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author | Teravus Ovares | 2008-05-09 07:50:00 +0000 |
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committer | Teravus Ovares | 2008-05-09 07:50:00 +0000 |
commit | b7baa3cd2aa60324f52118e565465475c669ec80 (patch) | |
tree | 99ce1c16edb1e0f8895e255e83c563ea489a5882 /OpenSim/Region/Physics/Meshing/Meshmerizer.cs | |
parent | Thank you, Melanie for a patch that helps conversion (diff) | |
download | opensim-SC_OLD-b7baa3cd2aa60324f52118e565465475c669ec80.zip opensim-SC_OLD-b7baa3cd2aa60324f52118e565465475c669ec80.tar.gz opensim-SC_OLD-b7baa3cd2aa60324f52118e565465475c669ec80.tar.bz2 opensim-SC_OLD-b7baa3cd2aa60324f52118e565465475c669ec80.tar.xz |
* Valid Sculpted prim now collide properly.
* The first time you set the sculpted texture of a prim you might have to futz with it to get it to generate a sculpted physics proxy
* Note that there are already issues in Trunk, (such as the prim scaling issue and prim jumping issue. Essentially editing is difficult right now)
* This just adds to the experimental nature of trunk. :D
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/Physics/Meshing/Meshmerizer.cs | 92 |
1 files changed, 62 insertions, 30 deletions
diff --git a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs index 9c6dff4..1d2f986 100644 --- a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs +++ b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs | |||
@@ -1209,7 +1209,29 @@ namespace OpenSim.Region.Physics.Meshing | |||
1209 | 1209 | ||
1210 | return m; | 1210 | return m; |
1211 | } | 1211 | } |
1212 | private SculptMesh CreateSculptMesh(string primName, PrimitiveBaseShape primShape, PhysicsVector size) | ||
1213 | { | ||
1214 | SculptMesh sm = new SculptMesh(primShape.SculptData); | ||
1215 | // Scale the mesh based on our prim scale | ||
1216 | foreach (Vertex v in sm.vertices) | ||
1217 | { | ||
1218 | v.X *= 0.5f; | ||
1219 | v.Y *= 0.5f; | ||
1220 | v.Z *= 0.5f; | ||
1221 | v.X *= size.X; | ||
1222 | v.Y *= size.Y; | ||
1223 | v.Z *= size.Z; | ||
1224 | } | ||
1225 | // This was built with the normals pointing inside.. | ||
1226 | // therefore we have to invert the normals | ||
1227 | foreach (Triangle t in sm.triangles) | ||
1228 | { | ||
1229 | t.invertNormal(); | ||
1230 | } | ||
1231 | sm.DumpRaw(baseDir, primName, "Sculpt"); | ||
1232 | return sm; | ||
1212 | 1233 | ||
1234 | } | ||
1213 | public static void CalcNormals(Mesh mesh) | 1235 | public static void CalcNormals(Mesh mesh) |
1214 | { | 1236 | { |
1215 | int iTriangles = mesh.triangles.Count; | 1237 | int iTriangles = mesh.triangles.Count; |
@@ -1317,43 +1339,53 @@ namespace OpenSim.Region.Physics.Meshing | |||
1317 | public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, PhysicsVector size) | 1339 | public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, PhysicsVector size) |
1318 | { | 1340 | { |
1319 | Mesh mesh = null; | 1341 | Mesh mesh = null; |
1320 | 1342 | if (primShape.SculptEntry && primShape.SculptType != (byte)0 && primShape.SculptData.Length > 0) | |
1321 | switch (primShape.ProfileShape) | ||
1322 | { | 1343 | { |
1323 | case ProfileShape.Square: | 1344 | SculptMesh smesh = CreateSculptMesh(primName, primShape, size); |
1324 | mesh = CreateBoxMesh(primName, primShape, size); | 1345 | mesh = (Mesh)smesh; |
1325 | CalcNormals(mesh); | 1346 | CalcNormals(mesh); |
1326 | break; | 1347 | } |
1327 | case ProfileShape.Circle: | 1348 | else |
1328 | if (primShape.PathCurve == (byte)Extrusion.Straight) | 1349 | { |
1329 | { | 1350 | switch (primShape.ProfileShape) |
1330 | mesh = CreateCyllinderMesh(primName, primShape, size); | 1351 | { |
1331 | CalcNormals(mesh); | 1352 | case ProfileShape.Square: |
1332 | } | 1353 | mesh = CreateBoxMesh(primName, primShape, size); |
1333 | break; | ||
1334 | case ProfileShape.HalfCircle: | ||
1335 | if (primShape.PathCurve == (byte)Extrusion.Curve1) | ||
1336 | { | ||
1337 | mesh = CreateSphereMesh(primName, primShape, size); | ||
1338 | CalcNormals(mesh); | 1354 | CalcNormals(mesh); |
1339 | } | 1355 | break; |
1340 | break; | 1356 | case ProfileShape.Circle: |
1357 | if (primShape.PathCurve == (byte)Extrusion.Straight) | ||
1358 | { | ||
1359 | mesh = CreateCyllinderMesh(primName, primShape, size); | ||
1360 | CalcNormals(mesh); | ||
1361 | } | ||
1362 | break; | ||
1363 | case ProfileShape.HalfCircle: | ||
1364 | if (primShape.PathCurve == (byte)Extrusion.Curve1) | ||
1365 | { | ||
1366 | mesh = CreateSphereMesh(primName, primShape, size); | ||
1367 | CalcNormals(mesh); | ||
1368 | } | ||
1369 | break; | ||
1341 | 1370 | ||
1342 | case ProfileShape.EquilateralTriangle: | 1371 | case ProfileShape.EquilateralTriangle: |
1343 | mesh = CreatePrismMesh(primName, primShape, size); | 1372 | mesh = CreatePrismMesh(primName, primShape, size); |
1344 | CalcNormals(mesh); | 1373 | CalcNormals(mesh); |
1345 | break; | 1374 | break; |
1346 | 1375 | ||
1347 | default: | 1376 | default: |
1348 | mesh = CreateBoxMesh(primName, primShape, size); | 1377 | mesh = CreateBoxMesh(primName, primShape, size); |
1349 | CalcNormals(mesh); | 1378 | CalcNormals(mesh); |
1350 | //Set default mesh to cube otherwise it'll return | 1379 | //Set default mesh to cube otherwise it'll return |
1351 | // null and crash on the 'setMesh' method in the physics plugins. | 1380 | // null and crash on the 'setMesh' method in the physics plugins. |
1352 | //mesh = null; | 1381 | //mesh = null; |
1353 | break; | 1382 | break; |
1383 | } | ||
1354 | } | 1384 | } |
1355 | 1385 | ||
1356 | return mesh; | 1386 | return mesh; |
1357 | } | 1387 | } |
1388 | |||
1389 | |||
1358 | } | 1390 | } |
1359 | } | 1391 | } |