Exemple #1
0
        public Mesh Clone()
        {
            Mesh result = new Mesh();

            foreach (Triangle t in m_triangles)
            {
                result.Add(new Triangle(t.v1.Clone(), t.v2.Clone(), t.v3.Clone()));
            }

            return result;
        }
Exemple #2
0
        public Mesh Clone()
        {
            Mesh result = new Mesh();

            foreach (Triangle t in m_triangles)
            {
                result.Add(new Triangle(t.v1.Clone(), t.v2.Clone(), t.v3.Clone()));
            }

            return(result);
        }
Exemple #3
0
        /// <summary>
        /// Create a physics mesh from data that comes with the prim.  The actual data used depends on the prim type.
        /// </summary>
        /// <param name="primName"></param>
        /// <param name="primShape"></param>
        /// <param name="size"></param>
        /// <param name="lod"></param>
        /// <returns></returns>
        private Mesh CreateMeshFromPrimMesher(string primName, PrimitiveBaseShape primShape, Vector3 size, float lod)
        {
//            m_log.DebugFormat(
//                "[MESH]: Creating physics proxy for {0}, shape {1}",
//                primName, (OpenMetaverse.SculptType)primShape.SculptType);

            List<Coord> coords;
            List<Face> faces;

            if (primShape.SculptEntry)
            {
                if (((OpenMetaverse.SculptType)primShape.SculptType) == SculptType.Mesh)
                {
                    if (!useMeshiesPhysicsMesh)
                        return null;

                    if (!GenerateCoordsAndFacesFromPrimMeshData(primName, primShape, size, out coords, out faces))
                        return null;
                }
                else
                {
                    if (!GenerateCoordsAndFacesFromPrimSculptData(primName, primShape, size, lod, out coords, out faces))
                        return null;
                }
            }
            else
            {
                if (!GenerateCoordsAndFacesFromPrimShapeData(primName, primShape, size, lod, out coords, out faces))
                    return null;
            }

            // 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;

            // Create the list of vertices
            List<Vertex> vertices = new List<Vertex>();
            for (int i = 0; i < numCoords; i++)
            {
                Coord c = coords[i];
                vertices.Add(new Vertex(c.X, c.Y, c.Z));
            }

            Mesh mesh = new Mesh();
            // Add the corresponding triangles to the mesh
            for (int i = 0; i < numFaces; i++)
            {
                Face f = faces[i];
                mesh.Add(new Triangle(vertices[f.v1], vertices[f.v2], vertices[f.v3]));
            }

            return mesh;
        }
Exemple #4
0
        /// <summary>
        /// creates a simple box mesh of the specified size. This mesh is of very low vertex count and may
        /// be useful as a backup proxy when level of detail is not needed or when more complex meshes fail
        /// for some reason
        /// </summary>
        /// <param name="minX"></param>
        /// <param name="maxX"></param>
        /// <param name="minY"></param>
        /// <param name="maxY"></param>
        /// <param name="minZ"></param>
        /// <param name="maxZ"></param>
        /// <returns></returns>
        private static Mesh CreateSimpleBoxMesh(float minX, float maxX, float minY, float maxY, float minZ, float maxZ)
        {
            Mesh box = new Mesh();
            List<Vertex> vertices = new List<Vertex>();
            // bottom

            vertices.Add(new Vertex(minX, maxY, minZ));
            vertices.Add(new Vertex(maxX, maxY, minZ));
            vertices.Add(new Vertex(maxX, minY, minZ));
            vertices.Add(new Vertex(minX, minY, minZ));

            box.Add(new Triangle(vertices[0], vertices[1], vertices[2]));
            box.Add(new Triangle(vertices[0], vertices[2], vertices[3]));

            // top

            vertices.Add(new Vertex(maxX, maxY, maxZ));
            vertices.Add(new Vertex(minX, maxY, maxZ));
            vertices.Add(new Vertex(minX, minY, maxZ));
            vertices.Add(new Vertex(maxX, minY, maxZ));

            box.Add(new Triangle(vertices[4], vertices[5], vertices[6]));
            box.Add(new Triangle(vertices[4], vertices[6], vertices[7]));

            // sides

            box.Add(new Triangle(vertices[5], vertices[0], vertices[3]));
            box.Add(new Triangle(vertices[5], vertices[3], vertices[6]));

            box.Add(new Triangle(vertices[1], vertices[0], vertices[5]));
            box.Add(new Triangle(vertices[1], vertices[5], vertices[4]));

            box.Add(new Triangle(vertices[7], vertices[1], vertices[4]));
            box.Add(new Triangle(vertices[7], vertices[2], vertices[1]));

            box.Add(new Triangle(vertices[3], vertices[2], vertices[7]));
            box.Add(new Triangle(vertices[3], vertices[7], vertices[6]));

            return box;
        }
        /// <summary>
        /// Create a physics mesh from data that comes with the prim.  The actual data used depends on the prim type.
        /// </summary>
        /// <param name="primName"></param>
        /// <param name="primShape"></param>
        /// <param name="size"></param>
        /// <param name="lod"></param>
        /// <returns></returns>
        private Mesh CreateMeshFromPrimMesher(string primName, PrimitiveBaseShape primShape, Vector3 size, float lod)
        {
//            m_log.DebugFormat(
//                "[MESH]: Creating physics proxy for {0}, shape {1}",
//                primName, (OpenMetaverse.SculptType)primShape.SculptType);

            List <Coord> coords;
            List <Face>  faces;

            if (primShape.SculptEntry)
            {
                if (((OpenMetaverse.SculptType)primShape.SculptType) == SculptType.Mesh)
                {
                    if (!useMeshiesPhysicsMesh)
                    {
                        return(null);
                    }

                    if (!GenerateCoordsAndFacesFromPrimMeshData(primName, primShape, size, out coords, out faces))
                    {
                        return(null);
                    }
                }
                else
                {
                    if (!GenerateCoordsAndFacesFromPrimSculptData(primName, primShape, size, lod, out coords, out faces))
                    {
                        return(null);
                    }
                }
            }
            else
            {
                if (!GenerateCoordsAndFacesFromPrimShapeData(primName, primShape, size, lod, out coords, out faces))
                {
                    return(null);
                }
            }

            // 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;

            // Create the list of vertices
            List <Vertex> vertices = new List <Vertex>();

            for (int i = 0; i < numCoords; i++)
            {
                Coord c = coords[i];
                vertices.Add(new Vertex(c.X, c.Y, c.Z));
            }

            Mesh mesh = new Mesh();

            // Add the corresponding triangles to the mesh
            for (int i = 0; i < numFaces; i++)
            {
                Face f = faces[i];
                mesh.Add(new Triangle(vertices[f.v1], vertices[f.v2], vertices[f.v3]));
            }

            return(mesh);
        }
        /// <summary>
        /// creates a simple box mesh of the specified size. This mesh is of very low vertex count and may
        /// be useful as a backup proxy when level of detail is not needed or when more complex meshes fail
        /// for some reason
        /// </summary>
        /// <param name="minX"></param>
        /// <param name="maxX"></param>
        /// <param name="minY"></param>
        /// <param name="maxY"></param>
        /// <param name="minZ"></param>
        /// <param name="maxZ"></param>
        /// <returns></returns>
        private static Mesh CreateSimpleBoxMesh(float minX, float maxX, float minY, float maxY, float minZ, float maxZ)
        {
            Mesh          box      = new Mesh();
            List <Vertex> vertices = new List <Vertex>();

            // bottom

            vertices.Add(new Vertex(minX, maxY, minZ));
            vertices.Add(new Vertex(maxX, maxY, minZ));
            vertices.Add(new Vertex(maxX, minY, minZ));
            vertices.Add(new Vertex(minX, minY, minZ));

            box.Add(new Triangle(vertices[0], vertices[1], vertices[2]));
            box.Add(new Triangle(vertices[0], vertices[2], vertices[3]));

            // top

            vertices.Add(new Vertex(maxX, maxY, maxZ));
            vertices.Add(new Vertex(minX, maxY, maxZ));
            vertices.Add(new Vertex(minX, minY, maxZ));
            vertices.Add(new Vertex(maxX, minY, maxZ));

            box.Add(new Triangle(vertices[4], vertices[5], vertices[6]));
            box.Add(new Triangle(vertices[4], vertices[6], vertices[7]));

            // sides

            box.Add(new Triangle(vertices[5], vertices[0], vertices[3]));
            box.Add(new Triangle(vertices[5], vertices[3], vertices[6]));

            box.Add(new Triangle(vertices[1], vertices[0], vertices[5]));
            box.Add(new Triangle(vertices[1], vertices[5], vertices[4]));

            box.Add(new Triangle(vertices[7], vertices[1], vertices[4]));
            box.Add(new Triangle(vertices[7], vertices[2], vertices[1]));

            box.Add(new Triangle(vertices[3], vertices[2], vertices[7]));
            box.Add(new Triangle(vertices[3], vertices[7], vertices[6]));

            return(box);
        }