diff options
author | Dahlia Trimble | 2008-10-13 22:52:39 +0000 |
---|---|---|
committer | Dahlia Trimble | 2008-10-13 22:52:39 +0000 |
commit | 138a3924e0de5358e73993430ff4c47f5f098667 (patch) | |
tree | aa2e167042907169ccda3075717962326449cc74 /OpenSim/Region/Physics/Meshing/PrimMesher.cs | |
parent | * ODE.NET Update. No user exposed stuff.... just wrote wrapper routines f... (diff) | |
download | opensim-SC-138a3924e0de5358e73993430ff4c47f5f098667.zip opensim-SC-138a3924e0de5358e73993430ff4c47f5f098667.tar.gz opensim-SC-138a3924e0de5358e73993430ff4c47f5f098667.tar.bz2 opensim-SC-138a3924e0de5358e73993430ff4c47f5f098667.tar.xz |
Committing more work towards implementing vertex normals. Also added some (hopefully) helpful messages for identifying corrupt prims and some fixup code for corrupt profile cut data.
Diffstat (limited to 'OpenSim/Region/Physics/Meshing/PrimMesher.cs')
-rw-r--r-- | OpenSim/Region/Physics/Meshing/PrimMesher.cs | 207 |
1 files changed, 150 insertions, 57 deletions
diff --git a/OpenSim/Region/Physics/Meshing/PrimMesher.cs b/OpenSim/Region/Physics/Meshing/PrimMesher.cs index 53cae56..d49ac44 100644 --- a/OpenSim/Region/Physics/Meshing/PrimMesher.cs +++ b/OpenSim/Region/Physics/Meshing/PrimMesher.cs | |||
@@ -415,7 +415,7 @@ namespace PrimMesher | |||
415 | 415 | ||
416 | internal List<Coord> coords; | 416 | internal List<Coord> coords; |
417 | internal List<Face> faces; | 417 | internal List<Face> faces; |
418 | internal List<Coord> normals; | 418 | internal List<Coord> edgeNormals; |
419 | 419 | ||
420 | internal bool calcVertexNormals = false; | 420 | internal bool calcVertexNormals = false; |
421 | 421 | ||
@@ -423,7 +423,7 @@ namespace PrimMesher | |||
423 | { | 423 | { |
424 | this.coords = new List<Coord>(); | 424 | this.coords = new List<Coord>(); |
425 | this.faces = new List<Face>(); | 425 | this.faces = new List<Face>(); |
426 | this.normals = new List<Coord>(); | 426 | this.edgeNormals = new List<Coord>(); |
427 | } | 427 | } |
428 | 428 | ||
429 | public Profile(int sides, float profileStart, float profileEnd, float hollow, int hollowSides, bool createFaces, bool calcVertexNormals) | 429 | public Profile(int sides, float profileStart, float profileEnd, float hollow, int hollowSides, bool createFaces, bool calcVertexNormals) |
@@ -431,9 +431,14 @@ namespace PrimMesher | |||
431 | this.calcVertexNormals = calcVertexNormals; | 431 | this.calcVertexNormals = calcVertexNormals; |
432 | this.coords = new List<Coord>(); | 432 | this.coords = new List<Coord>(); |
433 | this.faces = new List<Face>(); | 433 | this.faces = new List<Face>(); |
434 | this.normals = new List<Coord>(); | 434 | this.edgeNormals = new List<Coord>(); |
435 | Coord center = new Coord(0.0f, 0.0f, 0.0f); | 435 | Coord center = new Coord(0.0f, 0.0f, 0.0f); |
436 | |||
436 | List<Coord> hollowCoords = new List<Coord>(); | 437 | List<Coord> hollowCoords = new List<Coord>(); |
438 | List<Coord> hollowNormals = new List<Coord>(); | ||
439 | |||
440 | bool hasHollow = (hollow > 0.0f); | ||
441 | bool hasProfileCut = (profileStart > 0.0f || profileEnd < 1.0f); | ||
437 | 442 | ||
438 | AngleList angles = new AngleList(); | 443 | AngleList angles = new AngleList(); |
439 | AngleList hollowAngles = new AngleList(); | 444 | AngleList hollowAngles = new AngleList(); |
@@ -458,25 +463,10 @@ namespace PrimMesher | |||
458 | return; | 463 | return; |
459 | } | 464 | } |
460 | 465 | ||
461 | bool simpleFace = false; // flag to create as few triangles as possible for 3 or 4 side profile | 466 | // flag to create as few triangles as possible for 3 or 4 side profile |
462 | if (sides < 5 && hollow == 0.0f && profileStart == 0.0f && profileEnd == 1.0f) | 467 | bool simpleFace = (sides < 5 && !(hasHollow || hasProfileCut)); |
463 | simpleFace = true; | ||
464 | |||
465 | if (this.calcVertexNormals) | ||
466 | { | ||
467 | if (sides > 4) | ||
468 | foreach (Angle a in angles.angles) | ||
469 | normals.Add(new Coord(a.X, a.Y, 0.0f)); | ||
470 | else | ||
471 | for (int i = 0; i < angles.angles.Count - 1; i++) | ||
472 | { | ||
473 | Angle a1 = angles.angles[i]; | ||
474 | Angle a2 = angles.angles[i + 1]; | ||
475 | normals.Add(new Coord(0.5f * (a1.X + a2.X), 0.5f * (a1.Y + a2.Y), 0.0f).Normalize()); | ||
476 | } | ||
477 | } | ||
478 | 468 | ||
479 | if (hollow > 0.001f) | 469 | if (hasHollow) |
480 | { | 470 | { |
481 | if (sides == hollowSides) | 471 | if (sides == hollowSides) |
482 | hollowAngles = angles; | 472 | hollowAngles = angles; |
@@ -490,33 +480,19 @@ namespace PrimMesher | |||
490 | return; | 480 | return; |
491 | } | 481 | } |
492 | } | 482 | } |
493 | |||
494 | if (this.calcVertexNormals) | ||
495 | { | ||
496 | if (hollowSides > 4) | ||
497 | foreach (Angle a in hollowAngles.angles) | ||
498 | normals.Add(new Coord(-a.X, -a.Y, 0.0f)); | ||
499 | else | ||
500 | for (int i = 0; i < hollowAngles.angles.Count - 1; i++) | ||
501 | { | ||
502 | Angle a1 = hollowAngles.angles[i]; | ||
503 | Angle a2 = hollowAngles.angles[i + 1]; | ||
504 | normals.Add(new Coord(-0.5f * (a1.X + a2.X), -0.5f * (a1.Y + a2.Y), 0.0f).Normalize()); | ||
505 | } | ||
506 | } | ||
507 | } | 483 | } |
508 | else if (!simpleFace) | 484 | else if (!simpleFace) |
509 | { | 485 | { |
510 | this.coords.Add(center); | 486 | this.coords.Add(center); |
511 | if (this.calcVertexNormals && sides > 4) | 487 | if (this.calcVertexNormals && sides > 4) |
512 | this.normals.Add(new Coord(0.0f, 0.0f, 1.0f)); | 488 | this.edgeNormals.Add(new Coord(0.0f, 0.0f, 1.0f)); |
513 | } | 489 | } |
514 | 490 | ||
515 | float z = 0.0f; | 491 | float z = 0.0f; |
516 | 492 | ||
517 | Angle angle; | 493 | Angle angle; |
518 | Coord newVert = new Coord(); | 494 | Coord newVert = new Coord(); |
519 | if (hollow > 0.001f && hollowSides != sides) | 495 | if (hasHollow && hollowSides != sides) |
520 | { | 496 | { |
521 | int numHollowAngles = hollowAngles.angles.Count; | 497 | int numHollowAngles = hollowAngles.angles.Count; |
522 | for (int i = 0; i < numHollowAngles; i++) | 498 | for (int i = 0; i < numHollowAngles; i++) |
@@ -527,6 +503,8 @@ namespace PrimMesher | |||
527 | newVert.Z = z; | 503 | newVert.Z = z; |
528 | 504 | ||
529 | hollowCoords.Add(newVert); | 505 | hollowCoords.Add(newVert); |
506 | if (this.calcVertexNormals) | ||
507 | hollowNormals.Add(new Coord(-angle.X, -angle.Y, 0.0f)); | ||
530 | } | 508 | } |
531 | } | 509 | } |
532 | 510 | ||
@@ -539,6 +517,8 @@ namespace PrimMesher | |||
539 | newVert.Y = angle.Y * yScale; | 517 | newVert.Y = angle.Y * yScale; |
540 | newVert.Z = z; | 518 | newVert.Z = z; |
541 | this.coords.Add(newVert); | 519 | this.coords.Add(newVert); |
520 | if (this.calcVertexNormals) | ||
521 | this.edgeNormals.Add(new Coord(angle.X, angle.Y, 0.0f)); | ||
542 | 522 | ||
543 | if (hollow > 0.0f) | 523 | if (hollow > 0.0f) |
544 | { | 524 | { |
@@ -548,6 +528,8 @@ namespace PrimMesher | |||
548 | newVert.Y *= hollow; | 528 | newVert.Y *= hollow; |
549 | newVert.Z = z; | 529 | newVert.Z = z; |
550 | hollowCoords.Add(newVert); | 530 | hollowCoords.Add(newVert); |
531 | if (this.calcVertexNormals) | ||
532 | hollowNormals.Add(new Coord(-angle.X, -angle.Y, 0.0f)); | ||
551 | } | 533 | } |
552 | } | 534 | } |
553 | else if (!simpleFace && createFaces && angle.angle > 0.0001f) | 535 | else if (!simpleFace && createFaces && angle.angle > 0.0001f) |
@@ -556,14 +538,22 @@ namespace PrimMesher | |||
556 | newFace.v1 = 0; | 538 | newFace.v1 = 0; |
557 | newFace.v2 = index; | 539 | newFace.v2 = index; |
558 | newFace.v3 = index + 1; | 540 | newFace.v3 = index + 1; |
541 | //if (this.calcVertexNormals) | ||
542 | //{ | ||
543 | // newFace.n1 = newFace.v1; | ||
544 | // newFace.n2 = newFace.v2; | ||
545 | // newFace.n3 = newFace.v3; | ||
546 | //} | ||
559 | this.faces.Add(newFace); | 547 | this.faces.Add(newFace); |
560 | } | 548 | } |
561 | index += 1; | 549 | index += 1; |
562 | } | 550 | } |
563 | 551 | ||
564 | if (hollow > 0.0f) | 552 | if (hasHollow) |
565 | { | 553 | { |
566 | hollowCoords.Reverse(); | 554 | hollowCoords.Reverse(); |
555 | if (this.calcVertexNormals) | ||
556 | hollowNormals.Reverse(); | ||
567 | 557 | ||
568 | if (createFaces) | 558 | if (createFaces) |
569 | { | 559 | { |
@@ -580,11 +570,23 @@ namespace PrimMesher | |||
580 | newFace.v1 = coordIndex; | 570 | newFace.v1 = coordIndex; |
581 | newFace.v2 = coordIndex + 1; | 571 | newFace.v2 = coordIndex + 1; |
582 | newFace.v3 = numTotalVerts - coordIndex - 1; | 572 | newFace.v3 = numTotalVerts - coordIndex - 1; |
573 | //if (this.calcVertexNormals) | ||
574 | //{ | ||
575 | // newFace.n1 = newFace.v1; | ||
576 | // newFace.n2 = newFace.v2; | ||
577 | // newFace.n3 = newFace.v3; | ||
578 | //} | ||
583 | this.faces.Add(newFace); | 579 | this.faces.Add(newFace); |
584 | 580 | ||
585 | newFace.v1 = coordIndex + 1; | 581 | newFace.v1 = coordIndex + 1; |
586 | newFace.v2 = numTotalVerts - coordIndex - 2; | 582 | newFace.v2 = numTotalVerts - coordIndex - 2; |
587 | newFace.v3 = numTotalVerts - coordIndex - 1; | 583 | newFace.v3 = numTotalVerts - coordIndex - 1; |
584 | //if (this.calcVertexNormals) | ||
585 | //{ | ||
586 | // newFace.n1 = newFace.v1; | ||
587 | // newFace.n2 = newFace.v2; | ||
588 | // newFace.n3 = newFace.v3; | ||
589 | //} | ||
588 | this.faces.Add(newFace); | 590 | this.faces.Add(newFace); |
589 | } | 591 | } |
590 | } | 592 | } |
@@ -603,6 +605,12 @@ namespace PrimMesher | |||
603 | newFace.v1 = numTotalVerts - i - 1; | 605 | newFace.v1 = numTotalVerts - i - 1; |
604 | newFace.v2 = j; | 606 | newFace.v2 = j; |
605 | newFace.v3 = j + 1; | 607 | newFace.v3 = j + 1; |
608 | //if (this.calcVertexNormals) | ||
609 | //{ | ||
610 | // newFace.n1 = newFace.v1; | ||
611 | // newFace.n2 = newFace.v2; | ||
612 | // newFace.n3 = newFace.v3; | ||
613 | //} | ||
606 | 614 | ||
607 | this.faces.Add(newFace); | 615 | this.faces.Add(newFace); |
608 | j += 1; | 616 | j += 1; |
@@ -611,6 +619,12 @@ namespace PrimMesher | |||
611 | newFace.v1 = j; | 619 | newFace.v1 = j; |
612 | newFace.v2 = numTotalVerts - i - 2; | 620 | newFace.v2 = numTotalVerts - i - 2; |
613 | newFace.v3 = numTotalVerts - i - 1; | 621 | newFace.v3 = numTotalVerts - i - 1; |
622 | //if (this.calcVertexNormals) | ||
623 | //{ | ||
624 | // newFace.n1 = newFace.v1; | ||
625 | // newFace.n2 = newFace.v2; | ||
626 | // newFace.n3 = newFace.v3; | ||
627 | //} | ||
614 | 628 | ||
615 | this.faces.Add(newFace); | 629 | this.faces.Add(newFace); |
616 | } | 630 | } |
@@ -628,6 +642,12 @@ namespace PrimMesher | |||
628 | newFace.v1 = i; | 642 | newFace.v1 = i; |
629 | newFace.v2 = numTotalVerts - j - 2; | 643 | newFace.v2 = numTotalVerts - j - 2; |
630 | newFace.v3 = numTotalVerts - j - 1; | 644 | newFace.v3 = numTotalVerts - j - 1; |
645 | //if (this.calcVertexNormals) | ||
646 | //{ | ||
647 | // newFace.n1 = newFace.v1; | ||
648 | // newFace.n2 = newFace.v2; | ||
649 | // newFace.n3 = newFace.v3; | ||
650 | //} | ||
631 | 651 | ||
632 | this.faces.Add(newFace); | 652 | this.faces.Add(newFace); |
633 | j += 1; | 653 | j += 1; |
@@ -636,6 +656,12 @@ namespace PrimMesher | |||
636 | newFace.v1 = numTotalVerts - j - 1; | 656 | newFace.v1 = numTotalVerts - j - 1; |
637 | newFace.v2 = i; | 657 | newFace.v2 = i; |
638 | newFace.v3 = i + 1; | 658 | newFace.v3 = i + 1; |
659 | //if (this.calcVertexNormals) | ||
660 | //{ | ||
661 | // newFace.n1 = newFace.v1; | ||
662 | // newFace.n2 = newFace.v2; | ||
663 | // newFace.n3 = newFace.v3; | ||
664 | //} | ||
639 | 665 | ||
640 | this.faces.Add(newFace); | 666 | this.faces.Add(newFace); |
641 | } | 667 | } |
@@ -644,6 +670,11 @@ namespace PrimMesher | |||
644 | } | 670 | } |
645 | 671 | ||
646 | this.coords.AddRange(hollowCoords); | 672 | this.coords.AddRange(hollowCoords); |
673 | if (this.calcVertexNormals) | ||
674 | this.edgeNormals.AddRange(hollowNormals); | ||
675 | |||
676 | hollowCoords = null; | ||
677 | hollowNormals = null; | ||
647 | } | 678 | } |
648 | 679 | ||
649 | if (simpleFace && createFaces) | 680 | if (simpleFace && createFaces) |
@@ -671,7 +702,7 @@ namespace PrimMesher | |||
671 | clone.coords.AddRange(this.coords); | 702 | clone.coords.AddRange(this.coords); |
672 | if (needFaces) | 703 | if (needFaces) |
673 | clone.faces.AddRange(this.faces); | 704 | clone.faces.AddRange(this.faces); |
674 | clone.normals.AddRange(this.normals); | 705 | clone.edgeNormals.AddRange(this.edgeNormals); |
675 | 706 | ||
676 | return clone; | 707 | return clone; |
677 | } | 708 | } |
@@ -714,16 +745,16 @@ namespace PrimMesher | |||
714 | this.coords[i] = c; | 745 | this.coords[i] = c; |
715 | } | 746 | } |
716 | 747 | ||
717 | int numNormals = this.normals.Count; | 748 | int numNormals = this.edgeNormals.Count; |
718 | for (i = 0; i < numNormals; i++) | 749 | for (i = 0; i < numNormals; i++) |
719 | { | 750 | { |
720 | c = this.normals[i]; | 751 | c = this.edgeNormals[i]; |
721 | Coord n = new Coord(c.X, c.Y, c.Z) * q; | 752 | Coord n = new Coord(c.X, c.Y, c.Z) * q; |
722 | 753 | ||
723 | c.X = n.X; | 754 | c.X = n.X; |
724 | c.Y = n.Y; | 755 | c.Y = n.Y; |
725 | c.Z = n.Z; | 756 | c.Z = n.Z; |
726 | this.normals[i] = c; | 757 | this.edgeNormals[i] = c; |
727 | } | 758 | } |
728 | } | 759 | } |
729 | 760 | ||
@@ -763,12 +794,12 @@ namespace PrimMesher | |||
763 | 794 | ||
764 | if (this.calcVertexNormals) | 795 | if (this.calcVertexNormals) |
765 | { | 796 | { |
766 | int normalCount = this.normals.Count; | 797 | int normalCount = this.edgeNormals.Count; |
767 | if (normalCount > 0) | 798 | if (normalCount > 0) |
768 | { | 799 | { |
769 | Coord n = this.normals[normalCount - 1]; | 800 | Coord n = this.edgeNormals[normalCount - 1]; |
770 | n.Z *= 1.0f; | 801 | n.Z = -n.Z; |
771 | this.normals[normalCount - 1] = n; | 802 | this.edgeNormals[normalCount - 1] = n; |
772 | } | 803 | } |
773 | } | 804 | } |
774 | } | 805 | } |
@@ -858,6 +889,9 @@ namespace PrimMesher | |||
858 | public int stepsPerRevolution = 24; | 889 | public int stepsPerRevolution = 24; |
859 | 890 | ||
860 | public bool calcVertexNormals = false; | 891 | public bool calcVertexNormals = false; |
892 | private bool normalsProcessed = false; | ||
893 | |||
894 | private List<Coord> edgeNormals; | ||
861 | 895 | ||
862 | public string ParamsToDisplayString() | 896 | public string ParamsToDisplayString() |
863 | { | 897 | { |
@@ -922,10 +956,16 @@ namespace PrimMesher | |||
922 | this.coords = new List<Coord>(); | 956 | this.coords = new List<Coord>(); |
923 | this.faces = new List<Face>(); | 957 | this.faces = new List<Face>(); |
924 | 958 | ||
959 | if (this.calcVertexNormals) | ||
960 | this.normals = new List<Coord>(); | ||
961 | |||
925 | int step = 0; | 962 | int step = 0; |
926 | int steps = 1; | 963 | int steps = 1; |
927 | 964 | ||
928 | float length = this.pathCutEnd - this.pathCutBegin; | 965 | float length = this.pathCutEnd - this.pathCutBegin; |
966 | normalsProcessed = false; | ||
967 | if (this.calcVertexNormals) | ||
968 | this.edgeNormals = new List<Coord>(); | ||
929 | 969 | ||
930 | #if VIEWER | 970 | #if VIEWER |
931 | if (this.sides == 3) | 971 | if (this.sides == 3) |
@@ -1026,6 +1066,12 @@ namespace PrimMesher | |||
1026 | 1066 | ||
1027 | this.coords.AddRange(newLayer.coords); | 1067 | this.coords.AddRange(newLayer.coords); |
1028 | 1068 | ||
1069 | if (this.calcVertexNormals) | ||
1070 | { | ||
1071 | newLayer.AddValue2FaceNormalIndices(this.normals.Count); | ||
1072 | this.normals.AddRange(newLayer.edgeNormals); | ||
1073 | } | ||
1074 | |||
1029 | if (percentOfPath <= this.pathCutBegin || percentOfPath >= this.pathCutEnd) | 1075 | if (percentOfPath <= this.pathCutBegin || percentOfPath >= this.pathCutEnd) |
1030 | this.faces.AddRange(newLayer.faces); | 1076 | this.faces.AddRange(newLayer.faces); |
1031 | 1077 | ||
@@ -1047,10 +1093,21 @@ namespace PrimMesher | |||
1047 | newFace.v1 = i; | 1093 | newFace.v1 = i; |
1048 | newFace.v2 = i - numVerts; | 1094 | newFace.v2 = i - numVerts; |
1049 | newFace.v3 = i - numVerts + 1; | 1095 | newFace.v3 = i - numVerts + 1; |
1096 | if (this.calcVertexNormals) | ||
1097 | { | ||
1098 | newFace.n1 = newFace.v1; | ||
1099 | newFace.n2 = newFace.v2; | ||
1100 | newFace.n3 = newFace.v3; | ||
1101 | } | ||
1050 | this.faces.Add(newFace); | 1102 | this.faces.Add(newFace); |
1051 | 1103 | ||
1052 | newFace.v2 = i - numVerts + 1; | 1104 | newFace.v2 = i - numVerts + 1; |
1053 | newFace.v3 = i + 1; | 1105 | newFace.v3 = i + 1; |
1106 | if (this.calcVertexNormals) | ||
1107 | { | ||
1108 | newFace.n2 = newFace.v2; | ||
1109 | newFace.n3 = newFace.v3; | ||
1110 | } | ||
1054 | this.faces.Add(newFace); | 1111 | this.faces.Add(newFace); |
1055 | } | 1112 | } |
1056 | 1113 | ||
@@ -1059,11 +1116,25 @@ namespace PrimMesher | |||
1059 | newFace.v1 = coordsLen - 1; | 1116 | newFace.v1 = coordsLen - 1; |
1060 | newFace.v2 = coordsLen - numVerts; | 1117 | newFace.v2 = coordsLen - numVerts; |
1061 | newFace.v3 = coordsLen; | 1118 | newFace.v3 = coordsLen; |
1119 | if (this.calcVertexNormals) | ||
1120 | { | ||
1121 | Coord n1 = SurfaceNormal(newFace); | ||
1122 | this.normals.Add(n1); | ||
1123 | |||
1124 | newFace.n1 = newFace.n2 = newFace.n3 = this.normals.Count - 1; | ||
1125 | } | ||
1062 | this.faces.Add(newFace); | 1126 | this.faces.Add(newFace); |
1063 | 1127 | ||
1064 | newFace.v1 = coordsLen + numVerts - 1; | 1128 | newFace.v1 = coordsLen + numVerts - 1; |
1065 | newFace.v2 = coordsLen - 1; | 1129 | newFace.v2 = coordsLen - 1; |
1066 | newFace.v3 = coordsLen; | 1130 | newFace.v3 = coordsLen; |
1131 | if (this.calcVertexNormals) | ||
1132 | { | ||
1133 | Coord n1 = SurfaceNormal(newFace); | ||
1134 | this.normals.Add(n1); | ||
1135 | |||
1136 | newFace.n1 = newFace.n2 = newFace.n3 = this.normals.Count - 1; | ||
1137 | } | ||
1067 | this.faces.Add(newFace); | 1138 | this.faces.Add(newFace); |
1068 | } | 1139 | } |
1069 | 1140 | ||
@@ -1084,8 +1155,8 @@ namespace PrimMesher | |||
1084 | else done = true; | 1155 | else done = true; |
1085 | } | 1156 | } |
1086 | 1157 | ||
1087 | if (calcVertexNormals && sides < 5 && twistBegin == 0.0f && twistEnd == 0.0f) | 1158 | //if (calcVertexNormals && sides < 5 && twistBegin == 0.0f && twistEnd == 0.0f) |
1088 | this.CalcNormals(); | 1159 | // this.CalcNormals(); |
1089 | } | 1160 | } |
1090 | 1161 | ||
1091 | public void ExtrudeCircular() | 1162 | public void ExtrudeCircular() |
@@ -1093,9 +1164,14 @@ namespace PrimMesher | |||
1093 | this.coords = new List<Coord>(); | 1164 | this.coords = new List<Coord>(); |
1094 | this.faces = new List<Face>(); | 1165 | this.faces = new List<Face>(); |
1095 | 1166 | ||
1167 | if (this.calcVertexNormals) | ||
1168 | this.normals = new List<Coord>(); | ||
1169 | |||
1096 | int step = 0; | 1170 | int step = 0; |
1097 | int steps = 24; | 1171 | int steps = 24; |
1098 | 1172 | ||
1173 | normalsProcessed = false; | ||
1174 | |||
1099 | float twistBegin = this.twistBegin / 360.0f * twoPi; | 1175 | float twistBegin = this.twistBegin / 360.0f * twoPi; |
1100 | float twistEnd = this.twistEnd / 360.0f * twoPi; | 1176 | float twistEnd = this.twistEnd / 360.0f * twoPi; |
1101 | float twistTotal = twistEnd - twistBegin; | 1177 | float twistTotal = twistEnd - twistBegin; |
@@ -1248,6 +1324,12 @@ namespace PrimMesher | |||
1248 | 1324 | ||
1249 | this.coords.AddRange(newLayer.coords); | 1325 | this.coords.AddRange(newLayer.coords); |
1250 | 1326 | ||
1327 | if (this.calcVertexNormals) | ||
1328 | { | ||
1329 | newLayer.AddValue2FaceNormalIndices(this.normals.Count); | ||
1330 | this.normals.AddRange(newLayer.edgeNormals); | ||
1331 | } | ||
1332 | |||
1251 | if (isEndLayer) | 1333 | if (isEndLayer) |
1252 | this.faces.AddRange(newLayer.faces); | 1334 | this.faces.AddRange(newLayer.faces); |
1253 | 1335 | ||
@@ -1305,15 +1387,8 @@ namespace PrimMesher | |||
1305 | } | 1387 | } |
1306 | } | 1388 | } |
1307 | 1389 | ||
1308 | public Coord SurfaceNormal(int faceIndex) | 1390 | private Coord SurfaceNormal(Face face) |
1309 | { | 1391 | { |
1310 | int numFaces = faces.Count; | ||
1311 | if (faceIndex < 0 || faceIndex >= faces.Count) | ||
1312 | throw new Exception("faceIndex out of range"); | ||
1313 | |||
1314 | //return new Coord(0.0f, 0.0f, 0.0f); | ||
1315 | |||
1316 | Face face = faces[faceIndex]; | ||
1317 | Coord c1 = coords[face.v1]; | 1392 | Coord c1 = coords[face.v1]; |
1318 | Coord c2 = coords[face.v2]; | 1393 | Coord c2 = coords[face.v2]; |
1319 | Coord c3 = coords[face.v3]; | 1394 | Coord c3 = coords[face.v3]; |
@@ -1328,10 +1403,28 @@ namespace PrimMesher | |||
1328 | return normal; | 1403 | return normal; |
1329 | } | 1404 | } |
1330 | 1405 | ||
1406 | public Coord SurfaceNormal(int faceIndex) | ||
1407 | { | ||
1408 | int numFaces = faces.Count; | ||
1409 | if (faceIndex < 0 || faceIndex >= faces.Count) | ||
1410 | throw new Exception("faceIndex out of range"); | ||
1411 | |||
1412 | //return new Coord(0.0f, 0.0f, 0.0f); | ||
1413 | |||
1414 | return SurfaceNormal(faces[faceIndex]); | ||
1415 | } | ||
1416 | |||
1331 | public void CalcNormals() | 1417 | public void CalcNormals() |
1332 | { | 1418 | { |
1419 | if (normalsProcessed) | ||
1420 | return; | ||
1421 | |||
1422 | normalsProcessed = true; | ||
1423 | |||
1333 | int numFaces = faces.Count; | 1424 | int numFaces = faces.Count; |
1334 | this.normals = new List<Coord>(); | 1425 | |
1426 | if (!this.calcVertexNormals) | ||
1427 | this.normals = new List<Coord>(); | ||
1335 | 1428 | ||
1336 | for (int i = 0; i < numFaces; i++) | 1429 | for (int i = 0; i < numFaces; i++) |
1337 | { | 1430 | { |