Z * c2.X - c2.Z * c1.X,
+                c1.X * c2.Y - c2.X * c1.Y
+                );
+        }
+
+        public static Coord operator +(Coord v, Coord a)
+        {
+            return new Coord(v.X + a.X, v.Y + a.Y, v.Z + a.Z);
+        }
+
+        public static Coord operator *(Coord v, Coord m)
+        {
+            return new Coord(v.X * m.X, v.Y * m.Y, v.Z * m.Z);
+        }
+
+        public static Coord operator *(Coord v, Quat q)
+        {
+            // From http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/transforms/
+
+            Coord c2 = new Coord(0.0f, 0.0f, 0.0f);
+
+            c2.X = q.W * q.W * v.X +
+                2f * q.Y * q.W * v.Z -
+                2f * q.Z * q.W * v.Y +
+                     q.X * q.X * v.X +
+                2f * q.Y * q.X * v.Y +
+                2f * q.Z * q.X * v.Z -
+                     q.Z * q.Z * v.X -
+                     q.Y * q.Y * v.X;
+
+            c2.Y =
+                2f * q.X * q.Y * v.X +
+                     q.Y * q.Y * v.Y +
+                2f * q.Z * q.Y * v.Z +
+                2f * q.W * q.Z * v.X -
+                     q.Z * q.Z * v.Y +
+                     q.W * q.W * v.Y -
+                2f * q.X * q.W * v.Z -
+                     q.X * q.X * v.Y;
+
+            c2.Z =
+                2f * q.X * q.Z * v.X +
+                2f * q.Y * q.Z * v.Y +
+                     q.Z * q.Z * v.Z -
+                2f * q.W * q.Y * v.X -
+                     q.Y * q.Y * v.Z +
+                2f * q.W * q.X * v.Y -
+                     q.X * q.X * v.Z +
+                     q.W * q.W * v.Z;
+
+            return c2;
+        }
+    }
+
+    public struct UVCoord
+    {
+        public float U;
+        public float V;
+
+
+        public UVCoord(float u, float v)
+        {
+            this.U = u;
+            this.V = v;
+        }
+    }
+
+    public struct Face
+    {
+        public int primFace;
+
+        // vertices
+        public int v1;
+        public int v2;
+        public int v3;
+
+        //normals
+        public int n1;
+        public int n2;
+        public int n3;
+
+        // uvs
+        public int uv1;
+        public int uv2;
+        public int uv3;
+
+
+        public Face(int v1, int v2, int v3)
+        {
+            primFace = 0;
+
+            this.v1 = v1;
+            this.v2 = v2;
+            this.v3 = v3;
+
+            this.n1 = 0;
+            this.n2 = 0;
+            this.n3 = 0;
+
+            this.uv1 = 0;
+            this.uv2 = 0;
+            this.uv3 = 0;
+
+        }
+
+        public Face(int v1, int v2, int v3, int n1, int n2, int n3)
+        {
+            primFace = 0;
+
+            this.v1 = v1;
+            this.v2 = v2;
+            this.v3 = v3;
+
+            this.n1 = n1;
+            this.n2 = n2;
+            this.n3 = n3;
+
+            this.uv1 = 0;
+            this.uv2 = 0;
+            this.uv3 = 0;
+        }
+
+        public Coord SurfaceNormal(List<Coord> coordList)
+        {
+            Coord c1 = coordList[this.v1];
+            Coord c2 = coordList[this.v2];
+            Coord c3 = coordList[this.v3];
+
+            Coord edge1 = new Coord(c2.X - c1.X, c2.Y - c1.Y, c2.Z - c1.Z);
+            Coord edge2 = new Coord(c3.X - c1.X, c3.Y - c1.Y, c3.Z - c1.Z);
+
+            return Coord.Cross(edge1, edge2).Normalize();
+        }
+    }
+
+    public struct ViewerFace
+    {
+        public int primFaceNumber;
+
+        public Coord v1;
+        public Coord v2;
+        public Coord v3;
+
+        public int coordIndex1;
+        public int coordIndex2;
+        public int coordIndex3;
+
+        public Coord n1;
+        public Coord n2;
+        public Coord n3;
+
+        public UVCoord uv1;
+        public UVCoord uv2;
+        public UVCoord uv3;
+
+        public ViewerFace(int primFaceNumber)
+        {
+            this.primFaceNumber = primFaceNumber;
+
+            this.v1 = new Coord();
+            this.v2 = new Coord();
+            this.v3 = new Coord();
+
+            this.coordIndex1 = this.coordIndex2 = this.coordIndex3 = -1; // -1 means not assigned yet
+
+            this.n1 = new Coord();
+            this.n2 = new Coord();
+            this.n3 = new Coord();
+
+            this.uv1 = new UVCoord();
+            this.uv2 = new UVCoord();
+            this.uv3 = new UVCoord();
+        }
+
+        public void Scale(float x, float y, float z)
+        {
+            this.v1.X *= x;
+            this.v1.Y *= y;
+            this.v1.Z *= z;
+
+            this.v2.X *= x;
+            this.v2.Y *= y;
+            this.v2.Z *= z;
+
+            this.v3.X *= x;
+            this.v3.Y *= y;
+            this.v3.Z *= z;
+        }
+
+        public void AddPos(float x, float y, float z)
+        {
+            this.v1.X += x;
+            this.v2.X += x;
+            this.v3.X += x;
+
+            this.v1.Y += y;
+            this.v2.Y += y;
+            this.v3.Y += y;
+
+            this.v1.Z += z;
+            this.v2.Z += z;
+            this.v3.Z += z;
+        }
+
+        public void AddRot(Quat q)
+        {
+            this.v1 *= q;
+            this.v2 *= q;
+            this.v3 *= q;
+
+            this.n1 *= q;
+            this.n2 *= q;
+            this.n3 *= q;
+        }
+
+        public void CalcSurfaceNormal()
+        {
+
+            Coord edge1 = new Coord(this.v2.X - this.v1.X, this.v2.Y - this.v1.Y, this.v2.Z - this.v1.Z);
+            Coord edge2 = new Coord(this.v3.X - this.v1.X, this.v3.Y - this.v1.Y, this.v3.Z - this.v1.Z);
+
+            this.n1 = this.n2 = this.n3 = Coord.Cross(edge1, edge2).Normalize();
+        }
+    }
+
+    internal struct Angle
+    {
+        internal float angle;
+        internal float X;
+        internal float Y;
+
+        internal Angle(float angle, float x, float y)
+        {
+            this.angle = angle;
+            this.X = x;
+            this.Y = y;
+        }
+    }
+
+    internal class AngleList
+    {
+        private float iX, iY; // intersection point
+
+        private static Angle[] angles3 =
+        {
+            new Angle(0.0f, 1.0f, 0.0f),
+            new Angle(0.33333333333333333f, -0.5f, 0.86602540378443871f),
+            new Angle(0.66666666666666667f, -0.5f, -0.86602540378443837f),
+            new Angle(1.0f, 1.0f, 0.0f)
+        };
+
+        private static Coord[] normals3 =
+        {
+            new Coord(0.25f, 0.4330127019f, 0.0f).Normalize(),
+            new Coord(-0.5f, 0.0f, 0.0f).Normalize(),
+            new Coord(0.25f, -0.4330127019f, 0.0f).Normalize(),
+            new Coord(0.25f, 0.4330127019f, 0.0f).Normalize()
+        };
+
+        private static Angle[] angles4 =
+        {
+            new Angle(0.0f, 1.0f, 0.0f),
+            new Angle(0.25f, 0.0f, 1.0f),
+            new Angle(0.5f, -1.0f, 0.0f),
+            new Angle(0.75f, 0.0f, -1.0f),
+            new Angle(1.0f, 1.0f, 0.0f)
+        };
+
+        private static Coord[] normals4 = 
+        {
+            new Coord(0.5f, 0.5f, 0.0f).Normalize(),
+            new Coord(-0.5f, 0.5f, 0.0f).Normalize(),
+            new Coord(-0.5f, -0.5f, 0.0f).Normalize(),
+            new Coord(0.5f, -0.5f, 0.0f).Normalize(),
+            new Coord(0.5f, 0.5f, 0.0f).Normalize()
+        };
+
+        private static Angle[] angles24 =
+        {
+            new Angle(0.0f, 1.0f, 0.0f),
+            new Angle(0.041666666666666664f, 0.96592582628906831f, 0.25881904510252074f),
+            new Angle(0.083333333333333329f, 0.86602540378443871f, 0.5f),
+            new Angle(0.125f, 0.70710678118654757f, 0.70710678118654746f),
+            new Angle(0.16666666666666667f, 0.5f, 0.8660254037844386f),
+            new Angle(0.20833333333333331f, 0.25881904510252096f, 0.9659258262890682f),
+            new Angle(0.25f, 0.0f, 1.0f),
+            new Angle(0.29166666666666663f, -0.25881904510252063f, 0.96592582628906831f),
+            new Angle(0.33333333333333333f, -0.5f, 0.86602540378443871f),
+            new Angle(0.375f, -0.70710678118654746f, 0.70710678118654757f),
+            new Angle(0.41666666666666663f, -0.86602540378443849f, 0.5f),
+            new Angle(0.45833333333333331f, -0.9659258262890682f, 0.25881904510252102f),
+            new Angle(0.5f, -1.0f, 0.0f),
+            new Angle(0.54166666666666663f, -0.96592582628906842f, -0.25881904510252035f),
+            new Angle(0.58333333333333326f, -0.86602540378443882f, -0.5f),
+            new Angle(0.62499999999999989f, -0.70710678118654791f, -0.70710678118654713f),
+            new Angle(0.66666666666666667f, -0.5f, -0.86602540378443837f),
+            new Angle(0.70833333333333326f, -0.25881904510252152f, -0.96592582628906809f),
+            new Angle(0.75f, 0.0f, -1.0f),
+            new Angle(0.79166666666666663f, 0.2588190451025203f, -0.96592582628906842f),
+            new Angle(0.83333333333333326f, 0.5f, -0.86602540378443904f),
+            new Angle(0.875f, 0.70710678118654735f, -0.70710678118654768f),
+            new Angle(0.91666666666666663f, 0.86602540378443837f, -0.5f),
+            new Angle(0.95833333333333326f, 0.96592582628906809f, -0.25881904510252157f),
+            new Angle(1.0f, 1.0f, 0.0f)
+        };
+
+        private Angle interpolatePoints(float newPoint, Angle p1, Angle p2)
+        {
+            float m = (newPoint - p1.angle) / (p2.angle - p1.angle);
+            return new Angle(newPoint, p1.X + m * (p2.X - p1.X), p1.Y + m * (p2.Y - p1.Y));
+        }
+
+        private void intersection(double x1, double y1, double x2, double y2, double x3, double y3, double x4, double y4)
+        { // ref: http://local.wasp.uwa.edu.au/~pbourke/geometry/lineline2d/
+            double denom = (y4 - y3) * (x2 - x1) - (x4 - x3) * (y2 - y1);
+            double uaNumerator = (x4 - x3) * (y1 - y3) - (y4 - y3) * (x1 - x3);
+
+            if (denom != 0.0)
+            {
+                double ua = uaNumerator / denom;
+                iX = (float)(x1 + ua * (x2 - x1));
+                iY = (float)(y1 + ua * (y2 - y1));
+            }
+        }
+
+        internal List<Angle> angles;
+        internal List<Coord> normals;
+
+        internal void makeAngles(int sides, float startAngle, float stopAngle)
+        {
+            angles = new List<Angle>();
+            normals = new List<Coord>();
+
+            double twoPi = System.Math.PI * 2.0;
+            float twoPiInv = 1.0f / (float)twoPi;
+
+            if (sides < 1)
+                throw new Exception("number of sides not greater than zero");
+            if (stopAngle <= startAngle)
+                throw new Exception("stopAngle not greater than startAngle");
+
+            if ((sides == 3 || sides == 4 || sides == 24))
+            {
+                startAngle *= twoPiInv;
+                stopAngle *= twoPiInv;
+
+                Angle[] sourceAngles;
+                if (sides == 3)
+                    sourceAngles = angles3;
+                else if (sides == 4)
+                    sourceAngles = angles4;
+                else sourceAngles = angles24;
+
+                int startAngleIndex = (int)(startAngle * sides);
+                int endAngleIndex = sourceAngles.Length - 1;
+                if (stopAngle < 1.0f)
+                    endAngleIndex = (int)(stopAngle * sides) + 1;
+                if (endAngleIndex == startAngleIndex)
+                    endAngleIndex++;
+
+                for (int angleIndex = startAngleIndex; angleIndex < endAngleIndex + 1; angleIndex++)
+                {
+                    angles.Add(sourceAngles[angleIndex]);
+                    if (sides == 3)
+                        normals.Add(normals3[angleIndex]);
+                    else if (sides == 4)
+                        normals.Add(normals4[angleIndex]);
+                }
+
+                if (startAngle > 0.0f)
+                    angles[0] = interpolatePoints(startAngle, angles[0], angles[1]);
+
+                if (stopAngle < 1.0f)
+                {
+                    int lastAngleIndex = angles.Count - 1;
+                    angles[lastAngleIndex] = interpolatePoints(stopAngle, angles[lastAngleIndex - 1], angles[lastAngleIndex]);
+                }
+            }
+            else
+            {
+                double stepSize = twoPi / sides;
+
+                int startStep = (int)(startAngle / stepSize);
+                double angle = stepSize * startStep;
+                int step = startStep;
+                double stopAngleTest = stopAngle;
+                if (stopAngle < twoPi)
+                {
+                    stopAngleTest = stepSize * ((int)(stopAngle / stepSize) + 1);
+                    if (stopAngleTest < stopAngle)
+                        stopAngleTest += stepSize;
+                    if (stopAngleTest > twoPi)
+                        stopAngleTest = twoPi;
+                }
+
+                while (angle <= stopAngleTest)
+                {
+                    Angle newAngle;
+                    newAngle.angle = (float)angle;
+                    newAngle.X = (float)System.Math.Cos(angle);
+                    newAngle.Y = (float)System.Math.Sin(angle);
+                    angles.Add(newAngle);
+                    step += 1;
+                    angle = stepSize * step;
+                }
+
+                if (startAngle > angles[0].angle)
+                {
+                    Angle newAngle;
+                    intersection(angles[0].X, angles[0].Y, angles[1].X, angles[1].Y, 0.0f, 0.0f, (float)Math.Cos(startAngle), (float)Math.Sin(startAngle));
+                    newAngle.angle = startAngle;
+                    newAngle.X = iX;
+                    newAngle.Y = iY;
+                    angles[0] = newAngle;
+                }
+
+                int index = angles.Count - 1;
+                if (stopAngle < angles[index].angle)
+                {
+                    Angle newAngle;
+                    intersection(angles[index - 1].X, angles[index - 1].Y, angles[index].X, angles[index].Y, 0.0f, 0.0f, (float)Math.Cos(stopAngle), (float)Math.Sin(stopAngle));
+                    newAngle.angle = stopAngle;
+                    newAngle.X = iX;
+                    newAngle.Y = iY;
+                    angles[index] = newAngle;
+                }
+            }
+        }
+    }
+
+    /// <summary>
+    /// generates a profile for extrusion
+    /// </summary>
+    internal class Profile
+    {
+        private const float twoPi = 2.0f * (float)Math.PI;
+
+        internal string errorMessage = null;
+
+        internal List<Coord> coords;
+        internal List<Face> faces;
+        internal List<Coord> vertexNormals;
+        internal List<float> us;
+        internal List<UVCoord> faceUVs;
+        internal List<int> faceNumbers;
+
+        // use these for making individual meshes for each prim face
+        internal List<int> outerCoordIndices = null;
+        internal List<int> hollowCoordIndices = null;
+        internal List<int> cut1CoordIndices = null;
+        internal List<int> cut2CoordIndices = null;
+
+        internal Coord faceNormal = new Coord(0.0f, 0.0f, 1.0f);
+        internal Coord cutNormal1 = new Coord();
+        internal Coord cutNormal2 = new Coord();
+
+        internal int numOuterVerts = 0;
+        internal int numHollowVerts = 0;
+
+        internal bool calcVertexNormals = false;
+        internal int bottomFaceNumber = 0;
+        internal int numPrimFaces = 0;
+
+        internal Profile()
+        {
+            this.coords = new List<Coord>();
+            this.faces = new List<Face>();
+            this.vertexNormals = new List<Coord>();
+            this.us = new List<float>();
+            this.faceUVs = new List<UVCoord>();
+            this.faceNumbers = new List<int>();
+        }
+
+        internal Profile(int sides, float profileStart, float profileEnd, float hollow, int hollowSides, bool createFaces, bool calcVertexNormals)
+        {
+            this.calcVertexNormals = calcVertexNormals;
+            this.coords = new List<Coord>();
+            this.faces = new List<Face>();
+            this.vertexNormals = new List<Coord>();
+            this.us = new List<float>();
+            this.faceUVs = new List<UVCoord>();
+            this.faceNumbers = new List<int>();
+
+            Coord center = new Coord(0.0f, 0.0f, 0.0f);
+            //bool hasCenter = false;
+
+            List<Coord> hollowCoords = new List<Coord>();
+            List<Coord> hollowNormals = new List<Coord>();
+            List<float> hollowUs = new List<float>();
+
+            if (calcVertexNormals)
+            {
+                this.outerCoordIndices = new List<int>();
+                this.hollowCoordIndices = new List<int>();
+                this.cut1CoordIndices = new List<int>();
+                this.cut2CoordIndices = new List<int>();
+            }
+
+            bool hasHollow = (hollow > 0.0f);
+
+            bool hasProfileCut = (profileStart > 0.0f || profileEnd < 1.0f);
+
+            AngleList angles = new AngleList();
+            AngleList hollowAngles = new AngleList();
+
+            float xScale = 0.5f;
+            float yScale = 0.5f;
+            if (sides == 4)  // corners of a square are sqrt(2) from center
+            {
+                xScale = 0.707f;
+                yScale = 0.707f;
+            }
+
+            float startAngle = profileStart * twoPi;
+            float stopAngle = profileEnd * twoPi;
+
+            try { angles.makeAngles(sides, startAngle, stopAngle); }
+            catch (Exception ex)
+            {
+
+                errorMessage = "makeAngles failed: Exception: " + ex.ToString()
+                + "\nsides: " + sides.ToString() + " startAngle: " + startAngle.ToString() + " stopAngle: " + stopAngle.ToString();
+
+                return;
+            }
+
+            this.numOuterVerts = angles.angles.Count;
+
+            // flag to create as few triangles as possible for 3 or 4 side profile
+            bool simpleFace = (sides < 5 && !hasHollow && !hasProfileCut);
+
+            if (hasHollow)
+            {
+                if (sides == hollowSides)
+                    hollowAngles = angles;
+                else
+                {
+                    try { hollowAngles.makeAngles(hollowSides, startAngle, stopAngle); }
+                    catch (Exception ex)
+                    {
+                        errorMessage = "makeAngles failed: Exception: " + ex.ToString()
+                        + "\nsides: " + sides.ToString() + " startAngle: " + startAngle.ToString() + " stopAngle: " + stopAngle.ToString();
+
+                        return;
+                    }
+                }
+                this.numHollowVerts = hollowAngles.angles.Count;
+            }
+            else if (!simpleFace)
+            {
+                this.coords.Add(center);
+                //hasCenter = true;
+                if (this.calcVertexNormals)
+                    this.vertexNormals.Add(new Coord(0.0f, 0.0f, 1.0f));
+                this.us.Add(0.0f);
+            }
+
+            float z = 0.0f;
+
+            Angle angle;
+            Coord newVert = new Coord();
+            if (hasHollow && hollowSides != sides)
+            {
+                int numHollowAngles = hollowAngles.angles.Count;
+                for (int i = 0; i < numHollowAngles; i++)
+                {
+                    angle = hollowAngles.angles[i];
+                    newVert.X = hollow * xScale * angle.X;
+                    newVert.Y = hollow * yScale * angle.Y;
+                    newVert.Z = z;
+
+                    hollowCoords.Add(newVert);
+                    if (this.calcVertexNormals)
+                    {
+                        if (hollowSides < 5)
+                            hollowNormals.Add(hollowAngles.normals[i].Invert());
+                        else
+                            hollowNormals.Add(new Coord(-angle.X, -angle.Y, 0.0f));
+
+                        hollowUs.Add(angle.angle * hollow);
+                    }
+                }
+            }
+
+            int index = 0;
+            int numAngles = angles.angles.Count;
+
+            for (int i = 0; i < numAngles; i++)
+            {
+                angle = angles.angles[i];
+                newVert.X = angle.X * xScale;
+                newVert.Y = angle.Y * yScale;
+                newVert.Z = z;
+                this.coords.Add(newVert);
+                if (this.calcVertexNormals)
+                {
+                    this.outerCoordIndices.Add(this.coords.Count - 1);
+
+                    if (sides < 5)
+                    {
+                        this.vertexNormals.Add(angles.normals[i]);
+                        float u = angle.angle;
+                        this.us.Add(u);
+                    }
+                    else
+                    {
+                        this.vertexNormals.Add(new Coord(angle.X, angle.Y, 0.0f));
+                        this.us.Add(angle.angle);
+                    }
+                }
+
+                if (hasHollow)
+                {
+                    if (hollowSides == sides)
+                    {
+                        newVert.X *= hollow;
+                        newVert.Y *= hollow;
+                        newVert.Z = z;
+                        hollowCoords.Add(newVert);
+                        if (this.calcVertexNormals)
+                        {
+                            if (sides < 5)
+                            {
+                                hollowNormals.Add(angles.normals[i].Invert());
+                            }
+
+                            else
+                                hollowNormals.Add(new Coord(-angle.X, -angle.Y, 0.0f));
+
+                            hollowUs.Add(angle.angle * hollow);
+                        }
+                    }
+                }
+                else if (!simpleFace && createFaces && angle.angle > 0.0001f)
+                {
+                    Face newFace = new Face();
+                    newFace.v1 = 0;
+                    newFace.v2 = index;
+                    newFace.v3 = index + 1;
+
+                    this.faces.Add(newFace);
+                }
+                index += 1;
+            }
+
+            if (hasHollow)
+            {
+                hollowCoords.Reverse();
+                if (this.calcVertexNormals)
+                {
+                    hollowNormals.Reverse();
+                    hollowUs.Reverse();
+                }
+
+                if (createFaces)
+                {
+                    //int numOuterVerts = this.coords.Count;
+                    //numOuterVerts = this.coords.Count;
+                    //int numHollowVerts = hollowCoords.Count;
+                    int numTotalVerts = this.numOuterVerts + this.numHollowVerts;
+
+                    if (this.numOuterVerts == this.numHollowVerts)
+                    {
+                        Face newFace = new Face();
+
+                        for (int coordIndex = 0; coordIndex < this.numOuterVerts - 1; coordIndex++)
+                        {
+                            newFace.v1 = coordIndex;
+                            newFace.v2 = coordIndex + 1;
+                            newFace.v3 = numTotalVerts - coordIndex - 1;
+                            this.faces.Add(newFace);
+
+                            newFace.v1 = coordIndex + 1;
+                            newFace.v2 = numTotalVerts - coordIndex - 2;
+                            newFace.v3 = numTotalVerts - coordIndex - 1;
+                            this.faces.Add(newFace);
+                        }
+                    }
+                    else
+                    {
+                        if (this.numOuterVerts < this.numHollowVerts)
+                        {
+                            Face newFace = new Face();
+                            int j = 0; // j is the index for outer vertices
+                            int maxJ = this.numOuterVerts - 1;
+                            for (int i = 0; i < this.numHollowVerts; i++) // i is the index for inner vertices
+                            {
+                                if (j < maxJ)
+                                    if (angles.angles[j + 1].angle - hollowAngles.angles[i].angle < hollowAngles.angles[i].angle - angles.angles[j].angle + 0.000001f)
+                                    {
+                                        newFace.v1 = numTotalVerts - i - 1;
+                                        newFace.v2 = j;
+                                        newFace.v3 = j + 1;
+
+                                        this.faces.Add(newFace);
+                                        j += 1;
+                                    }
+
+                                newFace.v1 = j;
+                                newFace.v2 = numTotalVerts - i - 2;
+                                newFace.v3 = numTotalVerts - i - 1;
+
+                                this.faces.Add(newFace);
+                            }
+                        }
+                        else // numHollowVerts < numOuterVerts
+                        {
+                            Face newFace = new Face();
+                            int j = 0; // j is the index for inner vertices
+                            int maxJ = this.numHollowVerts - 1;
+                            for (int i = 0; i < this.numOuterVerts; i++)
+                            {
+                                if (j < maxJ)
+                                    if (hollowAngles.angles[j + 1].angle - angles.angles[i].angle < angles.angles[i].angle - hollowAngles.angles[j].angle + 0.000001f)
+                                    {
+                                        newFace.v1 = i;
+                                        newFace.v2 = numTotalVerts - j - 2;
+                                        newFace.v3 = numTotalVerts - j - 1;
+
+                                        this.faces.Add(newFace);
+                                        j += 1;
+                                    }
+
+                                newFace.v1 = numTotalVerts - j - 1;
+                                newFace.v2 = i;
+                                newFace.v3 = i + 1;
+
+                                this.faces.Add(newFace);
+                            }
+                        }
+                    }
+                }
+
+                if (calcVertexNormals)
+                {
+                    foreach (Coord hc in hollowCoords)
+                    {
+                        this.coords.Add(hc);
+                        hollowCoordIndices.Add(this.coords.Count - 1);
+                    }
+                }
+                else
+                    this.coords.AddRange(hollowCoords);
+
+                if (this.calcVertexNormals)
+                {
+                    this.vertexNormals.AddRange(hollowNormals);
+                    this.us.AddRange(hollowUs);
+
+                }
+            }
+
+            if (simpleFace && createFaces)
+            {
+                if (sides == 3)
+                    this.faces.Add(new Face(0, 1, 2));
+                else if (sides == 4)
+                {
+                    this.faces.Add(new Face(0, 1, 2));
+                    this.faces.Add(new Face(0, 2, 3));
+                }
+            }
+
+            if (calcVertexNormals && hasProfileCut)
+            {
+                if (hasHollow)
+                {
+                    int lastOuterVertIndex = this.numOuterVerts - 1;
+
+                    this.cut1CoordIndices.Add(0);
+                    this.cut1CoordIndices.Add(this.coords.Count - 1);
+
+                    this.cut2CoordIndices.Add(lastOuterVertIndex + 1);
+                    this.cut2CoordIndices.Add(lastOuterVertIndex);
+
+                    this.cutNormal1.X = this.coords[0].Y - this.coords[this.coords.Count - 1].Y;
+                    this.cutNormal1.Y = -(this.coords[0].X - this.coords[this.coords.Count - 1].X);
+
+                    this.cutNormal2.X = this.coords[lastOuterVertIndex + 1].Y - this.coords[lastOuterVertIndex].Y;
+                    this.cutNormal2.Y = -(this.coords[lastOuterVertIndex + 1].X - this.coords[lastOuterVertIndex].X);
+                }
+
+                else
+                {
+                    this.cutNormal1.X = this.vertexNormals[1].Y;
+                    this.cutNormal1.Y = -this.vertexNormals[1].X;
+
+                    this.cutNormal2.X = -this.vertexNormals[this.vertexNormals.Count - 2].Y;
+                    this.cutNormal2.Y = this.vertexNormals[this.vertexNormals.Count - 2].X;
+
+                }
+                this.cutNormal1.Normalize();
+                this.cutNormal2.Normalize();
+            }
+
+            this.MakeFaceUVs();
+
+            hollowCoords = null;
+            hollowNormals = null;
+            hollowUs = null;
+
+            if (calcVertexNormals)
+            { // calculate prim face numbers
+
+                // face number order is top, outer, hollow, bottom, start cut, end cut
+                // I know it's ugly but so is the whole concept of prim face numbers
+
+                int faceNum = 1; // start with outer faces
+                int startVert = hasProfileCut && !hasHollow ? 1 : 0;
+                if (startVert > 0)
+                    this.faceNumbers.Add(-1);
+                for (int i = 0; i < this.numOuterVerts - 1; i++)
+                    this.faceNumbers.Add(sides < 5 ? faceNum++ : faceNum);
+
+                //if (!hasHollow && !hasProfileCut)
+                //    this.bottomFaceNumber = faceNum++;
+
+                this.faceNumbers.Add(hasProfileCut ? -1 : faceNum++);
+
+                if (sides > 4 && (hasHollow || hasProfileCut))
+                    faceNum++;
+
+                if (hasHollow)
+                {
+                    for (int i = 0; i < this.numHollowVerts; i++)
+                        this.faceNumbers.Add(faceNum);
+
+                    faceNum++;
+                }
+                //if (hasProfileCut || hasHollow)
+                //    this.bottomFaceNumber = faceNum++;
+                this.bottomFaceNumber = faceNum++;
+
+                if (hasHollow && hasProfileCut)
+                    this.faceNumbers.Add(faceNum++);
+                for (int i = 0; i < this.faceNumbers.Count; i++)
+                    if (this.faceNumbers[i] == -1)
+                        this.faceNumbers[i] = faceNum++;
+
+
+                this.numPrimFaces = faceNum;
+            }
+
+        }
+
+        internal void MakeFaceUVs()
+        {
+            this.faceUVs = new List<UVCoord>();
+            foreach (Coord c in this.coords)
+                this.faceUVs.Add(new UVCoord(1.0f - (0.5f + c.X), 1.0f - (0.5f - c.Y)));
+        }
+
+        internal Profile Copy()
+        {
+            return this.Copy(true);
+        }
+
+        internal Profile Copy(bool needFaces)
+        {
+            Profile copy = new Profile();
+
+            copy.coords.AddRange(this.coords);
+            copy.faceUVs.AddRange(this.faceUVs);
+
+            if (needFaces)
+                copy.faces.AddRange(this.faces);
+            if ((copy.calcVertexNormals = this.calcVertexNormals) == true)
+            {
+                copy.vertexNormals.AddRange(this.vertexNormals);
+                copy.faceNormal = this.faceNormal;
+                copy.cutNormal1 = this.cutNormal1;
+                copy.cutNormal2 = this.cutNormal2;
+                copy.us.AddRange(this.us);
+                copy.faceNumbers.AddRange(this.faceNumbers);
+
+                copy.cut1CoordIndices = new List<int>(this.cut1CoordIndices);
+                copy.cut2CoordIndices = new List<int>(this.cut2CoordIndices);
+                copy.hollowCoordIndices = new List<int>(this.hollowCoordIndices);
+                copy.outerCoordIndices = new List<int>(this.outerCoordIndices);
+            }
+            copy.numOuterVerts = this.numOuterVerts;
+            copy.numHollowVerts = this.numHollowVerts;
+
+            return copy;
+        }
+
+        internal void AddPos(Coord v)
+        {
+            this.AddPos(v.X, v.Y, v.Z);
+        }
+
+        internal void AddPos(float x, float y, float z)
+        {
+            int i;
+            int numVerts = this.coords.Count;
+            Coord vert;
+
+            for (i = 0; i < numVerts; i++)
+            {
+                vert = this.coords[i];
+                vert.X += x;
+                vert.Y += y;
+                vert.Z += z;
+                this.coords[i] = vert;
+            }
+        }
+
+        internal void AddRot(Quat q)
+        {
+            int i;
+            int numVerts = this.coords.Count;
+
+            for (i = 0; i < numVerts; i++)
+                this.coords[i] *= q;
+
+            if (this.calcVertexNormals)
+            {
+                int numNormals = this.vertexNormals.Count;
+                for (i = 0; i < numNormals; i++)
+                    this.vertexNormals[i] *= q;
+
+                this.faceNormal *= q;
+                this.cutNormal1 *= q;
+                this.cutNormal2 *= q;
+
+            }
+        }
+
+        internal void Scale(float x, float y)
+        {
+            int i;
+            int numVerts = this.coords.Count;
+            Coord vert;
+
+            for (i = 0; i < numVerts; i++)
+            {
+                vert = this.coords[i];
+                vert.X *= x;
+                vert.Y *= y;
+                this.coords[i] = vert;
+            }
+        }
+
+        /// <summary>
+        /// Changes order of the vertex indices and negates the center vertex normal. Does not alter vertex normals of radial vertices
+        /// </summary>
+        internal void FlipNormals()
+        {
+            int i;
+            int numFaces = this.faces.Count;
+            Face tmpFace;
+            int tmp;
+
+            for (i = 0; i < numFaces; i++)
+            {
+                tmpFace = this.faces[i];
+                tmp = tmpFace.v3;
+                tmpFace.v3 = tmpFace.v1;
+                tmpFace.v1 = tmp;
+                this.faces[i] = tmpFace;
+            }
+
+            if (this.calcVertexNormals)
+            {
+                int normalCount = this.vertexNormals.Count;
+                if (normalCount > 0)
+                {
+                    Coord n = this.vertexNormals[normalCount - 1];
+                    n.Z = -n.Z;
+                    this.vertexNormals[normalCount - 1] = n;
+                }
+            }
+
+            this.faceNormal.X = -this.faceNormal.X;
+            this.faceNormal.Y = -this.faceNormal.Y;
+            this.faceNormal.Z = -this.faceNormal.Z;
+
+            int numfaceUVs = this.faceUVs.Count;
+            for (i = 0; i < numfaceUVs; i++)
+            {
+                UVCoord uv = this.faceUVs[i];
+                uv.V = 1.0f - uv.V;
+                this.faceUVs[i] = uv;
+            }
+        }
+
+        internal void AddValue2FaceVertexIndices(int num)
+        {
+            int numFaces = this.faces.Count;
+            Face tmpFace;
+            for (int i = 0; i < numFaces; i++)
+            {
+                tmpFace = this.faces[i];
+                tmpFace.v1 += num;
+                tmpFace.v2 += num;
+                tmpFace.v3 += num;
+
+                this.faces[i] = tmpFace;
+            }
+        }
+
+        internal void AddValue2FaceNormalIndices(int num)
+        {
+            if (this.calcVertexNormals)
+            {
+                int numFaces = this.faces.Count;
+                Face tmpFace;
+                for (int i = 0; i < numFaces; i++)
+                {
+                    tmpFace = this.faces[i];
+                    tmpFace.n1 += num;
+                    tmpFace.n2 += num;
+                    tmpFace.n3 += num;
+
+                    this.faces[i] = tmpFace;
+                }
+            }
+        }
+
+        internal void DumpRaw(String path, String name, String title)
+        {
+            if (path == null)
+                return;
+            String fileName = name + "_" + title + ".raw";
+            String completePath = System.IO.Path.Combine(path, fileName);
+            StreamWriter sw = new StreamWriter(completePath);
+
+            for (int i = 0; i < this.faces.Count; i++)
+            {
+                string s = this.coords[this.faces[i].v1].ToString();
+                s += " " + this.coords[this.faces[i].v2].ToString();
+                s += " " + this.coords[this.faces[i].v3].ToString();
+
+                sw.WriteLine(s);
+            }
+
+            sw.Close();
+        }
+    }
+
+    public struct PathNode
+    {
+        public Coord position;
+        public Quat rotation;
+        public float xScale;
+        public float yScale;
+        public float percentOfPath;
+    }
+
+    public enum PathType { Linear = 0, Circular = 1, Flexible = 2 }
+
+    public class Path
+    {
+        public List<PathNode> pathNodes = new List<PathNode>();
+
+        public float twistBegin = 0.0f;
+        public float twistEnd = 0.0f;
+        public float topShearX = 0.0f;
+        public float topShearY = 0.0f;
+        public float pathCutBegin = 0.0f;
+        public float pathCutEnd = 1.0f;
+        public float dimpleBegin = 0.0f;
+        public float dimpleEnd = 1.0f;
+        public float skew = 0.0f;
+        public float holeSizeX = 1.0f; // called pathScaleX in pbs
+        public float holeSizeY = 0.25f;
+        public float taperX = 0.0f;
+        public float taperY = 0.0f;
+        public float radius = 0.0f;
+        public float revolutions = 1.0f;
+        public int stepsPerRevolution = 24;
+
+        private const float twoPi = 2.0f * (float)Math.PI;
+
+        public void Create(PathType pathType, int steps)
+        {
+            if (pathType == PathType.Linear || pathType == PathType.Flexible)
+            {
+                int step = 0;
+
+                float length = this.pathCutEnd - this.pathCutBegin;
+                float twistTotal = twistEnd - twistBegin;
+                float twistTotalAbs = Math.Abs(twistTotal);
+                if (twistTotalAbs > 0.01f)
+                    steps += (int)(twistTotalAbs * 3.66); //  dahlia's magic number
+
+                float start = -0.5f;
+                float stepSize = length / (float)steps;
+                float percentOfPathMultiplier = stepSize;
+                float xOffset = 0.0f;
+                float yOffset = 0.0f;
+                float zOffset = start;
+                float xOffsetStepIncrement = this.topShearX / steps;
+                float yOffsetStepIncrement = this.topShearY / steps;
+
+                float percentOfPath = this.pathCutBegin;
+                zOffset += percentOfPath;
+
+                // sanity checks
+
+                bool done = false;
+
+                while (!done)
+                {
+                    PathNode newNode = new PathNode();
+
+                    newNode.xScale = 1.0f;
+                    if (this.taperX == 0.0f)
+                        newNode.xScale = 1.0f;
+                    else if (this.taperX > 0.0f)
+                        newNode.xScale = 1.0f - percentOfPath * this.taperX;
+                    else newNode.xScale = 1.0f + (1.0f - percentOfPath) * this.taperX;
+
+                    newNode.yScale = 1.0f;
+                    if (this.taperY == 0.0f)
+                        newNode.yScale = 1.0f;
+                    else if (this.taperY > 0.0f)
+                        newNode.yScale = 1.0f - percentOfPath * this.taperY;
+                    else newNode.yScale = 1.0f + (1.0f - percentOfPath) * this.taperY;
+
+                    float twist = twistBegin + twistTotal * percentOfPath;
+
+                    newNode.rotation = new Quat(new Coord(0.0f, 0.0f, 1.0f), twist);
+                    newNode.position = new Coord(xOffset, yOffset, zOffset);
+                    newNode.percentOfPath = percentOfPath;
+
+                    pathNodes.Add(newNode);
+
+                    if (step < steps)
+                    {
+                        step += 1;
+                        percentOfPath += percentOfPathMultiplier;
+                        xOffset += xOffsetStepIncrement;
+                        yOffset += yOffsetStepIncrement;
+                        zOffset += stepSize;
+                        if (percentOfPath > this.pathCutEnd)
+                            done = true;
+                    }
+                    else done = true;
+                }
+            } // end of linear path code
+
+            else // pathType == Circular
+            {
+                float twistTotal = twistEnd - twistBegin;
+
+                // if the profile has a lot of twist, add more layers otherwise the layers may overlap
+                // and the resulting mesh may be quite inaccurate. This method is arbitrary and doesn't
+                // accurately match the viewer
+                float twistTotalAbs = Math.Abs(twistTotal);
+                if (twistTotalAbs > 0.01f)
+                {
+                    if (twistTotalAbs > Math.PI * 1.5f)
+                        steps *= 2;
+                    if (twistTotalAbs > Math.PI * 3.0f)
+                        steps *= 2;
+                }
+
+                float yPathScale = this.holeSizeY * 0.5f;
+                float pathLength = this.pathCutEnd - this.pathCutBegin;
+                float totalSkew = this.skew * 2.0f * pathLength;
+                float skewStart = this.pathCutBegin * 2.0f * this.skew - this.skew;
+                float xOffsetTopShearXFactor = this.topShearX * (0.25f + 0.5f * (0.5f - this.holeSizeY));
+                float yShearCompensation = 1.0f + Math.Abs(this.topShearY) * 0.25f;
+
+                // It's not quite clear what pushY (Y top shear) does, but subtracting it from the start and end
+                // angles appears to approximate it's effects on path cut. Likewise, adding it to the angle used
+                // to calculate the sine for generating the path radius appears to approximate it's effects there
+                // too, but there are some subtle differences in the radius which are noticeable as the prim size
+                // increases and it may affect megaprims quite a bit. The effect of the Y top shear parameter on
+                // the meshes generated with this technique appear nearly identical in shape to the same prims when
+                // displayed by the viewer.
+
+                float startAngle = (twoPi * this.pathCutBegin * this.revolutions) - this.topShearY * 0.9f;
+                float endAngle = (twoPi * this.pathCutEnd * this.revolutions) - this.topShearY * 0.9f;
+                float stepSize = twoPi / this.stepsPerRevolution;
+
+                int step = (int)(startAngle / stepSize);
+                float angle = startAngle;
+
+                bool done = false;
+                while (!done) // loop through the length of the path and add the layers
+                {
+                    PathNode newNode = new PathNode();
+
+                    float xProfileScale = (1.0f - Math.Abs(this.skew)) * this.holeSizeX;
+                    float yProfileScale = this.holeSizeY;
+
+                    float percentOfPath = angle / (twoPi * this.revolutions);
+                    float percentOfAngles = (angle - startAngle) / (endAngle - startAngle);
+
+                    if (this.taperX > 0.01f)
+                        xProfileScale *= 1.0f - percentOfPath * this.taperX;
+                    else if (this.taperX < -0.01f)
+                        xProfileScale *= 1.0f + (1.0f - percentOfPath) * this.taperX;
+
+                    if (this.taperY > 0.01f)
+                        yProfileScale *= 1.0f - percentOfPath * this.taperY;
+                    else if (this.taperY < -0.01f)
+                        yProfileScale *= 1.0f + (1.0f - percentOfPath) * this.taperY;
+
+                    newNode.xScale = xProfileScale;
+                    newNode.yScale = yProfileScale;
+
+                    float radiusScale = 1.0f;
+                    if (this.radius > 0.001f)
+                        radiusScale = 1.0f - this.radius * percentOfPath;
+                    else if (this.radius < 0.001f)
+                        radiusScale = 1.0f + this.radius * (1.0f - percentOfPath);
+
+                    float twist = twistBegin + twistTotal * percentOfPath;
+
+                    float xOffset = 0.5f * (skewStart + totalSkew * percentOfAngles);
+                    xOffset += (float)Math.Sin(angle) * xOffsetTopShearXFactor;
+
+                    float yOffset = yShearCompensation * (float)Math.Cos(angle) * (0.5f - yPathScale) * radiusScale;
+
+                    float zOffset = (float)Math.Sin(angle + this.topShearY) * (0.5f - yPathScale) * radiusScale;
+
+                    newNode.position = new Coord(xOffset, yOffset, zOffset);
+
+                    // now orient the rotation of the profile layer relative to it's position on the path
+                    // adding taperY to the angle used to generate the quat appears to approximate the viewer
+
+                    newNode.rotation = new Quat(new Coord(1.0f, 0.0f, 0.0f), angle + this.topShearY);
+
+                    // next apply twist rotation to the profile layer
+                    if (twistTotal != 0.0f || twistBegin != 0.0f)
+                        newNode.rotation *= new Quat(new Coord(0.0f, 0.0f, 1.0f), twist);
+
+                    newNode.percentOfPath = percentOfPath;
+
+                    pathNodes.Add(newNode);
+
+                    // calculate terms for next iteration
+                    // calculate the angle for the next iteration of the loop
+
+                    if (angle >= endAngle - 0.01)
+                        done = true;
+                    else
+                    {
+                        step += 1;
+                        angle = stepSize * step;
+                        if (angle > endAngle)
+                            angle = endAngle;
+                    }
+                }
+            }
+        }
+    }
+
+    public class PrimMesh
+    {
+        public string errorMessage = "";
+        private const float twoPi = 2.0f * (float)Math.PI;
+
+        public List<Coord> coords;
+        public List<Coord> normals;
+        public List<Face> faces;
+
+        public List<ViewerFace> viewerFaces;
+
+        private int sides = 4;
+        private int hollowSides = 4;
+        private float profileStart = 0.0f;
+        private float profileEnd = 1.0f;
+        private float hollow = 0.0f;
+        public int twistBegin = 0;
+        public int twistEnd = 0;
+        public float topShearX = 0.0f;
+        public float topShearY = 0.0f;
+        public float pathCutBegin = 0.0f;
+        public float pathCutEnd = 1.0f;
+        public float dimpleBegin = 0.0f;
+        public float dimpleEnd = 1.0f;
+        public float skew = 0.0f;
+        public float holeSizeX = 1.0f; // called pathScaleX in pbs
+        public float holeSizeY = 0.25f;
+        public float taperX = 0.0f;
+        public float taperY = 0.0f;
+        public float radius = 0.0f;
+        public float revolutions = 1.0f;
+        public int stepsPerRevolution = 24;
+
+        private bool hasProfileCut = false;
+        private bool hasHollow = false;
+        public bool calcVertexNormals = false;
+        private bool normalsProcessed = false;
+        public bool viewerMode = false;
+
+        public int numPrimFaces = 0;
+
+        /// <summary>
+        /// Human readable string representation of the parameters used to create a mesh.
+        /// </summary>
+        /// <returns></returns>
+        public string ParamsToDisplayString()
+        {
+            string s = "";
+            s += "sides..................: " + this.sides.ToString();
+            s += "\nhollowSides..........: " + this.hollowSides.ToString();
+            s += "\nprofileStart.........: " + this.profileStart.ToString();
+            s += "\nprofileEnd...........: " + this.profileEnd.ToString();
+            s += "\nhollow...............: " + this.hollow.ToString();
+            s += "\ntwistBegin...........: " + this.twistBegin.ToString();
+            s += "\ntwistEnd.............: " + this.twistEnd.ToString();
+            s += "\ntopShearX............: " + this.topShearX.ToString();
+            s += "\ntopShearY............: " + this.topShearY.ToString();
+            s += "\npathCutBegin.........: " + this.pathCutBegin.ToString();
+            s += "\npathCutEnd...........: " + this.pathCutEnd.ToString();
+            s += "\ndimpleBegin..........: " + this.dimpleBegin.ToString();
+            s += "\ndimpleEnd............: " + this.dimpleEnd.ToString();
+            s += "\nskew.................: " + this.skew.ToString();
+            s += "\nholeSizeX............: " + this.holeSizeX.ToString();
+            s += "\nholeSizeY............: " + this.holeSizeY.ToString();
+            s += "\ntaperX...............: " + this.taperX.ToString();
+            s += "\ntaperY...............: " + this.taperY.ToString();
+            s += "\nradius...............: " + this.radius.ToString();
+            s += "\nrevolutions..........: " + this.revolutions.ToString();
+            s += "\nstepsPerRevolution...: " + this.stepsPerRevolution.ToString();
+
+            return s;
+        }
+
+        /// <summary>
+        /// Constructs a PrimMesh object and creates the profile for extrusion.
+        /// </summary>
+        /// <param name="sides"></param>
+        /// <param name="profileStart"></param>
+        /// <param name="profileEnd"></param>
+        /// <param name="hollow"></param>
+        /// <param name="hollowSides"></param>
+        public PrimMesh(int sides, float profileStart, float profileEnd, float hollow, int hollowSides)
+        {
+            this.coords = new List<Coord>();
+            this.faces = new List<Face>();
+
+            this.sides = sides;
+            this.profileStart = profileStart;
+            this.profileEnd = profileEnd;
+            this.hollow = hollow;
+            this.hollowSides = hollowSides;
+
+            if (sides < 3)
+                this.sides = 3;
+            if (hollowSides < 3)
+                this.hollowSides = 3;
+            if (profileStart < 0.0f)
+                this.profileStart = 0.0f;
+            if (profileEnd > 1.0f)
+                this.profileEnd = 1.0f;
+            if (profileEnd < 0.02f)
+                this.profileEnd = 0.02f;
+            if (profileStart >= profileEnd)
+                this.profileStart = profileEnd - 0.02f;
+            if (hollow > 0.99f)
+                this.hollow = 0.99f;
+            if (hollow < 0.0f)
+                this.hollow = 0.0f;
+
+            this.hasProfileCut = (this.profileStart > 0.0f || this.profileEnd < 1.0f);
+            this.hasHollow = (this.hollow > 0.001f);
+        }
+
+        /// <summary>
+        /// Extrudes a profile along a path.
+        /// </summary>
+        public void Extrude(PathType pathType)
+        {
+            this.coords = new List<Coord>();
+            this.faces = new List<Face>();
+
+            if (this.viewerMode)
+            {
+                this.viewerFaces = new List<ViewerFace>();
+                this.calcVertexNormals = true;
+            }
+
+            if (this.calcVertexNormals)
+                this.normals = new List<Coord>();
+
+            int steps = 1;
+
+            float length = this.pathCutEnd - this.pathCutBegin;
+            normalsProcessed = false;
+
+            if (this.viewerMode && this.sides == 3)
+            {
+                // prisms don't taper well so add some vertical resolution
+                // other prims may benefit from this but just do prisms for now
+                if (Math.Abs(this.taperX) > 0.01 || Math.Abs(this.taperY) > 0.01)
+                    steps = (int)(steps * 4.5 * length);
+            }
+
+
+            float twistBegin = this.twistBegin / 360.0f * twoPi;
+            float twistEnd = this.twistEnd / 360.0f * twoPi;
+            float twistTotal = twistEnd - twistBegin;
+            float twistTotalAbs = Math.Abs(twistTotal);
+            if (twistTotalAbs > 0.01f)
+                steps += (int)(twistTotalAbs * 3.66); //  dahlia's magic number
+
+            float hollow = this.hollow;
+
+            // sanity checks
+            float initialProfileRot = 0.0f;
+            if (pathType == PathType.Circular)
+            {
+                if (this.sides == 3)
+                {
+                    initialProfileRot = (float)Math.PI;
+                    if (this.hollowSides == 4)
+                    {
+                        if (hollow > 0.7f)
+                            hollow = 0.7f;
+                        hollow *= 0.707f;
+                    }
+                    else hollow *= 0.5f;
+                }
+                else if (this.sides == 4)
+                {
+                    initialProfileRot = 0.25f * (float)Math.PI;
+                    if (this.hollowSides != 4)
+                        hollow *= 0.707f;
+                }
+                else if (this.sides > 4)
+                {
+                    initialProfileRot = (float)Math.PI;
+                    if (this.hollowSides == 4)
+                    {
+                        if (hollow > 0.7f)
+                            hollow = 0.7f;
+                        hollow /= 0.7f;
+                    }
+                }
+            }
+            else
+            {
+                if (this.sides == 3)
+                {
+                    if (this.hollowSides == 4)
+                    {
+                        if (hollow > 0.7f)
+                            hollow = 0.7f;
+                        hollow *= 0.707f;
+                    }
+                    else hollow *= 0.5f;
+                }
+                else if (this.sides == 4)
+                {
+                    initialProfileRot = 1.25f * (float)Math.PI;
+                    if (this.hollowSides != 4)
+                        hollow *= 0.707f;
+                }
+                else if (this.sides == 24 && this.hollowSides == 4)
+                    hollow *= 1.414f;
+            }
+
+            Profile profile = new Profile(this.sides, this.profileStart, this.profileEnd, hollow, this.hollowSides, true, calcVertexNormals);
+            this.errorMessage = profile.errorMessage;
+
+            this.numPrimFaces = profile.numPrimFaces;
+
+            int cut1Vert = -1;
+            int cut2Vert = -1;
+            if (hasProfileCut)
+            {
+                cut1Vert = hasHollow ? profile.coords.Count - 1 : 0;
+                cut2Vert = hasHollow ? profile.numOuterVerts - 1 : profile.numOuterVerts;
+            }
+
+            if (initialProfileRot != 0.0f)
+            {
+                profile.AddRot(new Quat(new Coord(0.0f, 0.0f, 1.0f), initialProfileRot));
+                if (viewerMode)
+                    profile.MakeFaceUVs();
+            }
+
+            Coord lastCutNormal1 = new Coord();
+            Coord lastCutNormal2 = new Coord();
+            float lastV = 1.0f;
+
+            Path path = new Path();
+            path.twistBegin = twistBegin;
+            path.twistEnd = twistEnd;
+            path.topShearX = topShearX;
+            path.topShearY = topShearY;
+            path.pathCutBegin = pathCutBegin;
+            path.pathCutEnd = pathCutEnd;
+            path.dimpleBegin = dimpleBegin;
+            path.dimpleEnd = dimpleEnd;
+            path.skew = skew;
+            path.holeSizeX = holeSizeX;
+            path.holeSizeY = holeSizeY;
+            path.taperX = taperX;
+            path.taperY = taperY;
+            path.radius = radius;
+            path.revolutions = revolutions;
+            path.stepsPerRevolution = stepsPerRevolution;
+
+            path.Create(pathType, steps);
+
+            bool needEndFaces = false;
+            if (pathType == PathType.Circular)
+            {
+                needEndFaces = false;
+                if (this.pathCutBegin != 0.0f || this.pathCutEnd != 1.0f)
+                    needEndFaces = true;
+                else if (this.taperX != 0.0f || this.taperY != 0.0f)
+                    needEndFaces = true;
+                else if (this.skew != 0.0f)
+                    needEndFaces = true;
+                else if (twistTotal != 0.0f)
+                    needEndFaces = true;
+                else if (this.radius != 0.0f)
+                    needEndFaces = true;
+            }
+            else needEndFaces = true;
+
+            for (int nodeIndex = 0; nodeIndex < path.pathNodes.Count; nodeIndex++)
+            {
+                PathNode node = path.pathNodes[nodeIndex];
+                Profile newLayer = profile.Copy();
+                newLayer.Scale(node.xScale, node.yScale);
+
+                newLayer.AddRot(node.rotation);
+                newLayer.AddPos(node.position);
+
+                if (needEndFaces && nodeIndex == 0)
+                {
+                    newLayer.FlipNormals();
+
+                    // add the top faces to the viewerFaces list here
+                    if (this.viewerMode)
+                    {
+                        Coord faceNormal = newLayer.faceNormal;
+                        ViewerFace newViewerFace = new ViewerFace(profile.bottomFaceNumber);
+                        int numFaces = newLayer.faces.Count;
+                        List<Face> faces = newLayer.faces;
+
+                        for (int i = 0; i < numFaces; i++)
+                        {
+                            Face face = faces[i];
+                            newViewerFace.v1 = newLayer.coords[face.v1];
+                            newViewerFace.v2 = newLayer.coords[face.v2];
+                            newViewerFace.v3 = newLayer.coords[face.v3];
+
+                            newViewerFace.coordIndex1 = face.v1;
+                            newViewerFace.coordIndex2 = face.v2;
+                            newViewerFace.coordIndex3 = face.v3;
+
+                            newViewerFace.n1 = faceNormal;
+                            newViewerFace.n2 = faceNormal;
+                            newViewerFace.n3 = faceNormal;
+
+                            newViewerFace.uv1 = newLayer.faceUVs[face.v1];
+                            newViewerFace.uv2 = newLayer.faceUVs[face.v2];
+                            newViewerFace.uv3 = newLayer.faceUVs[face.v3];
+
+                            this.viewerFaces.Add(newViewerFace);
+                        }
+                    }
+                } // if (nodeIndex == 0)
+
+                // append this layer
+
+                int coordsLen = this.coords.Count;
+                newLayer.AddValue2FaceVertexIndices(coordsLen);
+
+                this.coords.AddRange(newLayer.coords);
+
+                if (this.calcVertexNormals)
+                {
+                    newLayer.AddValue2FaceNormalIndices(this.normals.Count);
+                    this.normals.AddRange(newLayer.vertexNormals);
+                }
+
+                if (node.percentOfPath < this.pathCutBegin + 0.01f || node.percentOfPath > this.pathCutEnd - 0.01f)
+                    this.faces.AddRange(newLayer.faces);
+
+                // fill faces between layers
+
+                int numVerts = newLayer.coords.Count;
+                Face newFace = new Face();
+
+                if (nodeIndex > 0)
+                {
+                    int startVert = coordsLen + 1;
+                    int endVert = this.coords.Count;
+
+                    if (sides < 5 || this.hasProfileCut || hollow > 0.0f)
+                        startVert--;
+
+                    for (int i = startVert; i < endVert; i++)
+                    {
+                        int iNext = i + 1;
+                        if (i == endVert - 1)
+                            iNext = startVert;
+
+                        int whichVert = i - startVert;
+
+                        newFace.v1 = i;
+                        newFace.v2 = i - numVerts;
+                        newFace.v3 = iNext - numVerts;
+                        this.faces.Add(newFace);
+
+                        newFace.v2 = iNext - numVerts;
+                        newFace.v3 = iNext;
+                        this.faces.Add(newFace);
+
+                        if (this.viewerMode)
+                        {
+                            // add the side faces to the list of viewerFaces here
+
+                            int primFaceNum = profile.faceNumbers[whichVert];
+                            if (!needEndFaces)
+                                primFaceNum -= 1;
+
+                            ViewerFace newViewerFace1 = new ViewerFace(primFaceNum);
+                            ViewerFace newViewerFace2 = new ViewerFace(primFaceNum);
+
+                            float u1 = newLayer.us[whichVert];
+                            float u2 = 1.0f;
+                            if (whichVert < newLayer.us.Count - 1)
+                                u2 = newLayer.us[whichVert + 1];
+
+                            if (whichVert == cut1Vert || whichVert == cut2Vert)
+                            {
+                                u1 = 0.0f;
+                                u2 = 1.0f;
+                            }
+                            else if (sides < 5)
+                            {
+                                if (whichVert < profile.numOuterVerts)
+                                { // boxes and prisms have one texture face per side of the prim, so the U values have to be scaled
+                                    // to reflect the entire texture width
+                                    u1 *= sides;
+                                    u2 *= sides;
+                                    u2 -= (int)u1;
+                                    u1 -= (int)u1;
+                                    if (u2 < 0.1f)
+                                        u2 = 1.0f;
+                                }
+                                else if (whichVert > profile.coords.Count - profile.numHollowVerts - 1)
+                                {
+                                    u1 *= 2.0f;
+                                    u2 *= 2.0f;
+                                }
+                            }
+
+                            newViewerFace1.uv1.U = u1;
+                            newViewerFace1.uv2.U = u1;
+                            newViewerFace1.uv3.U = u2;
+
+                            newViewerFace1.uv1.V = 1.0f - node.percentOfPath;
+                            newViewerFace1.uv2.V = lastV;
+                            newViewerFace1.uv3.V = lastV;
+
+                            newViewerFace2.uv1.U = u1;
+                            newViewerFace2.uv2.U = u2;
+                            newViewerFace2.uv3.U = u2;
+
+                            newViewerFace2.uv1.V = 1.0f - node.percentOfPath;
+                            newViewerFace2.uv2.V = lastV;
+                            newViewerFace2.uv3.V = 1.0f - node.percentOfPath;
+
+                            newViewerFace1.v1 = this.coords[i];
+                            newViewerFace1.v2 = this.coords[i - numVerts];
+                            newViewerFace1.v3 = this.coords[iNext - numVerts];
+
+                            newViewerFace2.v1 = this.coords[i];
+                            newViewerFace2.v2 = this.coords[iNext - numVerts];
+                            newViewerFace2.v3 = this.coords[iNext];
+
+                            newViewerFace1.coordIndex1 = i;
+                            newViewerFace1.coordIndex2 = i - numVerts;
+                            newViewerFace1.coordIndex3 = iNext - numVerts;
+
+                            newViewerFace2.coordIndex1 = i;
+                            newViewerFace2.coordIndex2 = iNext - numVerts;
+                            newViewerFace2.coordIndex3 = iNext;
+
+                            // profile cut faces
+                            if (whichVert == cut1Vert)
+                            {
+                                newViewerFace1.n1 = newLayer.cutNormal1;
+                                newViewerFace1.n2 = newViewerFace1.n3 = lastCutNormal1;
+
+                                newViewerFace2.n1 = newViewerFace2.n3 = newLayer.cutNormal1;
+                                newViewerFace2.n2 = lastCutNormal1;
+                            }
+                            else if (whichVert == cut2Vert)
+                            {
+                                newViewerFace1.n1 = newLayer.cutNormal2;
+                                newViewerFace1.n2 = newViewerFace1.n3 = lastCutNormal2;
+
+                                newViewerFace2.n1 = newViewerFace2.n3 = newLayer.cutNormal2;
+                                newViewerFace2.n2 = lastCutNormal2;
+                            }
+
+                            else // outer and hollow faces
+                            {
+                                if ((sides < 5 && whichVert < newLayer.numOuterVerts) || (hollowSides < 5 && whichVert >= newLayer.numOuterVerts))
+                                { // looks terrible when path is twisted... need vertex normals here
+                                    newViewerFace1.CalcSurfaceNormal();
+                                    newViewerFace2.CalcSurfaceNormal();
+                                }
+                                else
+                                {
+                                    newViewerFace1.n1 = this.normals[i];
+                                    newViewerFace1.n2 = this.normals[i - numVerts];
+                                    newViewerFace1.n3 = this.normals[iNext - numVerts];
+
+                                    newViewerFace2.n1 = this.normals[i];
+                                    newViewerFace2.n2 = this.normals[iNext - numVerts];
+                                    newViewerFace2.n3 = this.normals[iNext];
+                                }
+                            }
+
+                            this.viewerFaces.Add(newViewerFace1);
+                            this.viewerFaces.Add(newViewerFace2);
+
+                        }
+                    }
+                }
+
+                lastCutNormal1 = newLayer.cutNormal1;
+                lastCutNormal2 = newLayer.cutNormal2;
+                lastV = 1.0f - node.percentOfPath;
+
+                if (needEndFaces && nodeIndex == path.pathNodes.Count - 1 && viewerMode)
+                {
+                    // add the top faces to the viewerFaces list here
+                    Coord faceNormal = newLayer.faceNormal;
+                    ViewerFace newViewerFace = new ViewerFace();
+                    newViewerFace.primFaceNumber = 0;
+                    int numFaces = newLayer.faces.Count;
+                    List<Face> faces = newLayer.faces;
+
+                    for (int i = 0; i < numFaces; i++)
+                    {
+                        Face face = faces[i];
+                        newViewerFace.v1 = newLayer.coords[face.v1 - coordsLen];
+                        newViewerFace.v2 = newLayer.coords[face.v2 - coordsLen];
+                        newViewerFace.v3 = newLayer.coords[face.v3 - coordsLen];
+
+                        newViewerFace.coordIndex1 = face.v1 - coordsLen;
+                        newViewerFace.coordIndex2 = face.v2 - coordsLen;
+                        newViewerFace.coordIndex3 = face.v3 - coordsLen;
+
+                        newViewerFace.n1 = faceNormal;
+                        newViewerFace.n2 = faceNormal;
+                        newViewerFace.n3 = faceNormal;
+
+                        newViewerFace.uv1 = newLayer.faceUVs[face.v1 - coordsLen];
+                        newViewerFace.uv2 = newLayer.faceUVs[face.v2 - coordsLen];
+                        newViewerFace.uv3 = newLayer.faceUVs[face.v3 - coordsLen];
+
+                        this.viewerFaces.Add(newViewerFace);
+                    }
+                }
+
+
+            } // for (int nodeIndex = 0; nodeIndex < path.pathNodes.Count; nodeIndex++)
+
+        }
+
+
+        /// <summary>
+        /// DEPRICATED - use Extrude(PathType.Linear) instead
+        /// Extrudes a profile along a straight line path. Used for prim types box, cylinder, and prism.
+        /// </summary>
+        /// 
+        public void ExtrudeLinear()
+        {
+            this.Extrude(PathType.Linear);
+        }
+
+
+        /// <summary>
+        /// DEPRICATED - use Extrude(PathType.Circular) instead
+        /// Extrude a profile into a circular path prim mesh. Used for prim types torus, tube, and ring.
+        /// </summary>
+        /// 
+        public void ExtrudeCircular()
+        {
+            this.Extrude(PathType.Circular);
+        }
+
+
+        private Coord SurfaceNormal(Coord c1, Coord c2, Coord c3)
+        {
+            Coord edge1 = new Coord(c2.X - c1.X, c2.Y - c1.Y, c2.Z - c1.Z);
+            Coord edge2 = new Coord(c3.X - c1.X, c3.Y - c1.Y, c3.Z - c1.Z);
+
+            Coord normal = Coord.Cross(edge1, edge2);
+
+            normal.Normalize();
+
+            return normal;
+        }
+
+        private Coord SurfaceNormal(Face face)
+        {
+            return SurfaceNormal(this.coords[face.v1], this.coords[face.v2], this.coords[face.v3]);
+        }
+
+        /// <summary>
+        /// Calculate the surface normal for a face in the list of faces
+        /// </summary>
+        /// <param name="faceIndex"></param>
+        /// <returns></returns>
+        public Coord SurfaceNormal(int faceIndex)
+        {
+            int numFaces = this.faces.Count;
+            if (faceIndex < 0 || faceIndex >= numFaces)
+                throw new Exception("faceIndex out of range");
+
+            return SurfaceNormal(this.faces[faceIndex]);
+        }
+
+        /// <summary>
+        /// Duplicates a PrimMesh object. All object properties are copied by value, including lists.
+        /// </summary>
+        /// <returns></returns>
+        public PrimMesh Copy()
+        {
+            PrimMesh copy = new PrimMesh(this.sides, this.profileStart, this.profileEnd, this.hollow, this.hollowSides);
+            copy.twistBegin = this.twistBegin;
+            copy.twistEnd = this.twistEnd;
+            copy.topShearX = this.topShearX;
+            copy.topShearY = this.topShearY;
+            copy.pathCutBegin = this.pathCutBegin;
+            copy.pathCutEnd = this.pathCutEnd;
+            copy.dimpleBegin = this.dimpleBegin;
+            copy.dimpleEnd = this.dimpleEnd;
+            copy.skew = this.skew;
+            copy.holeSizeX = this.holeSizeX;
+            copy.holeSizeY = this.holeSizeY;
+            copy.taperX = this.taperX;
+            copy.taperY = this.taperY;
+            copy.radius = this.radius;
+            copy.revolutions = this.revolutions;
+            copy.stepsPerRevolution = this.stepsPerRevolution;
+            copy.calcVertexNormals = this.calcVertexNormals;
+            copy.normalsProcessed = this.normalsProcessed;
+            copy.viewerMode = this.viewerMode;
+            copy.numPrimFaces = this.numPrimFaces;
+            copy.errorMessage = this.errorMessage;
+
+            copy.coords = new List<Coord>(this.coords);
+            copy.faces = new List<Face>(this.faces);
+            copy.viewerFaces = new List<ViewerFace>(this.viewerFaces);
+            copy.normals = new List<Coord>(this.normals);
+
+            return copy;
+        }
+
+        /// <summary>
+        /// Calculate surface normals for all of the faces in the list of faces in this mesh
+        /// </summary>
+        public void CalcNormals()
+        {
+            if (normalsProcessed)
+                return;
+
+            normalsProcessed = true;
+
+            int numFaces = faces.Count;
+
+            if (!this.calcVertexNormals)
+                this.normals = new List<Coord>();
+
+            for (int i = 0; i < numFaces; i++)
+            {
+                Face face = faces[i];
+
+                this.normals.Add(SurfaceNormal(i).Normalize());
+
+                int normIndex = normals.Count - 1;
+                face.n1 = normIndex;
+                face.n2 = normIndex;
+                face.n3 = normIndex;
+
+                this.faces[i] = face;
+            }
+        }
+
+        /// <summary>
+        /// Adds a value to each XYZ vertex coordinate in the mesh
+        /// </summary>
+        /// <param name="x"></param>
+        /// <param name="y"></param>
+        /// <param name="z"></param>
+        public void AddPos(float x, float y, float z)
+        {
+            int i;
+            int numVerts = this.coords.Count;
+            Coord vert;
+
+            for (i = 0; i < numVerts; i++)
+            {
+                vert = this.coords[i];
+                vert.X += x;
+                vert.Y += y;
+                vert.Z += z;
+                this.coords[i] = vert;
+            }
+
+            if (this.viewerFaces != null)
+            {
+                int numViewerFaces = this.viewerFaces.Count;
+
+                for (i = 0; i < numViewerFaces; i++)
+                {
+                    ViewerFace v = this.viewerFaces[i];
+                    v.AddPos(x, y, z);
+                    this.viewerFaces[i] = v;
+                }
+            }
+        }
+
+        /// <summary>
+        /// Rotates the mesh
+        /// </summary>
+        /// <param name="q"></param>
+        public void AddRot(Quat q)
+        {
+            int i;
+            int numVerts = this.coords.Count;
+
+            for (i = 0; i < numVerts; i++)
+                this.coords[i] *= q;
+
+            if (this.normals != null)
+            {
+                int numNormals = this.normals.Count;
+                for (i = 0; i < numNormals; i++)
+                    this.normals[i] *= q;
+            }
+
+            if (this.viewerFaces != null)
+            {
+                int numViewerFaces = this.viewerFaces.Count;
+
+                for (i = 0; i < numViewerFaces; i++)
+                {
+                    ViewerFace v = this.viewerFaces[i];
+                    v.v1 *= q;
+                    v.v2 *= q;
+                    v.v3 *= q;
+
+                    v.n1 *= q;
+                    v.n2 *= q;
+                    v.n3 *= q;
+                    this.viewerFaces[i] = v;
+                }
+            }
+        }
+
+#if VERTEX_INDEXER
+        public VertexIndexer GetVertexIndexer()
+        {
+            if (this.viewerMode && this.viewerFaces.Count > 0)
+                return new VertexIndexer(this);
+            return null;
+        }
+#endif
+
+        /// <summary>
+        /// Scales the mesh
+        /// </summary>
+        /// <param name="x"></param>
+        /// <param name="y"></param>
+        /// <param name="z"></param>
+        public void Scale(float x, float y, float z)
+        {
+            int i;
+            int numVerts = this.coords.Count;
+            //Coord vert;
+
+            Coord m = new Coord(x, y, z);
+            for (i = 0; i < numVerts; i++)
+                this.coords[i] *= m;
+
+            if (this.viewerFaces != null)
+            {
+                int numViewerFaces = this.viewerFaces.Count;
+                for (i = 0; i < numViewerFaces; i++)
+                {
+                    ViewerFace v = this.viewerFaces[i];
+                    v.v1 *= m;
+                    v.v2 *= m;
+                    v.v3 *= m;
+                    this.viewerFaces[i] = v;
+                }
+
+            }
+
+        }
+
+        /// <summary>
+        /// Dumps the mesh to a Blender compatible "Raw" format file
+        /// </summary>
+        /// <param name="path"></param>
+        /// <param name="name"></param>
+        /// <param name="title"></param>
+        public void DumpRaw(String path, String name, String title)
+        {
+            if (path == null)
+                return;
+            String fileName = name + "_" + title + ".raw";
+            String completePath = System.IO.Path.Combine(path, fileName);
+            StreamWriter sw = new StreamWriter(completePath);
+
+            for (int i = 0; i < this.faces.Count; i++)
+            {
+                string s = this.coords[this.faces[i].v1].ToString();
+                s += " " + this.coords[this.faces[i].v2].ToString();
+                s += " " + this.coords[this.faces[i].v3].ToString();
+
+                sw.WriteLine(s);
+            }
+
+            sw.Close();
+        }
+    }
+}
-- 
cgit v1.1


From 2ebc4be99d20269dd3cc261022f5f760b54fde6c Mon Sep 17 00:00:00 2001
From: dahlia
Date: Sat, 13 Mar 2010 12:04:49 -0800
Subject: add a null check in ScenePresence constructor

---
 OpenSim/Region/Framework/Scenes/ScenePresence.cs | 3 ++-
 1 file changed, 2 insertions(+), 1 deletion(-)

diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 317c908..6f16ff3 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -676,7 +676,8 @@ namespace OpenSim.Region.Framework.Scenes
 
             UserAccount account = m_scene.UserAccountService.GetUserAccount(m_scene.RegionInfo.ScopeID, m_uuid);
 
-            m_userLevel = account.UserLevel;
+            if (account != null)
+                m_userLevel = account.UserLevel;
 
             IGroupsModule gm = m_scene.RequestModuleInterface<IGroupsModule>();
             if (gm != null)
-- 
cgit v1.1


From 1e73e16fd0743ae193c59d7ba353158d30874784 Mon Sep 17 00:00:00 2001
From: dahlia
Date: Sat, 13 Mar 2010 18:41:36 -0800
Subject: flip UVs for profile faces

---
 OpenSim/Region/Physics/Meshing/PrimMesher.cs | 2 +-
 1 file changed, 1 insertion(+), 1 deletion(-)

diff --git a/OpenSim/Region/Physics/Meshing/PrimMesher.cs b/OpenSim/Region/Physics/Meshing/PrimMesher.cs
index b75e271..6e9654b 100644
--- a/OpenSim/Region/Physics/Meshing/PrimMesher.cs
+++ b/OpenSim/Region/Physics/Meshing/PrimMesher.cs
@@ -1020,7 +1020,7 @@ namespace PrimMesher
         {
             this.faceUVs = new List<UVCoord>();
             foreach (Coord c in this.coords)
-                this.faceUVs.Add(new UVCoord(1.0f - (0.5f + c.X), 1.0f - (0.5f - c.Y)));
+                this.faceUVs.Add(new UVCoord(0.5f + c.X, 0.5f - c.Y));
         }
 
         internal Profile Copy()
-- 
cgit v1.1