From 7d89e122930be39e84a6d174548fa2d12ac0484a Mon Sep 17 00:00:00 2001 From: Teravus Ovares Date: Sat, 6 Sep 2008 07:52:41 +0000 Subject: * This is the fabled LibOMV update with all of the libOMV types from JHurliman * This is a HUGE OMG update and will definitely have unknown side effects.. so this is really only for the strong hearted at this point. Regular people should let the dust settle. * This has been tested to work with most basic functions. However.. make sure you back up 'everything' before using this. It's that big! * Essentially we're back at square 1 in the testing phase.. so lets identify things that broke. --- OpenSim/Region/Physics/Meshing/PrimMesher.cs | 11 ++++++----- 1 file changed, 6 insertions(+), 5 deletions(-) (limited to 'OpenSim/Region/Physics/Meshing/PrimMesher.cs') diff --git a/OpenSim/Region/Physics/Meshing/PrimMesher.cs b/OpenSim/Region/Physics/Meshing/PrimMesher.cs index 86bdabc..08b2d10 100644 --- a/OpenSim/Region/Physics/Meshing/PrimMesher.cs +++ b/OpenSim/Region/Physics/Meshing/PrimMesher.cs @@ -29,6 +29,7 @@ using System; using System.Collections.Generic; using System.IO; using OpenSim.Region.Physics.Manager; +using OpenMetaverse; namespace OpenSim.Region.Physics.Meshing { @@ -783,7 +784,7 @@ angles24 = [ Profile profile = new Profile(this.sides, this.profileStart, this.profileEnd, hollow, this.hollowSides); if (initialProfileRot != 0.0f) - profile.AddRot(new Quaternion(new Vertex(0.0f, 0.0f, 1.0f), initialProfileRot)); + profile.AddRot(Quaternion.CreateFromAxisAngle(new Vector3(0.0f, 0.0f, 1.0f), initialProfileRot)); bool done = false; while (!done) @@ -807,7 +808,7 @@ angles24 = [ float twist = twistBegin + twistTotal * percentOfPath; if (twist != 0.0f) - newLayer.AddRot(new Quaternion(new Vertex(0.0f, 0.0f, 1.0f), twist)); + newLayer.AddRot(Quaternion.CreateFromAxisAngle(new Vector3(0.0f, 0.0f, 1.0f), twist)); newLayer.AddPos(xOffset, yOffset, zOffset); @@ -948,7 +949,7 @@ angles24 = [ Profile profile = new Profile(this.sides, this.profileStart, this.profileEnd, hollow, this.hollowSides); if (initialProfileRot != 0.0f) - profile.AddRot(new Quaternion(new Vertex(0.0f, 0.0f, 1.0f), initialProfileRot)); + profile.AddRot(Quaternion.CreateFromAxisAngle(new Vector3(0.0f, 0.0f, 1.0f), initialProfileRot)); bool done = false; while (!done) // loop through the length of the path and add the layers @@ -991,12 +992,12 @@ angles24 = [ // next apply twist rotation to the profile layer if (twistTotal != 0.0f || twistBegin != 0.0f) - newLayer.AddRot(new Quaternion(new Vertex(0.0f, 0.0f, 1.0f), twist)); + newLayer.AddRot(Quaternion.CreateFromAxisAngle(new Vector3(0.0f, 0.0f, 1.0f), twist)); // now orient the rotation of the profile layer relative to it's position on the path // adding taperY to the angle used to generate the quat appears to approximate the viewer //newLayer.AddRot(new Quaternion(new Vertex(1.0f, 0.0f, 0.0f), angle + this.topShearY * 0.9f)); - newLayer.AddRot(new Quaternion(new Vertex(1.0f, 0.0f, 0.0f), angle + this.topShearY)); + newLayer.AddRot(Quaternion.CreateFromAxisAngle(new Vector3(1.0f, 0.0f, 0.0f), angle + this.topShearY)); newLayer.AddPos(xOffset, yOffset, zOffset); if (angle == startAngle) -- cgit v1.1