replace warp3D.dll by a newer modified version. (only minor testing done :(
parent
08c1dff86c
commit
8eacc6b207
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@ -35,7 +35,7 @@ using System.Reflection;
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using CSJ2K;
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using Nini.Config;
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using log4net;
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using Rednettle.Warp3D;
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using Warp3D;
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using Mono.Addins;
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using OpenSim.Framework;
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@ -76,11 +76,10 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
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private bool m_texturePrims = true; // true if should texture the rendered prims
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private float m_texturePrimSize = 48f; // size of prim before we consider texturing it
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private bool m_renderMeshes = false; // true if to render meshes rather than just bounding boxes
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private bool m_useAntiAliasing = false; // true if to anti-alias the rendered image
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private bool m_Enabled = false;
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private Bitmap lastImage = null;
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// private Bitmap lastImage = null;
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private DateTime lastImageTime = DateTime.MinValue;
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#region Region Module interface
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@ -107,9 +106,6 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
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= Util.GetConfigVarFromSections<float>(m_config, "TexturePrimSize", configSections, m_texturePrimSize);
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m_renderMeshes
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= Util.GetConfigVarFromSections<bool>(m_config, "RenderMeshes", configSections, m_renderMeshes);
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m_useAntiAliasing
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= Util.GetConfigVarFromSections<bool>(m_config, "UseAntiAliasing", configSections, m_useAntiAliasing);
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}
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public void AddRegion(Scene scene)
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@ -201,21 +197,14 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
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int width = viewport.Width;
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int height = viewport.Height;
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if (m_useAntiAliasing)
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{
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width *= 2;
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height *= 2;
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}
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WarpRenderer renderer = new WarpRenderer();
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renderer.CreateScene(width, height);
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renderer.Scene.autoCalcNormals = false;
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if(!renderer.CreateScene(width, height))
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return new Bitmap(width,height);
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#region Camera
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warp_Vector pos = ConvertVector(viewport.Position);
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pos.z -= 0.001f; // Works around an issue with the Warp3D camera
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warp_Vector lookat = warp_Vector.add(ConvertVector(viewport.Position), ConvertVector(viewport.LookDirection));
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renderer.Scene.defaultCamera.setPos(pos);
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@ -247,24 +236,8 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
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renderer.Render();
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Bitmap bitmap = renderer.Scene.getImage();
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if (m_useAntiAliasing)
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{
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using (Bitmap origBitmap = bitmap)
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bitmap = ImageUtils.ResizeImage(origBitmap, viewport.Width, viewport.Height);
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}
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// XXX: It shouldn't really be necesary to force a GC here as one should occur anyway pretty shortly
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// afterwards. It's generally regarded as a bad idea to manually GC. If Warp3D is using lots of memory
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// then this may be some issue with the Warp3D code itself, though it's also quite possible that generating
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// this map tile simply takes a lot of memory.
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foreach (var o in renderer.Scene.objectData.Values)
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{
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warp_Object obj = (warp_Object)o;
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obj.vertexData = null;
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obj.triangleData = null;
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}
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renderer.Scene.removeAllObjects();
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renderer.Scene.destroy();
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renderer.Reset();
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renderer = null;
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viewport = null;
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@ -301,9 +274,9 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
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float waterHeight = (float)m_scene.RegionInfo.RegionSettings.WaterHeight;
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renderer.AddPlane("Water", m_scene.RegionInfo.RegionSizeX * 0.5f);
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renderer.Scene.sceneobject("Water").setPos(m_scene.RegionInfo.RegionSizeX / 2 - 0.5f,
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renderer.Scene.sceneobject("Water").setPos(m_scene.RegionInfo.RegionSizeX * 0.5f - 0.5f,
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waterHeight,
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m_scene.RegionInfo.RegionSizeY / 2 - 0.5f);
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m_scene.RegionInfo.RegionSizeY * 0.5f - 0.5f);
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warp_Material waterColorMaterial = new warp_Material(ConvertColor(WATER_COLOR));
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waterColorMaterial.setReflectivity(0); // match water color with standard map module thanks lkalif
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@ -319,53 +292,53 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
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{
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ITerrainChannel terrain = m_scene.Heightmap;
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// 'diff' is the difference in scale between the real region size and the size of terrain we're buiding
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float diff = (float)m_scene.RegionInfo.RegionSizeX / 256f;
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float regionsx = m_scene.RegionInfo.RegionSizeX;
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float regionsy = m_scene.RegionInfo.RegionSizeY;
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warp_Object obj = new warp_Object(256 * 256, 255 * 255 * 2);
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// 'diff' is the difference in scale between the real region size and the size of terrain we're buiding
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float diff = regionsx / 256f;
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int npointsx =(int)(regionsx / diff);
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int npointsy =(int)(regionsy / diff);
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float invsx = 1.0f / regionsx;
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float invsy = 1.0f / (float)m_scene.RegionInfo.RegionSizeY;
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// Create all the vertices for the terrain
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for (float y = 0; y < m_scene.RegionInfo.RegionSizeY; y += diff)
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warp_Object obj = new warp_Object();
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for (float y = 0; y < regionsy; y += diff)
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{
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for (float x = 0; x < m_scene.RegionInfo.RegionSizeX; x += diff)
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for (float x = 0; x < regionsx; x += diff)
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{
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warp_Vector pos = ConvertVector(x , y , (float)terrain[(int)x, (int)y]);
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obj.addVertex(new warp_Vertex(pos,
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x / (float)m_scene.RegionInfo.RegionSizeX,
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(((float)m_scene.RegionInfo.RegionSizeY) - y) / m_scene.RegionInfo.RegionSizeY));
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obj.addVertex(new warp_Vertex(pos, x * invsx, 1.0f - y * invsy));
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}
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}
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// Now that we have all the vertices, make another pass and create
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// the normals for each of the surface triangles and
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// Now that we have all the vertices, make another pass and
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// create the list of triangle indices.
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for (float y = 0; y < m_scene.RegionInfo.RegionSizeY; y += diff)
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float invdiff = 1.0f / diff;
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int limx = npointsx - 1;
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int limy = npointsy - 1;
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for (float y = 0; y < regionsy; y += diff)
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{
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for (float x = 0; x < m_scene.RegionInfo.RegionSizeX; x += diff)
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for (float x = 0; x < regionsx; x += diff)
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{
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float newX = x / diff;
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float newY = y / diff;
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if (newX < 255 && newY < 255)
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float newX = x * invdiff;
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float newY = y * invdiff;
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if (newX < limx && newY < limy)
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{
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int v = (int)newY * 256 + (int)newX;
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// Normal for a triangle made up of three adjacent vertices
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Vector3 v1 = new Vector3(newX, newY, (float)terrain[(int)x, (int)y]);
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Vector3 v2 = new Vector3(newX + 1, newY, (float)terrain[(int)(x + 1), (int)y]);
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Vector3 v3 = new Vector3(newX, newY + 1, (float)terrain[(int)x, ((int)(y + 1))]);
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warp_Vector norm = ConvertVector(SurfaceNormal(v1, v2, v3));
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norm = norm.reverse();
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obj.vertex(v).n = norm;
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int v = (int)newY * npointsx + (int)newX;
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// Make two triangles for each of the squares in the grid of vertices
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obj.addTriangle(
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v,
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v + 1,
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v + 256);
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v + npointsx);
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obj.addTriangle(
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v + 256 + 1,
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v + 256,
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v + npointsx + 1,
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v + npointsx,
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v + 1);
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}
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}
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@ -398,14 +371,10 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
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Util.RegionHandleToWorldLoc(m_scene.RegionInfo.RegionHandle, out globalX, out globalY);
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warp_Texture texture;
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using (
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Bitmap image
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= TerrainSplat.Splat(
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using (Bitmap image = TerrainSplat.Splat(
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terrain, textureIDs, startHeights, heightRanges,
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new Vector3d(globalX, globalY, 0.0), m_scene.AssetService, textureTerrain))
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{
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texture = new warp_Texture(image);
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}
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warp_Material material = new warp_Material(texture);
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material.setReflectivity(50);
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@ -431,11 +400,13 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
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private void CreatePrim(WarpRenderer renderer, SceneObjectPart prim,
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bool useTextures)
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{
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const float MIN_SIZE = 2f;
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const float MIN_SIZE_SQUARE = 4f;
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if ((PCode)prim.Shape.PCode != PCode.Prim)
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return;
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if (prim.Scale.LengthSquared() < MIN_SIZE * MIN_SIZE)
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float primScaleLenSquared = prim.Scale.LengthSquared();
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if (primScaleLenSquared < MIN_SIZE_SQUARE)
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return;
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FacetedMesh renderMesh = null;
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@ -483,20 +454,6 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
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if (renderMesh == null)
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return;
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warp_Vector primPos = ConvertVector(prim.GetWorldPosition());
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warp_Quaternion primRot = ConvertQuaternion(prim.RotationOffset);
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warp_Matrix m = warp_Matrix.quaternionMatrix(primRot);
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if (prim.ParentID != 0)
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{
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SceneObjectGroup group = m_scene.SceneGraph.GetGroupByPrim(prim.LocalId);
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if (group != null)
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m.transform(warp_Matrix.quaternionMatrix(ConvertQuaternion(group.RootPart.RotationOffset)));
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}
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warp_Vector primScale = ConvertVector(prim.Scale);
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string primID = prim.UUID.ToString();
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// Create the prim faces
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@ -504,27 +461,18 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
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for (int i = 0; i < renderMesh.Faces.Count; i++)
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{
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Face face = renderMesh.Faces[i];
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string meshName = primID + "-Face-" + i.ToString();
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string meshName = primID + i.ToString();
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// Avoid adding duplicate meshes to the scene
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if (renderer.Scene.objectData.ContainsKey(meshName))
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{
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continue;
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}
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warp_Object faceObj = new warp_Object(face.Vertices.Count, face.Indices.Count / 3);
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warp_Object faceObj = new warp_Object();
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for (int j = 0; j < face.Vertices.Count; j++)
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{
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Vertex v = face.Vertices[j];
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warp_Vector pos = ConvertVector(v.Position);
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warp_Vector norm = ConvertVector(v.Normal);
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if (prim.Shape.SculptTexture == UUID.Zero)
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norm = norm.reverse();
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warp_Vertex vert = new warp_Vertex(pos, norm, v.TexCoord.X, v.TexCoord.Y);
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warp_Vertex vert = new warp_Vertex(pos, v.TexCoord.X, v.TexCoord.Y);
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faceObj.addVertex(vert);
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}
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@ -539,17 +487,19 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
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Primitive.TextureEntryFace teFace = prim.Shape.Textures.GetFace((uint)i);
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Color4 faceColor = GetFaceColor(teFace);
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string materialName = String.Empty;
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if (m_texturePrims && prim.Scale.LengthSquared() > m_texturePrimSize*m_texturePrimSize)
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if (m_texturePrims && primScaleLenSquared > m_texturePrimSize*m_texturePrimSize)
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materialName = GetOrCreateMaterial(renderer, faceColor, teFace.TextureID);
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else
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materialName = GetOrCreateMaterial(renderer, faceColor);
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warp_Vector primPos = ConvertVector(prim.GetWorldPosition());
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warp_Quaternion primRot = ConvertQuaternion(prim.GetWorldRotation());
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warp_Matrix m = warp_Matrix.quaternionMatrix(primRot);
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faceObj.transform(m);
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faceObj.setPos(primPos);
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faceObj.scaleSelf(primScale.x, primScale.y, primScale.z);
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faceObj.scaleSelf(prim.Scale.X, prim.Scale.Z, prim.Scale.Y);
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renderer.Scene.addObject(meshName, faceObj);
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renderer.SetObjectMaterial(meshName, materialName);
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}
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}
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@ -1617,9 +1617,9 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
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int mb = bx;
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if(mb < by)
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mb = by;
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if(mb > 2 * Constants.RegionSize && mb > 0)
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if(mb > Constants.RegionSize && mb > 0)
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{
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float scale = 2.0f * (float)Constants.RegionSize/(float)mb;
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float scale = (float)Constants.RegionSize/(float)mb;
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Size newsize = new Size();
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newsize.Width = (int)(bx * scale);
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newsize.Height = (int)(by * scale);
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BIN
bin/Warp3D.dll
BIN
bin/Warp3D.dll
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