From 82554e9a89e4ca39c1522d539862f9fd6a2f2a7e Mon Sep 17 00:00:00 2001 From: dahlia Date: Mon, 2 Nov 2009 22:24:58 -0800 Subject: Delete depricated extrusion methods and redirect to universal extrude method. Sync with PrimMesher.cs r47 on forge. --- OpenSim/Region/Physics/Meshing/PrimMesher.cs | 855 +-------------------------- 1 file changed, 16 insertions(+), 839 deletions(-) (limited to 'OpenSim/Region/Physics') diff --git a/OpenSim/Region/Physics/Meshing/PrimMesher.cs b/OpenSim/Region/Physics/Meshing/PrimMesher.cs index 47ce615..c7c9160 100644 --- a/OpenSim/Region/Physics/Meshing/PrimMesher.cs +++ b/OpenSim/Region/Physics/Meshing/PrimMesher.cs @@ -67,11 +67,6 @@ namespace PrimMesher Normalize(); } - public Quat Identity() - { - return new Quat(0.0f, 0.0f, 0.0f, 1.0f); - } - public float Length() { return (float)Math.Sqrt(X * X + Y * Y + Z * Z + W * W); @@ -660,7 +655,7 @@ namespace PrimMesher this.faceNumbers = new List(); Coord center = new Coord(0.0f, 0.0f, 0.0f); - bool hasCenter = false; + //bool hasCenter = false; List hollowCoords = new List(); List hollowNormals = new List(); @@ -727,7 +722,7 @@ namespace PrimMesher else if (!simpleFace) { this.coords.Add(center); - hasCenter = true; + //hasCenter = true; if (this.calcVertexNormals) this.vertexNormals.Add(new Coord(0.0f, 0.0f, 1.0f)); this.us.Add(0.0f); @@ -1541,7 +1536,7 @@ namespace PrimMesher } /// - /// Extrudes a profile along a straight line path. Used for prim types box, cylinder, and prism. + /// Extrudes a profile along a path. /// public void Extrude(PathType pathType) { @@ -1557,7 +1552,6 @@ namespace PrimMesher if (this.calcVertexNormals) this.normals = new List(); - //int step = 0; int steps = 1; float length = this.pathCutEnd - this.pathCutBegin; @@ -1579,20 +1573,6 @@ namespace PrimMesher if (twistTotalAbs > 0.01f) steps += (int)(twistTotalAbs * 3.66); // dahlia's magic number - //float start = -0.5f; - //float stepSize = length / (float)steps; - //float percentOfPathMultiplier = stepSize; - //float xProfileScale = 1.0f; - //float yProfileScale = 1.0f; - //float xOffset = 0.0f; - //float yOffset = 0.0f; - //float zOffset = start; - //float xOffsetStepIncrement = this.topShearX / steps; - //float yOffsetStepIncrement = this.topShearY / steps; - - //float percentOfPath = this.pathCutBegin; - //zOffset += percentOfPath; - float hollow = this.hollow; // sanity checks @@ -1662,7 +1642,6 @@ namespace PrimMesher cut2Vert = hasHollow ? profile.numOuterVerts - 1 : profile.numOuterVerts; } - if (initialProfileRot != 0.0f) { profile.AddRot(new Quat(new Coord(0.0f, 0.0f, 1.0f), initialProfileRot)); @@ -1693,24 +1672,6 @@ namespace PrimMesher path.stepsPerRevolution = stepsPerRevolution; path.Create(pathType, steps); - /* - public int twistBegin = 0; - public int twistEnd = 0; - public float topShearX = 0.0f; - public float topShearY = 0.0f; - public float pathCutBegin = 0.0f; - public float pathCutEnd = 1.0f; - public float dimpleBegin = 0.0f; - public float dimpleEnd = 1.0f; - public float skew = 0.0f; - public float holeSizeX = 1.0f; // called pathScaleX in pbs - public float holeSizeY = 0.25f; - public float taperX = 0.0f; - public float taperY = 0.0f; - public float radius = 0.0f; - public float revolutions = 1.0f; - public int stepsPerRevolution = 24; - */ bool needEndFaces = false; if (pathType == PathType.Circular) @@ -1796,7 +1757,6 @@ namespace PrimMesher int numVerts = newLayer.coords.Count; Face newFace = new Face(); - //if (step > 0) if (nodeIndex > 0) { int startVert = coordsLen + 1; @@ -1812,7 +1772,6 @@ namespace PrimMesher iNext = startVert; int whichVert = i - startVert; - //int whichVert2 = i - lastCoordsLen; newFace.v1 = i; newFace.v2 = i - numVerts; @@ -1982,808 +1941,26 @@ namespace PrimMesher /// + /// DEPRICATED - use Extrude(PathType.Linear) instead /// Extrudes a profile along a straight line path. Used for prim types box, cylinder, and prism. /// + /// public void ExtrudeLinear() { - this.coords = new List(); - this.faces = new List(); - - if (this.viewerMode) - { - this.viewerFaces = new List(); - this.calcVertexNormals = true; - } - - if (this.calcVertexNormals) - this.normals = new List(); - - int step = 0; - int steps = 1; - - float length = this.pathCutEnd - this.pathCutBegin; - normalsProcessed = false; - - if (this.viewerMode && this.sides == 3) - { - // prisms don't taper well so add some vertical resolution - // other prims may benefit from this but just do prisms for now - if (Math.Abs(this.taperX) > 0.01 || Math.Abs(this.taperY) > 0.01) - steps = (int)(steps * 4.5 * length); - } - - - float twistBegin = this.twistBegin / 360.0f * twoPi; - float twistEnd = this.twistEnd / 360.0f * twoPi; - float twistTotal = twistEnd - twistBegin; - float twistTotalAbs = Math.Abs(twistTotal); - if (twistTotalAbs > 0.01f) - steps += (int)(twistTotalAbs * 3.66); // dahlia's magic number - - float start = -0.5f; - float stepSize = length / (float)steps; - float percentOfPathMultiplier = stepSize; - float xProfileScale = 1.0f; - float yProfileScale = 1.0f; - float xOffset = 0.0f; - float yOffset = 0.0f; - float zOffset = start; - float xOffsetStepIncrement = this.topShearX / steps; - float yOffsetStepIncrement = this.topShearY / steps; - - float percentOfPath = this.pathCutBegin; - zOffset += percentOfPath; - - float hollow = this.hollow; - - // sanity checks - float initialProfileRot = 0.0f; - if (this.sides == 3) - { - if (this.hollowSides == 4) - { - if (hollow > 0.7f) - hollow = 0.7f; - hollow *= 0.707f; - } - else hollow *= 0.5f; - } - else if (this.sides == 4) - { - initialProfileRot = 1.25f * (float)Math.PI; - if (this.hollowSides != 4) - hollow *= 0.707f; - } - else if (this.sides == 24 && this.hollowSides == 4) - hollow *= 1.414f; - - Profile profile = new Profile(this.sides, this.profileStart, this.profileEnd, hollow, this.hollowSides, true, calcVertexNormals); - this.errorMessage = profile.errorMessage; - - this.numPrimFaces = profile.numPrimFaces; - - int cut1Vert = -1; - int cut2Vert = -1; - if (hasProfileCut) - { - cut1Vert = hasHollow ? profile.coords.Count - 1 : 0; - cut2Vert = hasHollow ? profile.numOuterVerts - 1 : profile.numOuterVerts; - } - - if (initialProfileRot != 0.0f) - { - profile.AddRot(new Quat(new Coord(0.0f, 0.0f, 1.0f), initialProfileRot)); - if (viewerMode) - profile.MakeFaceUVs(); - } - - Coord lastCutNormal1 = new Coord(); - Coord lastCutNormal2 = new Coord(); - float lastV = 1.0f; - - bool done = false; - while (!done) - { - Profile newLayer = profile.Copy(); - - if (this.taperX == 0.0f) - xProfileScale = 1.0f; - else if (this.taperX > 0.0f) - xProfileScale = 1.0f - percentOfPath * this.taperX; - else xProfileScale = 1.0f + (1.0f - percentOfPath) * this.taperX; - - if (this.taperY == 0.0f) - yProfileScale = 1.0f; - else if (this.taperY > 0.0f) - yProfileScale = 1.0f - percentOfPath * this.taperY; - else yProfileScale = 1.0f + (1.0f - percentOfPath) * this.taperY; - - if (xProfileScale != 1.0f || yProfileScale != 1.0f) - newLayer.Scale(xProfileScale, yProfileScale); - - float twist = twistBegin + twistTotal * percentOfPath; - if (twist != 0.0f) - newLayer.AddRot(new Quat(new Coord(0.0f, 0.0f, 1.0f), twist)); - - newLayer.AddPos(xOffset, yOffset, zOffset); - - if (step == 0) - { - newLayer.FlipNormals(); - - // add the top faces to the viewerFaces list here - if (this.viewerMode) - { - Coord faceNormal = newLayer.faceNormal; - ViewerFace newViewerFace = new ViewerFace(profile.bottomFaceNumber); - int numFaces = newLayer.faces.Count; - List faces = newLayer.faces; - - for (int i = 0; i < numFaces; i++) - { - Face face = faces[i]; - newViewerFace.v1 = newLayer.coords[face.v1]; - newViewerFace.v2 = newLayer.coords[face.v2]; - newViewerFace.v3 = newLayer.coords[face.v3]; - - newViewerFace.coordIndex1 = face.v1; - newViewerFace.coordIndex2 = face.v2; - newViewerFace.coordIndex3 = face.v3; - - newViewerFace.n1 = faceNormal; - newViewerFace.n2 = faceNormal; - newViewerFace.n3 = faceNormal; - - newViewerFace.uv1 = newLayer.faceUVs[face.v1]; - newViewerFace.uv2 = newLayer.faceUVs[face.v2]; - newViewerFace.uv3 = newLayer.faceUVs[face.v3]; - - this.viewerFaces.Add(newViewerFace); - } - } - } - - // append this layer - - int coordsLen = this.coords.Count; - int lastCoordsLen = coordsLen; - newLayer.AddValue2FaceVertexIndices(coordsLen); - - this.coords.AddRange(newLayer.coords); - - if (this.calcVertexNormals) - { - newLayer.AddValue2FaceNormalIndices(this.normals.Count); - this.normals.AddRange(newLayer.vertexNormals); - } - - if (percentOfPath < this.pathCutBegin + 0.01f || percentOfPath > this.pathCutEnd - 0.01f) - this.faces.AddRange(newLayer.faces); - - // fill faces between layers - - int numVerts = newLayer.coords.Count; - Face newFace = new Face(); - - if (step > 0) - { - int startVert = coordsLen + 1; - int endVert = this.coords.Count; - - if (sides < 5 || this.hasProfileCut || hollow > 0.0f) - startVert--; - - for (int i = startVert; i < endVert; i++) - { - int iNext = i + 1; - if (i == endVert - 1) - iNext = startVert; - - int whichVert = i - startVert; - //int whichVert2 = i - lastCoordsLen; - - newFace.v1 = i; - newFace.v2 = i - numVerts; - newFace.v3 = iNext - numVerts; - this.faces.Add(newFace); - - newFace.v2 = iNext - numVerts; - newFace.v3 = iNext; - this.faces.Add(newFace); - - if (this.viewerMode) - { - // add the side faces to the list of viewerFaces here - //int primFaceNum = 1; - //if (whichVert >= sides) - // primFaceNum = 2; - int primFaceNum = profile.faceNumbers[whichVert]; - - ViewerFace newViewerFace1 = new ViewerFace(primFaceNum); - ViewerFace newViewerFace2 = new ViewerFace(primFaceNum); - - float u1 = newLayer.us[whichVert]; - float u2 = 1.0f; - if (whichVert < newLayer.us.Count - 1) - u2 = newLayer.us[whichVert + 1]; - - if (whichVert == cut1Vert || whichVert == cut2Vert) - { - u1 = 0.0f; - u2 = 1.0f; - } - else if (sides < 5) - { // boxes and prisms have one texture face per side of the prim, so the U values have to be scaled - // to reflect the entire texture width - u1 *= sides; - u2 *= sides; - u2 -= (int)u1; - u1 -= (int)u1; - if (u2 < 0.1f) - u2 = 1.0f; - - //newViewerFace2.primFaceNumber = newViewerFace1.primFaceNumber = whichVert + 1; - } - - newViewerFace1.uv1.U = u1; - newViewerFace1.uv2.U = u1; - newViewerFace1.uv3.U = u2; - - newViewerFace1.uv1.V = 1.0f - percentOfPath; - newViewerFace1.uv2.V = lastV; - newViewerFace1.uv3.V = lastV; - - newViewerFace2.uv1.U = u1; - newViewerFace2.uv2.U = u2; - newViewerFace2.uv3.U = u2; - - newViewerFace2.uv1.V = 1.0f - percentOfPath; - newViewerFace2.uv2.V = lastV; - newViewerFace2.uv3.V = 1.0f - percentOfPath; - - newViewerFace1.v1 = this.coords[i]; - newViewerFace1.v2 = this.coords[i - numVerts]; - newViewerFace1.v3 = this.coords[iNext - numVerts]; - - newViewerFace2.v1 = this.coords[i]; - newViewerFace2.v2 = this.coords[iNext - numVerts]; - newViewerFace2.v3 = this.coords[iNext]; - - newViewerFace1.coordIndex1 = i; - newViewerFace1.coordIndex2 = i - numVerts; - newViewerFace1.coordIndex3 = iNext - numVerts; - - newViewerFace2.coordIndex1 = i; - newViewerFace2.coordIndex2 = iNext - numVerts; - newViewerFace2.coordIndex3 = iNext; - - // profile cut faces - if (whichVert == cut1Vert) - { - newViewerFace1.n1 = newLayer.cutNormal1; - newViewerFace1.n2 = newViewerFace1.n3 = lastCutNormal1; + this.Extrude(PathType.Linear); + } - newViewerFace2.n1 = newViewerFace2.n3 = newLayer.cutNormal1; - newViewerFace2.n2 = lastCutNormal1; - } - else if (whichVert == cut2Vert) - { - newViewerFace1.n1 = newLayer.cutNormal2; - newViewerFace1.n2 = newViewerFace1.n3 = lastCutNormal2; - newViewerFace2.n1 = newViewerFace2.n3 = newLayer.cutNormal2; - newViewerFace2.n2 = lastCutNormal2; - } + /// + /// DEPRICATED - use Extrude(PathType.Circular) instead + /// Extrude a profile into a circular path prim mesh. Used for prim types torus, tube, and ring. + /// + /// + public void ExtrudeCircular() + { + this.Extrude(PathType.Circular); + } - else // outer and hollow faces - { - if ((sides < 5 && whichVert < newLayer.numOuterVerts) || (hollowSides < 5 && whichVert >= newLayer.numOuterVerts)) - { - newViewerFace1.CalcSurfaceNormal(); - newViewerFace2.CalcSurfaceNormal(); - } - else - { - newViewerFace1.n1 = this.normals[i]; - newViewerFace1.n2 = this.normals[i - numVerts]; - newViewerFace1.n3 = this.normals[iNext - numVerts]; - - newViewerFace2.n1 = this.normals[i]; - newViewerFace2.n2 = this.normals[iNext - numVerts]; - newViewerFace2.n3 = this.normals[iNext]; - } - } - - //newViewerFace2.primFaceNumber = newViewerFace1.primFaceNumber = newLayer.faceNumbers[whichVert]; - - this.viewerFaces.Add(newViewerFace1); - this.viewerFaces.Add(newViewerFace2); - - } - } - } - - lastCutNormal1 = newLayer.cutNormal1; - lastCutNormal2 = newLayer.cutNormal2; - lastV = 1.0f - percentOfPath; - - // calc the step for the next iteration of the loop - - if (step < steps) - { - step += 1; - percentOfPath += percentOfPathMultiplier; - xOffset += xOffsetStepIncrement; - yOffset += yOffsetStepIncrement; - zOffset += stepSize; - if (percentOfPath > this.pathCutEnd) - done = true; - } - else done = true; - - if (done && viewerMode) - { - // add the top faces to the viewerFaces list here - Coord faceNormal = newLayer.faceNormal; - ViewerFace newViewerFace = new ViewerFace(); - newViewerFace.primFaceNumber = 0; - int numFaces = newLayer.faces.Count; - List faces = newLayer.faces; - - for (int i = 0; i < numFaces; i++) - { - Face face = faces[i]; - newViewerFace.v1 = newLayer.coords[face.v1 - coordsLen]; - newViewerFace.v2 = newLayer.coords[face.v2 - coordsLen]; - newViewerFace.v3 = newLayer.coords[face.v3 - coordsLen]; - - newViewerFace.coordIndex1 = face.v1 - coordsLen; - newViewerFace.coordIndex2 = face.v2 - coordsLen; - newViewerFace.coordIndex3 = face.v3 - coordsLen; - - newViewerFace.n1 = faceNormal; - newViewerFace.n2 = faceNormal; - newViewerFace.n3 = faceNormal; - - newViewerFace.uv1 = newLayer.faceUVs[face.v1 - coordsLen]; - newViewerFace.uv2 = newLayer.faceUVs[face.v2 - coordsLen]; - newViewerFace.uv3 = newLayer.faceUVs[face.v3 - coordsLen]; - - this.viewerFaces.Add(newViewerFace); - } - } - } - } - - - /// - /// Extrude a profile into a circular path prim mesh. Used for prim types torus, tube, and ring. - /// - public void ExtrudeCircular() - { - this.coords = new List(); - this.faces = new List(); - - if (this.viewerMode) - { - this.viewerFaces = new List(); - this.calcVertexNormals = true; - } - - if (this.calcVertexNormals) - this.normals = new List(); - - int step = 0; - int steps = 24; - - normalsProcessed = false; - - float twistBegin = this.twistBegin / 360.0f * twoPi; - float twistEnd = this.twistEnd / 360.0f * twoPi; - float twistTotal = twistEnd - twistBegin; - - // if the profile has a lot of twist, add more layers otherwise the layers may overlap - // and the resulting mesh may be quite inaccurate. This method is arbitrary and doesn't - // accurately match the viewer - float twistTotalAbs = Math.Abs(twistTotal); - if (twistTotalAbs > 0.01f) - { - if (twistTotalAbs > Math.PI * 1.5f) - steps *= 2; - if (twistTotalAbs > Math.PI * 3.0f) - steps *= 2; - } - - float yPathScale = this.holeSizeY * 0.5f; - float pathLength = this.pathCutEnd - this.pathCutBegin; - float totalSkew = this.skew * 2.0f * pathLength; - float skewStart = this.pathCutBegin * 2.0f * this.skew - this.skew; - float xOffsetTopShearXFactor = this.topShearX * (0.25f + 0.5f * (0.5f - this.holeSizeY)); - float yShearCompensation = 1.0f + Math.Abs(this.topShearY) * 0.25f; - - // It's not quite clear what pushY (Y top shear) does, but subtracting it from the start and end - // angles appears to approximate it's effects on path cut. Likewise, adding it to the angle used - // to calculate the sine for generating the path radius appears to approximate it's effects there - // too, but there are some subtle differences in the radius which are noticeable as the prim size - // increases and it may affect megaprims quite a bit. The effect of the Y top shear parameter on - // the meshes generated with this technique appear nearly identical in shape to the same prims when - // displayed by the viewer. - - float startAngle = (twoPi * this.pathCutBegin * this.revolutions) - this.topShearY * 0.9f; - float endAngle = (twoPi * this.pathCutEnd * this.revolutions) - this.topShearY * 0.9f; - float stepSize = twoPi / this.stepsPerRevolution; - - step = (int)(startAngle / stepSize); - int firstStep = step; - float angle = startAngle; - float hollow = this.hollow; - - // sanity checks - float initialProfileRot = 0.0f; - if (this.sides == 3) - { - initialProfileRot = (float)Math.PI; - if (this.hollowSides == 4) - { - if (hollow > 0.7f) - hollow = 0.7f; - hollow *= 0.707f; - } - else hollow *= 0.5f; - } - else if (this.sides == 4) - { - initialProfileRot = 0.25f * (float)Math.PI; - if (this.hollowSides != 4) - hollow *= 0.707f; - } - else if (this.sides > 4) - { - initialProfileRot = (float)Math.PI; - if (this.hollowSides == 4) - { - if (hollow > 0.7f) - hollow = 0.7f; - hollow /= 0.7f; - } - } - - bool needEndFaces = false; - if (this.pathCutBegin != 0.0f || this.pathCutEnd != 1.0f) - needEndFaces = true; - else if (this.taperX != 0.0f || this.taperY != 0.0f) - needEndFaces = true; - else if (this.skew != 0.0f) - needEndFaces = true; - else if (twistTotal != 0.0f) - needEndFaces = true; - else if (this.radius != 0.0f) - needEndFaces = true; - - Profile profile = new Profile(this.sides, this.profileStart, this.profileEnd, hollow, this.hollowSides, needEndFaces, calcVertexNormals); - this.errorMessage = profile.errorMessage; - - this.numPrimFaces = profile.numPrimFaces; - - int cut1Vert = -1; - int cut2Vert = -1; - if (hasProfileCut) - { - cut1Vert = hasHollow ? profile.coords.Count - 1 : 0; - cut2Vert = hasHollow ? profile.numOuterVerts - 1 : profile.numOuterVerts; - } - - if (initialProfileRot != 0.0f) - { - profile.AddRot(new Quat(new Coord(0.0f, 0.0f, 1.0f), initialProfileRot)); - if (viewerMode) - profile.MakeFaceUVs(); - } - - Coord lastCutNormal1 = new Coord(); - Coord lastCutNormal2 = new Coord(); - float lastV = 1.0f; - - bool done = false; - while (!done) // loop through the length of the path and add the layers - { - bool isEndLayer = false; - if (angle <= startAngle + .01f || angle >= endAngle - .01f) - isEndLayer = true; - - Profile newLayer = profile.Copy(); - - float xProfileScale = (1.0f - Math.Abs(this.skew)) * this.holeSizeX; - float yProfileScale = this.holeSizeY; - - float percentOfPath = angle / (twoPi * this.revolutions); - float percentOfAngles = (angle - startAngle) / (endAngle - startAngle); - - if (this.taperX > 0.01f) - xProfileScale *= 1.0f - percentOfPath * this.taperX; - else if (this.taperX < -0.01f) - xProfileScale *= 1.0f + (1.0f - percentOfPath) * this.taperX; - - if (this.taperY > 0.01f) - yProfileScale *= 1.0f - percentOfPath * this.taperY; - else if (this.taperY < -0.01f) - yProfileScale *= 1.0f + (1.0f - percentOfPath) * this.taperY; - - if (xProfileScale != 1.0f || yProfileScale != 1.0f) - newLayer.Scale(xProfileScale, yProfileScale); - - float radiusScale = 1.0f; - if (this.radius > 0.001f) - radiusScale = 1.0f - this.radius * percentOfPath; - else if (this.radius < 0.001f) - radiusScale = 1.0f + this.radius * (1.0f - percentOfPath); - - float twist = twistBegin + twistTotal * percentOfPath; - - float xOffset = 0.5f * (skewStart + totalSkew * percentOfAngles); - xOffset += (float)Math.Sin(angle) * xOffsetTopShearXFactor; - - float yOffset = yShearCompensation * (float)Math.Cos(angle) * (0.5f - yPathScale) * radiusScale; - - float zOffset = (float)Math.Sin(angle + this.topShearY) * (0.5f - yPathScale) * radiusScale; - - // next apply twist rotation to the profile layer - if (twistTotal != 0.0f || twistBegin != 0.0f) - newLayer.AddRot(new Quat(new Coord(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 Quat(new Coord(1.0f, 0.0f, 0.0f), angle + this.topShearY)); - newLayer.AddPos(xOffset, yOffset, zOffset); - - if (isEndLayer && angle <= startAngle + .01f) - { - newLayer.FlipNormals(); - - // add the top faces to the viewerFaces list here - if (this.viewerMode && needEndFaces) - { - Coord faceNormal = newLayer.faceNormal; - ViewerFace newViewerFace = new ViewerFace(); - newViewerFace.primFaceNumber = 0; - foreach (Face face in newLayer.faces) - { - newViewerFace.v1 = newLayer.coords[face.v1]; - newViewerFace.v2 = newLayer.coords[face.v2]; - newViewerFace.v3 = newLayer.coords[face.v3]; - - newViewerFace.coordIndex1 = face.v1; - newViewerFace.coordIndex2 = face.v2; - newViewerFace.coordIndex3 = face.v3; - - newViewerFace.n1 = faceNormal; - newViewerFace.n2 = faceNormal; - newViewerFace.n3 = faceNormal; - - newViewerFace.uv1 = newLayer.faceUVs[face.v1]; - newViewerFace.uv2 = newLayer.faceUVs[face.v2]; - newViewerFace.uv3 = newLayer.faceUVs[face.v3]; - - this.viewerFaces.Add(newViewerFace); - } - } - } - - // append the layer and fill in the sides - - int coordsLen = this.coords.Count; - newLayer.AddValue2FaceVertexIndices(coordsLen); - - this.coords.AddRange(newLayer.coords); - - if (this.calcVertexNormals) - { - newLayer.AddValue2FaceNormalIndices(this.normals.Count); - this.normals.AddRange(newLayer.vertexNormals); - } - - if (isEndLayer) - this.faces.AddRange(newLayer.faces); - - // fill faces between layers - - int numVerts = newLayer.coords.Count; - Face newFace = new Face(); - if (step > firstStep) - { - int startVert = coordsLen + 1; - int endVert = this.coords.Count; - - if (sides < 5 || this.hasProfileCut || hollow > 0.0f) - startVert--; - - for (int i = startVert; i < endVert; i++) - { - int iNext = i + 1; - if (i == endVert - 1) - iNext = startVert; - - int whichVert = i - startVert; - - newFace.v1 = i; - newFace.v2 = i - numVerts; - newFace.v3 = iNext - numVerts; - this.faces.Add(newFace); - - newFace.v2 = iNext - numVerts; - newFace.v3 = iNext; - this.faces.Add(newFace); - - if (this.viewerMode) - { - int primFaceNumber = profile.faceNumbers[whichVert]; - if (!needEndFaces) - primFaceNumber -= 1; - - // add the side faces to the list of viewerFaces here - ViewerFace newViewerFace1 = new ViewerFace(primFaceNumber); - ViewerFace newViewerFace2 = new ViewerFace(primFaceNumber); - float u1 = newLayer.us[whichVert]; - float u2 = 1.0f; - if (whichVert < newLayer.us.Count - 1) - u2 = newLayer.us[whichVert + 1]; - - if (whichVert == cut1Vert || whichVert == cut2Vert) - { - u1 = 0.0f; - u2 = 1.0f; - } - else if (sides < 5) - { // boxes and prisms have one texture face per side of the prim, so the U values have to be scaled - // to reflect the entire texture width - u1 *= sides; - u2 *= sides; - u2 -= (int)u1; - u1 -= (int)u1; - if (u2 < 0.1f) - u2 = 1.0f; - - //newViewerFace2.primFaceNumber = newViewerFace1.primFaceNumber = whichVert + 1; - } - - newViewerFace1.uv1.U = u1; - newViewerFace1.uv2.U = u1; - newViewerFace1.uv3.U = u2; - - newViewerFace1.uv1.V = 1.0f - percentOfPath; - newViewerFace1.uv2.V = lastV; - newViewerFace1.uv3.V = lastV; - - newViewerFace2.uv1.U = u1; - newViewerFace2.uv2.U = u2; - newViewerFace2.uv3.U = u2; - - newViewerFace2.uv1.V = 1.0f - percentOfPath; - newViewerFace2.uv2.V = lastV; - newViewerFace2.uv3.V = 1.0f - percentOfPath; - - newViewerFace1.v1 = this.coords[i]; - newViewerFace1.v2 = this.coords[i - numVerts]; - newViewerFace1.v3 = this.coords[iNext - numVerts]; - - newViewerFace2.v1 = this.coords[i]; - newViewerFace2.v2 = this.coords[iNext - numVerts]; - newViewerFace2.v3 = this.coords[iNext]; - - newViewerFace1.coordIndex1 = i; - newViewerFace1.coordIndex2 = i - numVerts; - newViewerFace1.coordIndex3 = iNext - numVerts; - - newViewerFace2.coordIndex1 = i; - newViewerFace2.coordIndex2 = iNext - numVerts; - newViewerFace2.coordIndex3 = iNext; - - // profile cut faces - if (whichVert == cut1Vert) - { - newViewerFace1.n1 = newLayer.cutNormal1; - newViewerFace1.n2 = newViewerFace1.n3 = lastCutNormal1; - - newViewerFace2.n1 = newViewerFace2.n3 = newLayer.cutNormal1; - newViewerFace2.n2 = lastCutNormal1; - } - else if (whichVert == cut2Vert) - { - newViewerFace1.n1 = newLayer.cutNormal2; - newViewerFace1.n2 = newViewerFace1.n3 = lastCutNormal2; - - newViewerFace2.n1 = newViewerFace2.n3 = newLayer.cutNormal2; - newViewerFace2.n2 = lastCutNormal2; - } - else // periphery faces - { - if (sides < 5 && whichVert < newLayer.numOuterVerts) - { - newViewerFace1.n1 = this.normals[i]; - newViewerFace1.n2 = this.normals[i - numVerts]; - newViewerFace1.n3 = this.normals[i - numVerts]; - - newViewerFace2.n1 = this.normals[i]; - newViewerFace2.n2 = this.normals[i - numVerts]; - newViewerFace2.n3 = this.normals[i]; - } - else if (hollowSides < 5 && whichVert >= newLayer.numOuterVerts) - { - newViewerFace1.n1 = this.normals[iNext]; - newViewerFace1.n2 = this.normals[iNext - numVerts]; - newViewerFace1.n3 = this.normals[iNext - numVerts]; - - newViewerFace2.n1 = this.normals[iNext]; - newViewerFace2.n2 = this.normals[iNext - numVerts]; - newViewerFace2.n3 = this.normals[iNext]; - } - else - { - newViewerFace1.n1 = this.normals[i]; - newViewerFace1.n2 = this.normals[i - numVerts]; - newViewerFace1.n3 = this.normals[iNext - numVerts]; - - newViewerFace2.n1 = this.normals[i]; - newViewerFace2.n2 = this.normals[iNext - numVerts]; - newViewerFace2.n3 = this.normals[iNext]; - } - } - - //newViewerFace1.primFaceNumber = newViewerFace2.primFaceNumber = newLayer.faceNumbers[whichVert]; - this.viewerFaces.Add(newViewerFace1); - this.viewerFaces.Add(newViewerFace2); - - } - } - } - - lastCutNormal1 = newLayer.cutNormal1; - lastCutNormal2 = newLayer.cutNormal2; - lastV = 1.0f - percentOfPath; - - // calculate terms for next iteration - // calculate the angle for the next iteration of the loop - - if (angle >= endAngle - 0.01) - done = true; - else - { - step += 1; - angle = stepSize * step; - if (angle > endAngle) - angle = endAngle; - } - - if (done && viewerMode && needEndFaces) - { - // add the bottom faces to the viewerFaces list here - Coord faceNormal = newLayer.faceNormal; - ViewerFace newViewerFace = new ViewerFace(); - //newViewerFace.primFaceNumber = newLayer.bottomFaceNumber + 1; - newViewerFace.primFaceNumber = newLayer.bottomFaceNumber; - foreach (Face face in newLayer.faces) - { - newViewerFace.v1 = newLayer.coords[face.v1 - coordsLen]; - newViewerFace.v2 = newLayer.coords[face.v2 - coordsLen]; - newViewerFace.v3 = newLayer.coords[face.v3 - coordsLen]; - - newViewerFace.coordIndex1 = face.v1 - coordsLen; - newViewerFace.coordIndex2 = face.v2 - coordsLen; - newViewerFace.coordIndex3 = face.v3 - coordsLen; - - newViewerFace.n1 = faceNormal; - newViewerFace.n2 = faceNormal; - newViewerFace.n3 = faceNormal; - - newViewerFace.uv1 = newLayer.faceUVs[face.v1 - coordsLen]; - newViewerFace.uv2 = newLayer.faceUVs[face.v2 - coordsLen]; - newViewerFace.uv3 = newLayer.faceUVs[face.v3 - coordsLen]; - - this.viewerFaces.Add(newViewerFace); - } - } - } - } private Coord SurfaceNormal(Coord c1, Coord c2, Coord c3) { -- cgit v1.1 From 1d737b010cb39d8fcc0794eae9be90634382e51c Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Tue, 3 Nov 2009 18:52:20 +0000 Subject: minor: remove some mono compiler warnings --- OpenSim/Region/Physics/OdePlugin/ODEDynamics.cs | 26 ++++++++++++------------- OpenSim/Region/Physics/OdePlugin/ODEPrim.cs | 2 +- OpenSim/Region/Physics/OdePlugin/OdePlugin.cs | 6 +++--- 3 files changed, 17 insertions(+), 17 deletions(-) (limited to 'OpenSim/Region/Physics') diff --git a/OpenSim/Region/Physics/OdePlugin/ODEDynamics.cs b/OpenSim/Region/Physics/OdePlugin/ODEDynamics.cs index 4a802cd..39cdc0f 100644 --- a/OpenSim/Region/Physics/OdePlugin/ODEDynamics.cs +++ b/OpenSim/Region/Physics/OdePlugin/ODEDynamics.cs @@ -67,8 +67,8 @@ namespace OpenSim.Region.Physics.OdePlugin // private OdeScene m_parentScene = null; private IntPtr m_body = IntPtr.Zero; - private IntPtr m_jointGroup = IntPtr.Zero; - private IntPtr m_aMotor = IntPtr.Zero; +// private IntPtr m_jointGroup = IntPtr.Zero; +// private IntPtr m_aMotor = IntPtr.Zero; // Vehicle properties @@ -117,7 +117,7 @@ namespace OpenSim.Region.Physics.OdePlugin //Hover and Buoyancy properties private float m_VhoverHeight = 0f; - private float m_VhoverEfficiency = 0f; +// private float m_VhoverEfficiency = 0f; private float m_VhoverTimescale = 0f; private float m_VhoverTargetHeight = -1.0f; // if <0 then no hover, else its the current target height private float m_VehicleBuoyancy = 0f; //KF: m_VehicleBuoyancy is set by VEHICLE_BUOYANCY for a vehicle. @@ -170,11 +170,11 @@ namespace OpenSim.Region.Physics.OdePlugin if (pValue > 1f) pValue = 1f; m_VehicleBuoyancy = pValue; break; - case Vehicle.HOVER_EFFICIENCY: - if (pValue < 0f) pValue = 0f; - if (pValue > 1f) pValue = 1f; - m_VhoverEfficiency = pValue; - break; +// case Vehicle.HOVER_EFFICIENCY: +// if (pValue < 0f) pValue = 0f; +// if (pValue > 1f) pValue = 1f; +// m_VhoverEfficiency = pValue; +// break; case Vehicle.HOVER_HEIGHT: m_VhoverHeight = pValue; break; @@ -291,7 +291,7 @@ namespace OpenSim.Region.Physics.OdePlugin m_angularMotorTimescale = 1000; m_angularMotorDecayTimescale = 120; m_VhoverHeight = 0; - m_VhoverEfficiency = 1; +// m_VhoverEfficiency = 1; m_VhoverTimescale = 10; m_VehicleBuoyancy = 0; // m_linearDeflectionEfficiency = 1; @@ -317,7 +317,7 @@ namespace OpenSim.Region.Physics.OdePlugin m_angularMotorTimescale = 1; m_angularMotorDecayTimescale = 0.8f; m_VhoverHeight = 0; - m_VhoverEfficiency = 0; +// m_VhoverEfficiency = 0; m_VhoverTimescale = 1000; m_VehicleBuoyancy = 0; // // m_linearDeflectionEfficiency = 1; @@ -344,7 +344,7 @@ namespace OpenSim.Region.Physics.OdePlugin m_angularMotorTimescale = 4; m_angularMotorDecayTimescale = 4; m_VhoverHeight = 0; - m_VhoverEfficiency = 0.5f; +// m_VhoverEfficiency = 0.5f; m_VhoverTimescale = 2; m_VehicleBuoyancy = 1; // m_linearDeflectionEfficiency = 0.5f; @@ -372,7 +372,7 @@ namespace OpenSim.Region.Physics.OdePlugin m_angularMotorTimescale = 4; m_angularMotorDecayTimescale = 4; m_VhoverHeight = 0; - m_VhoverEfficiency = 0.5f; +// m_VhoverEfficiency = 0.5f; m_VhoverTimescale = 1000; m_VehicleBuoyancy = 0; // m_linearDeflectionEfficiency = 0.5f; @@ -399,7 +399,7 @@ namespace OpenSim.Region.Physics.OdePlugin m_angularMotorTimescale = 6; m_angularMotorDecayTimescale = 10; m_VhoverHeight = 5; - m_VhoverEfficiency = 0.8f; +// m_VhoverEfficiency = 0.8f; m_VhoverTimescale = 10; m_VehicleBuoyancy = 1; // m_linearDeflectionEfficiency = 0; diff --git a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs index 5ff9d32..49bbab9 100644 --- a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs +++ b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs @@ -2643,7 +2643,7 @@ Console.WriteLine(" JointCreateFixed"); //outofBounds = true; } - float Adiff = 1.0f - Math.Abs(Quaternion.Dot(m_lastorientation, l_orientation)); +// float Adiff = 1.0f - Math.Abs(Quaternion.Dot(m_lastorientation, l_orientation)); //Console.WriteLine("Adiff " + m_primName + " = " + Adiff); if ((Math.Abs(m_lastposition.X - l_position.X) < 0.02) && (Math.Abs(m_lastposition.Y - l_position.Y) < 0.02) diff --git a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs index 2f42646..73ad15e 100644 --- a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs +++ b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs @@ -3519,7 +3519,7 @@ namespace OpenSim.Region.Physics.OdePlugin public override void UnCombine(PhysicsScene pScene) { IntPtr localGround = IntPtr.Zero; - float[] localHeightfield; +// float[] localHeightfield; bool proceed = false; List geomDestroyList = new List(); @@ -3531,7 +3531,7 @@ namespace OpenSim.Region.Physics.OdePlugin { if (geom == localGround) { - localHeightfield = TerrainHeightFieldHeights[geom]; +// localHeightfield = TerrainHeightFieldHeights[geom]; proceed = true; } else @@ -3553,7 +3553,7 @@ namespace OpenSim.Region.Physics.OdePlugin // memory corruption if (TerrainHeightFieldHeights.ContainsKey(g)) { - float[] removingHeightField = TerrainHeightFieldHeights[g]; +// float[] removingHeightField = TerrainHeightFieldHeights[g]; TerrainHeightFieldHeights.Remove(g); if (RegionTerrain.ContainsKey(g)) -- cgit v1.1 From 3274bc39c8e0c477485c03b31acbe3a9bde0c37e Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Mon, 9 Nov 2009 17:43:32 +0000 Subject: minor: remove some mono compiler warnings --- OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs | 2 ++ OpenSim/Region/Physics/Meshing/PrimMesher.cs | 4 ++-- 2 files changed, 4 insertions(+), 2 deletions(-) (limited to 'OpenSim/Region/Physics') diff --git a/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs b/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs index cbe73bb..1e94ee2 100644 --- a/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs +++ b/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs @@ -347,6 +347,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin { indexBase = mesh.getIndexListAsInt(); vertexBase = new Vector3[iVertexCount]; + for (int i = 0; i < iVertexCount; i++) { OpenMetaverse.Vector3 v = mesh.getVertexList()[i]; @@ -355,6 +356,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin else vertexBase[i] = Vector3.Zero; } + for (int ix = 0; ix < iIndexCount; ix += 3) { int ia = indexBase[ix + 0]; diff --git a/OpenSim/Region/Physics/Meshing/PrimMesher.cs b/OpenSim/Region/Physics/Meshing/PrimMesher.cs index c7c9160..2a213c3 100644 --- a/OpenSim/Region/Physics/Meshing/PrimMesher.cs +++ b/OpenSim/Region/Physics/Meshing/PrimMesher.cs @@ -1348,7 +1348,7 @@ namespace PrimMesher float stepSize = twoPi / this.stepsPerRevolution; int step = (int)(startAngle / stepSize); - int firstStep = step; +// int firstStep = step; float angle = startAngle; bool done = false; @@ -1738,7 +1738,7 @@ namespace PrimMesher // append this layer int coordsLen = this.coords.Count; - int lastCoordsLen = coordsLen; +// int lastCoordsLen = coordsLen; newLayer.AddValue2FaceVertexIndices(coordsLen); this.coords.AddRange(newLayer.coords); -- cgit v1.1 From a88a463b5021ff6d40a37298f39e58e93dec6cfa Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Mon, 9 Nov 2009 19:26:42 +0000 Subject: Following various discussions on irc and in the OpenSim dev OSGrid meeting last week, change av_capsule_tilted to false by default This appears to now give better ODE physics response (less sinking into the ground, etc.) Please change it back if this is actually a bad idea for some reason --- OpenSim/Region/Physics/OdePlugin/OdePlugin.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'OpenSim/Region/Physics') diff --git a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs index 3c9a31d..981cf43 100644 --- a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs +++ b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs @@ -439,7 +439,7 @@ namespace OpenSim.Region.Physics.OdePlugin avMovementDivisorWalk = physicsconfig.GetFloat("av_movement_divisor_walk", 1.3f); avMovementDivisorRun = physicsconfig.GetFloat("av_movement_divisor_run", 0.8f); avCapRadius = physicsconfig.GetFloat("av_capsule_radius", 0.37f); - avCapsuleTilted = physicsconfig.GetBoolean("av_capsule_tilted", true); + avCapsuleTilted = physicsconfig.GetBoolean("av_capsule_tilted", false); contactsPerCollision = physicsconfig.GetInt("contacts_per_collision", 80); -- cgit v1.1 From 3e22bb24f5aa75f568485ed35e644c6a5c37dfe3 Mon Sep 17 00:00:00 2001 From: dahlia Date: Mon, 9 Nov 2009 18:43:09 -0800 Subject: add an overload to _SculptMesh for meshing from a list of coordinates add conditional compilation for System.Drawing dependency --- OpenSim/Region/Physics/Meshing/SculptMesh.cs | 49 ++++++++++++++++++++++++++-- 1 file changed, 46 insertions(+), 3 deletions(-) (limited to 'OpenSim/Region/Physics') diff --git a/OpenSim/Region/Physics/Meshing/SculptMesh.cs b/OpenSim/Region/Physics/Meshing/SculptMesh.cs index f1dd586..281ba12 100644 --- a/OpenSim/Region/Physics/Meshing/SculptMesh.cs +++ b/OpenSim/Region/Physics/Meshing/SculptMesh.cs @@ -25,12 +25,18 @@ * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ +// to build without references to System.Drawing, comment this out +#define SYSTEM_DRAWING + using System; using System.Collections.Generic; using System.Text; using System.IO; + +#if SYSTEM_DRAWING using System.Drawing; using System.Drawing.Imaging; +#endif namespace PrimMesher { @@ -83,6 +89,7 @@ namespace PrimMesher // return scaledImage; // } +#if SYSTEM_DRAWING public SculptMesh SculptMeshFromFile(string fileName, SculptType sculptType, int lod, bool viewerMode) { Bitmap bitmap = (Bitmap)Bitmap.FromFile(fileName); @@ -97,6 +104,7 @@ namespace PrimMesher _SculptMesh(bitmap, (SculptType)sculptType, lod, viewerMode != 0, mirror != 0, invert != 0); bitmap.Dispose(); } +#endif /// /// ** Experimental ** May disappear from future versions ** not recommeneded for use in applications @@ -201,6 +209,7 @@ namespace PrimMesher calcVertexNormals(SculptType.plane, numXElements, numYElements); } +#if SYSTEM_DRAWING public SculptMesh(Bitmap sculptBitmap, SculptType sculptType, int lod, bool viewerMode) { _SculptMesh(sculptBitmap, sculptType, lod, viewerMode, false, false); @@ -210,9 +219,16 @@ namespace PrimMesher { _SculptMesh(sculptBitmap, sculptType, lod, viewerMode, mirror, invert); } +#endif + + public SculptMesh(List> rows, SculptType sculptType, bool viewerMode, bool mirror, bool invert) + { + _SculptMesh(rows, sculptType, viewerMode, mirror, invert); + } +#if SYSTEM_DRAWING /// - /// converts a bitmap to a list lists of coords, while scaling the image. + /// converts a bitmap to a list of lists of coords, while scaling the image. /// the scaling is done in floating point so as to allow for reduced vertex position /// quantization as the position will be averaged between pixel values. this routine will /// likely fail if the bitmap width and height are not powers of 2. @@ -267,6 +283,7 @@ namespace PrimMesher return rows; } + void _SculptMesh(Bitmap sculptBitmap, SculptType sculptType, int lod, bool viewerMode, bool mirror, bool invert) { coords = new List(); @@ -285,13 +302,39 @@ namespace PrimMesher int scale = (int)(1.0f / sourceScaleFactor); if (scale < 1) scale = 1; - List> rows = bitmap2Coords(sculptBitmap, scale, mirror); + _SculptMesh(bitmap2Coords(sculptBitmap, scale, mirror), sculptType, viewerMode, mirror, invert); + } +#endif + + + void _SculptMesh(List> rows, SculptType sculptType, bool viewerMode, bool mirror, bool invert) + { + coords = new List(); + faces = new List(); + normals = new List(); + uvs = new List(); + + sculptType = (SculptType)(((int)sculptType) & 0x07); + + if (mirror) + if (sculptType == SculptType.plane) + invert = !invert; + + //float sourceScaleFactor = (float)(lod) / (float)Math.Sqrt(sculptBitmap.Width * sculptBitmap.Height); + + //int scale = (int)(1.0f / sourceScaleFactor); + //if (scale < 1) scale = 1; + + //List> rows = bitmap2Coords(sculptBitmap, scale, mirror); viewerFaces = new List(); - int width = sculptBitmap.Width / scale; + //int width = sculptBitmap.Width / scale; // int height = sculptBitmap.Height / scale; + int width = rows[0].Count; + int height = rows.Count; + int p1, p2, p3, p4; int imageX, imageY; -- cgit v1.1 From 6d88c96e01088edc9777a9fb0abfd58ff8c1d8c7 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Wed, 11 Nov 2009 18:49:05 +0000 Subject: minor: remove mono compiler warning --- OpenSim/Region/Physics/Meshing/SculptMesh.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'OpenSim/Region/Physics') diff --git a/OpenSim/Region/Physics/Meshing/SculptMesh.cs b/OpenSim/Region/Physics/Meshing/SculptMesh.cs index 281ba12..a8f9ae5 100644 --- a/OpenSim/Region/Physics/Meshing/SculptMesh.cs +++ b/OpenSim/Region/Physics/Meshing/SculptMesh.cs @@ -333,7 +333,7 @@ namespace PrimMesher // int height = sculptBitmap.Height / scale; int width = rows[0].Count; - int height = rows.Count; +// int height = rows.Count; int p1, p2, p3, p4; -- cgit v1.1 From 8ae3df22a2b1d235d4ffb04091656b5d16c50e68 Mon Sep 17 00:00:00 2001 From: dahlia Date: Wed, 11 Nov 2009 11:10:42 -0800 Subject: clean up some cruft --- OpenSim/Region/Physics/Meshing/SculptMesh.cs | 14 ++------------ 1 file changed, 2 insertions(+), 12 deletions(-) (limited to 'OpenSim/Region/Physics') diff --git a/OpenSim/Region/Physics/Meshing/SculptMesh.cs b/OpenSim/Region/Physics/Meshing/SculptMesh.cs index a8f9ae5..4dc6e2e 100644 --- a/OpenSim/Region/Physics/Meshing/SculptMesh.cs +++ b/OpenSim/Region/Physics/Meshing/SculptMesh.cs @@ -52,6 +52,7 @@ namespace PrimMesher public enum SculptType { sphere = 1, torus = 2, plane = 3, cylinder = 4 }; +#if SYSTEM_DRAWING // private Bitmap ScaleImage(Bitmap srcImage, float scale) // { // int sourceWidth = srcImage.Width; @@ -89,7 +90,7 @@ namespace PrimMesher // return scaledImage; // } -#if SYSTEM_DRAWING + public SculptMesh SculptMeshFromFile(string fileName, SculptType sculptType, int lod, bool viewerMode) { Bitmap bitmap = (Bitmap)Bitmap.FromFile(fileName); @@ -320,20 +321,9 @@ namespace PrimMesher if (sculptType == SculptType.plane) invert = !invert; - //float sourceScaleFactor = (float)(lod) / (float)Math.Sqrt(sculptBitmap.Width * sculptBitmap.Height); - - //int scale = (int)(1.0f / sourceScaleFactor); - //if (scale < 1) scale = 1; - - //List> rows = bitmap2Coords(sculptBitmap, scale, mirror); - viewerFaces = new List(); - //int width = sculptBitmap.Width / scale; - // int height = sculptBitmap.Height / scale; - int width = rows[0].Count; -// int height = rows.Count; int p1, p2, p3, p4; -- cgit v1.1