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author | Teravus Ovares | 2008-06-15 19:34:48 +0000 |
---|---|---|
committer | Teravus Ovares | 2008-06-15 19:34:48 +0000 |
commit | 11d68ce0f5d84188d468004b918824feb6c57f0b (patch) | |
tree | 23ef0ad2fb86cc3d64bdf78d14beb15ed4e61014 | |
parent | Update svn properties. (diff) | |
download | opensim-SC-11d68ce0f5d84188d468004b918824feb6c57f0b.zip opensim-SC-11d68ce0f5d84188d468004b918824feb6c57f0b.tar.gz opensim-SC-11d68ce0f5d84188d468004b918824feb6c57f0b.tar.bz2 opensim-SC-11d68ce0f5d84188d468004b918824feb6c57f0b.tar.xz |
* 0001558: [PATCH] Add support for full collision geometry feature set for linear path prims (patch attached) By Dahlia. Thanks Dahlia!
* This update re-does the cube/cylinder/prism prims to dynamically add faces as twist is used.
-rw-r--r-- | OpenSim/Region/Physics/Meshing/Extruder.cs | 192 | ||||
-rw-r--r-- | OpenSim/Region/Physics/Meshing/Meshmerizer.cs | 192 |
2 files changed, 296 insertions, 88 deletions
diff --git a/OpenSim/Region/Physics/Meshing/Extruder.cs b/OpenSim/Region/Physics/Meshing/Extruder.cs index 880a23a..baa2d9b 100644 --- a/OpenSim/Region/Physics/Meshing/Extruder.cs +++ b/OpenSim/Region/Physics/Meshing/Extruder.cs | |||
@@ -63,6 +63,11 @@ namespace OpenSim.Region.Physics.Meshing | |||
63 | public float pathTaperX = 0.0f; | 63 | public float pathTaperX = 0.0f; |
64 | public float pathTaperY = 0.0f; | 64 | public float pathTaperY = 0.0f; |
65 | 65 | ||
66 | /// <summary> | ||
67 | /// (deprecated) creates a 3 layer extruded mesh of a profile hull | ||
68 | /// </summary> | ||
69 | /// <param name="m"></param> | ||
70 | /// <returns></returns> | ||
66 | public Mesh Extrude(Mesh m) | 71 | public Mesh Extrude(Mesh m) |
67 | { | 72 | { |
68 | startParameter = float.MinValue; | 73 | startParameter = float.MinValue; |
@@ -245,6 +250,193 @@ namespace OpenSim.Region.Physics.Meshing | |||
245 | return result; | 250 | return result; |
246 | } | 251 | } |
247 | 252 | ||
253 | /// <summary> | ||
254 | /// Creates an extrusion of a profile along a linear path. Used to create prim types box, cylinder, and prism. | ||
255 | /// </summary> | ||
256 | /// <param name="m"></param> | ||
257 | /// <returns>A mesh of the extruded shape</returns> | ||
258 | public Mesh ExtrudeLinearPath(Mesh m) | ||
259 | { | ||
260 | Mesh result = new Mesh(); | ||
261 | |||
262 | Quaternion tt = new Quaternion(); | ||
263 | Vertex v2 = new Vertex(0, 0, 0); | ||
264 | |||
265 | Mesh newLayer; | ||
266 | Mesh lastLayer = null; | ||
267 | |||
268 | int step = 0; | ||
269 | int steps = 1; | ||
270 | |||
271 | float twistTotal = twistTop - twistBot; | ||
272 | // if the profile has a lot of twist, add more layers otherwise the layers may overlap | ||
273 | // and the resulting mesh may be quite inaccurate. This method is arbitrary and may not | ||
274 | // accurately match the viewer | ||
275 | float twistTotalAbs = System.Math.Abs(twistTotal); | ||
276 | if (twistTotalAbs > 0.01) | ||
277 | steps += (int)(twistTotalAbs * 3.66f); // dahlia's magic number ;) | ||
278 | |||
279 | #if SPAM | ||
280 | System.Console.WriteLine("ExtrudeLinearPath: twistTotalAbs: " + twistTotalAbs.ToString() + " steps: " + steps.ToString()); | ||
281 | #endif | ||
282 | |||
283 | double percentOfPathMultiplier = 1.0 / steps; | ||
284 | |||
285 | float start = -0.5f; | ||
286 | |||
287 | float stepSize = 1.0f / (float)steps; | ||
288 | |||
289 | float xProfileScale = 1.0f; | ||
290 | float yProfileScale = 1.0f; | ||
291 | |||
292 | float xOffset = 0.0f; | ||
293 | float yOffset = 0.0f; | ||
294 | float zOffset = start; | ||
295 | |||
296 | float xOffsetStepIncrement = pushX / steps; | ||
297 | float yOffsetStepIncrement = pushY / steps; | ||
298 | |||
299 | #if SPAM | ||
300 | System.Console.WriteLine("Extruder: twistTop: " + twistTop.ToString() + " twistbot: " + twistBot.ToString() + " twisttotal: " + twistTotal.ToString()); | ||
301 | System.Console.WriteLine("Extruder: taperBotFactorX: " + taperBotFactorX.ToString() + " taperBotFactorY: " + taperBotFactorY.ToString() | ||
302 | + " taperTopFactorX: " + taperTopFactorX.ToString() + " taperTopFactorY: " + taperTopFactorY.ToString()); | ||
303 | System.Console.WriteLine("Extruder: PathScaleX: " + pathScaleX.ToString() + " pathScaleY: " + pathScaleY.ToString()); | ||
304 | #endif | ||
305 | |||
306 | float percentOfPath = 0.0f; | ||
307 | bool done = false; | ||
308 | do // loop through the length of the path and add the layers | ||
309 | { | ||
310 | newLayer = m.Clone(); | ||
311 | |||
312 | if (taperBotFactorX < 1.0f) | ||
313 | xProfileScale = 1.0f - (1.0f - percentOfPath) * (1.0f - taperBotFactorX); | ||
314 | else if (taperTopFactorX < 1.0f) | ||
315 | xProfileScale = 1.0f - percentOfPath * (1.0f - taperTopFactorX); | ||
316 | else xProfileScale = 1.0f; | ||
317 | |||
318 | if (taperBotFactorY < 1.0f) | ||
319 | yProfileScale = 1.0f - (1.0f - percentOfPath) * (1.0f - taperBotFactorY); | ||
320 | else if (taperTopFactorY < 1.0f) | ||
321 | yProfileScale = 1.0f - percentOfPath * (1.0f - taperTopFactorY); | ||
322 | else yProfileScale = 1.0f; | ||
323 | |||
324 | #if SPAM | ||
325 | //System.Console.WriteLine("xProfileScale: " + xProfileScale.ToString() + " yProfileScale: " + yProfileScale.ToString()); | ||
326 | #endif | ||
327 | Vertex vTemp = new Vertex(0.0f, 0.0f, 0.0f); | ||
328 | |||
329 | // apply the taper to the profile before any rotations | ||
330 | if (xProfileScale != 1.0f || yProfileScale != 1.0f) | ||
331 | { | ||
332 | foreach (Vertex v in newLayer.vertices) | ||
333 | { | ||
334 | if (v != null) | ||
335 | { | ||
336 | v.X *= xProfileScale; | ||
337 | v.Y *= yProfileScale; | ||
338 | } | ||
339 | } | ||
340 | } | ||
341 | |||
342 | |||
343 | float twist = twistBot + (twistTotal * (float)percentOfPath); | ||
344 | #if SPAM | ||
345 | System.Console.WriteLine("Extruder: percentOfPath: " + percentOfPath.ToString() + " zOffset: " + zOffset.ToString() | ||
346 | + " xProfileScale: " + xProfileScale.ToString() + " yProfileScale: " + yProfileScale.ToString()); | ||
347 | #endif | ||
348 | |||
349 | // apply twist rotation to the profile layer and position the layer in the prim | ||
350 | |||
351 | Quaternion profileRot = new Quaternion(new Vertex(0.0f, 0.0f, -1.0f), twist); | ||
352 | foreach (Vertex v in newLayer.vertices) | ||
353 | { | ||
354 | if (v != null) | ||
355 | { | ||
356 | vTemp = v * profileRot; | ||
357 | v.X = vTemp.X + xOffset; | ||
358 | v.Y = vTemp.Y + yOffset; | ||
359 | v.Z = vTemp.Z + zOffset; | ||
360 | } | ||
361 | } | ||
362 | |||
363 | if (step == 0) // the first layer, invert normals | ||
364 | { | ||
365 | foreach (Triangle t in newLayer.triangles) | ||
366 | { | ||
367 | t.invertNormal(); | ||
368 | } | ||
369 | } | ||
370 | |||
371 | result.Append(newLayer); | ||
372 | |||
373 | int iLastNull = 0; | ||
374 | |||
375 | if (lastLayer != null) | ||
376 | { | ||
377 | int i, count = newLayer.vertices.Count; | ||
378 | |||
379 | for (i = 0; i < count; i++) | ||
380 | { | ||
381 | int iNext = (i + 1); | ||
382 | |||
383 | if (lastLayer.vertices[i] == null) // cant make a simplex here | ||
384 | { | ||
385 | iLastNull = i + 1; | ||
386 | } | ||
387 | else | ||
388 | { | ||
389 | if (i == count - 1) // End of list | ||
390 | iNext = iLastNull; | ||
391 | |||
392 | if (lastLayer.vertices[iNext] == null) // Null means wrap to begin of last segment | ||
393 | iNext = iLastNull; | ||
394 | |||
395 | result.Add(new Triangle(newLayer.vertices[i], lastLayer.vertices[i], newLayer.vertices[iNext])); | ||
396 | result.Add(new Triangle(newLayer.vertices[iNext], lastLayer.vertices[i], lastLayer.vertices[iNext])); | ||
397 | } | ||
398 | } | ||
399 | } | ||
400 | lastLayer = newLayer; | ||
401 | |||
402 | // calc the step for the next interation of the loop | ||
403 | |||
404 | if (step < steps) | ||
405 | { | ||
406 | step++; | ||
407 | percentOfPath += (float)percentOfPathMultiplier; | ||
408 | |||
409 | xOffset += xOffsetStepIncrement; | ||
410 | yOffset += yOffsetStepIncrement; | ||
411 | zOffset += stepSize; | ||
412 | } | ||
413 | else done = true; | ||
414 | |||
415 | } while (!done); // loop until all the layers in the path are completed | ||
416 | |||
417 | // scale the mesh to the desired size | ||
418 | float xScale = size.X; | ||
419 | float yScale = size.Y; | ||
420 | float zScale = size.Z; | ||
421 | |||
422 | foreach (Vertex v in result.vertices) | ||
423 | { | ||
424 | if (v != null) | ||
425 | { | ||
426 | v.X *= xScale; | ||
427 | v.Y *= yScale; | ||
428 | v.Z *= zScale; | ||
429 | } | ||
430 | } | ||
431 | |||
432 | return result; | ||
433 | } | ||
434 | |||
435 | /// <summary> | ||
436 | /// Extrudes a shape around a circular path. Used to create prim types torus, ring, and tube. | ||
437 | /// </summary> | ||
438 | /// <param name="m"></param> | ||
439 | /// <returns>a mesh of the extruded shape</returns> | ||
248 | public Mesh ExtrudeCircularPath(Mesh m) | 440 | public Mesh ExtrudeCircularPath(Mesh m) |
249 | { | 441 | { |
250 | Mesh result = new Mesh(); | 442 | Mesh result = new Mesh(); |
diff --git a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs index 0c62447..9afc7ae 100644 --- a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs +++ b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs | |||
@@ -57,8 +57,11 @@ namespace OpenSim.Region.Physics.Meshing | |||
57 | 57 | ||
58 | // Setting baseDir to a path will enable the dumping of raw files | 58 | // Setting baseDir to a path will enable the dumping of raw files |
59 | // raw files can be imported by blender so a visual inspection of the results can be done | 59 | // raw files can be imported by blender so a visual inspection of the results can be done |
60 | // const string baseDir = "rawFiles"; | 60 | #if SPAM |
61 | const string baseDir = "rawFiles"; | ||
62 | #else | ||
61 | private const string baseDir = null; //"rawFiles"; | 63 | private const string baseDir = null; //"rawFiles"; |
64 | #endif | ||
62 | private const float DEG_TO_RAD = 0.01745329238f; | 65 | private const float DEG_TO_RAD = 0.01745329238f; |
63 | 66 | ||
64 | // TODO: unused | 67 | // TODO: unused |
@@ -613,42 +616,46 @@ namespace OpenSim.Region.Physics.Meshing | |||
613 | } | 616 | } |
614 | } | 617 | } |
615 | 618 | ||
616 | if (twistTop != 0) | 619 | //if (twistTop != 0) |
617 | { | 620 | //{ |
618 | extr.twistTop = 180 * ((float)twistTop / 100); | 621 | // extr.twistTop = 180 * ((float)twistTop / 100); |
619 | if (extr.twistTop > 0) | 622 | // if (extr.twistTop > 0) |
620 | { | 623 | // { |
621 | extr.twistTop = 360 - (-1 * extr.twistTop); | 624 | // extr.twistTop = 360 - (-1 * extr.twistTop); |
622 | 625 | ||
623 | } | 626 | // } |
624 | 627 | ||
625 | 628 | ||
626 | extr.twistTop = (float)(extr.twistTop * DEG_TO_RAD); | 629 | // extr.twistTop = (float)(extr.twistTop * DEG_TO_RAD); |
627 | } | 630 | //} |
628 | 631 | ||
629 | float twistMid = ((twistTop + twistBot) * 0.5f); | 632 | //float twistMid = ((twistTop + twistBot) * 0.5f); |
630 | 633 | ||
631 | if (twistMid != 0) | 634 | //if (twistMid != 0) |
632 | { | 635 | //{ |
633 | extr.twistMid = 180 * ((float)twistMid / 100); | 636 | // extr.twistMid = 180 * ((float)twistMid / 100); |
634 | if (extr.twistMid > 0) | 637 | // if (extr.twistMid > 0) |
635 | { | 638 | // { |
636 | extr.twistMid = 360 - (-1 * extr.twistMid); | 639 | // extr.twistMid = 360 - (-1 * extr.twistMid); |
637 | } | 640 | // } |
638 | extr.twistMid = (float)(extr.twistMid * DEG_TO_RAD); | 641 | // extr.twistMid = (float)(extr.twistMid * DEG_TO_RAD); |
639 | } | 642 | //} |
640 | 643 | ||
641 | if (twistBot != 0) | 644 | //if (twistBot != 0) |
642 | { | 645 | //{ |
643 | extr.twistBot = 180 * ((float)twistBot / 100); | 646 | // extr.twistBot = 180 * ((float)twistBot / 100); |
644 | if (extr.twistBot > 0) | 647 | // if (extr.twistBot > 0) |
645 | { | 648 | // { |
646 | extr.twistBot = 360 - (-1 * extr.twistBot); | 649 | // extr.twistBot = 360 - (-1 * extr.twistBot); |
647 | } | 650 | // } |
648 | extr.twistBot = (float)(extr.twistBot * DEG_TO_RAD); | 651 | // extr.twistBot = (float)(extr.twistBot * DEG_TO_RAD); |
649 | } | 652 | //} |
653 | |||
654 | extr.twistTop = (float)primShape.PathTwist * (float)Math.PI * 0.01f; | ||
655 | extr.twistBot = (float)primShape.PathTwistBegin * (float)Math.PI * 0.01f; | ||
650 | 656 | ||
651 | Mesh result = extr.Extrude(m); | 657 | //Mesh result = extr.Extrude(m); |
658 | Mesh result = extr.ExtrudeLinearPath(m); | ||
652 | result.DumpRaw(baseDir, primName, "Z extruded"); | 659 | result.DumpRaw(baseDir, primName, "Z extruded"); |
653 | return result; | 660 | return result; |
654 | } | 661 | } |
@@ -953,43 +960,47 @@ namespace OpenSim.Region.Physics.Meshing | |||
953 | 960 | ||
954 | } | 961 | } |
955 | 962 | ||
956 | if (twistTop != 0) | 963 | //if (twistTop != 0) |
957 | { | 964 | //{ |
958 | extr.twistTop = 180 * ((float)twistTop / 100); | 965 | // extr.twistTop = 180 * ((float)twistTop / 100); |
959 | if (extr.twistTop > 0) | 966 | // if (extr.twistTop > 0) |
960 | { | 967 | // { |
961 | extr.twistTop = 360 - (-1 * extr.twistTop); | 968 | // extr.twistTop = 360 - (-1 * extr.twistTop); |
962 | 969 | ||
963 | } | 970 | // } |
964 | 971 | ||
965 | 972 | ||
966 | extr.twistTop = (float)(extr.twistTop * DEG_TO_RAD); | 973 | // extr.twistTop = (float)(extr.twistTop * DEG_TO_RAD); |
967 | } | 974 | //} |
968 | 975 | ||
969 | float twistMid = ((twistTop + twistBot) * 0.5f); | 976 | //float twistMid = ((twistTop + twistBot) * 0.5f); |
970 | 977 | ||
971 | if (twistMid != 0) | 978 | //if (twistMid != 0) |
972 | { | 979 | //{ |
973 | extr.twistMid = 180 * ((float)twistMid / 100); | 980 | // extr.twistMid = 180 * ((float)twistMid / 100); |
974 | if (extr.twistMid > 0) | 981 | // if (extr.twistMid > 0) |
975 | { | 982 | // { |
976 | extr.twistMid = 360 - (-1 * extr.twistMid); | 983 | // extr.twistMid = 360 - (-1 * extr.twistMid); |
977 | } | 984 | // } |
978 | extr.twistMid = (float)(extr.twistMid * DEG_TO_RAD); | 985 | // extr.twistMid = (float)(extr.twistMid * DEG_TO_RAD); |
979 | } | 986 | //} |
980 | 987 | ||
981 | if (twistBot != 0) | 988 | //if (twistBot != 0) |
982 | { | 989 | //{ |
983 | extr.twistBot = 180 * ((float)twistBot / 100); | 990 | // extr.twistBot = 180 * ((float)twistBot / 100); |
984 | if (extr.twistBot > 0) | 991 | // if (extr.twistBot > 0) |
985 | { | 992 | // { |
986 | extr.twistBot = 360 - (-1 * extr.twistBot); | 993 | // extr.twistBot = 360 - (-1 * extr.twistBot); |
987 | } | 994 | // } |
988 | extr.twistBot = (float)(extr.twistBot * DEG_TO_RAD); | 995 | // extr.twistBot = (float)(extr.twistBot * DEG_TO_RAD); |
989 | } | 996 | //} |
990 | 997 | ||
998 | extr.twistTop = (float)primShape.PathTwist * (float)Math.PI * 0.01f; | ||
999 | extr.twistBot = (float)primShape.PathTwistBegin * (float)Math.PI * 0.01f; | ||
1000 | |||
991 | //System.Console.WriteLine("[MESH]: twistTop = " + twistTop.ToString() + "|" + extr.twistTop.ToString() + ", twistMid = " + twistMid.ToString() + "|" + extr.twistMid.ToString() + ", twistbot = " + twistBot.ToString() + "|" + extr.twistBot.ToString()); | 1001 | //System.Console.WriteLine("[MESH]: twistTop = " + twistTop.ToString() + "|" + extr.twistTop.ToString() + ", twistMid = " + twistMid.ToString() + "|" + extr.twistMid.ToString() + ", twistbot = " + twistBot.ToString() + "|" + extr.twistBot.ToString()); |
992 | Mesh result = extr.Extrude(m); | 1002 | //Mesh result = extr.Extrude(m); |
1003 | Mesh result = extr.ExtrudeLinearPath(m); | ||
993 | result.DumpRaw(baseDir, primName, "Z extruded"); | 1004 | result.DumpRaw(baseDir, primName, "Z extruded"); |
994 | return result; | 1005 | return result; |
995 | } | 1006 | } |
@@ -1185,42 +1196,47 @@ namespace OpenSim.Region.Physics.Meshing | |||
1185 | } | 1196 | } |
1186 | } | 1197 | } |
1187 | 1198 | ||
1188 | if (twistTop != 0) | 1199 | //if (twistTop != 0) |
1189 | { | 1200 | //{ |
1190 | extr.twistTop = 180 * ((float)twistTop / 100); | 1201 | // extr.twistTop = 180 * ((float)twistTop / 100); |
1191 | if (extr.twistTop > 0) | 1202 | // if (extr.twistTop > 0) |
1192 | { | 1203 | // { |
1193 | extr.twistTop = 360 - (-1 * extr.twistTop); | 1204 | // extr.twistTop = 360 - (-1 * extr.twistTop); |
1194 | 1205 | ||
1195 | } | 1206 | // } |
1196 | 1207 | ||
1197 | 1208 | ||
1198 | extr.twistTop = (float)(extr.twistTop * DEG_TO_RAD); | 1209 | // extr.twistTop = (float)(extr.twistTop * DEG_TO_RAD); |
1199 | } | 1210 | //} |
1200 | 1211 | ||
1201 | float twistMid = ((twistTop + twistBot) * 0.5f); | 1212 | //float twistMid = ((twistTop + twistBot) * 0.5f); |
1202 | 1213 | ||
1203 | if (twistMid != 0) | 1214 | //if (twistMid != 0) |
1204 | { | 1215 | //{ |
1205 | extr.twistMid = 180 * ((float)twistMid / 100); | 1216 | // extr.twistMid = 180 * ((float)twistMid / 100); |
1206 | if (extr.twistMid > 0) | 1217 | // if (extr.twistMid > 0) |
1207 | { | 1218 | // { |
1208 | extr.twistMid = 360 - (-1 * extr.twistMid); | 1219 | // extr.twistMid = 360 - (-1 * extr.twistMid); |
1209 | } | 1220 | // } |
1210 | extr.twistMid = (float)(extr.twistMid * DEG_TO_RAD); | 1221 | // extr.twistMid = (float)(extr.twistMid * DEG_TO_RAD); |
1211 | } | 1222 | //} |
1212 | 1223 | ||
1213 | if (twistBot != 0) | 1224 | //if (twistBot != 0) |
1214 | { | 1225 | //{ |
1215 | extr.twistBot = 180 * ((float)twistBot / 100); | 1226 | // extr.twistBot = 180 * ((float)twistBot / 100); |
1216 | if (extr.twistBot > 0) | 1227 | // if (extr.twistBot > 0) |
1217 | { | 1228 | // { |
1218 | extr.twistBot = 360 - (-1 * extr.twistBot); | 1229 | // extr.twistBot = 360 - (-1 * extr.twistBot); |
1219 | } | 1230 | // } |
1220 | extr.twistBot = (float)(extr.twistBot * DEG_TO_RAD); | 1231 | // extr.twistBot = (float)(extr.twistBot * DEG_TO_RAD); |
1221 | } | 1232 | //} |
1222 | 1233 | ||
1223 | Mesh result = extr.Extrude(m); | 1234 | extr.twistTop = (float)primShape.PathTwist * (float)Math.PI * 0.01f; |
1235 | extr.twistBot = (float)primShape.PathTwistBegin * (float)Math.PI * 0.01f; | ||
1236 | |||
1237 | //System.Console.WriteLine("[MESH]: twistTop = " + twistTop.ToString() + "|" + extr.twistTop.ToString() + ", twistMid = " + twistMid.ToString() + "|" + extr.twistMid.ToString() + ", twistbot = " + twistBot.ToString() + "|" + extr.twistBot.ToString()); | ||
1238 | //Mesh result = extr.Extrude(m); | ||
1239 | Mesh result = extr.ExtrudeLinearPath(m); | ||
1224 | result.DumpRaw(baseDir, primName, "Z extruded"); | 1240 | result.DumpRaw(baseDir, primName, "Z extruded"); |
1225 | return result; | 1241 | return result; |
1226 | } | 1242 | } |