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authorMelanie2009-09-01 02:17:08 +0100
committerMelanie2009-09-01 02:17:08 +0100
commitc89fc36f28cc37210e8b2e9ccaa302a2ceae3c73 (patch)
tree1779a76f3ffd0be50762cfee06a56fe34f9feecd /OpenSim/Region/Physics/Meshing/Meshmerizer.cs
parentBaad git, baad baad git. (diff)
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Applying Mantis #4079. Thank you, dslake
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/Physics/Meshing/Meshmerizer.cs55
1 files changed, 28 insertions, 27 deletions
diff --git a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs
index 85c526b..7b3f8f2 100644
--- a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs
+++ b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs
@@ -92,40 +92,40 @@ namespace OpenSim.Region.Physics.Meshing
92 private static Mesh CreateSimpleBoxMesh(float minX, float maxX, float minY, float maxY, float minZ, float maxZ) 92 private static Mesh CreateSimpleBoxMesh(float minX, float maxX, float minY, float maxY, float minZ, float maxZ)
93 { 93 {
94 Mesh box = new Mesh(); 94 Mesh box = new Mesh();
95 95 List<Vertex> vertices = new List<Vertex>();
96 // bottom 96 // bottom
97 97
98 box.Add(new Vertex(minX, maxY, minZ)); 98 vertices.Add(new Vertex(minX, maxY, minZ));
99 box.Add(new Vertex(maxX, maxY, minZ)); 99 vertices.Add(new Vertex(maxX, maxY, minZ));
100 box.Add(new Vertex(maxX, minY, minZ)); 100 vertices.Add(new Vertex(maxX, minY, minZ));
101 box.Add(new Vertex(minX, minY, minZ)); 101 vertices.Add(new Vertex(minX, minY, minZ));
102 102
103 box.Add(new Triangle(box.vertices[0], box.vertices[1], box.vertices[2])); 103 box.Add(new Triangle(vertices[0], vertices[1], vertices[2]));
104 box.Add(new Triangle(box.vertices[0], box.vertices[2], box.vertices[3])); 104 box.Add(new Triangle(vertices[0], vertices[2], vertices[3]));
105 105
106 // top 106 // top
107 107
108 box.Add(new Vertex(maxX, maxY, maxZ)); 108 vertices.Add(new Vertex(maxX, maxY, maxZ));
109 box.Add(new Vertex(minX, maxY, maxZ)); 109 vertices.Add(new Vertex(minX, maxY, maxZ));
110 box.Add(new Vertex(minX, minY, maxZ)); 110 vertices.Add(new Vertex(minX, minY, maxZ));
111 box.Add(new Vertex(maxX, minY, maxZ)); 111 vertices.Add(new Vertex(maxX, minY, maxZ));
112 112
113 box.Add(new Triangle(box.vertices[4], box.vertices[5], box.vertices[6])); 113 box.Add(new Triangle(vertices[4], vertices[5], vertices[6]));
114 box.Add(new Triangle(box.vertices[4], box.vertices[6], box.vertices[7])); 114 box.Add(new Triangle(vertices[4], vertices[6], vertices[7]));
115 115
116 // sides 116 // sides
117 117
118 box.Add(new Triangle(box.vertices[5], box.vertices[0], box.vertices[3])); 118 box.Add(new Triangle(vertices[5], vertices[0], vertices[3]));
119 box.Add(new Triangle(box.vertices[5], box.vertices[3], box.vertices[6])); 119 box.Add(new Triangle(vertices[5], vertices[3], vertices[6]));
120 120
121 box.Add(new Triangle(box.vertices[1], box.vertices[0], box.vertices[5])); 121 box.Add(new Triangle(vertices[1], vertices[0], vertices[5]));
122 box.Add(new Triangle(box.vertices[1], box.vertices[5], box.vertices[4])); 122 box.Add(new Triangle(vertices[1], vertices[5], vertices[4]));
123 123
124 box.Add(new Triangle(box.vertices[7], box.vertices[1], box.vertices[4])); 124 box.Add(new Triangle(vertices[7], vertices[1], vertices[4]));
125 box.Add(new Triangle(box.vertices[7], box.vertices[2], box.vertices[1])); 125 box.Add(new Triangle(vertices[7], vertices[2], vertices[1]));
126 126
127 box.Add(new Triangle(box.vertices[3], box.vertices[2], box.vertices[7])); 127 box.Add(new Triangle(vertices[3], vertices[2], vertices[7]));
128 box.Add(new Triangle(box.vertices[3], box.vertices[7], box.vertices[6])); 128 box.Add(new Triangle(vertices[3], vertices[7], vertices[6]));
129 129
130 return box; 130 return box;
131 } 131 }
@@ -145,7 +145,7 @@ namespace OpenSim.Region.Physics.Meshing
145 float minZ = float.MaxValue; 145 float minZ = float.MaxValue;
146 float maxZ = float.MinValue; 146 float maxZ = float.MinValue;
147 147
148 foreach (Vertex v in meshIn.vertices) 148 foreach (Vertex v in meshIn.getVertexList())
149 { 149 {
150 if (v != null) 150 if (v != null)
151 { 151 {
@@ -394,17 +394,19 @@ namespace OpenSim.Region.Physics.Meshing
394 int numCoords = coords.Count; 394 int numCoords = coords.Count;
395 int numFaces = faces.Count; 395 int numFaces = faces.Count;
396 396
397 // Create the list of vertices
398 List<Vertex> vertices = new List<Vertex>();
397 for (int i = 0; i < numCoords; i++) 399 for (int i = 0; i < numCoords; i++)
398 { 400 {
399 Coord c = coords[i]; 401 Coord c = coords[i];
400 mesh.vertices.Add(new Vertex(c.X, c.Y, c.Z)); 402 vertices.Add(new Vertex(c.X, c.Y, c.Z));
401 } 403 }
402 404
403 List<Vertex> vertices = mesh.vertices; 405 // Add the corresponding triangles to the mesh
404 for (int i = 0; i < numFaces; i++) 406 for (int i = 0; i < numFaces; i++)
405 { 407 {
406 Face f = faces[i]; 408 Face f = faces[i];
407 mesh.triangles.Add(new Triangle(vertices[f.v1], vertices[f.v2], vertices[f.v3])); 409 mesh.Add(new Triangle(vertices[f.v1], vertices[f.v2], vertices[f.v3]));
408 } 410 }
409 411
410 return mesh; 412 return mesh;
@@ -438,8 +440,7 @@ namespace OpenSim.Region.Physics.Meshing
438 } 440 }
439 441
440 // trim the vertex and triangle lists to free up memory 442 // trim the vertex and triangle lists to free up memory
441 mesh.vertices.TrimExcess(); 443 mesh.TrimExcess();
442 mesh.triangles.TrimExcess();
443 } 444 }
444 445
445 return mesh; 446 return mesh;