diff --git a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs index 1d2f9860bf..1d719ed2e0 100644 --- a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs +++ b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs @@ -56,7 +56,7 @@ namespace OpenSim.Region.Physics.Meshing // Setting baseDir to a path will enable the dumping of raw files // raw files can be imported by blender so a visual inspection of the results can be done // const string baseDir = "rawFiles"; - private const string baseDir = null; //"rawFiles"; + private const string baseDir = "rawFiles"; private const float DEG_TO_RAD = 0.01745329238f; // TODO: unused @@ -219,11 +219,32 @@ namespace OpenSim.Region.Physics.Meshing if (hshape == HollowShape.Square) { float hollowFactorF = (float)fhollowFactor / (float)50000; - Vertex IMM = new Vertex(-0.5f * hollowFactorF, -0.5f * hollowFactorF, 0.0f); - Vertex IPM = new Vertex(+0.5f * hollowFactorF, -0.5f * hollowFactorF, 0.0f); - Vertex IPP = new Vertex(+0.5f * hollowFactorF, +0.5f * hollowFactorF, 0.0f); - Vertex IMP = new Vertex(-0.5f * hollowFactorF, +0.5f * hollowFactorF, 0.0f); + Vertex IMM; + Vertex IPM; + Vertex IPP; + Vertex IMP; + if (pshape == ProfileShape.Circle) + { // square cutout in cylinder is 45 degress rotated + IMM = new Vertex(0.0f, -0.707f * hollowFactorF, 0.0f); + IPM = new Vertex(0.707f * hollowFactorF, 0.0f, 0.0f); + IPP = new Vertex(0.0f, 0.707f * hollowFactorF, 0.0f); + IMP = new Vertex(-0.707f * hollowFactorF, 0.0f, 0.0f); + } + else if (pshape == ProfileShape.EquilateralTriangle) + { + IMM = new Vertex(0.0f, -0.667f * hollowFactorF, 0.0f); + IPM = new Vertex(0.667f * hollowFactorF, 0.0f, 0.0f); + IPP = new Vertex(0.0f, 0.667f * hollowFactorF, 0.0f); + IMP = new Vertex(-0.667f * hollowFactorF, 0.0f, 0.0f); + } + else + { + IMM = new Vertex(-0.5f * hollowFactorF, -0.5f * hollowFactorF, 0.0f); + IPM = new Vertex(+0.5f * hollowFactorF, -0.5f * hollowFactorF, 0.0f); + IPP = new Vertex(+0.5f * hollowFactorF, +0.5f * hollowFactorF, 0.0f); + IMP = new Vertex(-0.5f * hollowFactorF, +0.5f * hollowFactorF, 0.0f); + } holeHull = new SimpleHull(); @@ -236,97 +257,124 @@ namespace OpenSim.Region.Physics.Meshing { float hollowFactorF = (float)fhollowFactor / (float)50000; - Vertex IQ1Q15 = new Vertex(-0.35f * hollowFactorF, -0.35f * hollowFactorF, 0.0f); - Vertex IQ1Q16 = new Vertex(-0.30f * hollowFactorF, -0.40f * hollowFactorF, 0.0f); - Vertex IQ1Q17 = new Vertex(-0.24f * hollowFactorF, -0.43f * hollowFactorF, 0.0f); - Vertex IQ1Q18 = new Vertex(-0.18f * hollowFactorF, -0.46f * hollowFactorF, 0.0f); - Vertex IQ1Q19 = new Vertex(-0.11f * hollowFactorF, -0.48f * hollowFactorF, 0.0f); + //Vertex IQ1Q15 = new Vertex(-0.35f * hollowFactorF, -0.35f * hollowFactorF, 0.0f); + //Vertex IQ1Q16 = new Vertex(-0.30f * hollowFactorF, -0.40f * hollowFactorF, 0.0f); + //Vertex IQ1Q17 = new Vertex(-0.24f * hollowFactorF, -0.43f * hollowFactorF, 0.0f); + //Vertex IQ1Q18 = new Vertex(-0.18f * hollowFactorF, -0.46f * hollowFactorF, 0.0f); + //Vertex IQ1Q19 = new Vertex(-0.11f * hollowFactorF, -0.48f * hollowFactorF, 0.0f); - Vertex IQ2Q10 = new Vertex(+0.0f * hollowFactorF, -0.50f * hollowFactorF, 0.0f); - Vertex IQ2Q11 = new Vertex(+0.11f * hollowFactorF, -0.48f * hollowFactorF, 0.0f); - Vertex IQ2Q12 = new Vertex(+0.18f * hollowFactorF, -0.46f * hollowFactorF, 0.0f); - Vertex IQ2Q13 = new Vertex(+0.24f * hollowFactorF, -0.43f * hollowFactorF, 0.0f); - Vertex IQ2Q14 = new Vertex(+0.30f * hollowFactorF, -0.40f * hollowFactorF, 0.0f); - Vertex IQ2Q15 = new Vertex(+0.35f * hollowFactorF, -0.35f * hollowFactorF, 0.0f); - Vertex IQ2Q16 = new Vertex(+0.40f * hollowFactorF, -0.30f * hollowFactorF, 0.0f); - Vertex IQ2Q17 = new Vertex(+0.43f * hollowFactorF, -0.24f * hollowFactorF, 0.0f); - Vertex IQ2Q18 = new Vertex(+0.46f * hollowFactorF, -0.18f * hollowFactorF, 0.0f); - Vertex IQ2Q19 = new Vertex(+0.48f * hollowFactorF, -0.11f * hollowFactorF, 0.0f); + //Vertex IQ2Q10 = new Vertex(+0.0f * hollowFactorF, -0.50f * hollowFactorF, 0.0f); + //Vertex IQ2Q11 = new Vertex(+0.11f * hollowFactorF, -0.48f * hollowFactorF, 0.0f); + //Vertex IQ2Q12 = new Vertex(+0.18f * hollowFactorF, -0.46f * hollowFactorF, 0.0f); + //Vertex IQ2Q13 = new Vertex(+0.24f * hollowFactorF, -0.43f * hollowFactorF, 0.0f); + //Vertex IQ2Q14 = new Vertex(+0.30f * hollowFactorF, -0.40f * hollowFactorF, 0.0f); + //Vertex IQ2Q15 = new Vertex(+0.35f * hollowFactorF, -0.35f * hollowFactorF, 0.0f); + //Vertex IQ2Q16 = new Vertex(+0.40f * hollowFactorF, -0.30f * hollowFactorF, 0.0f); + //Vertex IQ2Q17 = new Vertex(+0.43f * hollowFactorF, -0.24f * hollowFactorF, 0.0f); + //Vertex IQ2Q18 = new Vertex(+0.46f * hollowFactorF, -0.18f * hollowFactorF, 0.0f); + //Vertex IQ2Q19 = new Vertex(+0.48f * hollowFactorF, -0.11f * hollowFactorF, 0.0f); - Vertex IQ2Q20 = new Vertex(+0.50f * hollowFactorF, +0.0f * hollowFactorF, 0.0f); - Vertex IQ2Q21 = new Vertex(+0.48f * hollowFactorF, +0.11f * hollowFactorF, 0.0f); - Vertex IQ2Q22 = new Vertex(+0.46f * hollowFactorF, +0.18f * hollowFactorF, 0.0f); - Vertex IQ2Q23 = new Vertex(+0.43f * hollowFactorF, +0.24f * hollowFactorF, 0.0f); - Vertex IQ2Q24 = new Vertex(+0.40f * hollowFactorF, +0.30f * hollowFactorF, 0.0f); - Vertex IQ2Q25 = new Vertex(+0.35f * hollowFactorF, +0.35f * hollowFactorF, 0.0f); - Vertex IQ2Q26 = new Vertex(+0.30f * hollowFactorF, +0.40f * hollowFactorF, 0.0f); - Vertex IQ2Q27 = new Vertex(+0.24f * hollowFactorF, +0.43f * hollowFactorF, 0.0f); - Vertex IQ2Q28 = new Vertex(+0.18f * hollowFactorF, +0.46f * hollowFactorF, 0.0f); - Vertex IQ2Q29 = new Vertex(+0.11f * hollowFactorF, +0.48f * hollowFactorF, 0.0f); + //Vertex IQ2Q20 = new Vertex(+0.50f * hollowFactorF, +0.0f * hollowFactorF, 0.0f); + //Vertex IQ2Q21 = new Vertex(+0.48f * hollowFactorF, +0.11f * hollowFactorF, 0.0f); + //Vertex IQ2Q22 = new Vertex(+0.46f * hollowFactorF, +0.18f * hollowFactorF, 0.0f); + //Vertex IQ2Q23 = new Vertex(+0.43f * hollowFactorF, +0.24f * hollowFactorF, 0.0f); + //Vertex IQ2Q24 = new Vertex(+0.40f * hollowFactorF, +0.30f * hollowFactorF, 0.0f); + //Vertex IQ2Q25 = new Vertex(+0.35f * hollowFactorF, +0.35f * hollowFactorF, 0.0f); + //Vertex IQ2Q26 = new Vertex(+0.30f * hollowFactorF, +0.40f * hollowFactorF, 0.0f); + //Vertex IQ2Q27 = new Vertex(+0.24f * hollowFactorF, +0.43f * hollowFactorF, 0.0f); + //Vertex IQ2Q28 = new Vertex(+0.18f * hollowFactorF, +0.46f * hollowFactorF, 0.0f); + //Vertex IQ2Q29 = new Vertex(+0.11f * hollowFactorF, +0.48f * hollowFactorF, 0.0f); - Vertex IQ1Q20 = new Vertex(+0.0f * hollowFactorF, +0.50f * hollowFactorF, 0.0f); - Vertex IQ1Q21 = new Vertex(-0.11f * hollowFactorF, +0.48f * hollowFactorF, 0.0f); - Vertex IQ1Q22 = new Vertex(-0.18f * hollowFactorF, +0.46f * hollowFactorF, 0.0f); - Vertex IQ1Q23 = new Vertex(-0.24f * hollowFactorF, +0.43f * hollowFactorF, 0.0f); - Vertex IQ1Q24 = new Vertex(-0.30f * hollowFactorF, +0.40f * hollowFactorF, 0.0f); - Vertex IQ1Q25 = new Vertex(-0.35f * hollowFactorF, +0.35f * hollowFactorF, 0.0f); - Vertex IQ1Q26 = new Vertex(-0.40f * hollowFactorF, +0.30f * hollowFactorF, 0.0f); - Vertex IQ1Q27 = new Vertex(-0.43f * hollowFactorF, +0.24f * hollowFactorF, 0.0f); - Vertex IQ1Q28 = new Vertex(-0.46f * hollowFactorF, +0.18f * hollowFactorF, 0.0f); - Vertex IQ1Q29 = new Vertex(-0.48f * hollowFactorF, +0.11f * hollowFactorF, 0.0f); + //Vertex IQ1Q20 = new Vertex(+0.0f * hollowFactorF, +0.50f * hollowFactorF, 0.0f); + //Vertex IQ1Q21 = new Vertex(-0.11f * hollowFactorF, +0.48f * hollowFactorF, 0.0f); + //Vertex IQ1Q22 = new Vertex(-0.18f * hollowFactorF, +0.46f * hollowFactorF, 0.0f); + //Vertex IQ1Q23 = new Vertex(-0.24f * hollowFactorF, +0.43f * hollowFactorF, 0.0f); + //Vertex IQ1Q24 = new Vertex(-0.30f * hollowFactorF, +0.40f * hollowFactorF, 0.0f); + //Vertex IQ1Q25 = new Vertex(-0.35f * hollowFactorF, +0.35f * hollowFactorF, 0.0f); + //Vertex IQ1Q26 = new Vertex(-0.40f * hollowFactorF, +0.30f * hollowFactorF, 0.0f); + //Vertex IQ1Q27 = new Vertex(-0.43f * hollowFactorF, +0.24f * hollowFactorF, 0.0f); + //Vertex IQ1Q28 = new Vertex(-0.46f * hollowFactorF, +0.18f * hollowFactorF, 0.0f); + //Vertex IQ1Q29 = new Vertex(-0.48f * hollowFactorF, +0.11f * hollowFactorF, 0.0f); - Vertex IQ1Q10 = new Vertex(-0.50f * hollowFactorF, +0.0f * hollowFactorF, 0.0f); - Vertex IQ1Q11 = new Vertex(-0.48f * hollowFactorF, -0.11f * hollowFactorF, 0.0f); - Vertex IQ1Q12 = new Vertex(-0.46f * hollowFactorF, -0.18f * hollowFactorF, 0.0f); - Vertex IQ1Q13 = new Vertex(-0.43f * hollowFactorF, -0.24f * hollowFactorF, 0.0f); - Vertex IQ1Q14 = new Vertex(-0.40f * hollowFactorF, -0.30f * hollowFactorF, 0.0f); + //Vertex IQ1Q10 = new Vertex(-0.50f * hollowFactorF, +0.0f * hollowFactorF, 0.0f); + //Vertex IQ1Q11 = new Vertex(-0.48f * hollowFactorF, -0.11f * hollowFactorF, 0.0f); + //Vertex IQ1Q12 = new Vertex(-0.46f * hollowFactorF, -0.18f * hollowFactorF, 0.0f); + //Vertex IQ1Q13 = new Vertex(-0.43f * hollowFactorF, -0.24f * hollowFactorF, 0.0f); + //Vertex IQ1Q14 = new Vertex(-0.40f * hollowFactorF, -0.30f * hollowFactorF, 0.0f); //Counter clockwise around the quadrants holeHull = new SimpleHull(); - holeHull.AddVertex(IQ1Q15); - holeHull.AddVertex(IQ1Q14); - holeHull.AddVertex(IQ1Q13); - holeHull.AddVertex(IQ1Q12); - holeHull.AddVertex(IQ1Q11); - holeHull.AddVertex(IQ1Q10); + //holeHull.AddVertex(IQ1Q15); + //holeHull.AddVertex(IQ1Q14); + //holeHull.AddVertex(IQ1Q13); + //holeHull.AddVertex(IQ1Q12); + //holeHull.AddVertex(IQ1Q11); + //holeHull.AddVertex(IQ1Q10); - holeHull.AddVertex(IQ1Q29); - holeHull.AddVertex(IQ1Q28); - holeHull.AddVertex(IQ1Q27); - holeHull.AddVertex(IQ1Q26); - holeHull.AddVertex(IQ1Q25); - holeHull.AddVertex(IQ1Q24); - holeHull.AddVertex(IQ1Q23); - holeHull.AddVertex(IQ1Q22); - holeHull.AddVertex(IQ1Q21); - holeHull.AddVertex(IQ1Q20); + //holeHull.AddVertex(IQ1Q29); + //holeHull.AddVertex(IQ1Q28); + //holeHull.AddVertex(IQ1Q27); + //holeHull.AddVertex(IQ1Q26); + //holeHull.AddVertex(IQ1Q25); + //holeHull.AddVertex(IQ1Q24); + //holeHull.AddVertex(IQ1Q23); + //holeHull.AddVertex(IQ1Q22); + //holeHull.AddVertex(IQ1Q21); + //holeHull.AddVertex(IQ1Q20); - holeHull.AddVertex(IQ2Q29); - holeHull.AddVertex(IQ2Q28); - holeHull.AddVertex(IQ2Q27); - holeHull.AddVertex(IQ2Q26); - holeHull.AddVertex(IQ2Q25); - holeHull.AddVertex(IQ2Q24); - holeHull.AddVertex(IQ2Q23); - holeHull.AddVertex(IQ2Q22); - holeHull.AddVertex(IQ2Q21); - holeHull.AddVertex(IQ2Q20); + //holeHull.AddVertex(IQ2Q29); + //holeHull.AddVertex(IQ2Q28); + //holeHull.AddVertex(IQ2Q27); + //holeHull.AddVertex(IQ2Q26); + //holeHull.AddVertex(IQ2Q25); + //holeHull.AddVertex(IQ2Q24); + //holeHull.AddVertex(IQ2Q23); + //holeHull.AddVertex(IQ2Q22); + //holeHull.AddVertex(IQ2Q21); + //holeHull.AddVertex(IQ2Q20); - holeHull.AddVertex(IQ2Q19); - holeHull.AddVertex(IQ2Q18); - holeHull.AddVertex(IQ2Q17); - holeHull.AddVertex(IQ2Q16); - holeHull.AddVertex(IQ2Q15); - holeHull.AddVertex(IQ2Q14); - holeHull.AddVertex(IQ2Q13); - holeHull.AddVertex(IQ2Q12); - holeHull.AddVertex(IQ2Q11); - holeHull.AddVertex(IQ2Q10); + //holeHull.AddVertex(IQ2Q19); + //holeHull.AddVertex(IQ2Q18); + //holeHull.AddVertex(IQ2Q17); + //holeHull.AddVertex(IQ2Q16); + //holeHull.AddVertex(IQ2Q15); + //holeHull.AddVertex(IQ2Q14); + //holeHull.AddVertex(IQ2Q13); + //holeHull.AddVertex(IQ2Q12); + //holeHull.AddVertex(IQ2Q11); + //holeHull.AddVertex(IQ2Q10); + + //holeHull.AddVertex(IQ1Q19); + //holeHull.AddVertex(IQ1Q18); + //holeHull.AddVertex(IQ1Q17); + //holeHull.AddVertex(IQ1Q16); + + holeHull.AddVertex(new Vertex(0.353553f * hollowFactorF, 0.353553f * hollowFactorF, 0.0f)); // 45 degrees + holeHull.AddVertex(new Vertex(0.433013f * hollowFactorF, 0.250000f * hollowFactorF, 0.0f)); // 30 degrees + holeHull.AddVertex(new Vertex(0.482963f * hollowFactorF, 0.129410f * hollowFactorF, 0.0f)); // 15 degrees + holeHull.AddVertex(new Vertex(0.500000f * hollowFactorF, 0.000000f * hollowFactorF, 0.0f)); // 0 degrees + holeHull.AddVertex(new Vertex(0.482963f * hollowFactorF, -0.129410f * hollowFactorF, 0.0f)); // 345 degrees + holeHull.AddVertex(new Vertex(0.433013f * hollowFactorF, -0.250000f * hollowFactorF, 0.0f)); // 330 degrees + holeHull.AddVertex(new Vertex(0.353553f * hollowFactorF, -0.353553f * hollowFactorF, 0.0f)); // 315 degrees + holeHull.AddVertex(new Vertex(0.250000f * hollowFactorF, -0.433013f * hollowFactorF, 0.0f)); // 300 degrees + holeHull.AddVertex(new Vertex(0.129410f * hollowFactorF, -0.482963f * hollowFactorF, 0.0f)); // 285 degrees + holeHull.AddVertex(new Vertex(0.000000f * hollowFactorF, -0.500000f * hollowFactorF, 0.0f)); // 270 degrees + holeHull.AddVertex(new Vertex(-0.129410f * hollowFactorF, -0.482963f * hollowFactorF, 0.0f)); // 255 degrees + holeHull.AddVertex(new Vertex(-0.250000f * hollowFactorF, -0.433013f * hollowFactorF, 0.0f)); // 240 degrees + holeHull.AddVertex(new Vertex(-0.353553f * hollowFactorF, -0.353553f * hollowFactorF, 0.0f)); // 225 degrees + holeHull.AddVertex(new Vertex(-0.433013f * hollowFactorF, -0.250000f * hollowFactorF, 0.0f)); // 210 degrees + holeHull.AddVertex(new Vertex(-0.482963f * hollowFactorF, -0.129410f * hollowFactorF, 0.0f)); // 195 degrees + holeHull.AddVertex(new Vertex(-0.500000f * hollowFactorF, 0.000000f * hollowFactorF, 0.0f)); // 180 degrees + holeHull.AddVertex(new Vertex(-0.482963f * hollowFactorF, 0.129410f * hollowFactorF, 0.0f)); // 165 degrees + holeHull.AddVertex(new Vertex(-0.433013f * hollowFactorF, 0.250000f * hollowFactorF, 0.0f)); // 150 degrees + holeHull.AddVertex(new Vertex(-0.353553f * hollowFactorF, 0.353553f * hollowFactorF, 0.0f)); // 135 degrees + holeHull.AddVertex(new Vertex(-0.250000f * hollowFactorF, 0.433013f * hollowFactorF, 0.0f)); // 120 degrees + holeHull.AddVertex(new Vertex(-0.129410f * hollowFactorF, 0.482963f * hollowFactorF, 0.0f)); // 105 degrees + holeHull.AddVertex(new Vertex(0.000000f * hollowFactorF, 0.500000f * hollowFactorF, 0.0f)); // 90 degrees + holeHull.AddVertex(new Vertex(0.129410f * hollowFactorF, 0.482963f * hollowFactorF, 0.0f)); // 75 degrees + holeHull.AddVertex(new Vertex(0.250000f * hollowFactorF, 0.433013f * hollowFactorF, 0.0f)); // 60 degrees + holeHull.AddVertex(new Vertex(0.353553f * hollowFactorF, 0.353553f * hollowFactorF, 0.0f)); // 45 degrees - holeHull.AddVertex(IQ1Q19); - holeHull.AddVertex(IQ1Q18); - holeHull.AddVertex(IQ1Q17); - holeHull.AddVertex(IQ1Q16); } if (hshape == HollowShape.Triangle) { @@ -401,10 +449,14 @@ namespace OpenSim.Region.Physics.Meshing Vertex MP = new Vertex(-0.5f, +0.5f, 0.0f); SimpleHull outerHull = new SimpleHull(); - outerHull.AddVertex(MM); - outerHull.AddVertex(PM); + //outerHull.AddVertex(MM); + //outerHull.AddVertex(PM); + //outerHull.AddVertex(PP); + //outerHull.AddVertex(MP); outerHull.AddVertex(PP); outerHull.AddVertex(MP); + outerHull.AddVertex(MM); + outerHull.AddVertex(PM); // Deal with cuts now if ((profileBegin != 0) || (profileEnd != 0)) @@ -617,97 +669,126 @@ namespace OpenSim.Region.Physics.Meshing // Base // Q1Q15 = Quadrant 1, Quadrant1, Vertex 5 - Vertex Q1Q15 = new Vertex(-0.35f, -0.35f, 0.0f); - Vertex Q1Q16 = new Vertex(-0.30f, -0.40f, 0.0f); - Vertex Q1Q17 = new Vertex(-0.24f, -0.43f, 0.0f); - Vertex Q1Q18 = new Vertex(-0.18f, -0.46f, 0.0f); - Vertex Q1Q19 = new Vertex(-0.11f, -0.48f, 0.0f); + //Vertex Q1Q15 = new Vertex(-0.35f, -0.35f, 0.0f); + //Vertex Q1Q16 = new Vertex(-0.30f, -0.40f, 0.0f); + //Vertex Q1Q17 = new Vertex(-0.24f, -0.43f, 0.0f); + //Vertex Q1Q18 = new Vertex(-0.18f, -0.46f, 0.0f); + //Vertex Q1Q19 = new Vertex(-0.11f, -0.48f, 0.0f); - Vertex Q2Q10 = new Vertex(+0.0f, -0.50f, 0.0f); - Vertex Q2Q11 = new Vertex(+0.11f, -0.48f, 0.0f); - Vertex Q2Q12 = new Vertex(+0.18f, -0.46f, 0.0f); - Vertex Q2Q13 = new Vertex(+0.24f, -0.43f, 0.0f); - Vertex Q2Q14 = new Vertex(+0.30f, -0.40f, 0.0f); - Vertex Q2Q15 = new Vertex(+0.35f, -0.35f, 0.0f); - Vertex Q2Q16 = new Vertex(+0.40f, -0.30f, 0.0f); - Vertex Q2Q17 = new Vertex(+0.43f, -0.24f, 0.0f); - Vertex Q2Q18 = new Vertex(+0.46f, -0.18f, 0.0f); - Vertex Q2Q19 = new Vertex(+0.48f, -0.11f, 0.0f); + //Vertex Q2Q10 = new Vertex(+0.0f, -0.50f, 0.0f); + //Vertex Q2Q11 = new Vertex(+0.11f, -0.48f, 0.0f); + //Vertex Q2Q12 = new Vertex(+0.18f, -0.46f, 0.0f); + //Vertex Q2Q13 = new Vertex(+0.24f, -0.43f, 0.0f); + //Vertex Q2Q14 = new Vertex(+0.30f, -0.40f, 0.0f); + //Vertex Q2Q15 = new Vertex(+0.35f, -0.35f, 0.0f); + //Vertex Q2Q16 = new Vertex(+0.40f, -0.30f, 0.0f); + //Vertex Q2Q17 = new Vertex(+0.43f, -0.24f, 0.0f); + //Vertex Q2Q18 = new Vertex(+0.46f, -0.18f, 0.0f); + //Vertex Q2Q19 = new Vertex(+0.48f, -0.11f, 0.0f); - Vertex Q2Q20 = new Vertex(+0.50f, +0.0f, 0.0f); - Vertex Q2Q21 = new Vertex(+0.48f, +0.11f, 0.0f); - Vertex Q2Q22 = new Vertex(+0.46f, +0.18f, 0.0f); - Vertex Q2Q23 = new Vertex(+0.43f, +0.24f, 0.0f); - Vertex Q2Q24 = new Vertex(+0.40f, +0.30f, 0.0f); - Vertex Q2Q25 = new Vertex(+0.35f, +0.35f, 0.0f); - Vertex Q2Q26 = new Vertex(+0.30f, +0.40f, 0.0f); - Vertex Q2Q27 = new Vertex(+0.24f, +0.43f, 0.0f); - Vertex Q2Q28 = new Vertex(+0.18f, +0.46f, 0.0f); - Vertex Q2Q29 = new Vertex(+0.11f, +0.48f, 0.0f); + //Vertex Q2Q20 = new Vertex(+0.50f, +0.0f, 0.0f); + //Vertex Q2Q21 = new Vertex(+0.48f, +0.11f, 0.0f); + //Vertex Q2Q22 = new Vertex(+0.46f, +0.18f, 0.0f); + //Vertex Q2Q23 = new Vertex(+0.43f, +0.24f, 0.0f); + //Vertex Q2Q24 = new Vertex(+0.40f, +0.30f, 0.0f); + //Vertex Q2Q25 = new Vertex(+0.35f, +0.35f, 0.0f); + //Vertex Q2Q26 = new Vertex(+0.30f, +0.40f, 0.0f); + //Vertex Q2Q27 = new Vertex(+0.24f, +0.43f, 0.0f); + //Vertex Q2Q28 = new Vertex(+0.18f, +0.46f, 0.0f); + //Vertex Q2Q29 = new Vertex(+0.11f, +0.48f, 0.0f); - Vertex Q1Q20 = new Vertex(+0.0f, +0.50f, 0.0f); - Vertex Q1Q21 = new Vertex(-0.11f, +0.48f, 0.0f); - Vertex Q1Q22 = new Vertex(-0.18f, +0.46f, 0.0f); - Vertex Q1Q23 = new Vertex(-0.24f, +0.43f, 0.0f); - Vertex Q1Q24 = new Vertex(-0.30f, +0.40f, 0.0f); - Vertex Q1Q25 = new Vertex(-0.35f, +0.35f, 0.0f); - Vertex Q1Q26 = new Vertex(-0.40f, +0.30f, 0.0f); - Vertex Q1Q27 = new Vertex(-0.43f, +0.24f, 0.0f); - Vertex Q1Q28 = new Vertex(-0.46f, +0.18f, 0.0f); - Vertex Q1Q29 = new Vertex(-0.48f, +0.11f, 0.0f); + //Vertex Q1Q20 = new Vertex(+0.0f, +0.50f, 0.0f); + //Vertex Q1Q21 = new Vertex(-0.11f, +0.48f, 0.0f); + //Vertex Q1Q22 = new Vertex(-0.18f, +0.46f, 0.0f); + //Vertex Q1Q23 = new Vertex(-0.24f, +0.43f, 0.0f); + //Vertex Q1Q24 = new Vertex(-0.30f, +0.40f, 0.0f); + //Vertex Q1Q25 = new Vertex(-0.35f, +0.35f, 0.0f); + //Vertex Q1Q26 = new Vertex(-0.40f, +0.30f, 0.0f); + //Vertex Q1Q27 = new Vertex(-0.43f, +0.24f, 0.0f); + //Vertex Q1Q28 = new Vertex(-0.46f, +0.18f, 0.0f); + //Vertex Q1Q29 = new Vertex(-0.48f, +0.11f, 0.0f); - Vertex Q1Q10 = new Vertex(-0.50f, +0.0f, 0.0f); - Vertex Q1Q11 = new Vertex(-0.48f, -0.11f, 0.0f); - Vertex Q1Q12 = new Vertex(-0.46f, -0.18f, 0.0f); - Vertex Q1Q13 = new Vertex(-0.43f, -0.24f, 0.0f); - Vertex Q1Q14 = new Vertex(-0.40f, -0.30f, 0.0f); + //Vertex Q1Q10 = new Vertex(-0.50f, +0.0f, 0.0f); + //Vertex Q1Q11 = new Vertex(-0.48f, -0.11f, 0.0f); + //Vertex Q1Q12 = new Vertex(-0.46f, -0.18f, 0.0f); + //Vertex Q1Q13 = new Vertex(-0.43f, -0.24f, 0.0f); + //Vertex Q1Q14 = new Vertex(-0.40f, -0.30f, 0.0f); SimpleHull outerHull = new SimpleHull(); //Clockwise around the quadrants - outerHull.AddVertex(Q1Q15); - outerHull.AddVertex(Q1Q16); - outerHull.AddVertex(Q1Q17); - outerHull.AddVertex(Q1Q18); - outerHull.AddVertex(Q1Q19); + //outerHull.AddVertex(Q1Q15); + //outerHull.AddVertex(Q1Q16); + //outerHull.AddVertex(Q1Q17); + //outerHull.AddVertex(Q1Q18); + //outerHull.AddVertex(Q1Q19); - outerHull.AddVertex(Q2Q10); - outerHull.AddVertex(Q2Q11); - outerHull.AddVertex(Q2Q12); - outerHull.AddVertex(Q2Q13); - outerHull.AddVertex(Q2Q14); - outerHull.AddVertex(Q2Q15); - outerHull.AddVertex(Q2Q16); - outerHull.AddVertex(Q2Q17); - outerHull.AddVertex(Q2Q18); - outerHull.AddVertex(Q2Q19); + //outerHull.AddVertex(Q2Q10); + //outerHull.AddVertex(Q2Q11); + //outerHull.AddVertex(Q2Q12); + //outerHull.AddVertex(Q2Q13); + //outerHull.AddVertex(Q2Q14); + //outerHull.AddVertex(Q2Q15); + //outerHull.AddVertex(Q2Q16); + //outerHull.AddVertex(Q2Q17); + //outerHull.AddVertex(Q2Q18); + //outerHull.AddVertex(Q2Q19); - outerHull.AddVertex(Q2Q20); - outerHull.AddVertex(Q2Q21); - outerHull.AddVertex(Q2Q22); - outerHull.AddVertex(Q2Q23); - outerHull.AddVertex(Q2Q24); - outerHull.AddVertex(Q2Q25); - outerHull.AddVertex(Q2Q26); - outerHull.AddVertex(Q2Q27); - outerHull.AddVertex(Q2Q28); - outerHull.AddVertex(Q2Q29); + //outerHull.AddVertex(Q2Q20); + //outerHull.AddVertex(Q2Q21); + //outerHull.AddVertex(Q2Q22); + //outerHull.AddVertex(Q2Q23); + //outerHull.AddVertex(Q2Q24); + //outerHull.AddVertex(Q2Q25); + //outerHull.AddVertex(Q2Q26); + //outerHull.AddVertex(Q2Q27); + //outerHull.AddVertex(Q2Q28); + //outerHull.AddVertex(Q2Q29); + + //outerHull.AddVertex(Q1Q20); + //outerHull.AddVertex(Q1Q21); + //outerHull.AddVertex(Q1Q22); + //outerHull.AddVertex(Q1Q23); + //outerHull.AddVertex(Q1Q24); + //outerHull.AddVertex(Q1Q25); + //outerHull.AddVertex(Q1Q26); + //outerHull.AddVertex(Q1Q27); + //outerHull.AddVertex(Q1Q28); + //outerHull.AddVertex(Q1Q29); + + //outerHull.AddVertex(Q1Q10); + //outerHull.AddVertex(Q1Q11); + //outerHull.AddVertex(Q1Q12); + //outerHull.AddVertex(Q1Q13); + //outerHull.AddVertex(Q1Q14); + + // counter-clockwise around the quadrants, start at 45 degrees + + outerHull.AddVertex(new Vertex(0.353553f, 0.353553f, 0.0f)); // 45 degrees + outerHull.AddVertex(new Vertex(0.250000f, 0.433013f, 0.0f)); // 60 degrees + outerHull.AddVertex(new Vertex(0.129410f, 0.482963f, 0.0f)); // 75 degrees + outerHull.AddVertex(new Vertex(0.000000f, 0.500000f, 0.0f)); // 90 degrees + outerHull.AddVertex(new Vertex(-0.129410f, 0.482963f, 0.0f)); // 105 degrees + outerHull.AddVertex(new Vertex(-0.250000f, 0.433013f, 0.0f)); // 120 degrees + outerHull.AddVertex(new Vertex(-0.353553f, 0.353553f, 0.0f)); // 135 degrees + outerHull.AddVertex(new Vertex(-0.433013f, 0.250000f, 0.0f)); // 150 degrees + outerHull.AddVertex(new Vertex(-0.482963f, 0.129410f, 0.0f)); // 165 degrees + outerHull.AddVertex(new Vertex(-0.500000f, 0.000000f, 0.0f)); // 180 degrees + outerHull.AddVertex(new Vertex(-0.482963f, -0.129410f, 0.0f)); // 195 degrees + outerHull.AddVertex(new Vertex(-0.433013f, -0.250000f, 0.0f)); // 210 degrees + outerHull.AddVertex(new Vertex(-0.353553f, -0.353553f, 0.0f)); // 225 degrees + outerHull.AddVertex(new Vertex(-0.250000f, -0.433013f, 0.0f)); // 240 degrees + outerHull.AddVertex(new Vertex(-0.129410f, -0.482963f, 0.0f)); // 255 degrees + outerHull.AddVertex(new Vertex(0.000000f, -0.500000f, 0.0f)); // 270 degrees + outerHull.AddVertex(new Vertex(0.129410f, -0.482963f, 0.0f)); // 285 degrees + outerHull.AddVertex(new Vertex(0.250000f, -0.433013f, 0.0f)); // 300 degrees + outerHull.AddVertex(new Vertex(0.353553f, -0.353553f, 0.0f)); // 315 degrees + outerHull.AddVertex(new Vertex(0.433013f, -0.250000f, 0.0f)); // 330 degrees + outerHull.AddVertex(new Vertex(0.482963f, -0.129410f, 0.0f)); // 345 degrees + outerHull.AddVertex(new Vertex(0.500000f, 0.000000f, 0.0f)); // 0 degrees + outerHull.AddVertex(new Vertex(0.482963f, 0.129410f, 0.0f)); // 15 degrees + outerHull.AddVertex(new Vertex(0.433013f, 0.250000f, 0.0f)); // 30 degrees - outerHull.AddVertex(Q1Q20); - outerHull.AddVertex(Q1Q21); - outerHull.AddVertex(Q1Q22); - outerHull.AddVertex(Q1Q23); - outerHull.AddVertex(Q1Q24); - outerHull.AddVertex(Q1Q25); - outerHull.AddVertex(Q1Q26); - outerHull.AddVertex(Q1Q27); - outerHull.AddVertex(Q1Q28); - outerHull.AddVertex(Q1Q29); - outerHull.AddVertex(Q1Q10); - outerHull.AddVertex(Q1Q11); - outerHull.AddVertex(Q1Q12); - outerHull.AddVertex(Q1Q13); - outerHull.AddVertex(Q1Q14); // Deal with cuts now if ((profileBegin != 0) || (profileEnd != 0)) @@ -933,9 +1014,12 @@ namespace OpenSim.Region.Physics.Meshing SimpleHull outerHull = new SimpleHull(); + //outerHull.AddVertex(MM); + //outerHull.AddVertex(PM); + //outerHull.AddVertex(PP); + outerHull.AddVertex(PP); outerHull.AddVertex(MM); outerHull.AddVertex(PM); - outerHull.AddVertex(PP); // Deal with cuts now if ((profileBegin != 0) || (profileEnd != 0))