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author | UbitUmarov | 2012-03-21 21:17:00 +0000 |
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committer | UbitUmarov | 2012-03-21 21:17:00 +0000 |
commit | 4f593fa8c3733cfccc69782bfa3fbd91543a146b (patch) | |
tree | 283f22de851a3eee3943e417a05ac86f3c396e5d /OpenSim | |
parent | fix a bad reset of shapetype on pbshape change, added missing checksculpload... (diff) | |
download | opensim-SC_OLD-4f593fa8c3733cfccc69782bfa3fbd91543a146b.zip opensim-SC_OLD-4f593fa8c3733cfccc69782bfa3fbd91543a146b.tar.gz opensim-SC_OLD-4f593fa8c3733cfccc69782bfa3fbd91543a146b.tar.bz2 opensim-SC_OLD-4f593fa8c3733cfccc69782bfa3fbd91543a146b.tar.xz |
minor clean
Diffstat (limited to 'OpenSim')
-rw-r--r-- | OpenSim/Region/Physics/UbitMeshing/Meshmerizer.cs | 51 |
1 files changed, 24 insertions, 27 deletions
diff --git a/OpenSim/Region/Physics/UbitMeshing/Meshmerizer.cs b/OpenSim/Region/Physics/UbitMeshing/Meshmerizer.cs index df08381..8e903e8 100644 --- a/OpenSim/Region/Physics/UbitMeshing/Meshmerizer.cs +++ b/OpenSim/Region/Physics/UbitMeshing/Meshmerizer.cs | |||
@@ -218,9 +218,20 @@ namespace OpenSim.Region.Physics.Meshing | |||
218 | // geometry for this submesh. | 218 | // geometry for this submesh. |
219 | if (subMeshData.ContainsKey("NoGeometry") && ((OSDBoolean)subMeshData["NoGeometry"])) | 219 | if (subMeshData.ContainsKey("NoGeometry") && ((OSDBoolean)subMeshData["NoGeometry"])) |
220 | return; | 220 | return; |
221 | 221 | ||
222 | OpenMetaverse.Vector3 posMax = ((OSDMap)subMeshData["PositionDomain"])["Max"].AsVector3(); | 222 | OpenMetaverse.Vector3 posMax; |
223 | OpenMetaverse.Vector3 posMin = ((OSDMap)subMeshData["PositionDomain"])["Min"].AsVector3(); | 223 | OpenMetaverse.Vector3 posMin; |
224 | if (subMeshData.ContainsKey("PositionDomain")) | ||
225 | { | ||
226 | posMax = ((OSDMap)subMeshData["PositionDomain"])["Max"].AsVector3(); | ||
227 | posMin = ((OSDMap)subMeshData["PositionDomain"])["Min"].AsVector3(); | ||
228 | } | ||
229 | else | ||
230 | { | ||
231 | posMax = new Vector3(0.5f, 0.5f, 0.5f); | ||
232 | posMin = new Vector3(-0.5f, -0.5f, -0.5f); | ||
233 | } | ||
234 | |||
224 | ushort faceIndexOffset = (ushort)coords.Count; | 235 | ushort faceIndexOffset = (ushort)coords.Count; |
225 | 236 | ||
226 | byte[] posBytes = subMeshData["Position"].AsBinary(); | 237 | byte[] posBytes = subMeshData["Position"].AsBinary(); |
@@ -280,18 +291,14 @@ namespace OpenSim.Region.Physics.Meshing | |||
280 | { | 291 | { |
281 | if (!GenerateCoordsAndFacesFromPrimSculptData(primName, primShape, size, lod, out coords, out faces)) | 292 | if (!GenerateCoordsAndFacesFromPrimSculptData(primName, primShape, size, lod, out coords, out faces)) |
282 | return null; | 293 | return null; |
283 | // Remove the reference to any JPEG2000 sculpt data so it can be GCed | ||
284 | // don't loose it | ||
285 | // primShape.SculptData = Utils.EmptyBytes; | ||
286 | } | 294 | } |
287 | // primShape.SculptDataLoaded = true; | ||
288 | } | 295 | } |
289 | else | 296 | else |
290 | { | 297 | { |
291 | if (!GenerateCoordsAndFacesFromPrimShapeData(primName, primShape, size, lod, out coords, out faces)) | 298 | if (!GenerateCoordsAndFacesFromPrimShapeData(primName, primShape, size, lod, out coords, out faces)) |
292 | return null; | 299 | return null; |
293 | } | 300 | } |
294 | // keep compatible | 301 | |
295 | primShape.SculptData = Utils.EmptyBytes; | 302 | primShape.SculptData = Utils.EmptyBytes; |
296 | 303 | ||
297 | int numCoords = coords.Count; | 304 | int numCoords = coords.Count; |
@@ -307,10 +314,6 @@ namespace OpenSim.Region.Physics.Meshing | |||
307 | coords[f.v3].X, coords[f.v3].Y, coords[f.v3].Z)); | 314 | coords[f.v3].X, coords[f.v3].Y, coords[f.v3].Z)); |
308 | } | 315 | } |
309 | 316 | ||
310 | |||
311 | // mesh.DumpRaw("c:\\lixo", "lixo", "lixo"); | ||
312 | mesh.DumpRaw(".", "lixo", "lixo"); | ||
313 | |||
314 | return mesh; | 317 | return mesh; |
315 | } | 318 | } |
316 | 319 | ||
@@ -452,22 +455,20 @@ namespace OpenSim.Region.Physics.Meshing | |||
452 | return false; | 455 | return false; |
453 | 456 | ||
454 | byte[] data; | 457 | byte[] data; |
455 | const float invMaxU16 = 1.0f / 65535f; | ||
456 | int t1; | ||
457 | int t2; | ||
458 | int t3; | ||
459 | int i; | ||
460 | 458 | ||
461 | List<float3> vs = new List<float3>(); | 459 | List<float3> vs = new List<float3>(); |
462 | |||
463 | float3 f3; | ||
464 | PHullResult hullr = new PHullResult(); | 460 | PHullResult hullr = new PHullResult(); |
465 | 461 | float3 f3; | |
466 | Coord c; | 462 | Coord c; |
467 | Face f; | 463 | Face f; |
468 | |||
469 | Vector3 range; | 464 | Vector3 range; |
470 | Vector3 min; | 465 | Vector3 min; |
466 | |||
467 | const float invMaxU16 = 1.0f / 65535f; | ||
468 | int t1; | ||
469 | int t2; | ||
470 | int t3; | ||
471 | int i; | ||
471 | int nverts; | 472 | int nverts; |
472 | int nindexs; | 473 | int nindexs; |
473 | 474 | ||
@@ -576,8 +577,7 @@ namespace OpenSim.Region.Physics.Meshing | |||
576 | c.Z = hullr.Vertices[i].z; | 577 | c.Z = hullr.Vertices[i].z; |
577 | coords.Add(c); | 578 | coords.Add(c); |
578 | } | 579 | } |
579 | 580 | ||
580 | |||
581 | for (i = 0; i < nindexs; i += 3) | 581 | for (i = 0; i < nindexs; i += 3) |
582 | { | 582 | { |
583 | t1 = hullr.Indices[i]; | 583 | t1 = hullr.Indices[i]; |
@@ -597,8 +597,7 @@ namespace OpenSim.Region.Physics.Meshing | |||
597 | } | 597 | } |
598 | } | 598 | } |
599 | if (coords.Count > 0 && faces.Count > 0) | 599 | if (coords.Count > 0 && faces.Count > 0) |
600 | return true; | 600 | return true; |
601 | |||
602 | } | 601 | } |
603 | 602 | ||
604 | vs.Clear(); | 603 | vs.Clear(); |
@@ -642,7 +641,6 @@ namespace OpenSim.Region.Physics.Meshing | |||
642 | 641 | ||
643 | if (vs.Count == 4) | 642 | if (vs.Count == 4) |
644 | { | 643 | { |
645 | // not sure about orientation.. | ||
646 | f = new Face(0, 2, 3); | 644 | f = new Face(0, 2, 3); |
647 | faces.Add(f); | 645 | faces.Add(f); |
648 | f = new Face(0, 3, 1); | 646 | f = new Face(0, 3, 1); |
@@ -690,7 +688,6 @@ namespace OpenSim.Region.Physics.Meshing | |||
690 | } | 688 | } |
691 | else | 689 | else |
692 | return false; | 690 | return false; |
693 | |||
694 | } | 691 | } |
695 | } | 692 | } |
696 | 693 | ||