Exemple #1
0
        public Mesh PrimitiveToMesh(Primitive primitive, Vector3 Scale, Quaternion rot)
        {
            bool wasSculpt = primitive.Sculpt != null;

            if (wasSculpt && WorldPathSystem.SculptCollisions)
            {
                Primitive.SculptData SD = primitive.Sculpt;
                UUID       Id           = SD.SculptTexture;
                SculptMesh SM;
                if (!SculptedMeshes.TryGetValue(Id, out SM))
                {
                    byte[] bytes = WorldObjects.GridMaster.TextureBytesForUUID(SD.SculptTexture);
                    SM = ToSculptMesh(bytes, primitive.Sculpt, "" + primitive);
                    if (MaintainSculptPool)
                    {
                        SculptedMeshes[Id] = SM;
                    }
                    //  SM.DumpRaw(".", primitive.ID.ToString(), "sculptMesh" + primitive.LocalID);
                }
                if (SM != null)
                {
                    SM = SM.Copy();
                    SM.Scale(Scale.X, Scale.Y, Scale.Z);
                    SM.AddRot(QuaternionToQuat(rot));
                    return(ToMesh(
#if COLLIDER_ODE
                               PrimToBaseShape(primitive),
                        #endif

                               SM.coords, SM.faces, SM.viewerFaces, primitive.Type == PrimType.Sphere));
                }
            }

            this.scaleSize = Scale.X + Scale.Y + Scale.Z;
            bool UseExtremeDetail = scaleSize > UseExtremeDetailSize;
            //LevelOfDetail detail;
            if (scaleSize < UseLowDetailSize)
            {
                detail = LevelOfDetail.Low;
            }
            else
            {
                detail = LevelOfDetail.Medium;
            }
            if (UseExtremeDetail)
            {
                if (primitive.Type == PrimType.Box)
                {
                    detail = LevelOfDetail.Medium;
                }
                else
                {
                    detail = LevelOfDetail.High;
                }
            }

            PrimMesh primMesh = ConstructionDataToPrimMesh(primitive.PrimData, detail, UseExtremeDetail ? 2 : 1);
            primMesh.Scale(Scale.X, Scale.Y, Scale.Z);
            primMesh.AddRot(QuaternionToQuat(rot));
            Mesh m = PrimMeshToMesh(primMesh);
#if COLLIDER_ODE
            m.PBS = PrimToBaseShape(primitive);
#endif
            return(m);
        }