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-rw-r--r--OpenSim/Region/Physics/Meshing/Extruder.cs27
1 files changed, 17 insertions, 10 deletions
diff --git a/OpenSim/Region/Physics/Meshing/Extruder.cs b/OpenSim/Region/Physics/Meshing/Extruder.cs
index 7203aaf..3941107 100644
--- a/OpenSim/Region/Physics/Meshing/Extruder.cs
+++ b/OpenSim/Region/Physics/Meshing/Extruder.cs
@@ -89,7 +89,7 @@ namespace OpenSim.Region.Physics.Meshing
89 v.X *= (size.X * taperTopFactorX); 89 v.X *= (size.X * taperTopFactorX);
90 v.Y *= (size.Y * taperTopFactorY); 90 v.Y *= (size.Y * taperTopFactorY);
91 v.Z *= size.Z; 91 v.Z *= size.Z;
92 92
93 //Push the top of the object over by the Top Shear amount 93 //Push the top of the object over by the Top Shear amount
94 v.X += pushX * size.X; 94 v.X += pushX * size.X;
95 v.Y += pushY * size.Y; 95 v.Y += pushY * size.Y;
@@ -165,7 +165,7 @@ namespace OpenSim.Region.Physics.Meshing
165 165
166 for (int i = 0; i < workingMiddle.vertices.Count; i++) 166 for (int i = 0; i < workingMiddle.vertices.Count; i++)
167 { 167 {
168 int iNext = (i + 1); 168 int iNext = i + 1;
169 169
170 if (workingMiddle.vertices[i] == null) // Can't make a simplex here 170 if (workingMiddle.vertices[i] == null) // Can't make a simplex here
171 { 171 {
@@ -200,7 +200,7 @@ namespace OpenSim.Region.Physics.Meshing
200 iLastNull = 0; 200 iLastNull = 0;
201 for (int i = 0; i < workingPlus.vertices.Count; i++) 201 for (int i = 0; i < workingPlus.vertices.Count; i++)
202 { 202 {
203 int iNext = (i + 1); 203 int iNext = i + 1;
204 204
205 if (workingPlus.vertices[i] == null) // Can't make a simplex here 205 if (workingPlus.vertices[i] == null) // Can't make a simplex here
206 { 206 {
@@ -261,7 +261,7 @@ namespace OpenSim.Region.Physics.Meshing
261 261
262 float twistTotal = twistTop - twistBot; 262 float twistTotal = twistTop - twistBot;
263 // if the profile has a lot of twist, add more layers otherwise the layers may overlap 263 // if the profile has a lot of twist, add more layers otherwise the layers may overlap
264 // and the resulting mesh may be quite inaccurate. This method is arbitrary and doesnt 264 // and the resulting mesh may be quite inaccurate. This method is arbitrary and doesn't
265 // accurately match the viewer 265 // accurately match the viewer
266 if (System.Math.Abs(twistTotal) > (float)System.Math.PI * 1.5f) steps *= 2; 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; 267 if (System.Math.Abs(twistTotal) > (float)System.Math.PI * 3.0f) steps *= 2;
@@ -291,7 +291,6 @@ namespace OpenSim.Region.Physics.Meshing
291 + " taperTopFactorX: " + taperTopFactorX.ToString() + " taperTopFactorY: " + taperTopFactorY.ToString()); 291 + " taperTopFactorX: " + taperTopFactorX.ToString() + " taperTopFactorY: " + taperTopFactorY.ToString());
292 System.Console.WriteLine("Extruder: PathScaleX: " + pathScaleX.ToString() + " pathScaleY: " + pathScaleY.ToString()); 292 System.Console.WriteLine("Extruder: PathScaleX: " + pathScaleX.ToString() + " pathScaleY: " + pathScaleY.ToString());
293#endif 293#endif
294
295 294
296 bool done = false; 295 bool done = false;
297 do // loop through the length of the path and add the layers 296 do // loop through the length of the path and add the layers
@@ -319,12 +318,16 @@ namespace OpenSim.Region.Physics.Meshing
319 318
320 // apply the taper to the profile before any rotations 319 // apply the taper to the profile before any rotations
321 if (xProfileScale != 1.0f || yProfileScale != 1.0f) 320 if (xProfileScale != 1.0f || yProfileScale != 1.0f)
321 {
322 foreach (Vertex v in newLayer.vertices) 322 foreach (Vertex v in newLayer.vertices)
323 if ( v != null ) 323 {
324 if (v != null)
324 { 325 {
325 v.X *= xProfileScale; 326 v.X *= xProfileScale;
326 v.Y *= yProfileScale; 327 v.Y *= yProfileScale;
327 } 328 }
329 }
330 }
328 331
329 float radiusScale; 332 float radiusScale;
330 333
@@ -332,8 +335,8 @@ namespace OpenSim.Region.Physics.Meshing
332 radiusScale = 1.0f - radius * percentOfPath; 335 radiusScale = 1.0f - radius * percentOfPath;
333 else if (radius < 0.001f) 336 else if (radius < 0.001f)
334 radiusScale = 1.0f + radius * (1.0f - percentOfPath); 337 radiusScale = 1.0f + radius * (1.0f - percentOfPath);
335 else radiusScale = 1.0f; 338 else
336 339 radiusScale = 1.0f;
337 340
338#if SPAM 341#if SPAM
339 System.Console.WriteLine("Extruder: angle: " + angle.ToString() + " percentOfPath: " + percentOfPath.ToString() 342 System.Console.WriteLine("Extruder: angle: " + angle.ToString() + " percentOfPath: " + percentOfPath.ToString()
@@ -379,10 +382,12 @@ namespace OpenSim.Region.Physics.Meshing
379 } 382 }
380 383
381 if (angle == startAngle) // the first layer, invert normals 384 if (angle == startAngle) // the first layer, invert normals
385 {
382 foreach (Triangle t in newLayer.triangles) 386 foreach (Triangle t in newLayer.triangles)
383 { 387 {
384 t.invertNormal(); 388 t.invertNormal();
385 } 389 }
390 }
386 391
387 result.Append(newLayer); 392 result.Append(newLayer);
388 393
@@ -397,7 +402,9 @@ namespace OpenSim.Region.Physics.Meshing
397 int iNext = (i + 1); 402 int iNext = (i + 1);
398 403
399 if (lastLayer.vertices[i] == null) // cant make a simplex here 404 if (lastLayer.vertices[i] == null) // cant make a simplex here
405 {
400 iLastNull = i + 1; 406 iLastNull = i + 1;
407 }
401 else 408 else
402 { 409 {
403 if (i == count - 1) // End of list 410 if (i == count - 1) // End of list
@@ -413,17 +420,17 @@ namespace OpenSim.Region.Physics.Meshing
413 } 420 }
414 lastLayer = newLayer; 421 lastLayer = newLayer;
415 422
416
417 // calc the angle for the next interation of the loop 423 // calc the angle for the next interation of the loop
418 if (angle >= endAngle) 424 if (angle >= endAngle)
425 {
419 done = true; 426 done = true;
427 }
420 else 428 else
421 { 429 {
422 angle = stepSize * ++step; 430 angle = stepSize * ++step;
423 if (angle > endAngle) 431 if (angle > endAngle)
424 angle = endAngle; 432 angle = endAngle;
425 } 433 }
426
427 } while (!done); // loop until all the layers in the path are completed 434 } while (!done); // loop until all the layers in the path are completed
428 435
429 // scale the mesh to the desired size 436 // scale the mesh to the desired size