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* Make the ode simulation update loop print out the stack if an exception occurs (at least, this is what will happen on linux)
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@@ -74,7 +74,6 @@ namespace OpenSim.Region.Physics.Meshing
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return result;
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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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@@ -135,7 +134,6 @@ namespace OpenSim.Region.Physics.Meshing
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}
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}
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public void Add(List<Vertex> lv)
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{
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foreach (Vertex v in lv)
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@@ -243,7 +241,6 @@ namespace OpenSim.Region.Physics.Meshing
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{
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pinnedVirtexes.Free();
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pinnedIndex.Free();
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}
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/// <summary>
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@@ -256,7 +253,6 @@ namespace OpenSim.Region.Physics.Meshing
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primMesh = null;
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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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@@ -466,10 +466,10 @@ namespace OpenSim.Region.Physics.Meshing
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// Deal with cuts now
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if ((profileBegin != 0) || (profileEnd != 0))
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{
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double fProfileBeginAngle = profileBegin/50000.0*360.0;
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double fProfileBeginAngle = profileBegin / 50000.0*360.0;
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// In degree, for easier debugging and understanding
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fProfileBeginAngle -= (90.0 + 45.0); // for some reasons, the SL client counts from the corner -X/-Y
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double fProfileEndAngle = 360.0 - profileEnd/50000.0*360.0; // Pathend comes as complement to 1.0
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double fProfileEndAngle = 360.0 - profileEnd / 50000.0*360.0; // Pathend comes as complement to 1.0
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fProfileEndAngle -= (90.0 + 45.0);
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// avoid some problem angles until the hull subtraction routine is fixed
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@@ -2024,7 +2024,6 @@ namespace OpenSim.Region.Physics.Meshing
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if (primShape.SculptEntry && primShape.SculptType != (byte)0 && primShape.SculptData.Length > 0)
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{
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SculptMesh smesh = CreateSculptMesh(primName, primShape, size, lod);
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mesh = (Mesh)smesh;
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//CalcNormals(mesh);
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@@ -81,9 +81,8 @@ namespace OpenSim.Region.Physics.Meshing
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idata.Dispose();
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}
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}
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}
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private Vertex ColorToVertex(Color input)
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{
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return new Vertex(
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@@ -91,6 +90,7 @@ namespace OpenSim.Region.Physics.Meshing
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((float)input.G - 128) / RANGE,
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((float)input.B - 128) / RANGE);
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}
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private void LoadPoles()
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{
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northpole = new Vertex(0, 0, 0);
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@@ -144,6 +144,7 @@ namespace OpenSim.Region.Physics.Meshing
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return lod;
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}
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}
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private void DoLOD()
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{
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int x_max = Math.Min(Scale, bBitmap.Width);
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@@ -199,13 +200,14 @@ namespace OpenSim.Region.Physics.Meshing
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}
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}
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public void clearStuff()
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{
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this.triangles.Clear();
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this.vertices.Clear();
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//normals = new float[0];
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}
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public void processSculptTexture()
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{
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int x_max = Math.Min(Scale, bBitmap.Width);
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@@ -1732,7 +1732,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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}
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catch (Exception e)
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{
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m_log.Error("[PHYSICS]: " + e.Message.ToString() + e.TargetSite.ToString());
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m_log.ErrorFormat("[PHYSICS]: {0}, {1}, {2}", e.Message, e.TargetSite, e);
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ode.dunlock(world);
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}
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