aboutsummaryrefslogtreecommitdiffstatshomepage
diff options
context:
space:
mode:
authorDahlia Trimble2008-10-28 08:57:15 +0000
committerDahlia Trimble2008-10-28 08:57:15 +0000
commitae5d92a1676688143684c7ea62c6ad80f83aadbd (patch)
treed5fd6e6b9e58e4cd38f0b750fe580efe52ab8cff
parentUpdate Sun options in OpenSim.ini.example. Minor cleanup in SunModule.cs. (diff)
downloadopensim-SC-ae5d92a1676688143684c7ea62c6ad80f83aadbd.zip
opensim-SC-ae5d92a1676688143684c7ea62c6ad80f83aadbd.tar.gz
opensim-SC-ae5d92a1676688143684c7ea62c6ad80f83aadbd.tar.bz2
opensim-SC-ae5d92a1676688143684c7ea62c6ad80f83aadbd.tar.xz
some sorely needed extruder code simplification and refactoring, also some fixes to cut face UV coordinates
-rw-r--r--OpenSim/Region/Physics/Meshing/PrimMesher.cs188
1 files changed, 50 insertions, 138 deletions
diff --git a/OpenSim/Region/Physics/Meshing/PrimMesher.cs b/OpenSim/Region/Physics/Meshing/PrimMesher.cs
index 6494cf5..55b8b1b 100644
--- a/OpenSim/Region/Physics/Meshing/PrimMesher.cs
+++ b/OpenSim/Region/Physics/Meshing/PrimMesher.cs
@@ -339,12 +339,6 @@ namespace PrimMesher
339 Coord edge1 = new Coord(this.n2.X - this.n1.X, this.n2.Y - this.n1.Y, this.n2.Z - this.n1.Z); 339 Coord edge1 = new Coord(this.n2.X - this.n1.X, this.n2.Y - this.n1.Y, this.n2.Z - this.n1.Z);
340 Coord edge2 = new Coord(this.n3.X - this.n1.X, this.n3.Y - this.n1.Y, this.n3.Z - this.n1.Z); 340 Coord edge2 = new Coord(this.n3.X - this.n1.X, this.n3.Y - this.n1.Y, this.n3.Z - this.n1.Z);
341 341
342 //Coord normal = Coord.Cross(edge1, edge2).Normalize();
343
344 //this.n1 = normal;
345 //this.n2 = normal;
346 //this.n3 = normal;
347
348 this.n1 = this.n2 = this.n3 = Coord.Cross(edge1, edge2).Normalize(); 342 this.n1 = this.n2 = this.n3 = Coord.Cross(edge1, edge2).Normalize();
349 } 343 }
350 } 344 }
@@ -573,7 +567,6 @@ namespace PrimMesher
573 List<Coord> hollowNormals = new List<Coord>(); 567 List<Coord> hollowNormals = new List<Coord>();
574 List<float> hollowUs = new List<float>(); 568 List<float> hollowUs = new List<float>();
575 569
576 //Quat rot180 = new Quat(new Coord(0.0f, 0.0f, 1.0f), (float)Math.PI); ;
577 bool hasHollow = (hollow > 0.0f); 570 bool hasHollow = (hollow > 0.0f);
578 571
579 bool hasProfileCut = (profileStart > 0.0f || profileEnd < 1.0f); 572 bool hasProfileCut = (profileStart > 0.0f || profileEnd < 1.0f);
@@ -591,7 +584,6 @@ namespace PrimMesher
591 584
592 float startAngle = profileStart * twoPi; 585 float startAngle = profileStart * twoPi;
593 float stopAngle = profileEnd * twoPi; 586 float stopAngle = profileEnd * twoPi;
594 // float stepSize = twoPi / sides;
595 587
596 try { angles.makeAngles(sides, startAngle, stopAngle); } 588 try { angles.makeAngles(sides, startAngle, stopAngle); }
597 catch (Exception ex) 589 catch (Exception ex)
@@ -625,8 +617,9 @@ namespace PrimMesher
625 else if (!simpleFace) 617 else if (!simpleFace)
626 { 618 {
627 this.coords.Add(center); 619 this.coords.Add(center);
628 if (this.calcVertexNormals)// && sides > 4) 620 if (this.calcVertexNormals)
629 this.vertexNormals.Add(new Coord(0.0f, 0.0f, 1.0f)); 621 this.vertexNormals.Add(new Coord(0.0f, 0.0f, 1.0f));
622 this.us.Add(0.0f);
630 } 623 }
631 624
632 float z = 0.0f; 625 float z = 0.0f;
@@ -646,9 +639,6 @@ namespace PrimMesher
646 hollowCoords.Add(newVert); 639 hollowCoords.Add(newVert);
647 if (this.calcVertexNormals) 640 if (this.calcVertexNormals)
648 { 641 {
649 //Coord hollowNormal = new Coord(angle.X, angle.Y, 0.0f);
650 //hollowNormal *= rot180;
651 //hollowNormals.Add(hollowNormal);
652 hollowNormals.Add(new Coord(-angle.X, -angle.Y, 0.0f)); 642 hollowNormals.Add(new Coord(-angle.X, -angle.Y, 0.0f));
653 hollowUs.Add(angle.angle); 643 hollowUs.Add(angle.angle);
654 } 644 }
@@ -658,8 +648,6 @@ namespace PrimMesher
658 int index = 0; 648 int index = 0;
659 int numAngles = angles.angles.Count; 649 int numAngles = angles.angles.Count;
660 650
661 //float sideIncrement = 1.0f / (float)sides;
662
663 for (int i = 0; i < numAngles; i++) 651 for (int i = 0; i < numAngles; i++)
664 { 652 {
665 angle = angles.angles[i]; 653 angle = angles.angles[i];
@@ -673,8 +661,6 @@ namespace PrimMesher
673 if (sides < 5) 661 if (sides < 5)
674 { 662 {
675 float u = angle.angle; 663 float u = angle.angle;
676 //u %= sideIncrement;
677 //u *= sides;
678 this.us.Add(u); 664 this.us.Add(u);
679 } 665 }
680 else 666 else
@@ -691,9 +677,6 @@ namespace PrimMesher
691 hollowCoords.Add(newVert); 677 hollowCoords.Add(newVert);
692 if (this.calcVertexNormals) 678 if (this.calcVertexNormals)
693 { 679 {
694 //Coord hollowNormal = new Coord(angle.X, angle.Y, 0.0f);
695 //hollowNormal *= rot180;
696 //hollowNormals.Add(hollowNormal);
697 hollowNormals.Add(new Coord(-angle.X, -angle.Y, 0.0f)); 680 hollowNormals.Add(new Coord(-angle.X, -angle.Y, 0.0f));
698 hollowUs.Add(angle.angle); 681 hollowUs.Add(angle.angle);
699 } 682 }
@@ -976,16 +959,11 @@ namespace PrimMesher
976 this.faceNormal.Y = -this.faceNormal.Y; 959 this.faceNormal.Y = -this.faceNormal.Y;
977 this.faceNormal.Z = -this.faceNormal.Z; 960 this.faceNormal.Z = -this.faceNormal.Z;
978 961
979 //int numUs = this.us.Count;
980 //for (int i = 0; i < numUs; i++)
981 // this.us[i]
982
983 int numfaceUVs = this.faceUVs.Count; 962 int numfaceUVs = this.faceUVs.Count;
984 for (i = 0; i < numfaceUVs; i++) 963 for (i = 0; i < numfaceUVs; i++)
985 { 964 {
986 UVCoord uv = this.faceUVs[i]; 965 UVCoord uv = this.faceUVs[i];
987 uv.U = 1.0f - uv.U; 966 uv.U = 1.0f - uv.U;
988 //uv.V = 1.0f - uv.V;
989 this.faceUVs[i] = uv; 967 this.faceUVs[i] = uv;
990 } 968 }
991 } 969 }
@@ -1077,6 +1055,7 @@ namespace PrimMesher
1077 public int stepsPerRevolution = 24; 1055 public int stepsPerRevolution = 24;
1078 1056
1079 private bool hasProfileCut = false; 1057 private bool hasProfileCut = false;
1058 private bool hasHollow = false;
1080 public bool calcVertexNormals = false; 1059 public bool calcVertexNormals = false;
1081 private bool normalsProcessed = false; 1060 private bool normalsProcessed = false;
1082 public bool viewerMode = false; 1061 public bool viewerMode = false;
@@ -1139,6 +1118,7 @@ namespace PrimMesher
1139 this.hollow = 0.0f; 1118 this.hollow = 0.0f;
1140 1119
1141 this.hasProfileCut = (this.profileStart > 0.0f || this.profileEnd < 1.0f); 1120 this.hasProfileCut = (this.profileStart > 0.0f || this.profileEnd < 1.0f);
1121 this.hasHollow = (this.hollow > 0.001f);
1142 } 1122 }
1143 1123
1144 public void ExtrudeLinear() 1124 public void ExtrudeLinear()
@@ -1216,6 +1196,14 @@ namespace PrimMesher
1216 1196
1217 Profile profile = new Profile(this.sides, this.profileStart, this.profileEnd, hollow, this.hollowSides, true, calcVertexNormals); 1197 Profile profile = new Profile(this.sides, this.profileStart, this.profileEnd, hollow, this.hollowSides, true, calcVertexNormals);
1218 1198
1199 int cut1Vert = -1;
1200 int cut2Vert = -1;
1201 if (hasProfileCut)
1202 {
1203 cut1Vert = hasHollow ? profile.coords.Count - 1 : 0;
1204 cut2Vert = hasHollow ? profile.numOuterVerts - 1 : profile.numOuterVerts;
1205 }
1206
1219 if (initialProfileRot != 0.0f) 1207 if (initialProfileRot != 0.0f)
1220 { 1208 {
1221 profile.AddRot(new Quat(new Coord(0.0f, 0.0f, 1.0f), initialProfileRot)); 1209 profile.AddRot(new Quat(new Coord(0.0f, 0.0f, 1.0f), initialProfileRot));
@@ -1308,22 +1296,26 @@ namespace PrimMesher
1308 if (step > 0) 1296 if (step > 0)
1309 { 1297 {
1310 int startVert = coordsLen + 1; 1298 int startVert = coordsLen + 1;
1311 int endVert = this.coords.Count - 1; 1299 int endVert = this.coords.Count;
1312 1300
1313 if (sides < 5 || this.hasProfileCut || hollow > 0.0f) 1301 if (sides < 5 || this.hasProfileCut || hollow > 0.0f)
1314 startVert--; 1302 startVert--;
1315 1303
1316 for (int i = startVert; i < endVert; i++) 1304 for (int i = startVert; i < endVert; i++)
1317 { 1305 {
1306 int iNext = i + 1;
1307 if (i == endVert - 1)
1308 iNext = startVert;
1309
1318 int whichVert = i - startVert; 1310 int whichVert = i - startVert;
1319 1311
1320 newFace.v1 = i; 1312 newFace.v1 = i;
1321 newFace.v2 = i - numVerts; 1313 newFace.v2 = i - numVerts;
1322 newFace.v3 = i - numVerts + 1; 1314 newFace.v3 = iNext - numVerts;
1323 this.faces.Add(newFace); 1315 this.faces.Add(newFace);
1324 1316
1325 newFace.v2 = i - numVerts + 1; 1317 newFace.v2 = iNext - numVerts;
1326 newFace.v3 = i + 1; 1318 newFace.v3 = iNext;
1327 this.faces.Add(newFace); 1319 this.faces.Add(newFace);
1328 1320
1329 if (this.viewerMode) 1321 if (this.viewerMode)
@@ -1346,12 +1338,16 @@ namespace PrimMesher
1346 u2 -= whichVert; 1338 u2 -= whichVert;
1347 if (u2 < 0.1f) 1339 if (u2 < 0.1f)
1348 u2 = 1.0f; 1340 u2 = 1.0f;
1349 //u1 = 0.0f;
1350 //u2 = 1.0f;
1351 1341
1352 newViewerFace2.primFaceNumber = newViewerFace1.primFaceNumber = whichVert + 1; 1342 newViewerFace2.primFaceNumber = newViewerFace1.primFaceNumber = whichVert + 1;
1353 } 1343 }
1354 1344
1345 if (whichVert == cut1Vert || whichVert == cut2Vert)
1346 {
1347 u1 = 0.0f;
1348 u2 = 1.0f;
1349 }
1350
1355 newViewerFace1.uv1.U = u1; 1351 newViewerFace1.uv1.U = u1;
1356 newViewerFace1.uv2.U = u1; 1352 newViewerFace1.uv2.U = u1;
1357 newViewerFace1.uv3.U = u2; 1353 newViewerFace1.uv3.U = u2;
@@ -1370,13 +1366,13 @@ namespace PrimMesher
1370 1366
1371 newViewerFace1.v1 = this.coords[i]; 1367 newViewerFace1.v1 = this.coords[i];
1372 newViewerFace1.v2 = this.coords[i - numVerts]; 1368 newViewerFace1.v2 = this.coords[i - numVerts];
1373 newViewerFace1.v3 = this.coords[i - numVerts + 1]; 1369 newViewerFace1.v3 = this.coords[iNext - numVerts];
1374 1370
1375 newViewerFace2.v1 = this.coords[i]; 1371 newViewerFace2.v1 = this.coords[i];
1376 newViewerFace2.v2 = this.coords[i - numVerts + 1]; 1372 newViewerFace2.v2 = this.coords[iNext - numVerts];
1377 newViewerFace2.v3 = this.coords[i + 1]; 1373 newViewerFace2.v3 = this.coords[iNext];
1378 1374
1379 if (whichVert == newLayer.numOuterVerts - 1 && hasProfileCut) 1375 if (whichVert == cut1Vert)
1380 { // start profile cut faces 1376 { // start profile cut faces
1381 1377
1382 newViewerFace1.n2 = newViewerFace1.n1 = lastCutNormal1; 1378 newViewerFace1.n2 = newViewerFace1.n1 = lastCutNormal1;
@@ -1397,11 +1393,11 @@ namespace PrimMesher
1397 { 1393 {
1398 newViewerFace1.n1 = this.normals[i]; 1394 newViewerFace1.n1 = this.normals[i];
1399 newViewerFace1.n2 = this.normals[i - numVerts]; 1395 newViewerFace1.n2 = this.normals[i - numVerts];
1400 newViewerFace1.n3 = this.normals[i - numVerts + 1]; 1396 newViewerFace1.n3 = this.normals[iNext - numVerts];
1401 1397
1402 newViewerFace2.n1 = this.normals[i]; 1398 newViewerFace2.n1 = this.normals[i];
1403 newViewerFace2.n2 = this.normals[i - numVerts + 1]; 1399 newViewerFace2.n2 = this.normals[iNext - numVerts];
1404 newViewerFace2.n3 = this.normals[i + 1]; 1400 newViewerFace2.n3 = this.normals[iNext];
1405 } 1401 }
1406 } 1402 }
1407 1403
@@ -1413,7 +1409,7 @@ namespace PrimMesher
1413 1409
1414 if (this.hasProfileCut) 1410 if (this.hasProfileCut)
1415 { // add the end cut face to the list of viewerFaces here 1411 { // add the end cut face to the list of viewerFaces here
1416 // the first cut face was filled in the above loop 1412 // the prior cut face was filled in the above loop
1417 newFace.v1 = coordsLen - 1; 1413 newFace.v1 = coordsLen - 1;
1418 newFace.v2 = coordsLen - numVerts; 1414 newFace.v2 = coordsLen - numVerts;
1419 newFace.v3 = coordsLen; 1415 newFace.v3 = coordsLen;
@@ -1423,43 +1419,6 @@ namespace PrimMesher
1423 newFace.v2 = coordsLen - 1; 1419 newFace.v2 = coordsLen - 1;
1424 newFace.v3 = coordsLen; 1420 newFace.v3 = coordsLen;
1425 this.faces.Add(newFace); 1421 this.faces.Add(newFace);
1426
1427 if (this.viewerMode)
1428 {
1429 ViewerFace newViewerFace = new ViewerFace();
1430 newViewerFace.v1 = this.coords[coordsLen - 1]; // last vert in prior layer
1431 newViewerFace.v2 = this.coords[coordsLen - numVerts]; // first vert in prior layer
1432 newViewerFace.v3 = this.coords[coordsLen]; // first vert in new layer
1433
1434 float u1 = newLayer.us[0];
1435 float u2 = newLayer.us[newLayer.us.Count - 1];
1436
1437 newViewerFace.n2 = newViewerFace.n1 = lastCutNormal2;
1438 newViewerFace.n3 = newLayer.cutNormal2;
1439
1440 newViewerFace.uv3.U = newViewerFace.uv1.U = u2;
1441 newViewerFace.uv2.U = u1;
1442
1443 newViewerFace.uv1.V = newViewerFace.uv2.V = lastV;
1444 newViewerFace.uv3.V = 1.0f - percentOfPath;
1445
1446 this.viewerFaces.Add(newViewerFace);
1447
1448 newViewerFace.v1 = this.coords[coordsLen + numVerts - 1]; // last vert in new layer
1449 newViewerFace.v2 = this.coords[coordsLen - 1]; // last vert in prior layer
1450 newViewerFace.v3 = this.coords[coordsLen]; // first vert in new layer
1451
1452 newViewerFace.n3 = newViewerFace.n1 = newLayer.cutNormal2;
1453 newViewerFace.n2 = lastCutNormal2;
1454
1455 newViewerFace.uv2.U = newViewerFace.uv1.U = u1;
1456 newViewerFace.uv3.U = u2;
1457
1458 newViewerFace.uv3.V = newViewerFace.uv1.V = 1.0f - percentOfPath;
1459 newViewerFace.uv2.V = lastV;
1460
1461 this.viewerFaces.Add(newViewerFace);
1462 }
1463 } 1422 }
1464 1423
1465 } 1424 }
@@ -1729,23 +1688,26 @@ namespace PrimMesher
1729 if (step > firstStep) 1688 if (step > firstStep)
1730 { 1689 {
1731 int startVert = coordsLen + 1; 1690 int startVert = coordsLen + 1;
1732 int endVert = this.coords.Count - 1; 1691 int endVert = this.coords.Count;
1733 1692
1734 if (sides < 5 || this.hasProfileCut || hollow > 0.0f) 1693 if (sides < 5 || this.hasProfileCut || hollow > 0.0f)
1735 startVert--; 1694 startVert--;
1736 1695
1737 for (int i = startVert; i < endVert; i++) 1696 for (int i = startVert; i < endVert; i++)
1738 //for (int i = coordsLen; i < this.coords.Count - 1; i++)
1739 { 1697 {
1698 int iNext = i + 1;
1699 if (i == endVert - 1)
1700 iNext = startVert;
1701
1740 int whichVert = i - startVert; 1702 int whichVert = i - startVert;
1741 1703
1742 newFace.v1 = i; 1704 newFace.v1 = i;
1743 newFace.v2 = i - numVerts; 1705 newFace.v2 = i - numVerts;
1744 newFace.v3 = i - numVerts + 1; 1706 newFace.v3 = iNext - numVerts;
1745 this.faces.Add(newFace); 1707 this.faces.Add(newFace);
1746 1708
1747 newFace.v2 = i - numVerts + 1; 1709 newFace.v2 = iNext - numVerts;
1748 newFace.v3 = i + 1; 1710 newFace.v3 = iNext;
1749 this.faces.Add(newFace); 1711 this.faces.Add(newFace);
1750 1712
1751 if (this.viewerMode) 1713 if (this.viewerMode)
@@ -1776,11 +1738,11 @@ namespace PrimMesher
1776 1738
1777 newViewerFace1.v1 = this.coords[i]; 1739 newViewerFace1.v1 = this.coords[i];
1778 newViewerFace1.v2 = this.coords[i - numVerts]; 1740 newViewerFace1.v2 = this.coords[i - numVerts];
1779 newViewerFace1.v3 = this.coords[i - numVerts + 1]; 1741 newViewerFace1.v3 = this.coords[iNext - numVerts];
1780 1742
1781 newViewerFace2.v1 = this.coords[i]; 1743 newViewerFace2.v1 = this.coords[i];
1782 newViewerFace2.v2 = this.coords[i - numVerts + 1]; 1744 newViewerFace2.v2 = this.coords[iNext - numVerts];
1783 newViewerFace2.v3 = this.coords[i + 1]; 1745 newViewerFace2.v3 = this.coords[iNext];
1784 1746
1785 if (whichVert == newLayer.numOuterVerts - 1 && hasProfileCut) 1747 if (whichVert == newLayer.numOuterVerts - 1 && hasProfileCut)
1786 { // start profile cut faces 1748 { // start profile cut faces
@@ -1803,11 +1765,11 @@ namespace PrimMesher
1803 { 1765 {
1804 newViewerFace1.n1 = this.normals[i]; 1766 newViewerFace1.n1 = this.normals[i];
1805 newViewerFace1.n2 = this.normals[i - numVerts]; 1767 newViewerFace1.n2 = this.normals[i - numVerts];
1806 newViewerFace1.n3 = this.normals[i - numVerts + 1]; 1768 newViewerFace1.n3 = this.normals[iNext - numVerts];
1807 1769
1808 newViewerFace2.n1 = this.normals[i]; 1770 newViewerFace2.n1 = this.normals[i];
1809 newViewerFace2.n2 = this.normals[i - numVerts + 1]; 1771 newViewerFace2.n2 = this.normals[iNext - numVerts];
1810 newViewerFace2.n3 = this.normals[i + 1]; 1772 newViewerFace2.n3 = this.normals[iNext];
1811 } 1773 }
1812 } 1774 }
1813 1775
@@ -1816,57 +1778,6 @@ namespace PrimMesher
1816 1778
1817 } 1779 }
1818 } 1780 }
1819
1820 if (this.hasProfileCut)
1821 { // add the end cut face to the list of viewerFaces here
1822 // the first cut face was filled in the above loop
1823 newFace.v1 = coordsLen - 1;
1824 newFace.v2 = coordsLen - numVerts;
1825 newFace.v3 = coordsLen;
1826 this.faces.Add(newFace);
1827
1828 newFace.v1 = coordsLen + numVerts - 1;
1829 newFace.v2 = coordsLen - 1;
1830 newFace.v3 = coordsLen;
1831 this.faces.Add(newFace);
1832
1833 if (this.viewerMode)
1834 {
1835 ViewerFace newViewerFace = new ViewerFace();
1836 newViewerFace.v1 = this.coords[coordsLen - 1]; // last vert in prior layer
1837 newViewerFace.v2 = this.coords[coordsLen - numVerts]; // first vert in prior layer
1838 newViewerFace.v3 = this.coords[coordsLen]; // first vert in new layer
1839
1840 float u1 = newLayer.us[0];
1841 float u2 = newLayer.us[newLayer.us.Count - 1];
1842
1843 newViewerFace.n2 = newViewerFace.n1 = lastCutNormal2;
1844 newViewerFace.n3 = newLayer.cutNormal2;
1845
1846 newViewerFace.uv3.U = newViewerFace.uv1.U = u2;
1847 newViewerFace.uv2.U = u1;
1848
1849 newViewerFace.uv1.V = newViewerFace.uv2.V = lastV;
1850 newViewerFace.uv3.V = 1.0f - percentOfPath;
1851
1852 this.viewerFaces.Add(newViewerFace);
1853
1854 newViewerFace.v1 = this.coords[coordsLen + numVerts - 1]; // last vert in new layer
1855 newViewerFace.v2 = this.coords[coordsLen - 1]; // last vert in prior layer
1856 newViewerFace.v3 = this.coords[coordsLen]; // first vert in new layer
1857
1858 newViewerFace.n3 = newViewerFace.n1 = newLayer.cutNormal2;
1859 newViewerFace.n2 = lastCutNormal2;
1860
1861 newViewerFace.uv2.U = newViewerFace.uv1.U = u1;
1862 newViewerFace.uv3.U = u2;
1863
1864 newViewerFace.uv3.V = newViewerFace.uv1.V = 1.0f - percentOfPath;
1865 newViewerFace.uv2.V = lastV;
1866
1867 this.viewerFaces.Add(newViewerFace);
1868 }
1869 }
1870 } 1781 }
1871 1782
1872 lastCutNormal1 = newLayer.cutNormal1; 1783 lastCutNormal1 = newLayer.cutNormal1;
@@ -1930,7 +1841,8 @@ namespace PrimMesher
1930 1841
1931 public Coord SurfaceNormal(int faceIndex) 1842 public Coord SurfaceNormal(int faceIndex)
1932 { 1843 {
1933 if (faceIndex < 0 || faceIndex >= faces.Count) 1844 int numFaces = faces.Count;
1845 if (faceIndex < 0 || faceIndex >= numFaces)
1934 throw new Exception("faceIndex out of range"); 1846 throw new Exception("faceIndex out of range");
1935 1847
1936 //return new Coord(0.0f, 0.0f, 0.0f); 1848 //return new Coord(0.0f, 0.0f, 0.0f);