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authorTeravus Ovares2008-06-02 08:31:34 +0000
committerTeravus Ovares2008-06-02 08:31:34 +0000
commit832d609b44c2461752b0a130bddeb2e21579f6ad (patch)
treeac67751a2b2a38924255afe595835ec5c3a972f1 /OpenSim/Region/Physics
parent* While I couldn't reproduce it, I was able to see how it *might* happen, so ... (diff)
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PATCH : 0001431: corrections to torus physical mesh for default hollow shape and taper orientation along path.
--------- From Dahlia! Thanks Dahlia!!! the attached patch reinstates the default hollow shape of the physics mesh of the torus prim type and corrects the orientation of the effects of taper on the profile along the path.
Diffstat (limited to 'OpenSim/Region/Physics')
-rw-r--r--OpenSim/Region/Physics/Meshing/Extruder.cs49
-rw-r--r--OpenSim/Region/Physics/Meshing/Meshmerizer.cs8
2 files changed, 38 insertions, 19 deletions
diff --git a/OpenSim/Region/Physics/Meshing/Extruder.cs b/OpenSim/Region/Physics/Meshing/Extruder.cs
index 54ef4ce..7203aaf 100644
--- a/OpenSim/Region/Physics/Meshing/Extruder.cs
+++ b/OpenSim/Region/Physics/Meshing/Extruder.cs
@@ -260,8 +260,11 @@ namespace OpenSim.Region.Physics.Meshing
260 int steps = 24; 260 int steps = 24;
261 261
262 float twistTotal = twistTop - twistBot; 262 float twistTotal = twistTop - twistBot;
263 if (System.Math.Abs(twistTotal) > (float)System.Math.PI * 1.5) steps *= 2; 263 // if the profile has a lot of twist, add more layers otherwise the layers may overlap
264 if (System.Math.Abs(twistTotal) > (float)System.Math.PI * 3.0) steps *= 2; 264 // and the resulting mesh may be quite inaccurate. This method is arbitrary and doesnt
265 // accurately match the viewer
266 if (System.Math.Abs(twistTotal) > (float)System.Math.PI * 1.5f) steps *= 2;
267 if (System.Math.Abs(twistTotal) > (float)System.Math.PI * 3.0f) steps *= 2;
265 268
266 double percentOfPathMultiplier = 1.0 / steps; 269 double percentOfPathMultiplier = 1.0 / steps;
267 double angleStepMultiplier = System.Math.PI * 2.0 / steps; 270 double angleStepMultiplier = System.Math.PI * 2.0 / steps;
@@ -271,10 +274,10 @@ namespace OpenSim.Region.Physics.Meshing
271 float totalSkew = skew * 2.0f * pathLength; 274 float totalSkew = skew * 2.0f * pathLength;
272 float skewStart = (-skew) + pathCutBegin * 2.0f * skew; 275 float skewStart = (-skew) + pathCutBegin * 2.0f * skew;
273 276
274
275 float startAngle = (float)(System.Math.PI * 2.0 * pathCutBegin * revolutions); 277 float startAngle = (float)(System.Math.PI * 2.0 * pathCutBegin * revolutions);
276 float endAngle = (float)(System.Math.PI * 2.0 * pathCutEnd * revolutions); 278 float endAngle = (float)(System.Math.PI * 2.0 * pathCutEnd * revolutions);
277 float stepSize = (float)0.2617993878; // 2*PI / 24 segments per revolution 279 float stepSize = (float)0.2617993878; // 2*PI / 24 segments per revolution
280
278 step = (int)(startAngle / stepSize); 281 step = (int)(startAngle / stepSize);
279 float angle = startAngle; 282 float angle = startAngle;
280 283
@@ -291,11 +294,11 @@ namespace OpenSim.Region.Physics.Meshing
291 294
292 295
293 bool done = false; 296 bool done = false;
294 do 297 do // loop through the length of the path and add the layers
295 { 298 {
296 float percentOfPath = 1.0f; 299 newLayer = m.Clone();
297 300
298 percentOfPath = (angle - startAngle) / (endAngle - startAngle); // endAngle should always be larger than startAngle 301 float percentOfPath = (angle - startAngle) / (endAngle - startAngle); // endAngle should always be larger than startAngle
299 302
300 if (pathTaperX > 0.001f) // can't really compare to 0.0f as the value passed is never exactly zero 303 if (pathTaperX > 0.001f) // can't really compare to 0.0f as the value passed is never exactly zero
301 xProfileScale = 1.0f - percentOfPath * pathTaperX; 304 xProfileScale = 1.0f - percentOfPath * pathTaperX;
@@ -309,6 +312,20 @@ namespace OpenSim.Region.Physics.Meshing
309 yProfileScale = 1.0f + (1.0f - percentOfPath) * pathTaperY; 312 yProfileScale = 1.0f + (1.0f - percentOfPath) * pathTaperY;
310 else yProfileScale = 1.0f; 313 else yProfileScale = 1.0f;
311 314
315#if SPAM
316 //System.Console.WriteLine("xProfileScale: " + xProfileScale.ToString() + " yProfileScale: " + yProfileScale.ToString());
317#endif
318 Vertex vTemp = new Vertex(0.0f, 0.0f, 0.0f);
319
320 // apply the taper to the profile before any rotations
321 if (xProfileScale != 1.0f || yProfileScale != 1.0f)
322 foreach (Vertex v in newLayer.vertices)
323 if ( v != null )
324 {
325 v.X *= xProfileScale;
326 v.Y *= yProfileScale;
327 }
328
312 float radiusScale; 329 float radiusScale;
313 330
314 if (radius > 0.001f) 331 if (radius > 0.001f)
@@ -317,11 +334,11 @@ namespace OpenSim.Region.Physics.Meshing
317 radiusScale = 1.0f + radius * (1.0f - percentOfPath); 334 radiusScale = 1.0f + radius * (1.0f - percentOfPath);
318 else radiusScale = 1.0f; 335 else radiusScale = 1.0f;
319 336
320 //radiusScale = 1.0f;
321 337
322#if SPAM 338#if SPAM
323 System.Console.WriteLine("Extruder: angle: " + angle.ToString() + " percentOfPath: " + percentOfPath.ToString() 339 System.Console.WriteLine("Extruder: angle: " + angle.ToString() + " percentOfPath: " + percentOfPath.ToString()
324 + " radius: " + radius.ToString() + " radiusScale: " + radiusScale.ToString()); 340 + " radius: " + radius.ToString() + " radiusScale: " + radiusScale.ToString()
341 + " xProfileScale: " + xProfileScale.ToString() + " yProfileScale: " + yProfileScale.ToString());
325#endif 342#endif
326 343
327 float twist = twistBot + (twistTotal * (float)percentOfPath); 344 float twist = twistBot + (twistTotal * (float)percentOfPath);
@@ -330,10 +347,7 @@ namespace OpenSim.Region.Physics.Meshing
330 float yOffset = (float)(System.Math.Cos(angle) * (0.5f - yPathScale)) * radiusScale; 347 float yOffset = (float)(System.Math.Cos(angle) * (0.5f - yPathScale)) * radiusScale;
331 float xOffset = 0.5f * (skewStart + totalSkew * (float)percentOfPath); 348 float xOffset = 0.5f * (skewStart + totalSkew * (float)percentOfPath);
332 349
333 newLayer = m.Clone(); 350 // next apply twist rotation to the profile
334
335 Vertex vTemp = new Vertex(0.0f, 0.0f, 0.0f);
336
337 if (twistTotal != 0.0f || twistBot != 0.0f) 351 if (twistTotal != 0.0f || twistBot != 0.0f)
338 { 352 {
339 Quaternion profileRot = new Quaternion(new Vertex(0.0f, 0.0f, -1.0f), twist); 353 Quaternion profileRot = new Quaternion(new Vertex(0.0f, 0.0f, -1.0f), twist);
@@ -349,19 +363,22 @@ namespace OpenSim.Region.Physics.Meshing
349 } 363 }
350 } 364 }
351 365
366 // now orient the rotation of the profile relative to it's position on the path
352 Quaternion layerRot = new Quaternion(new Vertex(-1.0f, 0.0f, 0.0f), (float)angle); 367 Quaternion layerRot = new Quaternion(new Vertex(-1.0f, 0.0f, 0.0f), (float)angle);
353 foreach (Vertex v in newLayer.vertices) 368 foreach (Vertex v in newLayer.vertices)
354 { 369 {
355 if (v != null) 370 if (v != null)
356 { 371 {
357 vTemp = v * layerRot; 372 vTemp = v * layerRot;
358 v.X = xProfileScale * vTemp.X + xOffset; 373 //v.X = xProfileScale * vTemp.X + xOffset;
359 v.Y = yProfileScale * vTemp.Y + yOffset; 374 //v.Y = yProfileScale * vTemp.Y + yOffset;
375 v.X = vTemp.X + xOffset;
376 v.Y = vTemp.Y + yOffset;
360 v.Z = vTemp.Z + zOffset; 377 v.Z = vTemp.Z + zOffset;
361 } 378 }
362 } 379 }
363 380
364 if (angle == startAngle) // last layer, invert normals 381 if (angle == startAngle) // the first layer, invert normals
365 foreach (Triangle t in newLayer.triangles) 382 foreach (Triangle t in newLayer.triangles)
366 { 383 {
367 t.invertNormal(); 384 t.invertNormal();
@@ -407,7 +424,7 @@ namespace OpenSim.Region.Physics.Meshing
407 angle = endAngle; 424 angle = endAngle;
408 } 425 }
409 426
410 } while (!done); 427 } while (!done); // loop until all the layers in the path are completed
411 428
412 // scale the mesh to the desired size 429 // scale the mesh to the desired size
413 float xScale = size.X; 430 float xScale = size.X;
diff --git a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs
index a716d93..0c62447 100644
--- a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs
+++ b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs
@@ -1541,7 +1541,7 @@ namespace OpenSim.Region.Physics.Meshing
1541 } 1541 }
1542 else 1542 else
1543 { 1543 {
1544 holeHull = BuildHoleHull(primShape, primShape.ProfileShape, primShape.HollowShape, hollowFactor); 1544 holeHull = BuildHoleHull(primShape, primShape.ProfileShape, hollowShape, hollowFactor);
1545 } 1545 }
1546 1546
1547 if (holeHull != null) 1547 if (holeHull != null)
@@ -1900,6 +1900,8 @@ namespace OpenSim.Region.Physics.Meshing
1900 private static void reportPrimParams(string name, PrimitiveBaseShape primShape) 1900 private static void reportPrimParams(string name, PrimitiveBaseShape primShape)
1901 { 1901 {
1902#if SPAM 1902#if SPAM
1903 float pathShearX = primShape.PathShearX < 128 ? (float)primShape.PathShearX * 0.01f : (float)(primShape.PathShearX - 256) * 0.01f;
1904 float pathShearY = primShape.PathShearY < 128 ? (float)primShape.PathShearY * 0.01f : (float)(primShape.PathShearY - 256) * 0.01f;
1903 1905
1904 Console.WriteLine("********************* PrimitiveBaseShape Parameters *******************\n" 1906 Console.WriteLine("********************* PrimitiveBaseShape Parameters *******************\n"
1905 + "Name.............: " + name.ToString() + "\n" 1907 + "Name.............: " + name.ToString() + "\n"
@@ -1911,8 +1913,8 @@ namespace OpenSim.Region.Physics.Meshing
1911 + "PathRevolutions..: " + primShape.PathRevolutions.ToString() + "\n" 1913 + "PathRevolutions..: " + primShape.PathRevolutions.ToString() + "\n"
1912 + "PathScaleX.......: " + primShape.PathScaleX.ToString() + "\n" 1914 + "PathScaleX.......: " + primShape.PathScaleX.ToString() + "\n"
1913 + "PathScaleY.......: " + primShape.PathScaleY.ToString() + "\n" 1915 + "PathScaleY.......: " + primShape.PathScaleY.ToString() + "\n"
1914 + "PathShearX.......: " + primShape.PathShearX.ToString() + "\n" 1916 + "PathShearX.......: " + primShape.PathShearX.ToString() + " (" + pathShearX.ToString() + ")\n"
1915 + "PathShearY.......: " + primShape.PathShearY.ToString() + "\n" 1917 + "PathShearY.......: " + primShape.PathShearY.ToString() + " (" + pathShearY.ToString() + ")\n"
1916 + "PathSkew.........: " + primShape.PathSkew.ToString() + "\n" 1918 + "PathSkew.........: " + primShape.PathSkew.ToString() + "\n"
1917 + "PathTaperX.......: " + primShape.PathTaperX.ToString() + "\n" 1919 + "PathTaperX.......: " + primShape.PathTaperX.ToString() + "\n"
1918 + "PathTaperY.......: " + primShape.PathTaperY.ToString() + "\n" 1920 + "PathTaperY.......: " + primShape.PathTaperY.ToString() + "\n"