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Diffstat (limited to 'OpenSim/Region/Physics/UbitMeshing/Mesh.cs')
-rw-r--r--OpenSim/Region/Physics/UbitMeshing/Mesh.cs55
1 files changed, 32 insertions, 23 deletions
diff --git a/OpenSim/Region/Physics/UbitMeshing/Mesh.cs b/OpenSim/Region/Physics/UbitMeshing/Mesh.cs
index c715642..0727802 100644
--- a/OpenSim/Region/Physics/UbitMeshing/Mesh.cs
+++ b/OpenSim/Region/Physics/UbitMeshing/Mesh.cs
@@ -46,8 +46,8 @@ namespace OpenSim.Region.Physics.Meshing
46 IntPtr m_indicesPtr = IntPtr.Zero; 46 IntPtr m_indicesPtr = IntPtr.Zero;
47 int m_indexCount = 0; 47 int m_indexCount = 0;
48 public float[] m_normals; 48 public float[] m_normals;
49 Vector3 _centroid; 49 Vector3 m_centroid;
50 int _centroidDiv; 50 int m_centroidDiv;
51 51
52 private class vertexcomp : IEqualityComparer<Vertex> 52 private class vertexcomp : IEqualityComparer<Vertex>
53 { 53 {
@@ -65,7 +65,6 @@ namespace OpenSim.Region.Physics.Meshing
65 int c = v.Z.GetHashCode(); 65 int c = v.Z.GetHashCode();
66 return (a << 16) ^ (b << 8) ^ c; 66 return (a << 16) ^ (b << 8) ^ c;
67 } 67 }
68
69 } 68 }
70 69
71 public Mesh() 70 public Mesh()
@@ -74,8 +73,18 @@ namespace OpenSim.Region.Physics.Meshing
74 73
75 m_vertices = new Dictionary<Vertex, int>(vcomp); 74 m_vertices = new Dictionary<Vertex, int>(vcomp);
76 m_triangles = new List<Triangle>(); 75 m_triangles = new List<Triangle>();
77 _centroid = Vector3.Zero; 76 m_centroid = Vector3.Zero;
78 _centroidDiv = 0; 77 m_centroidDiv = 0;
78 }
79
80 public int RefCount { get; set; }
81
82 public ulong Key { get; set; }
83
84 public void Scale(Vector3 scale)
85 {
86
87
79 } 88 }
80 89
81 public Mesh Clone() 90 public Mesh Clone()
@@ -86,8 +95,8 @@ namespace OpenSim.Region.Physics.Meshing
86 { 95 {
87 result.Add(new Triangle(t.v1.Clone(), t.v2.Clone(), t.v3.Clone())); 96 result.Add(new Triangle(t.v1.Clone(), t.v2.Clone(), t.v3.Clone()));
88 } 97 }
89 result._centroid = _centroid; 98 result.m_centroid = m_centroid;
90 result._centroidDiv = _centroidDiv; 99 result.m_centroidDiv = m_centroidDiv;
91 return result; 100 return result;
92 } 101 }
93 102
@@ -109,41 +118,41 @@ namespace OpenSim.Region.Physics.Meshing
109 118
110 if (m_vertices.Count == 0) 119 if (m_vertices.Count == 0)
111 { 120 {
112 _centroidDiv = 0; 121 m_centroidDiv = 0;
113 _centroid = Vector3.Zero; 122 m_centroid = Vector3.Zero;
114 } 123 }
115 124
116 if (!m_vertices.ContainsKey(triangle.v1)) 125 if (!m_vertices.ContainsKey(triangle.v1))
117 { 126 {
118 m_vertices[triangle.v1] = m_vertices.Count; 127 m_vertices[triangle.v1] = m_vertices.Count;
119 _centroid.X += triangle.v1.X; 128 m_centroid.X += triangle.v1.X;
120 _centroid.Y += triangle.v1.Y; 129 m_centroid.Y += triangle.v1.Y;
121 _centroid.Z += triangle.v1.Z; 130 m_centroid.Z += triangle.v1.Z;
122 _centroidDiv++; 131 m_centroidDiv++;
123 } 132 }
124 if (!m_vertices.ContainsKey(triangle.v2)) 133 if (!m_vertices.ContainsKey(triangle.v2))
125 { 134 {
126 m_vertices[triangle.v2] = m_vertices.Count; 135 m_vertices[triangle.v2] = m_vertices.Count;
127 _centroid.X += triangle.v2.X; 136 m_centroid.X += triangle.v2.X;
128 _centroid.Y += triangle.v2.Y; 137 m_centroid.Y += triangle.v2.Y;
129 _centroid.Z += triangle.v2.Z; 138 m_centroid.Z += triangle.v2.Z;
130 _centroidDiv++; 139 m_centroidDiv++;
131 } 140 }
132 if (!m_vertices.ContainsKey(triangle.v3)) 141 if (!m_vertices.ContainsKey(triangle.v3))
133 { 142 {
134 m_vertices[triangle.v3] = m_vertices.Count; 143 m_vertices[triangle.v3] = m_vertices.Count;
135 _centroid.X += triangle.v3.X; 144 m_centroid.X += triangle.v3.X;
136 _centroid.Y += triangle.v3.Y; 145 m_centroid.Y += triangle.v3.Y;
137 _centroid.Z += triangle.v3.Z; 146 m_centroid.Z += triangle.v3.Z;
138 _centroidDiv++; 147 m_centroidDiv++;
139 } 148 }
140 m_triangles.Add(triangle); 149 m_triangles.Add(triangle);
141 } 150 }
142 151
143 public Vector3 GetCentroid() 152 public Vector3 GetCentroid()
144 { 153 {
145 if (_centroidDiv > 0) 154 if (m_centroidDiv > 0)
146 return new Vector3(_centroid.X / _centroidDiv, _centroid.Y / _centroidDiv, _centroid.Z / _centroidDiv); 155 return new Vector3(m_centroid.X / m_centroidDiv, m_centroid.Y / m_centroidDiv, m_centroid.Z / m_centroidDiv);
147 else 156 else
148 return Vector3.Zero; 157 return Vector3.Zero;
149 } 158 }