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-rw-r--r--OpenSim/Region/Physics/Meshing/PrimMesher.cs77
-rw-r--r--OpenSim/Region/Physics/Meshing/SculptMesh.cs18
2 files changed, 75 insertions, 20 deletions
diff --git a/OpenSim/Region/Physics/Meshing/PrimMesher.cs b/OpenSim/Region/Physics/Meshing/PrimMesher.cs
index ca16b63..936bb02 100644
--- a/OpenSim/Region/Physics/Meshing/PrimMesher.cs
+++ b/OpenSim/Region/Physics/Meshing/PrimMesher.cs
@@ -945,33 +945,33 @@ namespace PrimMesher
945 this.faceUVs.Add(new UVCoord(1.0f - (0.5f + c.X), 1.0f - (0.5f - c.Y))); 945 this.faceUVs.Add(new UVCoord(1.0f - (0.5f + c.X), 1.0f - (0.5f - c.Y)));
946 } 946 }
947 947
948 internal Profile Clone() 948 internal Profile Copy()
949 { 949 {
950 return this.Clone(true); 950 return this.Copy(true);
951 } 951 }
952 952
953 internal Profile Clone(bool needFaces) 953 internal Profile Copy(bool needFaces)
954 { 954 {
955 Profile clone = new Profile(); 955 Profile copy = new Profile();
956 956
957 clone.coords.AddRange(this.coords); 957 copy.coords.AddRange(this.coords);
958 clone.faceUVs.AddRange(this.faceUVs); 958 copy.faceUVs.AddRange(this.faceUVs);
959 959
960 if (needFaces) 960 if (needFaces)
961 clone.faces.AddRange(this.faces); 961 copy.faces.AddRange(this.faces);
962 if ((clone.calcVertexNormals = this.calcVertexNormals) == true) 962 if ((copy.calcVertexNormals = this.calcVertexNormals) == true)
963 { 963 {
964 clone.vertexNormals.AddRange(this.vertexNormals); 964 copy.vertexNormals.AddRange(this.vertexNormals);
965 clone.faceNormal = this.faceNormal; 965 copy.faceNormal = this.faceNormal;
966 clone.cutNormal1 = this.cutNormal1; 966 copy.cutNormal1 = this.cutNormal1;
967 clone.cutNormal2 = this.cutNormal2; 967 copy.cutNormal2 = this.cutNormal2;
968 clone.us.AddRange(this.us); 968 copy.us.AddRange(this.us);
969 clone.faceNumbers.AddRange(this.faceNumbers); 969 copy.faceNumbers.AddRange(this.faceNumbers);
970 } 970 }
971 clone.numOuterVerts = this.numOuterVerts; 971 copy.numOuterVerts = this.numOuterVerts;
972 clone.numHollowVerts = this.numHollowVerts; 972 copy.numHollowVerts = this.numHollowVerts;
973 973
974 return clone; 974 return copy;
975 } 975 }
976 976
977 internal void AddPos(Coord v) 977 internal void AddPos(Coord v)
@@ -1344,7 +1344,7 @@ namespace PrimMesher
1344 bool done = false; 1344 bool done = false;
1345 while (!done) 1345 while (!done)
1346 { 1346 {
1347 Profile newLayer = profile.Clone(); 1347 Profile newLayer = profile.Copy();
1348 1348
1349 if (this.taperX == 0.0f) 1349 if (this.taperX == 0.0f)
1350 xProfileScale = 1.0f; 1350 xProfileScale = 1.0f;
@@ -1730,8 +1730,8 @@ namespace PrimMesher
1730 if (angle <= startAngle + .01f || angle >= endAngle - .01f) 1730 if (angle <= startAngle + .01f || angle >= endAngle - .01f)
1731 isEndLayer = true; 1731 isEndLayer = true;
1732 1732
1733 //Profile newLayer = profile.Clone(isEndLayer && needEndFaces); 1733 //Profile newLayer = profile.Copy(isEndLayer && needEndFaces);
1734 Profile newLayer = profile.Clone(); 1734 Profile newLayer = profile.Copy();
1735 1735
1736 float xProfileScale = (1.0f - Math.Abs(this.skew)) * this.holeSizeX; 1736 float xProfileScale = (1.0f - Math.Abs(this.skew)) * this.holeSizeX;
1737 float yProfileScale = this.holeSizeY; 1737 float yProfileScale = this.holeSizeY;
@@ -2036,6 +2036,43 @@ namespace PrimMesher
2036 } 2036 }
2037 2037
2038 /// <summary> 2038 /// <summary>
2039 /// Duplicates a PrimMesh object. All object properties are copied by value, including lists.
2040 /// </summary>
2041 /// <returns></returns>
2042 public PrimMesh Copy()
2043 {
2044 PrimMesh copy = new PrimMesh(this.sides, this.profileStart, this.profileEnd, this.hollow, this.hollowSides);
2045 copy.twistBegin = this.twistBegin;
2046 copy.twistEnd = this.twistEnd;
2047 copy.topShearX = this.topShearX;
2048 copy.topShearY = this.topShearY;
2049 copy.pathCutBegin = this.pathCutBegin;
2050 copy.pathCutEnd = this.pathCutEnd;
2051 copy.dimpleBegin = this.dimpleBegin;
2052 copy.dimpleEnd = this.dimpleEnd;
2053 copy.skew = this.skew;
2054 copy.holeSizeX = this.holeSizeX;
2055 copy.holeSizeY = this.holeSizeY;
2056 copy.taperX = this.taperX;
2057 copy.taperY = this.taperY;
2058 copy.radius = this.radius;
2059 copy.revolutions = this.revolutions;
2060 copy.stepsPerRevolution = this.stepsPerRevolution;
2061 copy.calcVertexNormals = this.calcVertexNormals;
2062 copy.normalsProcessed = this.normalsProcessed;
2063 copy.viewerMode = this.viewerMode;
2064 copy.numPrimFaces = this.numPrimFaces;
2065 copy.errorMessage = this.errorMessage;
2066
2067 copy.coords = new List<Coord>(this.coords);
2068 copy.faces = new List<Face>(this.faces);
2069 copy.viewerFaces = new List<ViewerFace>(this.viewerFaces);
2070 copy.normals = new List<Coord>(this.normals);
2071
2072 return copy;
2073 }
2074
2075 /// <summary>
2039 /// Calculate surface normals for all of the faces in the list of faces in this mesh 2076 /// Calculate surface normals for all of the faces in the list of faces in this mesh
2040 /// </summary> 2077 /// </summary>
2041 public void CalcNormals() 2078 public void CalcNormals()
diff --git a/OpenSim/Region/Physics/Meshing/SculptMesh.cs b/OpenSim/Region/Physics/Meshing/SculptMesh.cs
index 5b8a5be..77b1771 100644
--- a/OpenSim/Region/Physics/Meshing/SculptMesh.cs
+++ b/OpenSim/Region/Physics/Meshing/SculptMesh.cs
@@ -376,6 +376,24 @@ namespace PrimMesher
376 calcVertexNormals(sculptType, width, height); 376 calcVertexNormals(sculptType, width, height);
377 } 377 }
378 378
379 /// <summary>
380 /// Duplicates a SculptMesh object. All object properties are copied by value, including lists.
381 /// </summary>
382 /// <returns></returns>
383 public SculptMesh Copy()
384 {
385 return new SculptMesh(this);
386 }
387
388 public SculptMesh(SculptMesh sm)
389 {
390 coords = new List<Coord>(sm.coords);
391 faces = new List<Face>(sm.faces);
392 viewerFaces = new List<ViewerFace>(sm.viewerFaces);
393 normals = new List<Coord>(sm.normals);
394 uvs = new List<UVCoord>(sm.uvs);
395 }
396
379 private void calcVertexNormals(SculptType sculptType, int xSize, int ySize) 397 private void calcVertexNormals(SculptType sculptType, int xSize, int ySize)
380 { // compute vertex normals by summing all the surface normals of all the triangles sharing 398 { // compute vertex normals by summing all the surface normals of all the triangles sharing
381 // each vertex and then normalizing 399 // each vertex and then normalizing