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authorUbitUmarov2017-07-22 01:45:42 +0100
committerUbitUmarov2017-07-22 01:45:42 +0100
commit618e142cf89f1195fbabd27d5c2cadb649e1d0a5 (patch)
treec5d47114c1af0803dccd66e82adeb3ccc6783d30 /OpenSim/Region/PhysicsModules/ubOdeMeshing
parentubOde: make option MinSizeToMeshmerize visible in OpenSimDefaults.ini (diff)
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ubOde: remove some dead code
Diffstat (limited to 'OpenSim/Region/PhysicsModules/ubOdeMeshing')
-rw-r--r--OpenSim/Region/PhysicsModules/ubOdeMeshing/Meshmerizer.cs85
1 files changed, 1 insertions, 84 deletions
diff --git a/OpenSim/Region/PhysicsModules/ubOdeMeshing/Meshmerizer.cs b/OpenSim/Region/PhysicsModules/ubOdeMeshing/Meshmerizer.cs
index c14abd0..010262f 100644
--- a/OpenSim/Region/PhysicsModules/ubOdeMeshing/Meshmerizer.cs
+++ b/OpenSim/Region/PhysicsModules/ubOdeMeshing/Meshmerizer.cs
@@ -73,8 +73,6 @@ namespace OpenSim.Region.PhysicsModule.ubODEMeshing
73 private bool doConvexPrims = true; 73 private bool doConvexPrims = true;
74 private bool doConvexSculpts = true; 74 private bool doConvexSculpts = true;
75 75
76 private float minSizeForComplexMesh = 0.2f; // prims with all dimensions smaller than this will have a bounding box mesh
77
78 private Dictionary<AMeshKey, Mesh> m_uniqueMeshes = new Dictionary<AMeshKey, Mesh>(); 76 private Dictionary<AMeshKey, Mesh> m_uniqueMeshes = new Dictionary<AMeshKey, Mesh>();
79 private Dictionary<AMeshKey, Mesh> m_uniqueReleasedMeshes = new Dictionary<AMeshKey, Mesh>(); 77 private Dictionary<AMeshKey, Mesh> m_uniqueReleasedMeshes = new Dictionary<AMeshKey, Mesh>();
80 78
@@ -164,87 +162,6 @@ namespace OpenSim.Region.PhysicsModule.ubODEMeshing
164 162
165 #endregion 163 #endregion
166 164
167 /// <summary>
168 /// creates a simple box mesh of the specified size. This mesh is of very low vertex count and may
169 /// be useful as a backup proxy when level of detail is not needed or when more complex meshes fail
170 /// for some reason
171 /// </summary>
172 /// <param name="minX"></param>
173 /// <param name="maxX"></param>
174 /// <param name="minY"></param>
175 /// <param name="maxY"></param>
176 /// <param name="minZ"></param>
177 /// <param name="maxZ"></param>
178 /// <returns></returns>
179 private static Mesh CreateSimpleBoxMesh(float minX, float maxX, float minY, float maxY, float minZ, float maxZ)
180 {
181 Mesh box = new Mesh(true);
182 List<Vertex> vertices = new List<Vertex>();
183 // bottom
184
185 vertices.Add(new Vertex(minX, maxY, minZ));
186 vertices.Add(new Vertex(maxX, maxY, minZ));
187 vertices.Add(new Vertex(maxX, minY, minZ));
188 vertices.Add(new Vertex(minX, minY, minZ));
189
190 box.Add(new Triangle(vertices[0], vertices[1], vertices[2]));
191 box.Add(new Triangle(vertices[0], vertices[2], vertices[3]));
192
193 // top
194
195 vertices.Add(new Vertex(maxX, maxY, maxZ));
196 vertices.Add(new Vertex(minX, maxY, maxZ));
197 vertices.Add(new Vertex(minX, minY, maxZ));
198 vertices.Add(new Vertex(maxX, minY, maxZ));
199
200 box.Add(new Triangle(vertices[4], vertices[5], vertices[6]));
201 box.Add(new Triangle(vertices[4], vertices[6], vertices[7]));
202
203 // sides
204
205 box.Add(new Triangle(vertices[5], vertices[0], vertices[3]));
206 box.Add(new Triangle(vertices[5], vertices[3], vertices[6]));
207
208 box.Add(new Triangle(vertices[1], vertices[0], vertices[5]));
209 box.Add(new Triangle(vertices[1], vertices[5], vertices[4]));
210
211 box.Add(new Triangle(vertices[7], vertices[1], vertices[4]));
212 box.Add(new Triangle(vertices[7], vertices[2], vertices[1]));
213
214 box.Add(new Triangle(vertices[3], vertices[2], vertices[7]));
215 box.Add(new Triangle(vertices[3], vertices[7], vertices[6]));
216
217 return box;
218 }
219
220 /// <summary>
221 /// Creates a simple bounding box mesh for a complex input mesh
222 /// </summary>
223 /// <param name="meshIn"></param>
224 /// <returns></returns>
225 private static Mesh CreateBoundingBoxMesh(Mesh meshIn)
226 {
227 float minX = float.MaxValue;
228 float maxX = float.MinValue;
229 float minY = float.MaxValue;
230 float maxY = float.MinValue;
231 float minZ = float.MaxValue;
232 float maxZ = float.MinValue;
233
234 foreach (Vector3 v in meshIn.getVertexList())
235 {
236 if (v.X < minX) minX = v.X;
237 if (v.Y < minY) minY = v.Y;
238 if (v.Z < minZ) minZ = v.Z;
239
240 if (v.X > maxX) maxX = v.X;
241 if (v.Y > maxY) maxY = v.Y;
242 if (v.Z > maxZ) maxZ = v.Z;
243 }
244
245 return CreateSimpleBoxMesh(minX, maxX, minY, maxY, minZ, maxZ);
246 }
247
248 private void ReportPrimError(string message, string primName, PrimMesh primMesh) 165 private void ReportPrimError(string message, string primName, PrimMesh primMesh)
249 { 166 {
250 m_log.Error(message); 167 m_log.Error(message);
@@ -261,7 +178,7 @@ namespace OpenSim.Region.PhysicsModule.ubODEMeshing
261 /// <param name="faces"></param> 178 /// <param name="faces"></param>
262 private void AddSubMesh(OSDMap subMeshData, List<Coord> coords, List<Face> faces) 179 private void AddSubMesh(OSDMap subMeshData, List<Coord> coords, List<Face> faces)
263 { 180 {
264 // Console.WriteLine("subMeshMap for {0} - {1}", primName, Util.GetFormattedXml((OSD)subMeshMap)); 181 // Console.WriteLine("subMeshMap for {0} - {1}", primName, Util.GetFormattedXml((OSD)subMeshMap));
265 182
266 // As per http://wiki.secondlife.com/wiki/Mesh/Mesh_Asset_Format, some Mesh Level 183 // As per http://wiki.secondlife.com/wiki/Mesh/Mesh_Asset_Format, some Mesh Level
267 // of Detail Blocks (maps) contain just a NoGeometry key to signal there is no 184 // of Detail Blocks (maps) contain just a NoGeometry key to signal there is no