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authorTeravus Ovares2008-09-06 07:52:41 +0000
committerTeravus Ovares2008-09-06 07:52:41 +0000
commit7d89e122930be39e84a6d174548fa2d12ac0484a (patch)
treee5aa5752f988a9aba2a969f49e5e208985eda80c /OpenSim/Region/Physics/Meshing/PrimMesher.cs
parent* minor: speculatively try a change to bamboo.build to see if this generates ... (diff)
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* This is the fabled LibOMV update with all of the libOMV types from JHurliman
* This is a HUGE OMG update and will definitely have unknown side effects.. so this is really only for the strong hearted at this point. Regular people should let the dust settle. * This has been tested to work with most basic functions. However.. make sure you back up 'everything' before using this. It's that big! * Essentially we're back at square 1 in the testing phase.. so lets identify things that broke.
Diffstat (limited to 'OpenSim/Region/Physics/Meshing/PrimMesher.cs')
-rw-r--r--OpenSim/Region/Physics/Meshing/PrimMesher.cs11
1 files changed, 6 insertions, 5 deletions
diff --git a/OpenSim/Region/Physics/Meshing/PrimMesher.cs b/OpenSim/Region/Physics/Meshing/PrimMesher.cs
index 86bdabc..08b2d10 100644
--- a/OpenSim/Region/Physics/Meshing/PrimMesher.cs
+++ b/OpenSim/Region/Physics/Meshing/PrimMesher.cs
@@ -29,6 +29,7 @@ using System;
29using System.Collections.Generic; 29using System.Collections.Generic;
30using System.IO; 30using System.IO;
31using OpenSim.Region.Physics.Manager; 31using OpenSim.Region.Physics.Manager;
32using OpenMetaverse;
32 33
33namespace OpenSim.Region.Physics.Meshing 34namespace OpenSim.Region.Physics.Meshing
34{ 35{
@@ -783,7 +784,7 @@ angles24 = [
783 Profile profile = new Profile(this.sides, this.profileStart, this.profileEnd, hollow, this.hollowSides); 784 Profile profile = new Profile(this.sides, this.profileStart, this.profileEnd, hollow, this.hollowSides);
784 785
785 if (initialProfileRot != 0.0f) 786 if (initialProfileRot != 0.0f)
786 profile.AddRot(new Quaternion(new Vertex(0.0f, 0.0f, 1.0f), initialProfileRot)); 787 profile.AddRot(Quaternion.CreateFromAxisAngle(new Vector3(0.0f, 0.0f, 1.0f), initialProfileRot));
787 788
788 bool done = false; 789 bool done = false;
789 while (!done) 790 while (!done)
@@ -807,7 +808,7 @@ angles24 = [
807 808
808 float twist = twistBegin + twistTotal * percentOfPath; 809 float twist = twistBegin + twistTotal * percentOfPath;
809 if (twist != 0.0f) 810 if (twist != 0.0f)
810 newLayer.AddRot(new Quaternion(new Vertex(0.0f, 0.0f, 1.0f), twist)); 811 newLayer.AddRot(Quaternion.CreateFromAxisAngle(new Vector3(0.0f, 0.0f, 1.0f), twist));
811 812
812 newLayer.AddPos(xOffset, yOffset, zOffset); 813 newLayer.AddPos(xOffset, yOffset, zOffset);
813 814
@@ -948,7 +949,7 @@ angles24 = [
948 Profile profile = new Profile(this.sides, this.profileStart, this.profileEnd, hollow, this.hollowSides); 949 Profile profile = new Profile(this.sides, this.profileStart, this.profileEnd, hollow, this.hollowSides);
949 950
950 if (initialProfileRot != 0.0f) 951 if (initialProfileRot != 0.0f)
951 profile.AddRot(new Quaternion(new Vertex(0.0f, 0.0f, 1.0f), initialProfileRot)); 952 profile.AddRot(Quaternion.CreateFromAxisAngle(new Vector3(0.0f, 0.0f, 1.0f), initialProfileRot));
952 953
953 bool done = false; 954 bool done = false;
954 while (!done) // loop through the length of the path and add the layers 955 while (!done) // loop through the length of the path and add the layers
@@ -991,12 +992,12 @@ angles24 = [
991 992
992 // next apply twist rotation to the profile layer 993 // next apply twist rotation to the profile layer
993 if (twistTotal != 0.0f || twistBegin != 0.0f) 994 if (twistTotal != 0.0f || twistBegin != 0.0f)
994 newLayer.AddRot(new Quaternion(new Vertex(0.0f, 0.0f, 1.0f), twist)); 995 newLayer.AddRot(Quaternion.CreateFromAxisAngle(new Vector3(0.0f, 0.0f, 1.0f), twist));
995 996
996 // now orient the rotation of the profile layer relative to it's position on the path 997 // now orient the rotation of the profile layer relative to it's position on the path
997 // adding taperY to the angle used to generate the quat appears to approximate the viewer 998 // adding taperY to the angle used to generate the quat appears to approximate the viewer
998 //newLayer.AddRot(new Quaternion(new Vertex(1.0f, 0.0f, 0.0f), angle + this.topShearY * 0.9f)); 999 //newLayer.AddRot(new Quaternion(new Vertex(1.0f, 0.0f, 0.0f), angle + this.topShearY * 0.9f));
999 newLayer.AddRot(new Quaternion(new Vertex(1.0f, 0.0f, 0.0f), angle + this.topShearY)); 1000 newLayer.AddRot(Quaternion.CreateFromAxisAngle(new Vector3(1.0f, 0.0f, 0.0f), angle + this.topShearY));
1000 newLayer.AddPos(xOffset, yOffset, zOffset); 1001 newLayer.AddPos(xOffset, yOffset, zOffset);
1001 1002
1002 if (angle == startAngle) 1003 if (angle == startAngle)