breaking map (warp3d)...
parent
4837a8a8fa
commit
f7475d4a98
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@ -174,13 +174,16 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
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cameraPos = new Vector3(
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cameraPos = new Vector3(
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(m_scene.RegionInfo.RegionSizeX) * 0.5f,
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(m_scene.RegionInfo.RegionSizeX) * 0.5f,
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(m_scene.RegionInfo.RegionSizeY) * 0.5f,
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(m_scene.RegionInfo.RegionSizeY) * 0.5f,
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250f);
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4096f);
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cameraDir = -Vector3.UnitZ;
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cameraDir = -Vector3.UnitZ;
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viewWitdh = (int)m_scene.RegionInfo.RegionSizeX;
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viewWitdh = (int)m_scene.RegionInfo.RegionSizeX;
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viewHeigth = (int)m_scene.RegionInfo.RegionSizeY;
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viewHeigth = (int)m_scene.RegionInfo.RegionSizeY;
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orto = true;
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orto = true;
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// fov = warp_Math.rad2deg(2f * (float)Math.Atan2(viewWitdh,4096f));
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// orto = false;
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Bitmap tile = GenMapTile();
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Bitmap tile = GenMapTile();
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m_primMesher = null;
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m_primMesher = null;
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return tile;
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return tile;
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@ -395,6 +398,7 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
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texture = new warp_Texture(image);
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texture = new warp_Texture(image);
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warp_Material material = new warp_Material(texture);
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warp_Material material = new warp_Material(texture);
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material.setColor(warp_Color.getColor(255,255,255));
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renderer.Scene.addMaterial("TerrainColor", material);
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renderer.Scene.addMaterial("TerrainColor", material);
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renderer.SetObjectMaterial("Terrain", "TerrainColor");
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renderer.SetObjectMaterial("Terrain", "TerrainColor");
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}
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}
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@ -470,6 +474,10 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
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string primID = prim.UUID.ToString();
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string primID = prim.UUID.ToString();
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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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// Create the prim faces
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// Create the prim faces
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// TODO: Implement the useTextures flag behavior
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// TODO: Implement the useTextures flag behavior
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for (int i = 0; i < renderMesh.Faces.Count; i++)
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for (int i = 0; i < renderMesh.Faces.Count; i++)
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@ -501,18 +509,14 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
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Primitive.TextureEntryFace teFace = prim.Shape.Textures.GetFace((uint)i);
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Primitive.TextureEntryFace teFace = prim.Shape.Textures.GetFace((uint)i);
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Color4 faceColor = teFace.RGBA;
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Color4 faceColor = teFace.RGBA;
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string materialName = String.Empty;
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string materialName = String.Empty;
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if (m_texturePrims && primScaleLenSquared > 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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materialName = GetOrCreateMaterial(renderer, faceColor, teFace.TextureID);
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else
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else
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materialName = GetOrCreateMaterial(renderer, GetFaceColor(teFace));
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materialName = GetOrCreateMaterial(renderer, GetFaceColor(teFace));
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faceObj.scaleSelf(prim.Scale.X, prim.Scale.Z, prim.Scale.Y);
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faceObj.scaleSelf(prim.Scale.X, prim.Scale.Z, prim.Scale.Y);
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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.transform(m);
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warp_Vector primPos = ConvertVector(prim.GetWorldPosition());
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faceObj.setPos(primPos);
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faceObj.setPos(primPos);
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renderer.Scene.addObject(meshName, faceObj);
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renderer.Scene.addObject(meshName, faceObj);
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BIN
bin/Warp3D.dll
BIN
bin/Warp3D.dll
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