OpenMetaverse.Rendering.Meshmerizer.GenerateMeshmerizerMesh C# (CSharp) Method

GenerateMeshmerizerMesh() private method

private GenerateMeshmerizerMesh ( Primitive prim ) : MeshmerizerMesh
prim Primitive
return MeshmerizerMesh
        private MeshmerizerMesh GenerateMeshmerizerMesh(Primitive prim)
        {
            PrimitiveBaseShape primShape = new PrimitiveBaseShape(prim);
            MeshmerizerMesh mesh = new MeshmerizerMesh();

            float pathShearX = primShape.PathShearX < 128 ? (float)primShape.PathShearX * 0.01f : (float)(primShape.PathShearX - 256) * 0.01f;
            float pathShearY = primShape.PathShearY < 128 ? (float)primShape.PathShearY * 0.01f : (float)(primShape.PathShearY - 256) * 0.01f;
            float pathBegin = (float)primShape.PathBegin * 2.0e-5f;
            float pathEnd = 1.0f - (float)primShape.PathEnd * 2.0e-5f;
            float pathScaleX = (float)(primShape.PathScaleX - 100) * 0.01f;
            float pathScaleY = (float)(primShape.PathScaleY - 100) * 0.01f;

            float profileBegin = (float)primShape.ProfileBegin * 2.0e-5f;
            float profileEnd = 1.0f - (float)primShape.ProfileEnd * 2.0e-5f;
            float profileHollow = (float)primShape.ProfileHollow * 2.0e-5f;

            int sides = 4;
            if ((primShape.ProfileCurve & 0x07) == (byte)ProfileShape.EquilateralTriangle)
                sides = 3;
            else if ((primShape.ProfileCurve & 0x07) == (byte)ProfileShape.Circle)
                sides = 24;
            else if ((primShape.ProfileCurve & 0x07) == (byte)ProfileShape.HalfCircle)
            {
                // half circle, prim is a sphere
                sides = 24;

                profileBegin = 0.5f * profileBegin + 0.5f;
                profileEnd = 0.5f * profileEnd + 0.5f;
            }

            int hollowSides = sides;
            if (primShape.HollowShape == HollowShape.Circle)
                hollowSides = 24;
            else if (primShape.HollowShape == HollowShape.Square)
                hollowSides = 4;
            else if (primShape.HollowShape == HollowShape.Triangle)
                hollowSides = 3;

            PrimMesh primMesh = new PrimMesh(sides, profileBegin, profileEnd, profileHollow, hollowSides);
            primMesh.topShearX = pathShearX;
            primMesh.topShearY = pathShearY;
            primMesh.pathCutBegin = pathBegin;
            primMesh.pathCutEnd = pathEnd;

            if (primShape.PathCurve == (byte)Extrusion.Straight)
            {
                primMesh.twistBegin = primShape.PathTwistBegin * 18 / 10;
                primMesh.twistEnd = primShape.PathTwist * 18 / 10;
                primMesh.taperX = pathScaleX;
                primMesh.taperY = pathScaleY;

                try
                {
                    primMesh.ExtrudeLinear();
                }
                catch (Exception)
                {
                    return null;
                }
            }
            else
            {
                primMesh.holeSizeX = (200 - primShape.PathScaleX) * 0.01f;
                primMesh.holeSizeY = (200 - primShape.PathScaleY) * 0.01f;
                primMesh.radius = 0.01f * primShape.PathRadiusOffset;
                primMesh.revolutions = 1.0f + 0.015f * primShape.PathRevolutions;
                primMesh.skew = 0.01f * primShape.PathSkew;
                primMesh.twistBegin = primShape.PathTwistBegin * 36 / 10;
                primMesh.twistEnd = primShape.PathTwist * 36 / 10;
                primMesh.taperX = primShape.PathTaperX * 0.01f;
                primMesh.taperY = primShape.PathTaperY * 0.01f;

                try
                {
                    primMesh.ExtrudeCircular();
                }
                catch (Exception)
                {
                    return null;
                }
            }

            int numCoords = primMesh.coords.Count;
            //int numFaces = primMesh.faces.Count;

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

            mesh.primMesh = primMesh;

            // trim the vertex and triangle lists to free up memory
            mesh.vertices.TrimExcess();
            mesh.triangles.TrimExcess();

            return mesh;
        }