ubOde: remove some dead code
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93582523a7
commit
618e142cf8
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@ -73,8 +73,6 @@ namespace OpenSim.Region.PhysicsModule.ubODEMeshing
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private bool doConvexPrims = true;
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private bool doConvexSculpts = true;
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private float minSizeForComplexMesh = 0.2f; // prims with all dimensions smaller than this will have a bounding box mesh
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private Dictionary<AMeshKey, Mesh> m_uniqueMeshes = new Dictionary<AMeshKey, Mesh>();
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private Dictionary<AMeshKey, Mesh> m_uniqueReleasedMeshes = new Dictionary<AMeshKey, Mesh>();
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@ -164,87 +162,6 @@ namespace OpenSim.Region.PhysicsModule.ubODEMeshing
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#endregion
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/// <summary>
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/// creates a simple box mesh of the specified size. This mesh is of very low vertex count and may
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/// be useful as a backup proxy when level of detail is not needed or when more complex meshes fail
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/// for some reason
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/// </summary>
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/// <param name="minX"></param>
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/// <param name="maxX"></param>
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/// <param name="minY"></param>
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/// <param name="maxY"></param>
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/// <param name="minZ"></param>
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/// <param name="maxZ"></param>
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/// <returns></returns>
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private static Mesh CreateSimpleBoxMesh(float minX, float maxX, float minY, float maxY, float minZ, float maxZ)
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{
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Mesh box = new Mesh(true);
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List<Vertex> vertices = new List<Vertex>();
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// bottom
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vertices.Add(new Vertex(minX, maxY, minZ));
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vertices.Add(new Vertex(maxX, maxY, minZ));
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vertices.Add(new Vertex(maxX, minY, minZ));
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vertices.Add(new Vertex(minX, minY, minZ));
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box.Add(new Triangle(vertices[0], vertices[1], vertices[2]));
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box.Add(new Triangle(vertices[0], vertices[2], vertices[3]));
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// top
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vertices.Add(new Vertex(maxX, maxY, maxZ));
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vertices.Add(new Vertex(minX, maxY, maxZ));
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vertices.Add(new Vertex(minX, minY, maxZ));
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vertices.Add(new Vertex(maxX, minY, maxZ));
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box.Add(new Triangle(vertices[4], vertices[5], vertices[6]));
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box.Add(new Triangle(vertices[4], vertices[6], vertices[7]));
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// sides
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box.Add(new Triangle(vertices[5], vertices[0], vertices[3]));
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box.Add(new Triangle(vertices[5], vertices[3], vertices[6]));
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box.Add(new Triangle(vertices[1], vertices[0], vertices[5]));
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box.Add(new Triangle(vertices[1], vertices[5], vertices[4]));
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box.Add(new Triangle(vertices[7], vertices[1], vertices[4]));
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box.Add(new Triangle(vertices[7], vertices[2], vertices[1]));
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box.Add(new Triangle(vertices[3], vertices[2], vertices[7]));
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box.Add(new Triangle(vertices[3], vertices[7], vertices[6]));
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return box;
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}
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/// <summary>
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/// Creates a simple bounding box mesh for a complex input mesh
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/// </summary>
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/// <param name="meshIn"></param>
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/// <returns></returns>
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private static Mesh CreateBoundingBoxMesh(Mesh meshIn)
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{
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float minX = float.MaxValue;
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float maxX = float.MinValue;
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float minY = float.MaxValue;
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float maxY = float.MinValue;
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float minZ = float.MaxValue;
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float maxZ = float.MinValue;
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foreach (Vector3 v in meshIn.getVertexList())
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{
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if (v.X < minX) minX = v.X;
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if (v.Y < minY) minY = v.Y;
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if (v.Z < minZ) minZ = v.Z;
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if (v.X > maxX) maxX = v.X;
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if (v.Y > maxY) maxY = v.Y;
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if (v.Z > maxZ) maxZ = v.Z;
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}
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return CreateSimpleBoxMesh(minX, maxX, minY, maxY, minZ, maxZ);
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}
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private void ReportPrimError(string message, string primName, PrimMesh primMesh)
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{
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m_log.Error(message);
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