* Adds poor support for ellipsis in the Meshmerizer. This will get better.. notice the huge nasty facets! Regular spheres still work as they did.
parent
e679f3eb36
commit
d0f7784101
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@ -57,7 +57,7 @@ namespace OpenSim.Region.Physics.Meshing
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// Setting baseDir to a path will enable the dumping of raw files
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// raw files can be imported by blender so a visual inspection of the results can be done
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// const string baseDir = "rawFiles";
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private const string baseDir = null; // "rawFiles";
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private const string baseDir = null; //"rawFiles";
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// TODO: unused
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// private static void IntersectionParameterPD(PhysicsVector p1, PhysicsVector r1, PhysicsVector p2,
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@ -204,6 +204,8 @@ namespace OpenSim.Region.Physics.Meshing
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}
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}
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break;
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default:
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if (hshape == HollowShape.Same)
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hshape= HollowShape.Square;
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@ -986,6 +988,105 @@ namespace OpenSim.Region.Physics.Meshing
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result.DumpRaw(baseDir, primName, "Z extruded");
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return result;
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}
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private static Mesh CreateSphereMesh(String primName, PrimitiveBaseShape primShape, PhysicsVector size)
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// Builds the z (+ and -) surfaces of a box shaped prim
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{
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UInt16 hollowFactor = primShape.ProfileHollow;
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UInt16 profileBegin = primShape.ProfileBegin;
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UInt16 profileEnd = primShape.ProfileEnd;
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UInt16 taperX = primShape.PathScaleX;
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UInt16 taperY = primShape.PathScaleY;
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UInt16 pathShearX = primShape.PathShearX;
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UInt16 pathShearY = primShape.PathShearY;
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Mesh m = new Mesh();
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float radius = 0.6f;
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float sq5 = (float) Math.Sqrt(5.0);
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float phi = (1 + sq5) * 0.5f;
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float rat = (float) Math.Sqrt(10f + (2f * sq5)) / (4f * phi);
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float a = (radius / rat) * 0.5f;
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float b = (radius / rat) / (2.0f * phi);
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Vertex v1 = new Vertex(0f, b, -a);
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Vertex v2 = new Vertex(b, a, 0f);
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Vertex v3 = new Vertex(-b, a, 0f);
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Vertex v4 = new Vertex(0f, b, a);
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Vertex v5 = new Vertex(0f, -b, a);
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Vertex v6 = new Vertex(-a, 0f, b);
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Vertex v7 = new Vertex(0f, -b, -a);
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Vertex v8 = new Vertex(a, 0f, -b);
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Vertex v9 = new Vertex(a, 0f, b);
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Vertex v10 = new Vertex(-a, 0f, -b);
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Vertex v11 = new Vertex(b, -a, 0);
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Vertex v12 = new Vertex(-b, -a, 0);
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m.Add(v1);
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m.Add(v2);
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m.Add(v3);
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m.Add(v4);
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m.Add(v5);
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m.Add(v6);
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m.Add(v7);
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m.Add(v8);
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m.Add(v9);
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m.Add(v10);
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m.Add(v11);
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m.Add(v12);
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Triangle t1 = new Triangle(v1, v2, v3);
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Triangle t2 = new Triangle(v4, v3, v2);
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Triangle t3 = new Triangle(v4, v5, v6);
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Triangle t4 = new Triangle(v4, v9, v5);
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Triangle t5 = new Triangle(v1, v7, v8);
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Triangle t6 = new Triangle(v1, v10, v7);
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Triangle t7 = new Triangle(v5, v11, v12);
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Triangle t8 = new Triangle(v7, v12, v11);
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Triangle t9 = new Triangle(v3, v6, v10);
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Triangle t10 = new Triangle(v12, v10, v6);
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Triangle t11 = new Triangle(v2, v8, v9);
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Triangle t12 = new Triangle(v11, v9, v8);
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Triangle t13 = new Triangle(v4, v6, v3);
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Triangle t14 = new Triangle(v4, v2, v9);
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Triangle t15 = new Triangle(v1, v3, v10);
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Triangle t16 = new Triangle(v1, v8, v2);
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Triangle t17 = new Triangle(v7, v10, v12);
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Triangle t18 = new Triangle(v7, v11, v8);
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Triangle t19 = new Triangle(v5, v12, v6);
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Triangle t20 = new Triangle(v5, v9, v11);
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m.Add(t1);
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m.Add(t2);
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m.Add(t3);
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m.Add(t4);
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m.Add(t5);
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m.Add(t6);
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m.Add(t7);
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m.Add(t8);
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m.Add(t9);
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m.Add(t10);
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m.Add(t11);
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m.Add(t12);
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m.Add(t13);
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m.Add(t14);
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m.Add(t15);
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m.Add(t16);
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m.Add(t17);
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m.Add(t18);
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m.Add(t19);
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m.Add(t20);
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// strechy!
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foreach (Vertex v in m.vertices)
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{
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v.X *= size.X;
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v.Y *= size.Y;
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v.Z *= size.Z;
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}
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foreach (Triangle t in m.triangles)
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{
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t.invertNormal();
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}
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m.DumpRaw(baseDir, primName, "Z extruded");
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return m;
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}
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public static void CalcNormals(Mesh mesh)
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{
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@ -1065,6 +1166,14 @@ namespace OpenSim.Region.Physics.Meshing
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CalcNormals(mesh);
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}
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break;
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case ProfileShape.HalfCircle:
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if (primShape.PathCurve == (byte)Extrusion.Curve1)
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{
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mesh = CreateSphereMesh(primName, primShape, size);
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CalcNormals(mesh);
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}
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break;
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case ProfileShape.EquilateralTriangle:
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mesh = CreatePrismMesh(primName, primShape, size);
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CalcNormals(mesh);
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@ -1449,6 +1449,8 @@ namespace OpenSim.Region.Physics.OdePlugin
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if (pbs.ProfileShape == ProfileShape.Circle && pbs.PathCurve == (byte)Extrusion.Straight)
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return true;
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if (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1 && (pbs.Scale.X != pbs.Scale.Y || pbs.Scale.Y != pbs.Scale.Z || pbs.Scale.Z != pbs.Scale.X))
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return true;
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if (pbs.ProfileShape == ProfileShape.EquilateralTriangle)
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return true;
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