Experimental change of PhysicsVector to Vector3. Untested

This commit is contained in:
John Hurliman
2009-10-25 23:16:12 -07:00
parent b6651ce790
commit d199767e69
32 changed files with 867 additions and 879 deletions

View File

@@ -33,30 +33,52 @@ using OpenMetaverse;
using OpenSim.Region.Physics.Manager;
using OpenSim.Region.Physics.Meshing;
public class Vertex : PhysicsVector, IComparable<Vertex>
public class Vertex : IComparable<Vertex>
{
public Vertex(float x, float y, float z)
: base(x, y, z)
Vector3 vector;
public float X
{
get { return vector.X; }
set { vector.X = value; }
}
public float Y
{
get { return vector.Y; }
set { vector.Y = value; }
}
public float Z
{
get { return vector.Z; }
set { vector.Z = value; }
}
public Vertex(float x, float y, float z)
{
vector.X = x;
vector.Y = y;
vector.Z = z;
}
public Vertex normalize()
{
float tlength = length();
if (tlength != 0)
float tlength = vector.Length();
if (tlength != 0f)
{
float mul = 1.0f / tlength;
return new Vertex(X * mul, Y * mul, Z * mul);
return new Vertex(vector.X * mul, vector.Y * mul, vector.Z * mul);
}
else
{
return new Vertex(0, 0, 0);
return new Vertex(0f, 0f, 0f);
}
}
public Vertex cross(Vertex v)
{
return new Vertex(Y * v.Z - Z * v.Y, Z * v.X - X * v.Z, X * v.Y - Y * v.X);
return new Vertex(vector.Y * v.Z - vector.Z * v.Y, vector.Z * v.X - vector.X * v.Z, vector.X * v.Y - vector.Y * v.X);
}
// disable warning: mono compiler moans about overloading
@@ -160,9 +182,9 @@ public class Vertex : PhysicsVector, IComparable<Vertex>
return X * v.X + Y * v.Y + Z * v.Z;
}
public Vertex(PhysicsVector v)
: base(v.X, v.Y, v.Z)
public Vertex(Vector3 v)
{
vector = v;
}
public Vertex Clone()
@@ -175,11 +197,15 @@ public class Vertex : PhysicsVector, IComparable<Vertex>
return new Vertex((float) Math.Cos(angle), (float) Math.Sin(angle), 0.0f);
}
public float Length()
{
return vector.Length();
}
public virtual bool Equals(Vertex v, float tolerance)
{
PhysicsVector diff = this - v;
float d = diff.length();
Vertex diff = this - v;
float d = diff.Length();
if (d < tolerance)
return true;
@@ -369,22 +395,22 @@ public class Triangle
return s1 + ";" + s2 + ";" + s3;
}
public PhysicsVector getNormal()
public Vector3 getNormal()
{
// Vertices
// Vectors for edges
PhysicsVector e1;
PhysicsVector e2;
Vector3 e1;
Vector3 e2;
e1 = new PhysicsVector(v1.X - v2.X, v1.Y - v2.Y, v1.Z - v2.Z);
e2 = new PhysicsVector(v1.X - v3.X, v1.Y - v3.Y, v1.Z - v3.Z);
e1 = new Vector3(v1.X - v2.X, v1.Y - v2.Y, v1.Z - v2.Z);
e2 = new Vector3(v1.X - v3.X, v1.Y - v3.Y, v1.Z - v3.Z);
// Cross product for normal
PhysicsVector n = PhysicsVector.cross(e1, e2);
Vector3 n = Vector3.Cross(e1, e2);
// Length
float l = n.length();
float l = n.Length();
// Normalized "normal"
n = n/l;

View File

@@ -31,6 +31,7 @@ using System.IO;
using System.Runtime.InteropServices;
using OpenSim.Region.Physics.Manager;
using PrimMesher;
using OpenMetaverse;
namespace OpenSim.Region.Physics.Meshing
{
@@ -141,12 +142,12 @@ namespace OpenSim.Region.Physics.Meshing
}
}
public List<PhysicsVector> getVertexList()
public List<Vector3> getVertexList()
{
List<PhysicsVector> result = new List<PhysicsVector>();
List<Vector3> result = new List<Vector3>();
foreach (Vertex v in m_vertices.Keys)
{
result.Add(v);
result.Add(new Vector3(v.X, v.Y, v.Z));
}
return result;
}

View File

@@ -61,7 +61,6 @@ namespace OpenSim.Region.Physics.Meshing
public class Meshmerizer : IMesher
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
//private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
// 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
@@ -160,7 +159,7 @@ namespace OpenSim.Region.Physics.Meshing
float minZ = float.MaxValue;
float maxZ = float.MinValue;
foreach (Vertex v in meshIn.getVertexList())
foreach (Vector3 v in meshIn.getVertexList())
{
if (v != null)
{
@@ -185,7 +184,7 @@ namespace OpenSim.Region.Physics.Meshing
}
private ulong GetMeshKey(PrimitiveBaseShape pbs, PhysicsVector size, float lod)
private ulong GetMeshKey(PrimitiveBaseShape pbs, Vector3 size, float lod)
{
ulong hash = 5381;
@@ -245,9 +244,9 @@ namespace OpenSim.Region.Physics.Meshing
hash = ((hash << 5) + hash) + (ulong)((byte)c);
return ((hash << 5) + hash) + (ulong)(c >> 8);
}
private Mesh CreateMeshFromPrimMesher(string primName, PrimitiveBaseShape primShape, PhysicsVector size, float lod)
private Mesh CreateMeshFromPrimMesher(string primName, PrimitiveBaseShape primShape, Vector3 size, float lod)
{
PrimMesh primMesh;
PrimMesher.SculptMesh sculptMesh;
@@ -289,9 +288,6 @@ namespace OpenSim.Region.Physics.Meshing
ManagedImage managedImage; // we never use this
OpenJPEG.DecodeToImage(primShape.SculptData, out managedImage, out idata);
// Remove the reference to the encoded JPEG2000 data so it can be GCed
primShape.SculptData = Utils.EmptyBytes;
if (cacheSculptMaps)
{
try { idata.Save(decodedSculptFileName, ImageFormat.MemoryBmp); }
@@ -315,8 +311,6 @@ namespace OpenSim.Region.Physics.Meshing
}
}
PrimMesher.SculptMesh.SculptType sculptType;
switch ((OpenMetaverse.SculptType)primShape.SculptType)
{
@@ -351,7 +345,6 @@ namespace OpenSim.Region.Physics.Meshing
coords = sculptMesh.coords;
faces = sculptMesh.faces;
}
else
{
float pathShearX = primShape.PathShearX < 128 ? (float)primShape.PathShearX * 0.01f : (float)(primShape.PathShearX - 256) * 0.01f;
@@ -466,6 +459,8 @@ namespace OpenSim.Region.Physics.Meshing
faces = primMesh.faces;
}
// Remove the reference to any JPEG2000 sculpt data so it can be GCed
primShape.SculptData = Utils.EmptyBytes;
int numCoords = coords.Count;
int numFaces = faces.Count;
@@ -488,12 +483,12 @@ namespace OpenSim.Region.Physics.Meshing
return mesh;
}
public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, PhysicsVector size, float lod)
public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod)
{
return CreateMesh(primName, primShape, size, lod, false);
}
public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, PhysicsVector size, float lod, bool isPhysical)
public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical)
{
Mesh mesh = null;
ulong key = 0;