* Yet another way to optimize the sculpt mesh generator
parent
f57cb17494
commit
c29409dc24
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@ -251,7 +251,7 @@ namespace OpenSim.Region.Physics.Meshing
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}
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// Create the Triangles
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int i = 0;
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//int i = 0;
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for (int y = 0; y < y_max - 1; y++)
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{
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@ -293,42 +293,42 @@ namespace OpenSim.Region.Physics.Meshing
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}
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}
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Vertex vt31 = sVertices[(y * x_max + x)];
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Vertex vt32 = sVertices[(y * x_max + 0)];
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Vertex vt33 = sVertices[((y + 1) * x_max + 0)];
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if (vt31 != null && vt32 != null && vt33 != null)
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{
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if (vt31.Equals(vt32, 0.022f) || vt31.Equals(vt33, 0.022f) || vt32.Equals(vt33, 0.022f))
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{
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}
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else
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{
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//Vertex vt31 = sVertices[(y * x_max + x)];
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//Vertex vt32 = sVertices[(y * x_max + 0)];
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//Vertex vt33 = sVertices[((y + 1) * x_max + 0)];
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//if (vt31 != null && vt32 != null && vt33 != null)
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//{
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//if (vt31.Equals(vt32, 0.022f) || vt31.Equals(vt33, 0.022f) || vt32.Equals(vt33, 0.022f))
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//{
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//}
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//else
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//{
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//Triangle tri3 = new Triangle(vt31, vt32, vt33);
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// Wrap the last cell in the row around
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//indices[i++] = (ushort)(y * x_max + x); //a
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//indices[i++] = (ushort)(y * x_max + 0); //b
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//indices[i++] = (ushort)((y + 1) * x_max + 0); //c
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//Add(tri3);
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}
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}
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// }
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//}
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Vertex vt41 = sVertices[(y * x_max + x)];
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Vertex vt42 = sVertices[((y + 1) * x_max + 0)];
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Vertex vt43 = sVertices[((y + 1) * x_max + x)];
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if (vt41 != null && vt42 != null && vt43 != null)
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{
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if (vt41.Equals(vt42, 0.022f) || vt31.Equals(vt43, 0.022f) || vt32.Equals(vt43, 0.022f))
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{
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}
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else
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{
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//Vertex vt41 = sVertices[(y * x_max + x)];
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//Vertex vt42 = sVertices[((y + 1) * x_max + 0)];
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//Vertex vt43 = sVertices[((y + 1) * x_max + x)];
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//if (vt41 != null && vt42 != null && vt43 != null)
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//{
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//if (vt41.Equals(vt42, 0.022f) || vt31.Equals(vt43, 0.022f) || vt32.Equals(vt43, 0.022f))
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//{
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//}
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// else
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// {
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//Triangle tri4 = new Triangle(vt41, vt42, vt43);
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//indices[i++] = (ushort)(y * x_max + x); //a
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//indices[i++] = (ushort)((y + 1) * x_max + 0); //b
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//indices[i++] = (ushort)((y + 1) * x_max + x); //c
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//Add(tri4);
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}
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}
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//}
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//}
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}
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}
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