diff --git a/OpenSim/Region/CoreModules/World/Warp3DMap/TerrainSplat.cs b/OpenSim/Region/CoreModules/World/Warp3DMap/TerrainSplat.cs
index 91252f7396..df5ac92bb4 100644
--- a/OpenSim/Region/CoreModules/World/Warp3DMap/TerrainSplat.cs
+++ b/OpenSim/Region/CoreModules/World/Warp3DMap/TerrainSplat.cs
@@ -111,6 +111,9 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
asset = assetService.GetCached(cacheID.ToString());
if (asset != null)
{
+// m_log.DebugFormat(
+// "[TERRAIN SPLAT]: Got asset service cached terrain texture {0} {1}", i, asset.ID);
+
try
{
using (System.IO.MemoryStream stream = new System.IO.MemoryStream(asset.Data))
@@ -129,6 +132,9 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
asset = assetService.Get(textureIDs[i].ToString());
if (asset != null)
{
+// m_log.DebugFormat(
+// "[TERRAIN SPLAT]: Got cached original JPEG2000 terrain texture {0} {1}", i, asset.ID);
+
try { detailTexture[i] = (Bitmap)CSJ2K.J2kImage.FromBytes(asset.Data); }
catch (Exception ex)
{
@@ -137,15 +143,13 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
}
if (detailTexture[i] != null)
- {
- Bitmap bitmap = detailTexture[i];
-
+ {
// Make sure this texture is the correct size, otherwise resize
- if (bitmap.Width != 256 || bitmap.Height != 256)
+ if (detailTexture[i].Width != 256 || detailTexture[i].Height != 256)
{
- using (Bitmap origBitmap = bitmap)
+ using (Bitmap origBitmap = detailTexture[i])
{
- bitmap = ImageUtils.ResizeImage(origBitmap, 256, 256);
+ detailTexture[i] = ImageUtils.ResizeImage(origBitmap, 256, 256);
}
}
@@ -153,7 +157,7 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
byte[] data;
using (System.IO.MemoryStream stream = new System.IO.MemoryStream())
{
- bitmap.Save(stream, ImageFormat.Png);
+ detailTexture[i].Save(stream, ImageFormat.Png);
data = stream.ToArray();
}
@@ -185,6 +189,9 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
{
if (detailTexture[i] == null)
{
+// m_log.DebugFormat(
+// "[TERRAIN SPLAT]: Generating solid colour for missing texture {0}", i);
+
// Create a solid color texture for this layer
detailTexture[i] = new Bitmap(256, 256, PixelFormat.Format24bppRgb);
using (Graphics gfx = Graphics.FromImage(detailTexture[i]))
diff --git a/OpenSim/Region/Physics/Meshing/PrimMesher.cs b/OpenSim/Region/Physics/Meshing/PrimMesher.cs
index 53022ad6b4..4049ee1598 100644
--- a/OpenSim/Region/Physics/Meshing/PrimMesher.cs
+++ b/OpenSim/Region/Physics/Meshing/PrimMesher.cs
@@ -236,6 +236,13 @@ namespace PrimMesher
this.U = u;
this.V = v;
}
+
+ public UVCoord Flip()
+ {
+ this.U = 1.0f - this.U;
+ this.V = 1.0f - this.V;
+ return this;
+ }
}
public struct Face
@@ -603,40 +610,40 @@ namespace PrimMesher
///
/// generates a profile for extrusion
///
- internal class Profile
+ public class Profile
{
private const float twoPi = 2.0f * (float)Math.PI;
- internal string errorMessage = null;
+ public string errorMessage = null;
- internal List coords;
- internal List faces;
- internal List vertexNormals;
- internal List us;
- internal List faceUVs;
- internal List faceNumbers;
+ public List coords;
+ public List faces;
+ public List vertexNormals;
+ public List us;
+ public List faceUVs;
+ public List faceNumbers;
// use these for making individual meshes for each prim face
- internal List outerCoordIndices = null;
- internal List hollowCoordIndices = null;
- internal List cut1CoordIndices = null;
- internal List cut2CoordIndices = null;
+ public List outerCoordIndices = null;
+ public List hollowCoordIndices = null;
+ public List cut1CoordIndices = null;
+ public List cut2CoordIndices = null;
- internal Coord faceNormal = new Coord(0.0f, 0.0f, 1.0f);
- internal Coord cutNormal1 = new Coord();
- internal Coord cutNormal2 = new Coord();
+ public Coord faceNormal = new Coord(0.0f, 0.0f, 1.0f);
+ public Coord cutNormal1 = new Coord();
+ public Coord cutNormal2 = new Coord();
- internal int numOuterVerts = 0;
- internal int numHollowVerts = 0;
+ public int numOuterVerts = 0;
+ public int numHollowVerts = 0;
- internal int outerFaceNumber = -1;
- internal int hollowFaceNumber = -1;
+ public int outerFaceNumber = -1;
+ public int hollowFaceNumber = -1;
- internal bool calcVertexNormals = false;
- internal int bottomFaceNumber = 0;
- internal int numPrimFaces = 0;
+ public bool calcVertexNormals = false;
+ public int bottomFaceNumber = 0;
+ public int numPrimFaces = 0;
- internal Profile()
+ public Profile()
{
this.coords = new List();
this.faces = new List();
@@ -646,7 +653,7 @@ namespace PrimMesher
this.faceNumbers = new List();
}
- internal Profile(int sides, float profileStart, float profileEnd, float hollow, int hollowSides, bool createFaces, bool calcVertexNormals)
+ public Profile(int sides, float profileStart, float profileEnd, float hollow, int hollowSides, bool createFaces, bool calcVertexNormals)
{
this.calcVertexNormals = calcVertexNormals;
this.coords = new List();
@@ -657,7 +664,6 @@ namespace PrimMesher
this.faceNumbers = new List();
Coord center = new Coord(0.0f, 0.0f, 0.0f);
- //bool hasCenter = false;
List hollowCoords = new List();
List hollowNormals = new List();
@@ -682,8 +688,8 @@ namespace PrimMesher
float yScale = 0.5f;
if (sides == 4) // corners of a square are sqrt(2) from center
{
- xScale = 0.707f;
- yScale = 0.707f;
+ xScale = 0.707107f;
+ yScale = 0.707107f;
}
float startAngle = profileStart * twoPi;
@@ -724,7 +730,6 @@ namespace PrimMesher
else if (!simpleFace)
{
this.coords.Add(center);
- //hasCenter = true;
if (this.calcVertexNormals)
this.vertexNormals.Add(new Coord(0.0f, 0.0f, 1.0f));
this.us.Add(0.0f);
@@ -752,7 +757,10 @@ namespace PrimMesher
else
hollowNormals.Add(new Coord(-angle.X, -angle.Y, 0.0f));
- hollowUs.Add(angle.angle * hollow);
+ if (hollowSides == 4)
+ hollowUs.Add(angle.angle * hollow * 0.707107f);
+ else
+ hollowUs.Add(angle.angle * hollow);
}
}
}
@@ -829,9 +837,6 @@ namespace PrimMesher
if (createFaces)
{
- //int numOuterVerts = this.coords.Count;
- //numOuterVerts = this.coords.Count;
- //int numHollowVerts = hollowCoords.Count;
int numTotalVerts = this.numOuterVerts + this.numHollowVerts;
if (this.numOuterVerts == this.numHollowVerts)
@@ -993,11 +998,7 @@ namespace PrimMesher
if (startVert > 0)
this.faceNumbers.Add(-1);
for (int i = 0; i < this.numOuterVerts - 1; i++)
- //this.faceNumbers.Add(sides < 5 ? faceNum++ : faceNum);
- this.faceNumbers.Add(sides < 5 && i < sides ? faceNum++ : faceNum);
-
- //if (!hasHollow && !hasProfileCut)
- // this.bottomFaceNumber = faceNum++;
+ this.faceNumbers.Add(sides < 5 && i <= sides ? faceNum++ : faceNum);
this.faceNumbers.Add(hasProfileCut ? -1 : faceNum++);
@@ -1014,8 +1015,7 @@ namespace PrimMesher
this.hollowFaceNumber = faceNum++;
}
- //if (hasProfileCut || hasHollow)
- // this.bottomFaceNumber = faceNum++;
+
this.bottomFaceNumber = faceNum++;
if (hasHollow && hasProfileCut)
@@ -1030,19 +1030,19 @@ namespace PrimMesher
}
- internal void MakeFaceUVs()
+ public void MakeFaceUVs()
{
this.faceUVs = new List();
foreach (Coord c in this.coords)
- this.faceUVs.Add(new UVCoord(0.5f + c.X, 0.5f - c.Y));
+ this.faceUVs.Add(new UVCoord(1.0f - (0.5f + c.X), 1.0f - (0.5f - c.Y)));
}
- internal Profile Copy()
+ public Profile Copy()
{
return this.Copy(true);
}
- internal Profile Copy(bool needFaces)
+ public Profile Copy(bool needFaces)
{
Profile copy = new Profile();
@@ -1071,12 +1071,12 @@ namespace PrimMesher
return copy;
}
- internal void AddPos(Coord v)
+ public void AddPos(Coord v)
{
this.AddPos(v.X, v.Y, v.Z);
}
- internal void AddPos(float x, float y, float z)
+ public void AddPos(float x, float y, float z)
{
int i;
int numVerts = this.coords.Count;
@@ -1092,7 +1092,7 @@ namespace PrimMesher
}
}
- internal void AddRot(Quat q)
+ public void AddRot(Quat q)
{
int i;
int numVerts = this.coords.Count;
@@ -1113,7 +1113,7 @@ namespace PrimMesher
}
}
- internal void Scale(float x, float y)
+ public void Scale(float x, float y)
{
int i;
int numVerts = this.coords.Count;
@@ -1131,7 +1131,7 @@ namespace PrimMesher
///
/// Changes order of the vertex indices and negates the center vertex normal. Does not alter vertex normals of radial vertices
///
- internal void FlipNormals()
+ public void FlipNormals()
{
int i;
int numFaces = this.faces.Count;
@@ -1171,7 +1171,7 @@ namespace PrimMesher
}
}
- internal void AddValue2FaceVertexIndices(int num)
+ public void AddValue2FaceVertexIndices(int num)
{
int numFaces = this.faces.Count;
Face tmpFace;
@@ -1186,7 +1186,7 @@ namespace PrimMesher
}
}
- internal void AddValue2FaceNormalIndices(int num)
+ public void AddValue2FaceNormalIndices(int num)
{
if (this.calcVertexNormals)
{
@@ -1204,7 +1204,7 @@ namespace PrimMesher
}
}
- internal void DumpRaw(String path, String name, String title)
+ public void DumpRaw(String path, String name, String title)
{
if (path == null)
return;
@@ -1261,6 +1261,15 @@ namespace PrimMesher
public void Create(PathType pathType, int steps)
{
+ if (this.taperX > 0.999f)
+ this.taperX = 0.999f;
+ if (this.taperX < -0.999f)
+ this.taperX = -0.999f;
+ if (this.taperY > 0.999f)
+ this.taperY = 0.999f;
+ if (this.taperY < -0.999f)
+ this.taperY = -0.999f;
+
if (pathType == PathType.Linear || pathType == PathType.Flexible)
{
int step = 0;
@@ -1273,12 +1282,12 @@ namespace PrimMesher
float start = -0.5f;
float stepSize = length / (float)steps;
- float percentOfPathMultiplier = stepSize;
- float xOffset = 0.0f;
- float yOffset = 0.0f;
+ float percentOfPathMultiplier = stepSize * 0.999999f;
+ float xOffset = this.topShearX * this.pathCutBegin;
+ float yOffset = this.topShearY * this.pathCutBegin;
float zOffset = start;
- float xOffsetStepIncrement = this.topShearX / steps;
- float yOffsetStepIncrement = this.topShearY / steps;
+ float xOffsetStepIncrement = this.topShearX * length / steps;
+ float yOffsetStepIncrement = this.topShearY * length / steps;
float percentOfPath = this.pathCutBegin;
zOffset += percentOfPath;
@@ -1573,13 +1582,6 @@ namespace PrimMesher
this.hollow = 0.99f;
if (hollow < 0.0f)
this.hollow = 0.0f;
-
- //if (sphereMode)
- // this.hasProfileCut = this.profileEnd - this.profileStart < 0.4999f;
- //else
- // //this.hasProfileCut = (this.profileStart > 0.0f || this.profileEnd < 1.0f);
- // this.hasProfileCut = this.profileEnd - this.profileStart < 0.9999f;
- //this.hasHollow = (this.hollow > 0.001f);
}
///
@@ -1614,10 +1616,9 @@ namespace PrimMesher
steps = (int)(steps * 4.5 * length);
}
- if (sphereMode)
+ if (this.sphereMode)
this.hasProfileCut = this.profileEnd - this.profileStart < 0.4999f;
else
- //this.hasProfileCut = (this.profileStart > 0.0f || this.profileEnd < 1.0f);
this.hasProfileCut = this.profileEnd - this.profileStart < 0.9999f;
this.hasHollow = (this.hollow > 0.001f);
@@ -1630,6 +1631,22 @@ namespace PrimMesher
float hollow = this.hollow;
+ if (pathType == PathType.Circular)
+ {
+ 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;
+ }
+ else needEndFaces = true;
+
// sanity checks
float initialProfileRot = 0.0f;
if (pathType == PathType.Circular)
@@ -1689,20 +1706,13 @@ namespace PrimMesher
this.numPrimFaces = profile.numPrimFaces;
- //profileOuterFaceNumber = profile.faceNumbers[0];
- //if (!needEndFaces)
- // profileOuterFaceNumber--;
- //profileOuterFaceNumber = needEndFaces ? 1 : 0;
-
-
- //if (hasHollow)
- //{
- // if (needEndFaces)
- // profileHollowFaceNumber = profile.faceNumbers[profile.numOuterVerts + 1];
- // else
- // profileHollowFaceNumber = profile.faceNumbers[profile.numOuterVerts] - 1;
- //}
-
+ int cut1FaceNumber = profile.bottomFaceNumber + 1;
+ int cut2FaceNumber = cut1FaceNumber + 1;
+ if (!needEndFaces)
+ {
+ cut1FaceNumber -= 2;
+ cut2FaceNumber -= 2;
+ }
profileOuterFaceNumber = profile.outerFaceNumber;
if (!needEndFaces)
@@ -1732,7 +1742,8 @@ namespace PrimMesher
Coord lastCutNormal1 = new Coord();
Coord lastCutNormal2 = new Coord();
- float lastV = 1.0f;
+ float thisV = 0.0f;
+ float lastV = 0.0f;
Path path = new Path();
path.twistBegin = twistBegin;
@@ -1754,23 +1765,6 @@ namespace PrimMesher
path.Create(pathType, steps);
-
- if (pathType == PathType.Circular)
- {
- 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;
- }
- else needEndFaces = true;
-
for (int nodeIndex = 0; nodeIndex < path.pathNodes.Count; nodeIndex++)
{
PathNode node = path.pathNodes[nodeIndex];
@@ -1784,7 +1778,7 @@ namespace PrimMesher
{
newLayer.FlipNormals();
- // add the top faces to the viewerFaces list here
+ // add the bottom faces to the viewerFaces list
if (this.viewerMode)
{
Coord faceNormal = newLayer.faceNormal;
@@ -1811,6 +1805,13 @@ namespace PrimMesher
newViewerFace.uv2 = newLayer.faceUVs[face.v2];
newViewerFace.uv3 = newLayer.faceUVs[face.v3];
+ if (pathType == PathType.Linear)
+ {
+ newViewerFace.uv1.Flip();
+ newViewerFace.uv2.Flip();
+ newViewerFace.uv3.Flip();
+ }
+
this.viewerFaces.Add(newViewerFace);
}
}
@@ -1835,7 +1836,10 @@ namespace PrimMesher
// fill faces between layers
int numVerts = newLayer.coords.Count;
- Face newFace = new Face();
+ Face newFace1 = new Face();
+ Face newFace2 = new Face();
+
+ thisV = 1.0f - node.percentOfPath;
if (nodeIndex > 0)
{
@@ -1853,14 +1857,23 @@ namespace PrimMesher
int whichVert = i - startVert;
- newFace.v1 = i;
- newFace.v2 = i - numVerts;
- newFace.v3 = iNext - numVerts;
- this.faces.Add(newFace);
+ newFace1.v1 = i;
+ newFace1.v2 = i - numVerts;
+ newFace1.v3 = iNext;
- newFace.v2 = iNext - numVerts;
- newFace.v3 = iNext;
- this.faces.Add(newFace);
+ newFace1.n1 = newFace1.v1;
+ newFace1.n2 = newFace1.v2;
+ newFace1.n3 = newFace1.v3;
+ this.faces.Add(newFace1);
+
+ newFace2.v1 = iNext;
+ newFace2.v2 = i - numVerts;
+ newFace2.v3 = iNext - numVerts;
+
+ newFace2.n1 = newFace2.v1;
+ newFace2.n2 = newFace2.v2;
+ newFace2.n3 = newFace2.v3;
+ this.faces.Add(newFace2);
if (this.viewerMode)
{
@@ -1873,10 +1886,16 @@ namespace PrimMesher
ViewerFace newViewerFace1 = new ViewerFace(primFaceNum);
ViewerFace newViewerFace2 = new ViewerFace(primFaceNum);
- float u1 = newLayer.us[whichVert];
+ int uIndex = whichVert;
+ if (!hasHollow && sides > 4 && uIndex < newLayer.us.Count - 1)
+ {
+ uIndex++;
+ }
+
+ float u1 = newLayer.us[uIndex];
float u2 = 1.0f;
- if (whichVert < newLayer.us.Count - 1)
- u2 = newLayer.us[whichVert + 1];
+ if (uIndex < (int)newLayer.us.Count - 1)
+ u2 = newLayer.us[uIndex + 1];
if (whichVert == cut1Vert || whichVert == cut2Vert)
{
@@ -1894,13 +1913,22 @@ namespace PrimMesher
u1 -= (int)u1;
if (u2 < 0.1f)
u2 = 1.0f;
- //this.profileOuterFaceNumber = primFaceNum;
}
- else if (whichVert > profile.coords.Count - profile.numHollowVerts - 1)
+ }
+
+ if (this.sphereMode)
+ {
+ if (whichVert != cut1Vert && whichVert != cut2Vert)
{
- u1 *= 2.0f;
- u2 *= 2.0f;
- //this.profileHollowFaceNumber = primFaceNum;
+ u1 = u1 * 2.0f - 1.0f;
+ u2 = u2 * 2.0f - 1.0f;
+
+ if (whichVert >= newLayer.numOuterVerts)
+ {
+ u1 -= hollow;
+ u2 -= hollow;
+ }
+
}
}
@@ -1908,37 +1936,39 @@ namespace PrimMesher
newViewerFace1.uv2.U = u1;
newViewerFace1.uv3.U = u2;
- newViewerFace1.uv1.V = 1.0f - node.percentOfPath;
+ newViewerFace1.uv1.V = thisV;
newViewerFace1.uv2.V = lastV;
- newViewerFace1.uv3.V = lastV;
+ newViewerFace1.uv3.V = thisV;
- newViewerFace2.uv1.U = u1;
- newViewerFace2.uv2.U = u2;
+ newViewerFace2.uv1.U = u2;
+ newViewerFace2.uv2.U = u1;
newViewerFace2.uv3.U = u2;
- newViewerFace2.uv1.V = 1.0f - node.percentOfPath;
+ newViewerFace2.uv1.V = thisV;
newViewerFace2.uv2.V = lastV;
- newViewerFace2.uv3.V = 1.0f - node.percentOfPath;
+ newViewerFace2.uv3.V = lastV;
- newViewerFace1.v1 = this.coords[i];
- newViewerFace1.v2 = this.coords[i - numVerts];
- newViewerFace1.v3 = this.coords[iNext - numVerts];
+ newViewerFace1.v1 = this.coords[newFace1.v1];
+ newViewerFace1.v2 = this.coords[newFace1.v2];
+ newViewerFace1.v3 = this.coords[newFace1.v3];
- newViewerFace2.v1 = this.coords[i];
- newViewerFace2.v2 = this.coords[iNext - numVerts];
- newViewerFace2.v3 = this.coords[iNext];
+ newViewerFace2.v1 = this.coords[newFace2.v1];
+ newViewerFace2.v2 = this.coords[newFace2.v2];
+ newViewerFace2.v3 = this.coords[newFace2.v3];
- newViewerFace1.coordIndex1 = i;
- newViewerFace1.coordIndex2 = i - numVerts;
- newViewerFace1.coordIndex3 = iNext - numVerts;
+ newViewerFace1.coordIndex1 = newFace1.v1;
+ newViewerFace1.coordIndex2 = newFace1.v2;
+ newViewerFace1.coordIndex3 = newFace1.v3;
- newViewerFace2.coordIndex1 = i;
- newViewerFace2.coordIndex2 = iNext - numVerts;
- newViewerFace2.coordIndex3 = iNext;
+ newViewerFace2.coordIndex1 = newFace2.v1;
+ newViewerFace2.coordIndex2 = newFace2.v2;
+ newViewerFace2.coordIndex3 = newFace2.v3;
// profile cut faces
if (whichVert == cut1Vert)
{
+ newViewerFace1.primFaceNumber = cut1FaceNumber;
+ newViewerFace2.primFaceNumber = cut1FaceNumber;
newViewerFace1.n1 = newLayer.cutNormal1;
newViewerFace1.n2 = newViewerFace1.n3 = lastCutNormal1;
@@ -1947,10 +1977,14 @@ namespace PrimMesher
}
else if (whichVert == cut2Vert)
{
+ newViewerFace1.primFaceNumber = cut2FaceNumber;
+ newViewerFace2.primFaceNumber = cut2FaceNumber;
newViewerFace1.n1 = newLayer.cutNormal2;
- newViewerFace1.n2 = newViewerFace1.n3 = lastCutNormal2;
+ newViewerFace1.n2 = lastCutNormal2;
+ newViewerFace1.n3 = lastCutNormal2;
- newViewerFace2.n1 = newViewerFace2.n3 = newLayer.cutNormal2;
+ newViewerFace2.n1 = newLayer.cutNormal2;
+ newViewerFace2.n3 = newLayer.cutNormal2;
newViewerFace2.n2 = lastCutNormal2;
}
@@ -1963,13 +1997,13 @@ namespace PrimMesher
}
else
{
- newViewerFace1.n1 = this.normals[i];
- newViewerFace1.n2 = this.normals[i - numVerts];
- newViewerFace1.n3 = this.normals[iNext - numVerts];
+ newViewerFace1.n1 = this.normals[newFace1.n1];
+ newViewerFace1.n2 = this.normals[newFace1.n2];
+ newViewerFace1.n3 = this.normals[newFace1.n3];
- newViewerFace2.n1 = this.normals[i];
- newViewerFace2.n2 = this.normals[iNext - numVerts];
- newViewerFace2.n3 = this.normals[iNext];
+ newViewerFace2.n1 = this.normals[newFace2.n1];
+ newViewerFace2.n2 = this.normals[newFace2.n2];
+ newViewerFace2.n3 = this.normals[newFace2.n3];
}
}
@@ -1982,14 +2016,13 @@ namespace PrimMesher
lastCutNormal1 = newLayer.cutNormal1;
lastCutNormal2 = newLayer.cutNormal2;
- lastV = 1.0f - node.percentOfPath;
+ lastV = thisV;
if (needEndFaces && nodeIndex == path.pathNodes.Count - 1 && viewerMode)
{
// add the top faces to the viewerFaces list here
Coord faceNormal = newLayer.faceNormal;
- ViewerFace newViewerFace = new ViewerFace();
- newViewerFace.primFaceNumber = 0;
+ ViewerFace newViewerFace = new ViewerFace(0);
int numFaces = newLayer.faces.Count;
List faces = newLayer.faces;
@@ -2012,6 +2045,13 @@ namespace PrimMesher
newViewerFace.uv2 = newLayer.faceUVs[face.v2 - coordsLen];
newViewerFace.uv3 = newLayer.faceUVs[face.v3 - coordsLen];
+ if (pathType == PathType.Linear)
+ {
+ newViewerFace.uv1.Flip();
+ newViewerFace.uv2.Flip();
+ newViewerFace.uv3.Flip();
+ }
+
this.viewerFaces.Add(newViewerFace);
}
}
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
index fed3122eb4..a43a8bb229 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
@@ -517,15 +517,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
return LSL_Vector.Norm(v);
}
- public LSL_Float llVecDist(LSL_Vector a, LSL_Vector b)
+ private double VecDist(LSL_Vector a, LSL_Vector b)
{
- m_host.AddScriptLPS(1);
double dx = a.x - b.x;
double dy = a.y - b.y;
double dz = a.z - b.z;
return Math.Sqrt(dx * dx + dy * dy + dz * dz);
}
+ public LSL_Float llVecDist(LSL_Vector a, LSL_Vector b)
+ {
+ m_host.AddScriptLPS(1);
+ return VecDist(a, b);
+ }
+
//Now we start getting into quaternions which means sin/cos, matrices and vectors. ckrinke
// Utility function for llRot2Euler
@@ -1391,6 +1396,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
}
}
+ private bool IsPhysical()
+ {
+ return ((m_host.GetEffectiveObjectFlags() & (uint)PrimFlags.Physics) == (uint)PrimFlags.Physics);
+ }
+
public LSL_Integer llGetStatus(int status)
{
m_host.AddScriptLPS(1);
@@ -1398,11 +1408,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
switch (status)
{
case ScriptBaseClass.STATUS_PHYSICS:
- if ((m_host.GetEffectiveObjectFlags() & (uint)PrimFlags.Physics) == (uint)PrimFlags.Physics)
- {
- return 1;
- }
- return 0;
+ return IsPhysical() ? 1 : 0;
case ScriptBaseClass.STATUS_PHANTOM:
if ((m_host.GetEffectiveObjectFlags() & (uint)PrimFlags.Phantom) == (uint)PrimFlags.Phantom)
@@ -2155,11 +2161,68 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
{
m_host.AddScriptLPS(1);
- SetPos(m_host, pos);
+ SetPos(m_host, pos, true);
ScriptSleep(200);
}
+ ///
+ /// Tries to move the entire object so that the root prim is within 0.1m of position. http://wiki.secondlife.com/wiki/LlSetRegionPos
+ /// Documentation indicates that the use of x/y coordinates up to 10 meters outside the bounds of a region will work but do not specify what happens if there is no adjacent region for the object to move into.
+ /// Uses the RegionSize constant here rather than hard-coding 266.0 to alert any developer modifying OpenSim to support variable-sized regions that this method will need tweaking.
+ ///
+ ///
+ /// 1 if successful, 0 otherwise.
+ public LSL_Integer llSetRegionPos(LSL_Vector pos)
+ {
+ m_host.AddScriptLPS(1);
+
+ // BEGIN WORKAROUND
+ // IF YOU GET REGION CROSSINGS WORKING WITH THIS FUNCTION, REPLACE THE WORKAROUND.
+ //
+ // This workaround is to prevent silent failure of this function.
+ // According to the specification on the SL Wiki, providing a position outside of the
+ if (pos.x < 0 || pos.x > Constants.RegionSize || pos.y < 0 || pos.y > Constants.RegionSize)
+ {
+ return 0;
+ }
+ // END WORK AROUND
+ else if ( // this is not part of the workaround if-block because it's not related to the workaround.
+ IsPhysical() ||
+ m_host.ParentGroup.IsAttachment || // return FALSE if attachment
+ (
+ pos.x < -10.0 || // return FALSE if more than 10 meters into a west-adjacent region.
+ pos.x > (Constants.RegionSize + 10) || // return FALSE if more than 10 meters into a east-adjacent region.
+ pos.y < -10.0 || // return FALSE if more than 10 meters into a south-adjacent region.
+ pos.y > (Constants.RegionSize + 10) || // return FALSE if more than 10 meters into a north-adjacent region.
+ pos.z > 4096 // return FALSE if altitude than 4096m
+ )
+ )
+ {
+ return 0;
+ }
+
+ // if we reach this point, then the object is not physical, it's not an attachment, and the destination is within the valid range.
+ // this could possibly be done in the above else-if block, but we're doing the check here to keep the code easier to read.
+
+ Vector3 objectPos = m_host.ParentGroup.RootPart.AbsolutePosition;
+ LandData here = World.GetLandData((float)objectPos.X, (float)objectPos.Y);
+ LandData there = World.GetLandData((float)pos.x, (float)pos.y);
+
+ // we're only checking prim limits if it's moving to a different parcel under the assumption that if the object got onto the parcel without exceeding the prim limits.
+
+ bool sameParcel = here.GlobalID == there.GlobalID;
+
+ if (!sameParcel && !World.Permissions.CanObjectEntry(m_host.UUID, false, new Vector3((float)pos.x, (float)pos.y, (float)pos.z)))
+ {
+ return 0;
+ }
+
+ SetPos(m_host.ParentGroup.RootPart, pos, false);
+
+ return VecDist(pos, llGetRootPosition()) <= 0.1 ? 1 : 0;
+ }
+
// Capped movemment if distance > 10m (http://wiki.secondlife.com/wiki/LlSetPos)
// note linked setpos is capped "differently"
private LSL_Vector SetPosAdjust(LSL_Vector start, LSL_Vector end)
@@ -2191,55 +2254,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
return real_vec;
}
- public LSL_Integer llSetRegionPos(LSL_Vector pos)
- {
- return new LSL_Integer(SetRegionPos(m_host, pos));
- }
-
- protected int SetRegionPos(SceneObjectPart part, LSL_Vector targetPos)
- {
- if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
- return 0;
-
- SceneObjectGroup grp = part.ParentGroup;
-
- if (grp.IsAttachment)
- return 0;
-
- if (grp.RootPart.PhysActor != null && grp.RootPart.PhysActor.IsPhysical)
- return 0;
-
- if (targetPos.x < -10.0f || targetPos.x >= (float)Constants.RegionSize || targetPos.y < -10.0f || targetPos.y >= (float)Constants.RegionSize || targetPos.z < 0 || targetPos.z >= 4096.0f)
- return 0;
-
- float constrainedX = (float)targetPos.x;
- float constrainedY = (float)targetPos.y;
-
- if (constrainedX < 0.0f)
- constrainedX = 0.0f;
- if (constrainedY < 0.0f)
- constrainedY = 0.0f;
- if (constrainedX >= (float)Constants.RegionSize)
- constrainedX = (float)Constants.RegionSize - 0.1f;
- if (constrainedY >= (float)Constants.RegionSize)
- constrainedY = (float)Constants.RegionSize -0.1f;
-
- float ground = World.GetGroundHeight(constrainedX, constrainedY);
-
- if (targetPos.z < ground)
- targetPos.z = ground;
-
- Vector3 dest = new Vector3((float)targetPos.x, (float)targetPos.y, (float)targetPos.z);
-
- if (!World.Permissions.CanObjectEntry(grp.UUID, false, dest))
- return 0;
-
- grp.UpdateGroupPosition(dest);
-
- return 1;
- }
-
- protected void SetPos(SceneObjectPart part, LSL_Vector targetPos)
+ ///
+ /// set object position, optionally capping the distance.
+ ///
+ ///
+ ///
+ /// if TRUE, will cap the distance to 10m.
+ protected void SetPos(SceneObjectPart part, LSL_Vector targetPos, bool adjust)
{
if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
return;