prim cuts in ODE
Much thanks to Gerhard! Merged with Darok's recent changes re: physical primsafrisby
parent
6bb1e91d41
commit
fdb57b28b1
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@ -221,6 +221,14 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin
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set { }
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}
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public override PrimitiveBaseShape Shape
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{
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set
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{
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return;
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}
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}
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public override PhysicsVector Velocity
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{
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get { return _velocity; }
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@ -686,6 +686,15 @@ namespace OpenSim.Region.Physics.BulletXPlugin
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get { return _size; }
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set { lock (BulletXScene.BulletXLock) { _size = value; } }
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}
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public override PrimitiveBaseShape Shape
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{
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set
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{
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return;
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}
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}
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public override PhysicsVector Acceleration
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{
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get { return _acceleration; }
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@ -26,6 +26,7 @@
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*
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*/
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using Axiom.Math;
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using OpenSim.Framework;
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namespace OpenSim.Region.Physics.Manager
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{
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@ -50,6 +51,11 @@ namespace OpenSim.Region.Physics.Manager
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public abstract PhysicsVector Size { get; set; }
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public abstract PrimitiveBaseShape Shape
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{
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set;
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}
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public abstract PhysicsVector Position { get; set; }
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public abstract PhysicsVector Velocity { get; set; }
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@ -85,6 +91,14 @@ namespace OpenSim.Region.Physics.Manager
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set { return; }
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}
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public override PrimitiveBaseShape Shape
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{
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set
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{
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return;
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}
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}
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public override PhysicsVector Velocity
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{
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get { return PhysicsVector.Zero; }
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@ -25,6 +25,10 @@
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*
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*/
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using System;
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namespace OpenSim.Region.Physics.Manager
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{
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public class PhysicsVector
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@ -50,5 +54,51 @@ namespace OpenSim.Region.Physics.Manager
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{
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return "<" + X + "," + Y + "," + Z + ">";
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}
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// Operations
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public static PhysicsVector operator +(PhysicsVector a, PhysicsVector b)
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{
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return new PhysicsVector(a.X + b.X, a.Y + b.Y, a.Z + b.Z);
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}
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public static PhysicsVector operator -(PhysicsVector a, PhysicsVector b)
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{
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return new PhysicsVector(a.X - b.X, a.Y - b.Y, a.Z - b.Z);
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}
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public static PhysicsVector cross(PhysicsVector a, PhysicsVector b)
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{
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return new PhysicsVector(a.Y * b.Z - a.Z * b.Y, a.Z * b.X - a.X * b.Z, a.X * b.Y - a.Y * b.X);
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}
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public float length()
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{
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return (float)Math.Sqrt(X*X + Y*Y + Z*Z);
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}
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public static PhysicsVector operator / (PhysicsVector v, float f)
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{
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return new PhysicsVector(v.X / f, v.Y / f, v.Z / f);
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}
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public static PhysicsVector operator *(PhysicsVector v, float f)
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{
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return new PhysicsVector(v.X * f, v.Y * f, v.Z * f);
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}
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public static PhysicsVector operator *(float f, PhysicsVector v)
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{
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return v * f;
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}
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public virtual bool IsIdentical(PhysicsVector v, float tolerance)
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{
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PhysicsVector diff = this - v;
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float d = diff.length();
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if (d < tolerance)
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return true;
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return false;
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}
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}
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}
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@ -30,37 +30,63 @@ using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Globalization;
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using OpenSim.Framework.Console;
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using OpenSim.Region.Physics.Manager;
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public class Vertex : IComparable<Vertex>
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{
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public String name;
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public PhysicsVector point;
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using OpenSim.Region.Physics.OdePlugin.Meshing;
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public Vertex(String name, float x, float y, float z)
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public class Vertex : PhysicsVector, IComparable<Vertex>
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{
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public Vertex(float x, float y, float z)
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: base(x, y, z)
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{
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this.name = name;
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point = new PhysicsVector(x, y, z);
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}
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public Vertex(PhysicsVector v)
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: base(v.X, v.Y, v.Z)
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{
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}
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public Vertex Clone()
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{
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return new Vertex(X, Y, Z);
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}
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public static Vertex FromAngle(double angle)
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{
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return new Vertex((float)Math.Cos(angle), (float)Math.Sin(angle), 0.0f);
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}
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public virtual bool Equals(Vertex v, float tolerance)
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{
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PhysicsVector diff = this - v;
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float d = diff.length();
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if (d < tolerance)
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return true;
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return false;
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}
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public int CompareTo(Vertex other)
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{
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if (point.X < other.point.X)
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if (X < other.X)
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return -1;
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if (point.X > other.point.X)
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if (X > other.X)
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return 1;
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if (point.Y < other.point.Y)
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if (Y < other.Y)
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return -1;
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if (point.Y > other.point.Y)
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if (Y > other.Y)
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return 1;
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if (point.Z < other.point.Z)
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if (Z < other.Z)
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return -1;
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if (point.Z > other.point.Z)
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if (Z > other.Z)
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return 1;
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return 0;
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@ -75,52 +101,25 @@ public class Vertex : IComparable<Vertex>
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{
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return me.CompareTo(other) < 0;
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}
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public String ToRaw()
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{
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// Why this stuff with the number formatter?
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// Well, the raw format uses the english/US notation of numbers
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// where the "," separates groups of 1000 while the "." marks the border between 1 and 10E-1.
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// The german notation uses these characters exactly vice versa!
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// The Float.ToString() routine is a localized one, giving different results depending on the country
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// settings your machine works with. Unusable for a machine readable file format :-(
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NumberFormatInfo nfi = new NumberFormatInfo();
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nfi.NumberDecimalSeparator = ".";
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nfi.NumberDecimalDigits = 3;
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String s1 = X.ToString("N2", nfi) + " " + Y.ToString("N2", nfi) + " " + Z.ToString("N2", nfi);
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return s1;
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}
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}
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public class Simplex : IComparable<Simplex>
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{
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public Vertex v1;
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public Vertex v2;
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public Simplex(Vertex _v1, Vertex _v2)
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{
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// Presort indices to make sorting (comparing) easier
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if (_v1 > _v2)
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{
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v1 = _v1;
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v2 = _v2;
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}
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else
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{
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v1 = _v2;
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v2 = _v1;
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}
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}
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public int CompareTo(Simplex other)
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{
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if (v1 > other.v1)
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{
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return 1;
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}
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if (v1 < other.v1)
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{
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return -1;
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}
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if (v2 > other.v2)
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{
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return 1;
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}
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if (v2 < other.v2)
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{
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return -1;
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}
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return 0;
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}
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} ;
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public class Triangle
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{
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public Vertex v1;
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@ -155,6 +154,12 @@ public class Triangle
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return false;
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}
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public bool isDegraded()
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{
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// This means, the vertices of this triangle are somewhat strange.
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// They either line up or at least two of them are identical
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return (radius_square == 0.0);
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}
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private void CalcCircle()
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{
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@ -184,14 +189,14 @@ public class Triangle
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double rx, ry;
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// Readout the three points, the triangle consists of
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p1x = v1.point.X;
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p1y = v1.point.Y;
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p1x = v1.X;
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p1y = v1.Y;
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p2x = v2.point.X;
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p2y = v2.point.Y;
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p2x = v2.X;
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p2y = v2.Y;
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p3x = v3.point.X;
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p3y = v3.point.Y;
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p3x = v3.X;
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p3y = v3.Y;
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/* calc helping values first */
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c1 = (p1x*p1x + p1y*p1y - p2x*p2x - p2y*p2y)/2;
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nfi.CurrencyDecimalDigits = 2;
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nfi.CurrencyDecimalSeparator = ".";
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String s1 = "<" + v1.point.X.ToString(nfi) + "," + v1.point.Y.ToString(nfi) + "," + v1.point.Z.ToString(nfi) +
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">";
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String s2 = "<" + v2.point.X.ToString(nfi) + "," + v2.point.Y.ToString(nfi) + "," + v2.point.Z.ToString(nfi) +
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">";
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String s3 = "<" + v3.point.X.ToString(nfi) + "," + v3.point.Y.ToString(nfi) + "," + v3.point.Z.ToString(nfi) +
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">";
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String s1 = "<" + v1.X.ToString(nfi) + "," + v1.Y.ToString(nfi) + "," + v1.Z.ToString(nfi) + ">";
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String s2 = "<" + v2.X.ToString(nfi) + "," + v2.Y.ToString(nfi) + "," + v2.Z.ToString(nfi) + ">";
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String s3 = "<" + v3.X.ToString(nfi) + "," + v3.Y.ToString(nfi) + "," + v3.Z.ToString(nfi) + ">";
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return s1 + ";" + s2 + ";" + s3;
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}
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PhysicsVector e1;
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PhysicsVector e2;
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e1 = new PhysicsVector(v1.point.X - v2.point.X, v1.point.Y - v2.point.Y, v1.point.Z - v2.point.Z);
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e2 = new PhysicsVector(v1.point.X - v3.point.X, v1.point.Y - v3.point.Y, v1.point.Z - v3.point.Z);
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e1 = new PhysicsVector(v1.X - v2.X, v1.Y - v2.Y, v1.Z - v2.Z);
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e2 = new PhysicsVector(v1.X - v3.X, v1.Y - v3.Y, v1.Z - v3.Z);
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// Cross product for normal
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PhysicsVector n = new PhysicsVector();
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float nx, ny, nz;
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n.X = e1.Y*e2.Z - e1.Z*e2.Y;
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n.Y = e1.Z*e2.X - e1.X*e2.Z;
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n.Z = e1.X*e2.Y - e1.Y*e2.X;
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PhysicsVector n = PhysicsVector.cross(e1, e2);
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// Length
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float l = (float) Math.Sqrt(n.X*n.X + n.Y*n.Y + n.Z*n.Z);
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float l = n.length();
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// Normalized "normal"
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n.X /= l;
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n.Y /= l;
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n.Z /= l;
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n = n / l;
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return n;
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}
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@ -299,4 +295,12 @@ public class Triangle
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v1 = v2;
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v2 = vt;
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}
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// Dumps a triangle in the "raw faces" format, blender can import. This is for visualisation and
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// debugging purposes
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public String ToStringRaw()
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{
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String output = v1.ToRaw() + " " + v2.ToRaw() + " " +v3.ToRaw();
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return output;
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}
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}
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@ -27,99 +27,61 @@
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*/
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using System;
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using System.IO;
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using System.Globalization;
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using System.Diagnostics;
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using System.Collections.Generic;
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using System.Runtime.InteropServices;
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using OpenSim.Framework;
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using OpenSim.Framework.Console;
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using OpenSim.Region.Physics.Manager;
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namespace OpenSim.Region.Physics.OdePlugin
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namespace OpenSim.Region.Physics.OdePlugin.Meshing
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{
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public class Mesh
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{
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public List<Vertex> vertices;
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public List<Triangle> triangles;
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public float[] normals;
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public Mesh()
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{
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vertices = new List<Vertex>();
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triangles = new List<Triangle>();
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}
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public void Add(Triangle triangle)
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{
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int i;
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i = vertices.IndexOf(triangle.v1);
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if (i < 0)
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throw new ArgumentException("Vertex v1 not known to mesh");
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i = vertices.IndexOf(triangle.v2);
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if (i < 0)
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throw new ArgumentException("Vertex v2 not known to mesh");
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i = vertices.IndexOf(triangle.v3);
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if (i < 0)
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throw new ArgumentException("Vertex v3 not known to mesh");
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triangles.Add(triangle);
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}
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public void Add(Vertex v)
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{
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vertices.Add(v);
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}
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public float[] getVertexListAsFloat()
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{
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float[] result = new float[vertices.Count*3];
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for (int i = 0; i < vertices.Count; i++)
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{
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Vertex v = vertices[i];
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PhysicsVector point = v.point;
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result[3*i + 0] = point.X;
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result[3*i + 1] = point.Y;
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result[3*i + 2] = point.Z;
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}
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GCHandle.Alloc(result, GCHandleType.Pinned);
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return result;
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}
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public int[] getIndexListAsInt()
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{
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int[] result = new int[triangles.Count*3];
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for (int i = 0; i < triangles.Count; i++)
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{
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Triangle t = triangles[i];
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result[3*i + 0] = vertices.IndexOf(t.v1);
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result[3*i + 1] = vertices.IndexOf(t.v2);
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result[3*i + 2] = vertices.IndexOf(t.v3);
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}
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GCHandle.Alloc(result, GCHandleType.Pinned);
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return result;
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}
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public void Append(Mesh newMesh)
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{
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foreach (Vertex v in newMesh.vertices)
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vertices.Add(v);
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foreach (Triangle t in newMesh.triangles)
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Add(t);
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}
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}
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public class Meshmerizer
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{
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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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const string baseDir = null;
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static void IntersectionParameterPD(PhysicsVector p1, PhysicsVector r1, PhysicsVector p2, PhysicsVector r2, ref float lambda, ref float mu)
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{
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// p1, p2, points on the straight
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// r1, r2, directional vectors of the straight. Not necessarily of length 1!
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// note, that l, m can be scaled such, that the range 0..1 is mapped to the area between two points,
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// thus allowing to decide whether an intersection is between two points
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float r1x = r1.X;
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float r1y = r1.Y;
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float r2x = r2.X;
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float r2y = r2.Y;
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float denom = r1y*r2x - r1x*r2y;
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if (denom == 0.0)
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{
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lambda = Single.NaN;
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mu = Single.NaN;
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return;
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}
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float p1x = p1.X;
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float p1y = p1.Y;
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float p2x = p2.X;
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float p2y = p2.Y;
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lambda = (-p2x * r2y + p1x * r2y + (p2y - p1y) * r2x) / denom;
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mu = (-p2x * r1y + p1x * r1y + (p2y - p1y) * r1x) / denom;
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}
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private static List<Triangle> FindInfluencedTriangles(List<Triangle> triangles, Vertex v)
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{
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List<Triangle> influenced = new List<Triangle>();
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foreach (Triangle t in triangles)
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{
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float dx, dy;
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if (t.isInCircle(v.point.X, v.point.Y))
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if (t.isInCircle(v.X, v.Y))
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{
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||||
influenced.Add(t);
|
||||
}
|
||||
|
@ -128,8 +90,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
}
|
||||
|
||||
|
||||
private static void InsertVertices(List<Vertex> vertices, int usedForSeed, List<Triangle> triangles,
|
||||
List<int> innerBorders)
|
||||
private static void InsertVertices(List<Vertex> vertices, int usedForSeed, List<Triangle> triangles)
|
||||
{
|
||||
// This is a variant of the delaunay algorithm
|
||||
// each time a new vertex is inserted, all triangles that are influenced by it are deleted
|
||||
|
@ -148,8 +109,10 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
// do not fulfill this condition with respect to the new triangle
|
||||
|
||||
// Find the triangles that are influenced by the new vertex
|
||||
Vertex v = vertices[iCurrentVertex];
|
||||
List<Triangle> influencedTriangles = FindInfluencedTriangles(triangles, v);
|
||||
Vertex v=vertices[iCurrentVertex];
|
||||
if (v == null)
|
||||
continue; // Null is polygon stop marker. Ignore it
|
||||
List<Triangle> influencedTriangles=FindInfluencedTriangles(triangles, v);
|
||||
|
||||
List<Simplex> simplices = new List<Simplex>();
|
||||
|
||||
|
@ -163,11 +126,12 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
simplices.AddRange(newSimplices);
|
||||
triangles.Remove(t);
|
||||
}
|
||||
// Now sort the simplices. That will make identical ones side by side in the list
|
||||
// Now sort the simplices. That will make identical ones reside side by side in the list
|
||||
simplices.Sort();
|
||||
|
||||
// Look for duplicate simplices here.
|
||||
// Remember, they are directly side by side in the list right now
|
||||
// Remember, they are directly side by side in the list right now,
|
||||
// So we only check directly neighbours
|
||||
int iSimplex;
|
||||
List<Simplex> innerSimplices = new List<Simplex>();
|
||||
for (iSimplex = 1; iSimplex < simplices.Count; iSimplex++) // Startindex=1, so we can refer backwards
|
||||
|
@ -186,310 +150,145 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
|
||||
// each simplex still in the list belongs to the hull of the region in question
|
||||
// The new vertex (yes, we still deal with verices here :-) ) forms a triangle
|
||||
// With each of these simplices. Build the new triangles and add them to the list
|
||||
// with each of these simplices. Build the new triangles and add them to the list
|
||||
foreach (Simplex s in simplices)
|
||||
{
|
||||
Triangle t = new Triangle(s.v1, s.v2, vertices[iCurrentVertex]);
|
||||
triangles.Add(t);
|
||||
if (!t.isDegraded())
|
||||
{
|
||||
triangles.Add(t);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// At this point all vertices should be inserted into the mesh
|
||||
// But the areas, that should be kept free still are filled with triangles
|
||||
// We have to remove them. For this we have a list of indices to vertices.
|
||||
// Each triangle that solemnly constists of vertices from the inner border
|
||||
// are deleted
|
||||
|
||||
List<Triangle> innerTriangles = new List<Triangle>();
|
||||
foreach (Triangle t in triangles)
|
||||
{
|
||||
if (
|
||||
innerBorders.Contains(vertices.IndexOf(t.v1))
|
||||
&& innerBorders.Contains(vertices.IndexOf(t.v2))
|
||||
&& innerBorders.Contains(vertices.IndexOf(t.v3))
|
||||
)
|
||||
innerTriangles.Add(t);
|
||||
}
|
||||
foreach (Triangle t in innerTriangles)
|
||||
{
|
||||
triangles.Remove(t);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
private static Mesh CreateBoxMeshX(PrimitiveBaseShape primShape, PhysicsVector size)
|
||||
// Builds the x (+ and -) surfaces of a box shaped prim
|
||||
static Mesh CreateBoxMesh(String primName, PrimitiveBaseShape primShape, PhysicsVector size)
|
||||
// Builds the z (+ and -) surfaces of a box shaped prim
|
||||
{
|
||||
UInt16 hollowFactor = primShape.ProfileHollow;
|
||||
Mesh meshMX = new Mesh();
|
||||
UInt16 profileBegin = primShape.ProfileBegin;
|
||||
UInt16 profileEnd = primShape.ProfileEnd;
|
||||
|
||||
// Procedure: This is based on the fact that the upper (plus) and lower (minus) Z-surface
|
||||
// of a block are basically the same
|
||||
// They may be warped differently but the shape is identical
|
||||
// So we only create one surface as a model and derive both plus and minus surface of the block from it
|
||||
// This is done in a model space where the block spans from -.5 to +.5 in X and Y
|
||||
// The mapping to Scene space is done later during the "extrusion" phase
|
||||
|
||||
// Surface 0, -X
|
||||
meshMX.Add(new Vertex("-X-Y-Z", -size.X/2.0f, -size.Y/2.0f, -size.Z/2.0f));
|
||||
meshMX.Add(new Vertex("-X+Y-Z", -size.X/2.0f, +size.Y/2.0f, -size.Z/2.0f));
|
||||
meshMX.Add(new Vertex("-X-Y+Z", -size.X/2.0f, -size.Y/2.0f, +size.Z/2.0f));
|
||||
meshMX.Add(new Vertex("-X+Y+Z", -size.X/2.0f, +size.Y/2.0f, +size.Z/2.0f));
|
||||
// Base
|
||||
Vertex MM = new Vertex(-0.5f, -0.5f, 0.0f);
|
||||
Vertex PM = new Vertex(+0.5f, -0.5f, 0.0f);
|
||||
Vertex MP = new Vertex(-0.5f, +0.5f, 0.0f);
|
||||
Vertex PP = new Vertex(+0.5f, +0.5f, 0.0f);
|
||||
|
||||
meshMX.Add(new Triangle(meshMX.vertices[0], meshMX.vertices[2], meshMX.vertices[1]));
|
||||
meshMX.Add(new Triangle(meshMX.vertices[1], meshMX.vertices[2], meshMX.vertices[3]));
|
||||
Meshing.SimpleHull outerHull = new SimpleHull();
|
||||
outerHull.AddVertex(MM);
|
||||
outerHull.AddVertex(PM);
|
||||
outerHull.AddVertex(PP);
|
||||
outerHull.AddVertex(MP);
|
||||
|
||||
// Deal with cuts now
|
||||
if ((profileBegin != 0) || (profileEnd != 0))
|
||||
{
|
||||
double fProfileBeginAngle = profileBegin / 50000.0 * 360.0; // In degree, for easier debugging and understanding
|
||||
fProfileBeginAngle -= (90.0 + 45.0); // for some reasons, the SL client counts from the corner -X/-Y
|
||||
double fProfileEndAngle = 360.0 - profileEnd / 50000.0 * 360.0; // Pathend comes as complement to 1.0
|
||||
fProfileEndAngle -= (90.0 + 45.0);
|
||||
if (fProfileBeginAngle < fProfileEndAngle)
|
||||
fProfileEndAngle -= 360.0;
|
||||
|
||||
Mesh meshPX = new Mesh();
|
||||
// Surface 1, +X
|
||||
meshPX.Add(new Vertex("+X-Y-Z", +size.X/2.0f, -size.Y/2.0f, -size.Z/2.0f));
|
||||
meshPX.Add(new Vertex("+X+Y-Z", +size.X/2.0f, +size.Y/2.0f, -size.Z/2.0f));
|
||||
meshPX.Add(new Vertex("+X-Y+Z", +size.X/2.0f, -size.Y/2.0f, +size.Z/2.0f));
|
||||
meshPX.Add(new Vertex("+X+Y+Z", +size.X/2.0f, +size.Y/2.0f, +size.Z/2.0f));
|
||||
// Note, that we don't want to cut out a triangle, even if this is a
|
||||
// good approximation for small cuts. Indeed we want to cut out an arc
|
||||
// and we approximate this arc by a polygon chain
|
||||
// Also note, that these vectors are of length 1.0 and thus their endpoints lay outside the model space
|
||||
// So it can easily be subtracted from the outer hull
|
||||
int iSteps = (int)(((fProfileBeginAngle - fProfileEndAngle) / 45.0) + .5); // how many steps do we need with approximately 45 degree
|
||||
double dStepWidth=(fProfileBeginAngle-fProfileEndAngle)/iSteps;
|
||||
|
||||
Vertex origin = new Vertex(0.0f, 0.0f, 0.0f);
|
||||
|
||||
meshPX.Add(new Triangle(meshPX.vertices[0], meshPX.vertices[1], meshPX.vertices[2]));
|
||||
meshPX.Add(new Triangle(meshPX.vertices[2], meshPX.vertices[1], meshPX.vertices[3]));
|
||||
// Note the sequence of vertices here. It's important to have the other rotational sense than in outerHull
|
||||
SimpleHull cutHull = new SimpleHull();
|
||||
cutHull.AddVertex(origin);
|
||||
for (int i=0; i<iSteps; i++) {
|
||||
double angle=fProfileBeginAngle-i*dStepWidth; // we count against the angle orientation!!!!
|
||||
Vertex v = Vertex.FromAngle(angle * Math.PI / 180.0);
|
||||
cutHull.AddVertex(v);
|
||||
}
|
||||
Vertex legEnd = Vertex.FromAngle(fProfileEndAngle * Math.PI / 180.0); // Calculated separately to avoid errors
|
||||
cutHull.AddVertex(legEnd);
|
||||
|
||||
MainLog.Instance.Debug("Starting cutting of the hollow shape from the prim {1}", 0, primName);
|
||||
SimpleHull cuttedHull = SimpleHull.SubtractHull(outerHull, cutHull);
|
||||
|
||||
outerHull = cuttedHull;
|
||||
}
|
||||
|
||||
// Deal with the hole here
|
||||
if (hollowFactor > 0)
|
||||
{
|
||||
float hollowFactorF = (float) hollowFactor/(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 IMP = new Vertex(-0.5f * hollowFactorF, +0.5f * hollowFactorF, 0.0f);
|
||||
Vertex IPP = new Vertex(+0.5f * hollowFactorF, +0.5f * hollowFactorF, 0.0f);
|
||||
|
||||
Vertex IPP;
|
||||
Vertex IPM;
|
||||
Vertex IMP;
|
||||
Vertex IMM;
|
||||
SimpleHull holeHull = new SimpleHull();
|
||||
|
||||
IPP = new Vertex("Inner-X+Y+Z", -size.X*hollowFactorF/2.0f, +size.Y*hollowFactorF/2.0f, +size.Z/2.0f);
|
||||
IPM = new Vertex("Inner-X+Y-Z", -size.X*hollowFactorF/2.0f, +size.Y*hollowFactorF/2.0f, -size.Z/2.0f);
|
||||
IMP = new Vertex("Inner-X-Y+Z", -size.X*hollowFactorF/2.0f, -size.Y*hollowFactorF/2.0f, +size.Z/2.0f);
|
||||
IMM = new Vertex("Inner-X-Y-Z", -size.X*hollowFactorF/2.0f, -size.Y*hollowFactorF/2.0f, -size.Z/2.0f);
|
||||
holeHull.AddVertex(IMM);
|
||||
holeHull.AddVertex(IMP);
|
||||
holeHull.AddVertex(IPP);
|
||||
holeHull.AddVertex(IPM);
|
||||
|
||||
meshMX.Add(IPP);
|
||||
meshMX.Add(IPM);
|
||||
meshMX.Add(IMP);
|
||||
meshMX.Add(IMM);
|
||||
SimpleHull hollowedHull = SimpleHull.SubtractHull(outerHull, holeHull);
|
||||
|
||||
meshMX.Add(new Triangle(IPP, IMP, IPM));
|
||||
meshMX.Add(new Triangle(IPM, IMP, IMM));
|
||||
outerHull = hollowedHull;
|
||||
|
||||
foreach (Triangle t in meshMX.triangles)
|
||||
{
|
||||
PhysicsVector n = t.getNormal();
|
||||
}
|
||||
|
||||
|
||||
IPP = new Vertex("Inner+X+Y+Z", +size.X*hollowFactorF/2.0f, +size.Y*hollowFactorF/2.0f, +size.Z/2.0f);
|
||||
IPM = new Vertex("Inner+X+Y-Z", +size.X*hollowFactorF/2.0f, +size.Y*hollowFactorF/2.0f, -size.Z/2.0f);
|
||||
IMP = new Vertex("Inner+X-Y+Z", +size.X*hollowFactorF/2.0f, -size.Y*hollowFactorF/2.0f, +size.Z/2.0f);
|
||||
IMM = new Vertex("Inner+X-Y-Z", +size.X*hollowFactorF/2.0f, -size.Y*hollowFactorF/2.0f, -size.Z/2.0f);
|
||||
|
||||
meshPX.Add(IPP);
|
||||
meshPX.Add(IPM);
|
||||
meshPX.Add(IMP);
|
||||
meshPX.Add(IMM);
|
||||
|
||||
meshPX.Add(new Triangle(IPP, IPM, IMP));
|
||||
meshPX.Add(new Triangle(IMP, IPM, IMM));
|
||||
|
||||
foreach (Triangle t in meshPX.triangles)
|
||||
{
|
||||
PhysicsVector n = t.getNormal();
|
||||
}
|
||||
}
|
||||
|
||||
Mesh result = new Mesh();
|
||||
result.Append(meshMX);
|
||||
result.Append(meshPX);
|
||||
Mesh m = new Mesh();
|
||||
|
||||
return result;
|
||||
}
|
||||
Vertex Seed1 = new Vertex(0.0f, -10.0f, 0.0f);
|
||||
Vertex Seed2 = new Vertex(-10.0f, 10.0f, 0.0f);
|
||||
Vertex Seed3 = new Vertex(10.0f, 10.0f, 0.0f);
|
||||
|
||||
m.Add(Seed1);
|
||||
m.Add(Seed2);
|
||||
m.Add(Seed3);
|
||||
|
||||
private static Mesh CreateBoxMeshY(PrimitiveBaseShape primShape, PhysicsVector size)
|
||||
// Builds the y (+ and -) surfaces of a box shaped prim
|
||||
{
|
||||
UInt16 hollowFactor = primShape.ProfileHollow;
|
||||
m.Add(new Triangle(Seed1, Seed2, Seed3));
|
||||
m.Add(outerHull.getVertices());
|
||||
|
||||
// (M)inus Y
|
||||
Mesh MeshMY = new Mesh();
|
||||
MeshMY.Add(new Vertex("-X-Y-Z", -size.X/2.0f, -size.Y/2.0f, -size.Z/2.0f));
|
||||
MeshMY.Add(new Vertex("+X-Y-Z", +size.X/2.0f, -size.Y/2.0f, -size.Z/2.0f));
|
||||
MeshMY.Add(new Vertex("-X-Y+Z", -size.X/2.0f, -size.Y/2.0f, +size.Z/2.0f));
|
||||
MeshMY.Add(new Vertex("+X-Y+Z", +size.X/2.0f, -size.Y/2.0f, +size.Z/2.0f));
|
||||
InsertVertices(m.vertices, 3, m.triangles);
|
||||
m.DumpRaw(baseDir, primName, "Proto first Mesh");
|
||||
|
||||
MeshMY.Add(new Triangle(MeshMY.vertices[0], MeshMY.vertices[1], MeshMY.vertices[2]));
|
||||
MeshMY.Add(new Triangle(MeshMY.vertices[2], MeshMY.vertices[1], MeshMY.vertices[3]));
|
||||
m.Remove(Seed1);
|
||||
m.Remove(Seed2);
|
||||
m.Remove(Seed3);
|
||||
m.DumpRaw(baseDir, primName, "Proto seeds removed");
|
||||
|
||||
// (P)lus Y
|
||||
Mesh MeshPY = new Mesh();
|
||||
m.RemoveTrianglesOutside(outerHull);
|
||||
m.DumpRaw(baseDir, primName, "Proto outsides removed");
|
||||
|
||||
MeshPY.Add(new Vertex("-X+Y-Z", -size.X/2.0f, +size.Y/2.0f, -size.Z/2.0f));
|
||||
MeshPY.Add(new Vertex("+X+Y-Z", +size.X/2.0f, +size.Y/2.0f, -size.Z/2.0f));
|
||||
MeshPY.Add(new Vertex("-X+Y+Z", -size.X/2.0f, +size.Y/2.0f, +size.Z/2.0f));
|
||||
MeshPY.Add(new Vertex("+X+Y+Z", +size.X/2.0f, +size.Y/2.0f, +size.Z/2.0f));
|
||||
|
||||
MeshPY.Add(new Triangle(MeshPY.vertices[1], MeshPY.vertices[0], MeshPY.vertices[2]));
|
||||
MeshPY.Add(new Triangle(MeshPY.vertices[1], MeshPY.vertices[2], MeshPY.vertices[3]));
|
||||
|
||||
if (hollowFactor > 0)
|
||||
{
|
||||
float hollowFactorF = (float) hollowFactor/(float) 50000;
|
||||
|
||||
Vertex IPP;
|
||||
Vertex IPM;
|
||||
Vertex IMP;
|
||||
Vertex IMM;
|
||||
|
||||
IPP = new Vertex("Inner+X-Y+Z", +size.X*hollowFactorF/2.0f, -size.Y*hollowFactorF/2.0f, +size.Z/2.0f);
|
||||
IPM = new Vertex("Inner+X-Y-Z", +size.X*hollowFactorF/2.0f, -size.Y*hollowFactorF/2.0f, -size.Z/2.0f);
|
||||
IMP = new Vertex("Inner-X-Y+Z", -size.X*hollowFactorF/2.0f, -size.Y*hollowFactorF/2.0f, +size.Z/2.0f);
|
||||
IMM = new Vertex("Inner-X-Y-Z", -size.X*hollowFactorF/2.0f, -size.Y*hollowFactorF/2.0f, -size.Z/2.0f);
|
||||
|
||||
MeshMY.Add(IPP);
|
||||
MeshMY.Add(IPM);
|
||||
MeshMY.Add(IMP);
|
||||
MeshMY.Add(IMM);
|
||||
|
||||
MeshMY.Add(new Triangle(IPP, IPM, IMP));
|
||||
MeshMY.Add(new Triangle(IMP, IPM, IMM));
|
||||
|
||||
foreach (Triangle t in MeshMY.triangles)
|
||||
{
|
||||
PhysicsVector n = t.getNormal();
|
||||
}
|
||||
|
||||
|
||||
IPP = new Vertex("Inner+X+Y+Z", +size.X*hollowFactorF/2.0f, +size.Y*hollowFactorF/2.0f, +size.Z/2.0f);
|
||||
IPM = new Vertex("Inner+X+Y-Z", +size.X*hollowFactorF/2.0f, +size.Y*hollowFactorF/2.0f, -size.Z/2.0f);
|
||||
IMP = new Vertex("Inner-X+Y+Z", -size.X*hollowFactorF/2.0f, +size.Y*hollowFactorF/2.0f, +size.Z/2.0f);
|
||||
IMM = new Vertex("Inner-X+Y-Z", -size.X*hollowFactorF/2.0f, +size.Y*hollowFactorF/2.0f, -size.Z/2.0f);
|
||||
|
||||
MeshPY.Add(IPP);
|
||||
MeshPY.Add(IPM);
|
||||
MeshPY.Add(IMP);
|
||||
MeshPY.Add(IMM);
|
||||
|
||||
MeshPY.Add(new Triangle(IPM, IPP, IMP));
|
||||
MeshPY.Add(new Triangle(IMP, IMM, IPM));
|
||||
|
||||
foreach (Triangle t in MeshPY.triangles)
|
||||
{
|
||||
PhysicsVector n = t.getNormal();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Mesh result = new Mesh();
|
||||
result.Append(MeshMY);
|
||||
result.Append(MeshPY);
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
private static Mesh CreateBoxMeshZ(PrimitiveBaseShape primShape, PhysicsVector size)
|
||||
// Builds the z (+ and -) surfaces of a box shaped prim
|
||||
{
|
||||
UInt16 hollowFactor = primShape.ProfileHollow;
|
||||
|
||||
// Base, i.e. outer shape
|
||||
// (M)inus Z
|
||||
Mesh MZ = new Mesh();
|
||||
|
||||
MZ.Add(new Vertex("-X-Y-Z", -size.X/2.0f, -size.Y/2.0f, -size.Z/2.0f));
|
||||
MZ.Add(new Vertex("+X-Y-Z", +size.X/2.0f, -size.Y/2.0f, -size.Z/2.0f));
|
||||
MZ.Add(new Vertex("-X+Y-Z", -size.X/2.0f, +size.Y/2.0f, -size.Z/2.0f));
|
||||
MZ.Add(new Vertex("+X+Y-Z", +size.X/2.0f, +size.Y/2.0f, -size.Z/2.0f));
|
||||
|
||||
|
||||
MZ.Add(new Triangle(MZ.vertices[1], MZ.vertices[0], MZ.vertices[2]));
|
||||
MZ.Add(new Triangle(MZ.vertices[1], MZ.vertices[2], MZ.vertices[3]));
|
||||
|
||||
// (P)lus Z
|
||||
Mesh PZ = new Mesh();
|
||||
|
||||
PZ.Add(new Vertex("-X-Y+Z", -size.X/2.0f, -size.Y/2.0f, 0.0f));
|
||||
PZ.Add(new Vertex("+X-Y+Z", +size.X/2.0f, -size.Y/2.0f, 0.0f));
|
||||
PZ.Add(new Vertex("-X+Y+Z", -size.X/2.0f, +size.Y/2.0f, 0.0f));
|
||||
PZ.Add(new Vertex("+X+Y+Z", +size.X/2.0f, +size.Y/2.0f, 0.0f));
|
||||
|
||||
// Surface 5, +Z
|
||||
PZ.Add(new Triangle(PZ.vertices[0], PZ.vertices[1], PZ.vertices[2]));
|
||||
PZ.Add(new Triangle(PZ.vertices[2], PZ.vertices[1], PZ.vertices[3]));
|
||||
|
||||
if (hollowFactor > 0)
|
||||
{
|
||||
float hollowFactorF = (float) hollowFactor/(float) 50000;
|
||||
|
||||
MZ.Add(new Vertex("-X-Y-Z", -size.X*hollowFactorF/2.0f, -size.Y*hollowFactorF/2.0f, 0.0f));
|
||||
MZ.Add(new Vertex("-X+Y-Z", +size.X*hollowFactorF/2.0f, -size.Y*hollowFactorF/2.0f, 0.0f));
|
||||
MZ.Add(new Vertex("-X-Y+Z", -size.X*hollowFactorF/2.0f, +size.Y*hollowFactorF/2.0f, 0.0f));
|
||||
MZ.Add(new Vertex("-X+Y+Z", +size.X*hollowFactorF/2.0f, +size.Y*hollowFactorF/2.0f, 0.0f));
|
||||
|
||||
List<int> innerBorders = new List<int>();
|
||||
innerBorders.Add(4);
|
||||
innerBorders.Add(5);
|
||||
innerBorders.Add(6);
|
||||
innerBorders.Add(7);
|
||||
|
||||
InsertVertices(MZ.vertices, 4, MZ.triangles, innerBorders);
|
||||
|
||||
PZ.Add(new Vertex("-X-Y-Z", -size.X*hollowFactorF/2.0f, -size.Y*hollowFactorF/2.0f, 0.0f));
|
||||
PZ.Add(new Vertex("-X+Y-Z", +size.X*hollowFactorF/2.0f, -size.Y*hollowFactorF/2.0f, 0.0f));
|
||||
PZ.Add(new Vertex("-X-Y+Z", -size.X*hollowFactorF/2.0f, +size.Y*hollowFactorF/2.0f, 0.0f));
|
||||
PZ.Add(new Vertex("-X+Y+Z", +size.X*hollowFactorF/2.0f, +size.Y*hollowFactorF/2.0f, 0.0f));
|
||||
|
||||
innerBorders = new List<int>();
|
||||
innerBorders.Add(4);
|
||||
innerBorders.Add(5);
|
||||
innerBorders.Add(6);
|
||||
innerBorders.Add(7);
|
||||
|
||||
InsertVertices(PZ.vertices, 4, PZ.triangles, innerBorders);
|
||||
}
|
||||
|
||||
foreach (Vertex v in PZ.vertices)
|
||||
{
|
||||
v.point.Z = size.Z/2.0f;
|
||||
}
|
||||
foreach (Vertex v in MZ.vertices)
|
||||
{
|
||||
v.point.Z = -size.Z/2.0f;
|
||||
}
|
||||
|
||||
foreach (Triangle t in MZ.triangles)
|
||||
{
|
||||
PhysicsVector n = t.getNormal();
|
||||
if (n.Z > 0.0)
|
||||
t.invertNormal();
|
||||
}
|
||||
|
||||
foreach (Triangle t in PZ.triangles)
|
||||
foreach (Triangle t in m.triangles)
|
||||
{
|
||||
PhysicsVector n = t.getNormal();
|
||||
if (n.Z < 0.0)
|
||||
t.invertNormal();
|
||||
}
|
||||
|
||||
Mesh result = new Mesh();
|
||||
result.Append(MZ);
|
||||
result.Append(PZ);
|
||||
Extruder extr = new Extruder();
|
||||
|
||||
extr.size = size;
|
||||
|
||||
Mesh result = extr.Extrude(m);
|
||||
result.DumpRaw(baseDir, primName, "Z extruded");
|
||||
return result;
|
||||
}
|
||||
|
||||
private static Mesh CreateBoxMesh(PrimitiveBaseShape primShape, PhysicsVector size)
|
||||
{
|
||||
Mesh result = new Mesh();
|
||||
|
||||
|
||||
Mesh MeshX = CreateBoxMeshX(primShape, size);
|
||||
Mesh MeshY = CreateBoxMeshY(primShape, size);
|
||||
Mesh MeshZ = CreateBoxMeshZ(primShape, size);
|
||||
|
||||
result.Append(MeshX);
|
||||
result.Append(MeshY);
|
||||
result.Append(MeshZ);
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
|
||||
public static void CalcNormals(Mesh mesh)
|
||||
{
|
||||
int iTriangles = mesh.triangles.Count;
|
||||
|
@ -503,17 +302,18 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
float vx, vy, vz;
|
||||
float wx, wy, wz;
|
||||
|
||||
ux = t.v1.point.X;
|
||||
uy = t.v1.point.Y;
|
||||
uz = t.v1.point.Z;
|
||||
ux = t.v1.X;
|
||||
uy = t.v1.Y;
|
||||
uz = t.v1.Z;
|
||||
|
||||
vx = t.v2.point.X;
|
||||
vy = t.v2.point.Y;
|
||||
vz = t.v2.point.Z;
|
||||
vx = t.v2.X;
|
||||
vy = t.v2.Y;
|
||||
vz = t.v2.Z;
|
||||
|
||||
wx = t.v3.X;
|
||||
wy = t.v3.Y;
|
||||
wz = t.v3.Z;
|
||||
|
||||
wx = t.v3.point.X;
|
||||
wy = t.v3.point.Y;
|
||||
wz = t.v3.point.Z;
|
||||
|
||||
// Vectors for edges
|
||||
float e1x, e1y, e1z;
|
||||
|
@ -550,14 +350,14 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
}
|
||||
}
|
||||
|
||||
public static Mesh CreateMesh(PrimitiveBaseShape primShape, PhysicsVector size)
|
||||
public static Mesh CreateMesh(String primName, PrimitiveBaseShape primShape, PhysicsVector size)
|
||||
{
|
||||
Mesh mesh = null;
|
||||
|
||||
switch (primShape.ProfileShape)
|
||||
{
|
||||
case ProfileShape.Square:
|
||||
mesh = CreateBoxMesh(primShape, size);
|
||||
mesh=CreateBoxMesh(primName, primShape, size);
|
||||
CalcNormals(mesh);
|
||||
break;
|
||||
default:
|
||||
|
|
|
@ -32,6 +32,8 @@ using Axiom.Math;
|
|||
using Ode.NET;
|
||||
using OpenSim.Framework;
|
||||
using OpenSim.Region.Physics.Manager;
|
||||
using OpenSim.Region.Physics.OdePlugin.Meshing;
|
||||
|
||||
|
||||
namespace OpenSim.Region.Physics.OdePlugin
|
||||
{
|
||||
|
@ -274,6 +276,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
|
||||
public int TriCallback(IntPtr trimesh, IntPtr refObject, int triangleIndex)
|
||||
{
|
||||
/*
|
||||
String name1 = null;
|
||||
String name2 = null;
|
||||
|
||||
|
@ -294,45 +297,52 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
|
||||
d.GeomTriMeshGetTriangle(trimesh, 0, ref v0, ref v1, ref v2);
|
||||
// MainLog.Instance.Debug("Triangle {0} is <{1},{2},{3}>, <{4},{5},{6}>, <{7},{8},{9}>", triangleIndex, v0.X, v0.Y, v0.Z, v1.X, v1.Y, v1.Z, v2.X, v2.Y, v2.Z);
|
||||
|
||||
*/
|
||||
return 1;
|
||||
}
|
||||
|
||||
|
||||
public bool needsMeshing(PrimitiveBaseShape pbs)
|
||||
{
|
||||
if (pbs.ProfileHollow != 0)
|
||||
return true;
|
||||
|
||||
if ((pbs.ProfileBegin != 0) || pbs.ProfileEnd != 0)
|
||||
return true;
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position,
|
||||
PhysicsVector size, Quaternion rotation) //To be removed
|
||||
{
|
||||
return this.AddPrimShape(primName, pbs, position, size, rotation, false);
|
||||
}
|
||||
|
||||
public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position,
|
||||
PhysicsVector size, Quaternion rotation, bool isPhysical)
|
||||
{
|
||||
PhysicsActor result;
|
||||
Mesh mesh = null;
|
||||
|
||||
switch (pbs.ProfileShape)
|
||||
{
|
||||
case ProfileShape.Square:
|
||||
/// support simple box & hollow box now; later, more shapes
|
||||
if (pbs.ProfileHollow == 0)
|
||||
if (needsMeshing(pbs))
|
||||
{
|
||||
result = AddPrim(primName, position, size, rotation, null, null);
|
||||
mesh = Meshmerizer.CreateMesh(primName, pbs, size);
|
||||
}
|
||||
else
|
||||
{
|
||||
Mesh mesh = Meshmerizer.CreateMesh(pbs, size);
|
||||
result = AddPrim(primName, position, size, rotation, mesh, pbs);
|
||||
}
|
||||
break;
|
||||
|
||||
default:
|
||||
result = AddPrim(primName, position, size, rotation, null, null);
|
||||
break;
|
||||
}
|
||||
|
||||
result = AddPrim(primName, position, size, rotation, mesh, pbs);
|
||||
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
|
||||
public override void Simulate(float timeStep)
|
||||
{
|
||||
step_time += timeStep;
|
||||
|
@ -551,6 +561,13 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
set { }
|
||||
}
|
||||
|
||||
public override PrimitiveBaseShape Shape
|
||||
{
|
||||
set
|
||||
{
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
public override PhysicsVector Velocity
|
||||
{
|
||||
|
@ -753,6 +770,12 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
}
|
||||
}
|
||||
|
||||
public override bool IsPhysical
|
||||
{
|
||||
get { return false; }
|
||||
set { return; }
|
||||
}
|
||||
|
||||
public void setMesh(OdeScene parent_scene, Mesh mesh)
|
||||
{
|
||||
float[] vertexList = mesh.getVertexListAsFloat(); // Note, that vertextList is pinned in memory
|
||||
|
@ -769,12 +792,6 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
prim_geom = d.CreateTriMesh(parent_scene.space, _triMeshData, parent_scene.triCallback, null, null);
|
||||
}
|
||||
|
||||
public override bool IsPhysical
|
||||
{
|
||||
get { return false; }
|
||||
set { return; }
|
||||
}
|
||||
|
||||
public override bool Flying
|
||||
{
|
||||
get { return false; //no flying prims for you
|
||||
|
@ -810,18 +827,70 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
_size = value;
|
||||
lock (OdeScene.OdeLock)
|
||||
{
|
||||
if (_mesh != null) // We deal with a mesh here
|
||||
string oldname = _parent_scene.geom_name_map[prim_geom];
|
||||
|
||||
// Cleanup of old prim geometry
|
||||
d.GeomDestroy(prim_geom);
|
||||
if (_mesh != null)
|
||||
{
|
||||
string oldname = _parent_scene.geom_name_map[prim_geom];
|
||||
d.GeomDestroy(prim_geom);
|
||||
Mesh mesh = Meshmerizer.CreateMesh(_pbs, _size);
|
||||
// Cleanup meshing here
|
||||
}
|
||||
|
||||
// Construction of new prim
|
||||
if (this._parent_scene.needsMeshing(_pbs))
|
||||
{
|
||||
Mesh mesh = Meshmerizer.CreateMesh(oldname, _pbs, _size);
|
||||
setMesh(_parent_scene, mesh);
|
||||
_parent_scene.geom_name_map[prim_geom] = oldname;
|
||||
} else {
|
||||
prim_geom = d.CreateBox(_parent_scene.space, _size.X, _size.Y, _size.Z);
|
||||
}
|
||||
else
|
||||
_parent_scene.geom_name_map[prim_geom] = oldname;
|
||||
|
||||
d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
|
||||
d.Quaternion myrot = new d.Quaternion();
|
||||
myrot.W = _orientation.w;
|
||||
myrot.X = _orientation.x;
|
||||
myrot.Y = _orientation.y;
|
||||
myrot.Z = _orientation.z;
|
||||
d.GeomSetQuaternion(prim_geom, ref myrot);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public override PrimitiveBaseShape Shape
|
||||
{
|
||||
set
|
||||
{
|
||||
_pbs = value;
|
||||
lock (OdeScene.OdeLock)
|
||||
{
|
||||
string oldname = _parent_scene.geom_name_map[prim_geom];
|
||||
|
||||
// Cleanup of old prim geometry
|
||||
d.GeomDestroy(prim_geom);
|
||||
if (_mesh != null)
|
||||
{
|
||||
d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z);
|
||||
// Cleanup meshing here
|
||||
}
|
||||
|
||||
// Construction of new prim
|
||||
if (this._parent_scene.needsMeshing(_pbs))
|
||||
{
|
||||
Mesh mesh = Meshmerizer.CreateMesh(oldname, _pbs, _size);
|
||||
setMesh(_parent_scene, mesh);
|
||||
} else {
|
||||
prim_geom = d.CreateBox(_parent_scene.space, _size.X, _size.Y, _size.Z);
|
||||
}
|
||||
_parent_scene.geom_name_map[prim_geom] = oldname;
|
||||
|
||||
d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
|
||||
d.Quaternion myrot = new d.Quaternion();
|
||||
myrot.W = _orientation.w;
|
||||
myrot.X = _orientation.x;
|
||||
myrot.Y = _orientation.y;
|
||||
myrot.Z = _orientation.z;
|
||||
d.GeomSetQuaternion(prim_geom, ref myrot);
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -291,15 +291,23 @@ namespace OpenSim.Region.Physics.PhysXPlugin
|
|||
gravityAccel = 0;
|
||||
}
|
||||
}
|
||||
|
||||
public void UpdatePosition()
|
||||
public override PrimitiveBaseShape Shape
|
||||
{
|
||||
Vec3 vec = _character.Position;
|
||||
_position.X = vec.X;
|
||||
_position.Y = vec.Y;
|
||||
_position.Z = vec.Z;
|
||||
set
|
||||
{
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void UpdatePosition()
|
||||
{
|
||||
Vec3 vec = this._character.Position;
|
||||
this._position.X = vec.X;
|
||||
this._position.Y = vec.Y;
|
||||
this._position.Z = vec.Z;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
public class PhysXPrim : PhysicsActor
|
||||
{
|
||||
|
@ -358,55 +366,84 @@ namespace OpenSim.Region.Physics.PhysXPlugin
|
|||
}
|
||||
}
|
||||
|
||||
public override PrimitiveBaseShape Shape
|
||||
{
|
||||
set
|
||||
{
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
public override PhysicsVector Velocity
|
||||
{
|
||||
get
|
||||
{
|
||||
return _velocity;
|
||||
}
|
||||
set
|
||||
{
|
||||
_velocity = value;
|
||||
}
|
||||
}
|
||||
|
||||
public override bool Kinematic
|
||||
{
|
||||
get
|
||||
{
|
||||
return this._prim.Kinematic;
|
||||
}
|
||||
set
|
||||
{
|
||||
this._prim.Kinematic = value;
|
||||
}
|
||||
}
|
||||
|
||||
public override Quaternion Orientation
|
||||
{
|
||||
get
|
||||
{
|
||||
Quaternion res = new Quaternion();
|
||||
PhysXWrapper.Quaternion quat = this._prim.GetOrientation();
|
||||
res.w = quat.W;
|
||||
res.x = quat.X;
|
||||
res.y = quat.Y;
|
||||
res.z = quat.Z;
|
||||
return res;
|
||||
}
|
||||
set
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
public override PhysicsVector Acceleration
|
||||
{
|
||||
get
|
||||
{
|
||||
return _acceleration;
|
||||
}
|
||||
|
||||
}
|
||||
public void SetAcceleration (PhysicsVector accel)
|
||||
{
|
||||
this._acceleration = accel;
|
||||
}
|
||||
|
||||
public override void AddForce(PhysicsVector force)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public override void SetMomentum(PhysicsVector momentum)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public override PhysicsVector Size
|
||||
{
|
||||
get { return new PhysicsVector(0, 0, 0); }
|
||||
set { }
|
||||
}
|
||||
|
||||
public override PhysicsVector Velocity
|
||||
{
|
||||
get { return _velocity; }
|
||||
set { _velocity = value; }
|
||||
}
|
||||
|
||||
public override bool Kinematic
|
||||
{
|
||||
get { return _prim.Kinematic; }
|
||||
set { _prim.Kinematic = value; }
|
||||
}
|
||||
|
||||
public override Quaternion Orientation
|
||||
{
|
||||
get
|
||||
{
|
||||
Quaternion res = new Quaternion();
|
||||
PhysXWrapper.Quaternion quat = _prim.GetOrientation();
|
||||
res.w = quat.W;
|
||||
res.x = quat.X;
|
||||
res.y = quat.Y;
|
||||
res.z = quat.Z;
|
||||
return res;
|
||||
}
|
||||
set { }
|
||||
}
|
||||
|
||||
public override PhysicsVector Acceleration
|
||||
{
|
||||
get { return _acceleration; }
|
||||
}
|
||||
|
||||
public void SetAcceleration(PhysicsVector accel)
|
||||
{
|
||||
_acceleration = accel;
|
||||
}
|
||||
|
||||
public override void AddForce(PhysicsVector force)
|
||||
{
|
||||
}
|
||||
|
||||
public override void SetMomentum(PhysicsVector momentum)
|
||||
{
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue