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author | Jeff Ames | 2008-08-28 14:41:54 +0000 |
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committer | Jeff Ames | 2008-08-28 14:41:54 +0000 |
commit | 3bf88587277b83c0b6f058fabba7d46a3b5a6a00 (patch) | |
tree | ed4ad9dc27e649a6f52661665fb681984251f480 /OpenSim/Region/Physics | |
parent | Thannk you, Ralphos, for a patch the corrects an improper cast in (diff) | |
download | opensim-SC_OLD-3bf88587277b83c0b6f058fabba7d46a3b5a6a00.zip opensim-SC_OLD-3bf88587277b83c0b6f058fabba7d46a3b5a6a00.tar.gz opensim-SC_OLD-3bf88587277b83c0b6f058fabba7d46a3b5a6a00.tar.bz2 opensim-SC_OLD-3bf88587277b83c0b6f058fabba7d46a3b5a6a00.tar.xz |
Update svn properties, formatting cleanup.
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/Physics/Meshing/Mesh.cs | 2 | ||||
-rw-r--r-- | OpenSim/Region/Physics/Meshing/Meshmerizer.cs | 7 | ||||
-rw-r--r-- | OpenSim/Region/Physics/Meshing/PrimMesher.cs | 97 |
3 files changed, 52 insertions, 54 deletions
diff --git a/OpenSim/Region/Physics/Meshing/Mesh.cs b/OpenSim/Region/Physics/Meshing/Mesh.cs index 394dcf3..4630d98 100644 --- a/OpenSim/Region/Physics/Meshing/Mesh.cs +++ b/OpenSim/Region/Physics/Meshing/Mesh.cs | |||
@@ -231,7 +231,7 @@ namespace OpenSim.Region.Physics.Meshing | |||
231 | { | 231 | { |
232 | int[] result = getIndexListAsInt(); | 232 | int[] result = getIndexListAsInt(); |
233 | pinnedIndex = GCHandle.Alloc(result, GCHandleType.Pinned); | 233 | pinnedIndex = GCHandle.Alloc(result, GCHandleType.Pinned); |
234 | 234 | ||
235 | return result; | 235 | return result; |
236 | } | 236 | } |
237 | 237 | ||
diff --git a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs index a66a1b1..7cf8b76 100644 --- a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs +++ b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs | |||
@@ -1890,9 +1890,9 @@ namespace OpenSim.Region.Physics.Meshing | |||
1890 | else if ((primShape.ProfileCurve & 0x07) == (byte)ProfileShape.HalfCircle) | 1890 | else if ((primShape.ProfileCurve & 0x07) == (byte)ProfileShape.HalfCircle) |
1891 | { // half circle, prim is a sphere | 1891 | { // half circle, prim is a sphere |
1892 | sides = 24; | 1892 | sides = 24; |
1893 | 1893 | ||
1894 | profileBegin = 0.5f * profileBegin + 0.5f; | 1894 | profileBegin = 0.5f * profileBegin + 0.5f; |
1895 | profileEnd = 0.5f * profileEnd + 0.5f; | 1895 | profileEnd = 0.5f * profileEnd + 0.5f; |
1896 | 1896 | ||
1897 | //profileHollow = 0.0f; // debugging only | 1897 | //profileHollow = 0.0f; // debugging only |
1898 | } | 1898 | } |
@@ -1904,7 +1904,6 @@ namespace OpenSim.Region.Physics.Meshing | |||
1904 | hollowSides = 4; | 1904 | hollowSides = 4; |
1905 | else if (primShape.HollowShape == HollowShape.Triangle) | 1905 | else if (primShape.HollowShape == HollowShape.Triangle) |
1906 | hollowSides = 3; | 1906 | hollowSides = 3; |
1907 | |||
1908 | 1907 | ||
1909 | PrimMesh primMesh = new PrimMesh(sides, profileBegin, profileEnd, profileHollow, hollowSides); | 1908 | PrimMesh primMesh = new PrimMesh(sides, profileBegin, profileEnd, profileHollow, hollowSides); |
1910 | //PrimMesh primMesh = new PrimMesh(sides, profileBegin, profileEnd, 0.0f, 4); | 1909 | //PrimMesh primMesh = new PrimMesh(sides, profileBegin, profileEnd, 0.0f, 4); |
diff --git a/OpenSim/Region/Physics/Meshing/PrimMesher.cs b/OpenSim/Region/Physics/Meshing/PrimMesher.cs index 53cc443..58bb82e 100644 --- a/OpenSim/Region/Physics/Meshing/PrimMesher.cs +++ b/OpenSim/Region/Physics/Meshing/PrimMesher.cs | |||
@@ -99,8 +99,8 @@ namespace OpenSim.Region.Physics.Meshing | |||
99 | internal List<Angle> angles; | 99 | internal List<Angle> angles; |
100 | 100 | ||
101 | // this class should have a table of most commonly computed values | 101 | // this class should have a table of most commonly computed values |
102 | // instead of all the trig function calls | 102 | // instead of all the trig function calls |
103 | // most common would be for sides = 3, 4, or 24 | 103 | // most common would be for sides = 3, 4, or 24 |
104 | internal void makeAngles( int sides, float startAngle, float stopAngle ) | 104 | internal void makeAngles( int sides, float startAngle, float stopAngle ) |
105 | { | 105 | { |
106 | angles = new List<Angle>(); | 106 | angles = new List<Angle>(); |
@@ -134,7 +134,7 @@ namespace OpenSim.Region.Physics.Meshing | |||
134 | newAngle.Y = (float) System.Math.Sin(angle); | 134 | newAngle.Y = (float) System.Math.Sin(angle); |
135 | angles.Add(newAngle); | 135 | angles.Add(newAngle); |
136 | step += 1; | 136 | step += 1; |
137 | angle = stepSize * step; | 137 | angle = stepSize * step; |
138 | } | 138 | } |
139 | 139 | ||
140 | if (startAngle > angles[0].angle) | 140 | if (startAngle > angles[0].angle) |
@@ -187,15 +187,15 @@ namespace OpenSim.Region.Physics.Meshing | |||
187 | AngleList hollowAngles = new AngleList(); | 187 | AngleList hollowAngles = new AngleList(); |
188 | 188 | ||
189 | float xScale = 0.5f; | 189 | float xScale = 0.5f; |
190 | float yScale = 0.5f; | 190 | float yScale = 0.5f; |
191 | if (sides == 4) // corners of a square are sqrt(2) from center | 191 | if (sides == 4) // corners of a square are sqrt(2) from center |
192 | { | 192 | { |
193 | xScale = 0.707f; | 193 | xScale = 0.707f; |
194 | yScale = 0.707f; | 194 | yScale = 0.707f; |
195 | } | 195 | } |
196 | 196 | ||
197 | float startAngle = profileStart * twoPi; | 197 | float startAngle = profileStart * twoPi; |
198 | float stopAngle = profileEnd * twoPi; | 198 | float stopAngle = profileEnd * twoPi; |
199 | float stepSize = twoPi / sides; | 199 | float stepSize = twoPi / sides; |
200 | 200 | ||
201 | try { angles.makeAngles(sides, startAngle, stopAngle); } | 201 | try { angles.makeAngles(sides, startAngle, stopAngle); } |
@@ -397,7 +397,7 @@ namespace OpenSim.Region.Physics.Meshing | |||
397 | { | 397 | { |
398 | vert = this.coords[i]; | 398 | vert = this.coords[i]; |
399 | Vertex v = new Vertex(vert.X, vert.Y, vert.Z) * q; | 399 | Vertex v = new Vertex(vert.X, vert.Y, vert.Z) * q; |
400 | 400 | ||
401 | vert.X = v.X; | 401 | vert.X = v.X; |
402 | vert.Y = v.Y; | 402 | vert.Y = v.Y; |
403 | vert.Z = v.Z; | 403 | vert.Z = v.Z; |
@@ -507,23 +507,23 @@ namespace OpenSim.Region.Physics.Meshing | |||
507 | s += "sides..................: " + this.sides.ToString(); | 507 | s += "sides..................: " + this.sides.ToString(); |
508 | s += "\nhollowSides..........: " + this.hollowSides.ToString(); | 508 | s += "\nhollowSides..........: " + this.hollowSides.ToString(); |
509 | s += "\nprofileStart.........: " + this.profileStart.ToString(); | 509 | s += "\nprofileStart.........: " + this.profileStart.ToString(); |
510 | s += "\nprofileEnd...........: " + this.profileEnd.ToString(); | 510 | s += "\nprofileEnd...........: " + this.profileEnd.ToString(); |
511 | s += "\nhollow...............: " + this.hollow.ToString(); | 511 | s += "\nhollow...............: " + this.hollow.ToString(); |
512 | s += "\ntwistBegin...........: " + this.twistBegin.ToString(); | 512 | s += "\ntwistBegin...........: " + this.twistBegin.ToString(); |
513 | s += "\ntwistEnd.............: " + this.twistEnd.ToString(); | 513 | s += "\ntwistEnd.............: " + this.twistEnd.ToString(); |
514 | s += "\ntopShearX............: " + this.topShearX.ToString(); | 514 | s += "\ntopShearX............: " + this.topShearX.ToString(); |
515 | s += "\ntopShearY............: " + this.topShearY.ToString(); | 515 | s += "\ntopShearY............: " + this.topShearY.ToString(); |
516 | s += "\npathCutBegin.........: " + this.pathCutBegin.ToString(); | 516 | s += "\npathCutBegin.........: " + this.pathCutBegin.ToString(); |
517 | s += "\npathCutEnd...........: " + this.pathCutEnd.ToString(); | 517 | s += "\npathCutEnd...........: " + this.pathCutEnd.ToString(); |
518 | s += "\ndimpleBegin..........: " + this.dimpleBegin.ToString(); | 518 | s += "\ndimpleBegin..........: " + this.dimpleBegin.ToString(); |
519 | s += "\ndimpleEnd............: " + this.dimpleEnd.ToString(); | 519 | s += "\ndimpleEnd............: " + this.dimpleEnd.ToString(); |
520 | s += "\nskew.................: " + this.skew.ToString(); | 520 | s += "\nskew.................: " + this.skew.ToString(); |
521 | s += "\nholeSizeX............: " + this.holeSizeX.ToString(); | 521 | s += "\nholeSizeX............: " + this.holeSizeX.ToString(); |
522 | s += "\nholeSizeY............: " + this.holeSizeY.ToString(); | 522 | s += "\nholeSizeY............: " + this.holeSizeY.ToString(); |
523 | s += "\ntaperX...............: " + this.taperX.ToString(); | 523 | s += "\ntaperX...............: " + this.taperX.ToString(); |
524 | s += "\ntaperY...............: " + this.taperY.ToString(); | 524 | s += "\ntaperY...............: " + this.taperY.ToString(); |
525 | s += "\nradius...............: " + this.radius.ToString(); | 525 | s += "\nradius...............: " + this.radius.ToString(); |
526 | s += "\nrevolutions..........: " + this.revolutions.ToString(); | 526 | s += "\nrevolutions..........: " + this.revolutions.ToString(); |
527 | s += "\nstepsPerRevolution...: " + this.stepsPerRevolution.ToString(); | 527 | s += "\nstepsPerRevolution...: " + this.stepsPerRevolution.ToString(); |
528 | 528 | ||
529 | return s; | 529 | return s; |
@@ -542,20 +542,20 @@ namespace OpenSim.Region.Physics.Meshing | |||
542 | this.hollowSides = hollowSides; | 542 | this.hollowSides = hollowSides; |
543 | 543 | ||
544 | if (sides < 3) | 544 | if (sides < 3) |
545 | this.sides = 3; | 545 | this.sides = 3; |
546 | if ( hollowSides < 3) | 546 | if ( hollowSides < 3) |
547 | this.hollowSides = 3; | 547 | this.hollowSides = 3; |
548 | if (profileStart < 0.0f) | 548 | if (profileStart < 0.0f) |
549 | this.profileStart = 0.0f; | 549 | this.profileStart = 0.0f; |
550 | if (profileEnd > 1.0f) | 550 | if (profileEnd > 1.0f) |
551 | this.profileEnd = 1.0f; | 551 | this.profileEnd = 1.0f; |
552 | if (profileEnd < 0.02f) | 552 | if (profileEnd < 0.02f) |
553 | this.profileEnd = 0.02f; | 553 | this.profileEnd = 0.02f; |
554 | if (profileStart >= profileEnd) | 554 | if (profileStart >= profileEnd) |
555 | this.profileStart = profileEnd - 0.02f; | 555 | this.profileStart = profileEnd - 0.02f; |
556 | if (hollow > 1.0f) | 556 | if (hollow > 1.0f) |
557 | this.hollow = 1.0f; | 557 | this.hollow = 1.0f; |
558 | if (hollow < 0.0f) | 558 | if (hollow < 0.0f) |
559 | this.hollow = 0.0f; | 559 | this.hollow = 0.0f; |
560 | } | 560 | } |
561 | 561 | ||
@@ -578,7 +578,7 @@ namespace OpenSim.Region.Physics.Meshing | |||
578 | steps = (int)(steps * 4.5 * length); | 578 | steps = (int)(steps * 4.5 * length); |
579 | } | 579 | } |
580 | #endif | 580 | #endif |
581 | 581 | ||
582 | float twistBegin = this.twistBegin / 360.0f * twoPi; | 582 | float twistBegin = this.twistBegin / 360.0f * twoPi; |
583 | float twistEnd = this.twistEnd / 360.0f * twoPi; | 583 | float twistEnd = this.twistEnd / 360.0f * twoPi; |
584 | float twistTotal = twistEnd - twistBegin; | 584 | float twistTotal = twistEnd - twistBegin; |
@@ -661,7 +661,7 @@ namespace OpenSim.Region.Physics.Meshing | |||
661 | newLayer.AddValue2Faces(coordsLen); | 661 | newLayer.AddValue2Faces(coordsLen); |
662 | 662 | ||
663 | this.coords.AddRange(newLayer.coords); | 663 | this.coords.AddRange(newLayer.coords); |
664 | this.faces.AddRange(newLayer.faces); | 664 | this.faces.AddRange(newLayer.faces); |
665 | 665 | ||
666 | // fill faces between layers | 666 | // fill faces between layers |
667 | 667 | ||
@@ -707,7 +707,6 @@ namespace OpenSim.Region.Physics.Meshing | |||
707 | else done = true; | 707 | else done = true; |
708 | } | 708 | } |
709 | } | 709 | } |
710 | |||
711 | 710 | ||
712 | public void ExtrudeCircular() | 711 | public void ExtrudeCircular() |
713 | { | 712 | { |
@@ -721,9 +720,9 @@ namespace OpenSim.Region.Physics.Meshing | |||
721 | float twistEnd = this.twistEnd / 360.0f * twoPi; | 720 | float twistEnd = this.twistEnd / 360.0f * twoPi; |
722 | float twistTotal = twistEnd - twistBegin; | 721 | float twistTotal = twistEnd - twistBegin; |
723 | 722 | ||
724 | // if the profile has a lot of twist, add more layers otherwise the layers may overlap | 723 | // if the profile has a lot of twist, add more layers otherwise the layers may overlap |
725 | // and the resulting mesh may be quite inaccurate. This method is arbitrary and doesn't | 724 | // and the resulting mesh may be quite inaccurate. This method is arbitrary and doesn't |
726 | // accurately match the viewer | 725 | // accurately match the viewer |
727 | float twistTotalAbs = Math.Abs(twistTotal); | 726 | float twistTotalAbs = Math.Abs(twistTotal); |
728 | if (twistTotalAbs > 0.01f) | 727 | if (twistTotalAbs > 0.01f) |
729 | { | 728 | { |
@@ -732,19 +731,19 @@ namespace OpenSim.Region.Physics.Meshing | |||
732 | if (twistTotalAbs > Math.PI * 3.0f) | 731 | if (twistTotalAbs > Math.PI * 3.0f) |
733 | steps *= 2; | 732 | steps *= 2; |
734 | } | 733 | } |
735 | 734 | ||
736 | float yPathScale = this.holeSizeY * 0.5f; | 735 | float yPathScale = this.holeSizeY * 0.5f; |
737 | float pathLength = this.pathCutEnd - this.pathCutBegin; | 736 | float pathLength = this.pathCutEnd - this.pathCutBegin; |
738 | float totalSkew = this.skew * 2.0f * pathLength; | 737 | float totalSkew = this.skew * 2.0f * pathLength; |
739 | float skewStart = this.pathCutBegin * 2.0f * this.skew - this.skew; | 738 | float skewStart = this.pathCutBegin * 2.0f * this.skew - this.skew; |
740 | 739 | ||
741 | // It's not quite clear what pushY (Y top shear) does, but subtracting it from the start and end | 740 | // It's not quite clear what pushY (Y top shear) does, but subtracting it from the start and end |
742 | // angles appears to approximate it's effects on path cut. Likewise, adding it to the angle used | 741 | // angles appears to approximate it's effects on path cut. Likewise, adding it to the angle used |
743 | // to calculate the sine for generating the path radius appears to approximate it's effects there | 742 | // to calculate the sine for generating the path radius appears to approximate it's effects there |
744 | // too, but there are some subtle differences in the radius which are noticeable as the prim size | 743 | // too, but there are some subtle differences in the radius which are noticeable as the prim size |
745 | // increases and it may affect megaprims quite a bit. The effect of the Y top shear parameter on | 744 | // increases and it may affect megaprims quite a bit. The effect of the Y top shear parameter on |
746 | // the meshes generated with this technique appear nearly identical in shape to the same prims when | 745 | // the meshes generated with this technique appear nearly identical in shape to the same prims when |
747 | // displayed by the viewer. | 746 | // displayed by the viewer. |
748 | 747 | ||
749 | float startAngle = (twoPi * this.pathCutBegin * this.revolutions) - this.topShearY * 0.9f; | 748 | float startAngle = (twoPi * this.pathCutBegin * this.revolutions) - this.topShearY * 0.9f; |
750 | float endAngle = (twoPi * this.pathCutEnd * this.revolutions) - this.topShearY * 0.9f; | 749 | float endAngle = (twoPi * this.pathCutEnd * this.revolutions) - this.topShearY * 0.9f; |
@@ -784,7 +783,7 @@ namespace OpenSim.Region.Physics.Meshing | |||
784 | hollow /= 0.7f; | 783 | hollow /= 0.7f; |
785 | } | 784 | } |
786 | } | 785 | } |
787 | 786 | ||
788 | Profile profile = new Profile(this.sides, this.profileStart, this.profileEnd, hollow, this.hollowSides); | 787 | Profile profile = new Profile(this.sides, this.profileStart, this.profileEnd, hollow, this.hollowSides); |
789 | 788 | ||
790 | if (initialProfileRot != 0.0f) | 789 | if (initialProfileRot != 0.0f) |
@@ -834,7 +833,7 @@ namespace OpenSim.Region.Physics.Meshing | |||
834 | newLayer.AddRot(new Quaternion(new Vertex(0.0f, 0.0f, 1.0f), twist)); | 833 | newLayer.AddRot(new Quaternion(new Vertex(0.0f, 0.0f, 1.0f), twist)); |
835 | 834 | ||
836 | // now orient the rotation of the profile layer relative to it's position on the path | 835 | // now orient the rotation of the profile layer relative to it's position on the path |
837 | // adding taperY to the angle used to generate the quat appears to approximate the viewer | 836 | // adding taperY to the angle used to generate the quat appears to approximate the viewer |
838 | newLayer.AddRot(new Quaternion(new Vertex(1.0f, 0.0f, 0.0f), angle + this.topShearY * 0.9f)); | 837 | newLayer.AddRot(new Quaternion(new Vertex(1.0f, 0.0f, 0.0f), angle + this.topShearY * 0.9f)); |
839 | newLayer.AddPos(xOffset, yOffset, zOffset); | 838 | newLayer.AddPos(xOffset, yOffset, zOffset); |
840 | 839 | ||
@@ -959,7 +958,7 @@ namespace OpenSim.Region.Physics.Meshing | |||
959 | 958 | ||
960 | sw.WriteLine(s); | 959 | sw.WriteLine(s); |
961 | } | 960 | } |
962 | 961 | ||
963 | sw.Close(); | 962 | sw.Close(); |
964 | } | 963 | } |
965 | } | 964 | } |