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author | Dahlia Trimble | 2008-11-30 03:13:02 +0000 |
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committer | Dahlia Trimble | 2008-11-30 03:13:02 +0000 |
commit | 37afd69febae96e7f008f8d692c7383c1d3f788a (patch) | |
tree | ed9e43cb3c93102cc6f3c306aabd7838581ac241 /OpenSim/Region | |
parent | Update svn properties. Add copyright header. Minor formatting cleanup. (diff) | |
download | opensim-SC-37afd69febae96e7f008f8d692c7383c1d3f788a.zip opensim-SC-37afd69febae96e7f008f8d692c7383c1d3f788a.tar.gz opensim-SC-37afd69febae96e7f008f8d692c7383c1d3f788a.tar.bz2 opensim-SC-37afd69febae96e7f008f8d692c7383c1d3f788a.tar.xz |
Removed remaining meshing code
Add PrimMesher.dll r21
All meshing tasks are now passed through Meshmerizer and handled by PrimMesher.dll
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/Physics/Meshing/PrimMesher.cs | 2168 | ||||
-rw-r--r-- | OpenSim/Region/Physics/Meshing/SculptMesh.cs | 343 |
2 files changed, 0 insertions, 2511 deletions
diff --git a/OpenSim/Region/Physics/Meshing/PrimMesher.cs b/OpenSim/Region/Physics/Meshing/PrimMesher.cs deleted file mode 100644 index d79a480..0000000 --- a/OpenSim/Region/Physics/Meshing/PrimMesher.cs +++ /dev/null | |||
@@ -1,2168 +0,0 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyright | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSim Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | |||
28 | using System; | ||
29 | using System.Collections.Generic; | ||
30 | using System.Text; | ||
31 | using System.IO; | ||
32 | |||
33 | namespace PrimMesher | ||
34 | { | ||
35 | public struct Quat | ||
36 | { | ||
37 | /// <summary>X value</summary> | ||
38 | public float X; | ||
39 | /// <summary>Y value</summary> | ||
40 | public float Y; | ||
41 | /// <summary>Z value</summary> | ||
42 | public float Z; | ||
43 | /// <summary>W value</summary> | ||
44 | public float W; | ||
45 | |||
46 | public Quat(float x, float y, float z, float w) | ||
47 | { | ||
48 | X = x; | ||
49 | Y = y; | ||
50 | Z = z; | ||
51 | W = w; | ||
52 | } | ||
53 | |||
54 | public Quat(Coord axis, float angle) | ||
55 | { | ||
56 | axis = axis.Normalize(); | ||
57 | |||
58 | angle *= 0.5f; | ||
59 | float c = (float)Math.Cos(angle); | ||
60 | float s = (float)Math.Sin(angle); | ||
61 | |||
62 | X = axis.X * s; | ||
63 | Y = axis.Y * s; | ||
64 | Z = axis.Z * s; | ||
65 | W = c; | ||
66 | |||
67 | Normalize(); | ||
68 | } | ||
69 | |||
70 | public float Length() | ||
71 | { | ||
72 | return (float)Math.Sqrt(X * X + Y * Y + Z * Z + W * W); | ||
73 | } | ||
74 | |||
75 | public Quat Normalize() | ||
76 | { | ||
77 | const float MAG_THRESHOLD = 0.0000001f; | ||
78 | float mag = Length(); | ||
79 | |||
80 | // Catch very small rounding errors when normalizing | ||
81 | if (mag > MAG_THRESHOLD) | ||
82 | { | ||
83 | float oomag = 1f / mag; | ||
84 | X *= oomag; | ||
85 | Y *= oomag; | ||
86 | Z *= oomag; | ||
87 | W *= oomag; | ||
88 | } | ||
89 | else | ||
90 | { | ||
91 | X = 0f; | ||
92 | Y = 0f; | ||
93 | Z = 0f; | ||
94 | W = 1f; | ||
95 | } | ||
96 | |||
97 | return this; | ||
98 | } | ||
99 | |||
100 | public override string ToString() | ||
101 | { | ||
102 | return "< X: " + this.X.ToString() + ", Y: " + this.Y.ToString() + ", Z: " + this.Z.ToString() + ", W: " + this.W.ToString() + ">"; | ||
103 | } | ||
104 | } | ||
105 | |||
106 | public struct Coord | ||
107 | { | ||
108 | public float X; | ||
109 | public float Y; | ||
110 | public float Z; | ||
111 | |||
112 | public Coord(float x, float y, float z) | ||
113 | { | ||
114 | this.X = x; | ||
115 | this.Y = y; | ||
116 | this.Z = z; | ||
117 | } | ||
118 | |||
119 | public float Length() | ||
120 | { | ||
121 | return (float)Math.Sqrt(this.X * this.X + this.Y * this.Y + this.Z * this.Z); | ||
122 | } | ||
123 | |||
124 | public Coord Invert() | ||
125 | { | ||
126 | this.X = -this.X; | ||
127 | this.Y = -this.Y; | ||
128 | this.Z = -this.Z; | ||
129 | |||
130 | return this; | ||
131 | } | ||
132 | |||
133 | public Coord Normalize() | ||
134 | { | ||
135 | const float MAG_THRESHOLD = 0.0000001f; | ||
136 | float mag = Length(); | ||
137 | |||
138 | // Catch very small rounding errors when normalizing | ||
139 | if (mag > MAG_THRESHOLD) | ||
140 | { | ||
141 | float oomag = 1.0f / mag; | ||
142 | this.X *= oomag; | ||
143 | this.Y *= oomag; | ||
144 | this.Z *= oomag; | ||
145 | } | ||
146 | else | ||
147 | { | ||
148 | this.X = 0.0f; | ||
149 | this.Y = 0.0f; | ||
150 | this.Z = 0.0f; | ||
151 | } | ||
152 | |||
153 | return this; | ||
154 | } | ||
155 | |||
156 | public override string ToString() | ||
157 | { | ||
158 | return this.X.ToString() + " " + this.Y.ToString() + " " + this.Z.ToString(); | ||
159 | } | ||
160 | |||
161 | public static Coord Cross(Coord c1, Coord c2) | ||
162 | { | ||
163 | return new Coord( | ||
164 | c1.Y * c2.Z - c2.Y * c1.Z, | ||
165 | c1.Z * c2.X - c2.Z * c1.X, | ||
166 | c1.X * c2.Y - c2.X * c1.Y | ||
167 | ); | ||
168 | } | ||
169 | |||
170 | public static Coord operator +(Coord v, Coord a) | ||
171 | { | ||
172 | return new Coord(v.X + a.X, v.Y + a.Y, v.Z + a.Z); | ||
173 | } | ||
174 | |||
175 | public static Coord operator *(Coord v, Coord m) | ||
176 | { | ||
177 | return new Coord(v.X * m.X, v.Y * m.Y, v.Z * m.Z); | ||
178 | } | ||
179 | |||
180 | public static Coord operator *(Coord v, Quat q) | ||
181 | { | ||
182 | // From http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/transforms/ | ||
183 | |||
184 | Coord c2 = new Coord(0.0f, 0.0f, 0.0f); | ||
185 | |||
186 | c2.X = q.W * q.W * v.X + | ||
187 | 2f * q.Y * q.W * v.Z - | ||
188 | 2f * q.Z * q.W * v.Y + | ||
189 | q.X * q.X * v.X + | ||
190 | 2f * q.Y * q.X * v.Y + | ||
191 | 2f * q.Z * q.X * v.Z - | ||
192 | q.Z * q.Z * v.X - | ||
193 | q.Y * q.Y * v.X; | ||
194 | |||
195 | c2.Y = | ||
196 | 2f * q.X * q.Y * v.X + | ||
197 | q.Y * q.Y * v.Y + | ||
198 | 2f * q.Z * q.Y * v.Z + | ||
199 | 2f * q.W * q.Z * v.X - | ||
200 | q.Z * q.Z * v.Y + | ||
201 | q.W * q.W * v.Y - | ||
202 | 2f * q.X * q.W * v.Z - | ||
203 | q.X * q.X * v.Y; | ||
204 | |||
205 | c2.Z = | ||
206 | 2f * q.X * q.Z * v.X + | ||
207 | 2f * q.Y * q.Z * v.Y + | ||
208 | q.Z * q.Z * v.Z - | ||
209 | 2f * q.W * q.Y * v.X - | ||
210 | q.Y * q.Y * v.Z + | ||
211 | 2f * q.W * q.X * v.Y - | ||
212 | q.X * q.X * v.Z + | ||
213 | q.W * q.W * v.Z; | ||
214 | |||
215 | return c2; | ||
216 | } | ||
217 | } | ||
218 | |||
219 | public struct UVCoord | ||
220 | { | ||
221 | public float U; | ||
222 | public float V; | ||
223 | |||
224 | |||
225 | public UVCoord(float u, float v) | ||
226 | { | ||
227 | this.U = u; | ||
228 | this.V = v; | ||
229 | } | ||
230 | } | ||
231 | |||
232 | public struct Face | ||
233 | { | ||
234 | public int primFace; | ||
235 | |||
236 | // vertices | ||
237 | public int v1; | ||
238 | public int v2; | ||
239 | public int v3; | ||
240 | |||
241 | //normals | ||
242 | public int n1; | ||
243 | public int n2; | ||
244 | public int n3; | ||
245 | |||
246 | // uvs | ||
247 | public int uv1; | ||
248 | public int uv2; | ||
249 | public int uv3; | ||
250 | |||
251 | |||
252 | public Face(int v1, int v2, int v3) | ||
253 | { | ||
254 | primFace = 0; | ||
255 | |||
256 | this.v1 = v1; | ||
257 | this.v2 = v2; | ||
258 | this.v3 = v3; | ||
259 | |||
260 | this.n1 = 0; | ||
261 | this.n2 = 0; | ||
262 | this.n3 = 0; | ||
263 | |||
264 | this.uv1 = 0; | ||
265 | this.uv2 = 0; | ||
266 | this.uv3 = 0; | ||
267 | |||
268 | } | ||
269 | |||
270 | public Face(int v1, int v2, int v3, int n1, int n2, int n3) | ||
271 | { | ||
272 | primFace = 0; | ||
273 | |||
274 | this.v1 = v1; | ||
275 | this.v2 = v2; | ||
276 | this.v3 = v3; | ||
277 | |||
278 | this.n1 = n1; | ||
279 | this.n2 = n2; | ||
280 | this.n3 = n3; | ||
281 | |||
282 | this.uv1 = 0; | ||
283 | this.uv2 = 0; | ||
284 | this.uv3 = 0; | ||
285 | } | ||
286 | |||
287 | public Coord SurfaceNormal(List<Coord> coordList) | ||
288 | { | ||
289 | Coord c1 = coordList[this.v1]; | ||
290 | Coord c2 = coordList[this.v2]; | ||
291 | Coord c3 = coordList[this.v3]; | ||
292 | |||
293 | Coord edge1 = new Coord(c2.X - c1.X, c2.Y - c1.Y, c2.Z - c1.Z); | ||
294 | Coord edge2 = new Coord(c3.X - c1.X, c3.Y - c1.Y, c3.Z - c1.Z); | ||
295 | |||
296 | return Coord.Cross(edge1, edge2).Normalize(); | ||
297 | } | ||
298 | } | ||
299 | |||
300 | public struct ViewerFace | ||
301 | { | ||
302 | public int primFaceNumber; | ||
303 | |||
304 | public Coord v1; | ||
305 | public Coord v2; | ||
306 | public Coord v3; | ||
307 | |||
308 | public Coord n1; | ||
309 | public Coord n2; | ||
310 | public Coord n3; | ||
311 | |||
312 | public UVCoord uv1; | ||
313 | public UVCoord uv2; | ||
314 | public UVCoord uv3; | ||
315 | |||
316 | public ViewerFace(int primFaceNumber) | ||
317 | { | ||
318 | this.primFaceNumber = primFaceNumber; | ||
319 | |||
320 | this.v1 = new Coord(); | ||
321 | this.v2 = new Coord(); | ||
322 | this.v3 = new Coord(); | ||
323 | |||
324 | this.n1 = new Coord(); | ||
325 | this.n2 = new Coord(); | ||
326 | this.n3 = new Coord(); | ||
327 | |||
328 | this.uv1 = new UVCoord(); | ||
329 | this.uv2 = new UVCoord(); | ||
330 | this.uv3 = new UVCoord(); | ||
331 | } | ||
332 | |||
333 | public void Scale(float x, float y, float z) | ||
334 | { | ||
335 | this.v1.X *= x; | ||
336 | this.v1.Y *= y; | ||
337 | this.v1.Z *= z; | ||
338 | |||
339 | this.v2.X *= x; | ||
340 | this.v2.Y *= y; | ||
341 | this.v2.Z *= z; | ||
342 | |||
343 | this.v3.X *= x; | ||
344 | this.v3.Y *= y; | ||
345 | this.v3.Z *= z; | ||
346 | } | ||
347 | |||
348 | public void AddRot(Quat q) | ||
349 | { | ||
350 | this.v1 *= q; | ||
351 | this.v2 *= q; | ||
352 | this.v3 *= q; | ||
353 | |||
354 | this.n1 *= q; | ||
355 | this.n2 *= q; | ||
356 | this.n3 *= q; | ||
357 | } | ||
358 | |||
359 | public void CalcSurfaceNormal() | ||
360 | { | ||
361 | |||
362 | Coord edge1 = new Coord(this.v2.X - this.v1.X, this.v2.Y - this.v1.Y, this.v2.Z - this.v1.Z); | ||
363 | Coord edge2 = new Coord(this.v3.X - this.v1.X, this.v3.Y - this.v1.Y, this.v3.Z - this.v1.Z); | ||
364 | |||
365 | this.n1 = this.n2 = this.n3 = Coord.Cross(edge1, edge2).Normalize(); | ||
366 | } | ||
367 | } | ||
368 | |||
369 | internal struct Angle | ||
370 | { | ||
371 | internal float angle; | ||
372 | internal float X; | ||
373 | internal float Y; | ||
374 | |||
375 | internal Angle(float angle, float x, float y) | ||
376 | { | ||
377 | this.angle = angle; | ||
378 | this.X = x; | ||
379 | this.Y = y; | ||
380 | } | ||
381 | } | ||
382 | |||
383 | internal class AngleList | ||
384 | { | ||
385 | private float iX, iY; // intersection point | ||
386 | |||
387 | private Angle[] angles3 = | ||
388 | { | ||
389 | new Angle(0.0f, 1.0f, 0.0f), | ||
390 | new Angle(0.33333333333333333f, -0.5f, 0.86602540378443871f), | ||
391 | new Angle(0.66666666666666667f, -0.5f, -0.86602540378443837f), | ||
392 | new Angle(1.0f, 1.0f, 0.0f) | ||
393 | }; | ||
394 | |||
395 | private Coord[] normals3 = | ||
396 | { | ||
397 | new Coord(0.25f, 0.4330127019f, 0.0f).Normalize(), | ||
398 | new Coord(-0.5f, 0.0f, 0.0f).Normalize(), | ||
399 | new Coord(0.25f, -0.4330127019f, 0.0f).Normalize(), | ||
400 | new Coord(0.25f, 0.4330127019f, 0.0f).Normalize() | ||
401 | }; | ||
402 | |||
403 | private Angle[] angles4 = | ||
404 | { | ||
405 | new Angle(0.0f, 1.0f, 0.0f), | ||
406 | new Angle(0.25f, 0.0f, 1.0f), | ||
407 | new Angle(0.5f, -1.0f, 0.0f), | ||
408 | new Angle(0.75f, 0.0f, -1.0f), | ||
409 | new Angle(1.0f, 1.0f, 0.0f) | ||
410 | }; | ||
411 | |||
412 | private Coord[] normals4 = | ||
413 | { | ||
414 | new Coord(0.5f, 0.5f, 0.0f).Normalize(), | ||
415 | new Coord(-0.5f, 0.5f, 0.0f).Normalize(), | ||
416 | new Coord(-0.5f, -0.5f, 0.0f).Normalize(), | ||
417 | new Coord(0.5f, -0.5f, 0.0f).Normalize(), | ||
418 | new Coord(0.5f, 0.5f, 0.0f).Normalize() | ||
419 | }; | ||
420 | |||
421 | private Angle[] angles24 = | ||
422 | { | ||
423 | new Angle(0.0f, 1.0f, 0.0f), | ||
424 | new Angle(0.041666666666666664f, 0.96592582628906831f, 0.25881904510252074f), | ||
425 | new Angle(0.083333333333333329f, 0.86602540378443871f, 0.5f), | ||
426 | new Angle(0.125f, 0.70710678118654757f, 0.70710678118654746f), | ||
427 | new Angle(0.16666666666666667f, 0.5f, 0.8660254037844386f), | ||
428 | new Angle(0.20833333333333331f, 0.25881904510252096f, 0.9659258262890682f), | ||
429 | new Angle(0.25f, 0.0f, 1.0f), | ||
430 | new Angle(0.29166666666666663f, -0.25881904510252063f, 0.96592582628906831f), | ||
431 | new Angle(0.33333333333333333f, -0.5f, 0.86602540378443871f), | ||
432 | new Angle(0.375f, -0.70710678118654746f, 0.70710678118654757f), | ||
433 | new Angle(0.41666666666666663f, -0.86602540378443849f, 0.5f), | ||
434 | new Angle(0.45833333333333331f, -0.9659258262890682f, 0.25881904510252102f), | ||
435 | new Angle(0.5f, -1.0f, 0.0f), | ||
436 | new Angle(0.54166666666666663f, -0.96592582628906842f, -0.25881904510252035f), | ||
437 | new Angle(0.58333333333333326f, -0.86602540378443882f, -0.5f), | ||
438 | new Angle(0.62499999999999989f, -0.70710678118654791f, -0.70710678118654713f), | ||
439 | new Angle(0.66666666666666667f, -0.5f, -0.86602540378443837f), | ||
440 | new Angle(0.70833333333333326f, -0.25881904510252152f, -0.96592582628906809f), | ||
441 | new Angle(0.75f, 0.0f, -1.0f), | ||
442 | new Angle(0.79166666666666663f, 0.2588190451025203f, -0.96592582628906842f), | ||
443 | new Angle(0.83333333333333326f, 0.5f, -0.86602540378443904f), | ||
444 | new Angle(0.875f, 0.70710678118654735f, -0.70710678118654768f), | ||
445 | new Angle(0.91666666666666663f, 0.86602540378443837f, -0.5f), | ||
446 | new Angle(0.95833333333333326f, 0.96592582628906809f, -0.25881904510252157f), | ||
447 | new Angle(1.0f, 1.0f, 0.0f) | ||
448 | }; | ||
449 | |||
450 | private Angle interpolatePoints(float newPoint, Angle p1, Angle p2) | ||
451 | { | ||
452 | float m = (newPoint - p1.angle) / (p2.angle - p1.angle); | ||
453 | return new Angle(newPoint, p1.X + m * (p2.X - p1.X), p1.Y + m * (p2.Y - p1.Y)); | ||
454 | } | ||
455 | |||
456 | private void intersection(double x1, double y1, double x2, double y2, double x3, double y3, double x4, double y4) | ||
457 | { // ref: http://local.wasp.uwa.edu.au/~pbourke/geometry/lineline2d/ | ||
458 | double denom = (y4 - y3) * (x2 - x1) - (x4 - x3) * (y2 - y1); | ||
459 | double uaNumerator = (x4 - x3) * (y1 - y3) - (y4 - y3) * (x1 - x3); | ||
460 | |||
461 | if (denom != 0.0) | ||
462 | { | ||
463 | double ua = uaNumerator / denom; | ||
464 | iX = (float)(x1 + ua * (x2 - x1)); | ||
465 | iY = (float)(y1 + ua * (y2 - y1)); | ||
466 | } | ||
467 | } | ||
468 | |||
469 | internal List<Angle> angles; | ||
470 | internal List<Coord> normals; | ||
471 | |||
472 | internal void makeAngles(int sides, float startAngle, float stopAngle) | ||
473 | { | ||
474 | angles = new List<Angle>(); | ||
475 | normals = new List<Coord>(); | ||
476 | |||
477 | double twoPi = System.Math.PI * 2.0; | ||
478 | float twoPiInv = 1.0f / (float)twoPi; | ||
479 | |||
480 | if (sides < 1) | ||
481 | throw new Exception("number of sides not greater than zero"); | ||
482 | if (stopAngle <= startAngle) | ||
483 | throw new Exception("stopAngle not greater than startAngle"); | ||
484 | |||
485 | if ((sides == 3 || sides == 4 || sides == 24)) | ||
486 | { | ||
487 | startAngle *= twoPiInv; | ||
488 | stopAngle *= twoPiInv; | ||
489 | |||
490 | Angle[] sourceAngles; | ||
491 | if (sides == 3) | ||
492 | sourceAngles = angles3; | ||
493 | else if (sides == 4) | ||
494 | sourceAngles = angles4; | ||
495 | else sourceAngles = angles24; | ||
496 | |||
497 | int startAngleIndex = (int)(startAngle * sides); | ||
498 | int endAngleIndex = sourceAngles.Length - 1; | ||
499 | if (stopAngle < 1.0f) | ||
500 | endAngleIndex = (int)(stopAngle * sides) + 1; | ||
501 | if (endAngleIndex == startAngleIndex) | ||
502 | endAngleIndex++; | ||
503 | |||
504 | for (int angleIndex = startAngleIndex; angleIndex < endAngleIndex + 1; angleIndex++) | ||
505 | { | ||
506 | angles.Add(sourceAngles[angleIndex]); | ||
507 | if (sides == 3) | ||
508 | normals.Add(normals3[angleIndex]); | ||
509 | else if (sides == 4) | ||
510 | normals.Add(normals4[angleIndex]); | ||
511 | } | ||
512 | |||
513 | if (startAngle > 0.0f) | ||
514 | angles[0] = interpolatePoints(startAngle, angles[0], angles[1]); | ||
515 | |||
516 | if (stopAngle < 1.0f) | ||
517 | { | ||
518 | int lastAngleIndex = angles.Count - 1; | ||
519 | angles[lastAngleIndex] = interpolatePoints(stopAngle, angles[lastAngleIndex - 1], angles[lastAngleIndex]); | ||
520 | } | ||
521 | } | ||
522 | else | ||
523 | { | ||
524 | double stepSize = twoPi / sides; | ||
525 | |||
526 | int startStep = (int)(startAngle / stepSize); | ||
527 | double angle = stepSize * startStep; | ||
528 | int step = startStep; | ||
529 | double stopAngleTest = stopAngle; | ||
530 | if (stopAngle < twoPi) | ||
531 | { | ||
532 | stopAngleTest = stepSize * ((int)(stopAngle / stepSize) + 1); | ||
533 | if (stopAngleTest < stopAngle) | ||
534 | stopAngleTest += stepSize; | ||
535 | if (stopAngleTest > twoPi) | ||
536 | stopAngleTest = twoPi; | ||
537 | } | ||
538 | |||
539 | while (angle <= stopAngleTest) | ||
540 | { | ||
541 | Angle newAngle; | ||
542 | newAngle.angle = (float)angle; | ||
543 | newAngle.X = (float)System.Math.Cos(angle); | ||
544 | newAngle.Y = (float)System.Math.Sin(angle); | ||
545 | angles.Add(newAngle); | ||
546 | step += 1; | ||
547 | angle = stepSize * step; | ||
548 | } | ||
549 | |||
550 | if (startAngle > angles[0].angle) | ||
551 | { | ||
552 | Angle newAngle; | ||
553 | intersection(angles[0].X, angles[0].Y, angles[1].X, angles[1].Y, 0.0f, 0.0f, (float)Math.Cos(startAngle), (float)Math.Sin(startAngle)); | ||
554 | newAngle.angle = startAngle; | ||
555 | newAngle.X = iX; | ||
556 | newAngle.Y = iY; | ||
557 | angles[0] = newAngle; | ||
558 | } | ||
559 | |||
560 | int index = angles.Count - 1; | ||
561 | if (stopAngle < angles[index].angle) | ||
562 | { | ||
563 | Angle newAngle; | ||
564 | intersection(angles[index - 1].X, angles[index - 1].Y, angles[index].X, angles[index].Y, 0.0f, 0.0f, (float)Math.Cos(stopAngle), (float)Math.Sin(stopAngle)); | ||
565 | newAngle.angle = stopAngle; | ||
566 | newAngle.X = iX; | ||
567 | newAngle.Y = iY; | ||
568 | angles[index] = newAngle; | ||
569 | } | ||
570 | } | ||
571 | } | ||
572 | } | ||
573 | |||
574 | /// <summary> | ||
575 | /// generates a profile for extrusion | ||
576 | /// </summary> | ||
577 | internal class Profile | ||
578 | { | ||
579 | private const float twoPi = 2.0f * (float)Math.PI; | ||
580 | |||
581 | internal List<Coord> coords; | ||
582 | internal List<Face> faces; | ||
583 | internal List<Coord> vertexNormals; | ||
584 | internal List<float> us; | ||
585 | internal List<UVCoord> faceUVs; | ||
586 | internal List<int> faceNumbers; | ||
587 | |||
588 | internal Coord faceNormal = new Coord(0.0f, 0.0f, 1.0f); | ||
589 | internal Coord cutNormal1 = new Coord(); | ||
590 | internal Coord cutNormal2 = new Coord(); | ||
591 | |||
592 | internal int numOuterVerts = 0; | ||
593 | internal int numHollowVerts = 0; | ||
594 | |||
595 | internal bool calcVertexNormals = false; | ||
596 | internal int bottomFaceNumber = 0; | ||
597 | internal int numPrimFaces = 0; | ||
598 | |||
599 | internal Profile() | ||
600 | { | ||
601 | this.coords = new List<Coord>(); | ||
602 | this.faces = new List<Face>(); | ||
603 | this.vertexNormals = new List<Coord>(); | ||
604 | this.us = new List<float>(); | ||
605 | this.faceUVs = new List<UVCoord>(); | ||
606 | this.faceNumbers = new List<int>(); | ||
607 | } | ||
608 | |||
609 | internal Profile(int sides, float profileStart, float profileEnd, float hollow, int hollowSides, bool createFaces, bool calcVertexNormals) | ||
610 | { | ||
611 | this.calcVertexNormals = calcVertexNormals; | ||
612 | this.coords = new List<Coord>(); | ||
613 | this.faces = new List<Face>(); | ||
614 | this.vertexNormals = new List<Coord>(); | ||
615 | this.us = new List<float>(); | ||
616 | this.faceUVs = new List<UVCoord>(); | ||
617 | this.faceNumbers = new List<int>(); | ||
618 | |||
619 | Coord center = new Coord(0.0f, 0.0f, 0.0f); | ||
620 | |||
621 | List<Coord> hollowCoords = new List<Coord>(); | ||
622 | List<Coord> hollowNormals = new List<Coord>(); | ||
623 | List<float> hollowUs = new List<float>(); | ||
624 | |||
625 | bool hasHollow = (hollow > 0.0f); | ||
626 | |||
627 | bool hasProfileCut = (profileStart > 0.0f || profileEnd < 1.0f); | ||
628 | |||
629 | AngleList angles = new AngleList(); | ||
630 | AngleList hollowAngles = new AngleList(); | ||
631 | |||
632 | float xScale = 0.5f; | ||
633 | float yScale = 0.5f; | ||
634 | if (sides == 4) // corners of a square are sqrt(2) from center | ||
635 | { | ||
636 | xScale = 0.707f; | ||
637 | yScale = 0.707f; | ||
638 | } | ||
639 | |||
640 | float startAngle = profileStart * twoPi; | ||
641 | float stopAngle = profileEnd * twoPi; | ||
642 | |||
643 | try { angles.makeAngles(sides, startAngle, stopAngle); } | ||
644 | catch (Exception ex) | ||
645 | { | ||
646 | Console.WriteLine("makeAngles failed: Exception: " + ex.ToString()); | ||
647 | Console.WriteLine("sides: " + sides.ToString() + " startAngle: " + startAngle.ToString() + " stopAngle: " + stopAngle.ToString()); | ||
648 | return; | ||
649 | } | ||
650 | |||
651 | this.numOuterVerts = angles.angles.Count; | ||
652 | |||
653 | // flag to create as few triangles as possible for 3 or 4 side profile | ||
654 | bool simpleFace = (sides < 5 && !(hasHollow || hasProfileCut)); | ||
655 | |||
656 | if (hasHollow) | ||
657 | { | ||
658 | if (sides == hollowSides) | ||
659 | hollowAngles = angles; | ||
660 | else | ||
661 | { | ||
662 | try { hollowAngles.makeAngles(hollowSides, startAngle, stopAngle); } | ||
663 | catch (Exception ex) | ||
664 | { | ||
665 | Console.WriteLine("makeAngles failed: Exception: " + ex.ToString()); | ||
666 | Console.WriteLine("sides: " + sides.ToString() + " startAngle: " + startAngle.ToString() + " stopAngle: " + stopAngle.ToString()); | ||
667 | return; | ||
668 | } | ||
669 | } | ||
670 | this.numHollowVerts = hollowAngles.angles.Count; | ||
671 | } | ||
672 | else if (!simpleFace) | ||
673 | { | ||
674 | this.coords.Add(center); | ||
675 | if (this.calcVertexNormals) | ||
676 | this.vertexNormals.Add(new Coord(0.0f, 0.0f, 1.0f)); | ||
677 | this.us.Add(0.0f); | ||
678 | } | ||
679 | |||
680 | float z = 0.0f; | ||
681 | |||
682 | Angle angle; | ||
683 | Coord newVert = new Coord(); | ||
684 | if (hasHollow && hollowSides != sides) | ||
685 | { | ||
686 | int numHollowAngles = hollowAngles.angles.Count; | ||
687 | for (int i = 0; i < numHollowAngles; i++) | ||
688 | { | ||
689 | angle = hollowAngles.angles[i]; | ||
690 | newVert.X = hollow * xScale * angle.X; | ||
691 | newVert.Y = hollow * yScale * angle.Y; | ||
692 | newVert.Z = z; | ||
693 | |||
694 | hollowCoords.Add(newVert); | ||
695 | if (this.calcVertexNormals) | ||
696 | { | ||
697 | if (hollowSides < 5) | ||
698 | hollowNormals.Add(hollowAngles.normals[i].Invert()); | ||
699 | else | ||
700 | hollowNormals.Add(new Coord(-angle.X, -angle.Y, 0.0f)); | ||
701 | |||
702 | hollowUs.Add(angle.angle * hollow); | ||
703 | } | ||
704 | } | ||
705 | } | ||
706 | |||
707 | int index = 0; | ||
708 | int numAngles = angles.angles.Count; | ||
709 | |||
710 | for (int i = 0; i < numAngles; i++) | ||
711 | { | ||
712 | int iNext = i == numAngles ? i + 1 : 0; | ||
713 | angle = angles.angles[i]; | ||
714 | newVert.X = angle.X * xScale; | ||
715 | newVert.Y = angle.Y * yScale; | ||
716 | newVert.Z = z; | ||
717 | this.coords.Add(newVert); | ||
718 | if (this.calcVertexNormals) | ||
719 | { | ||
720 | |||
721 | if (sides < 5) | ||
722 | { | ||
723 | this.vertexNormals.Add(angles.normals[i]); | ||
724 | float u = angle.angle; | ||
725 | this.us.Add(u); | ||
726 | } | ||
727 | else | ||
728 | { | ||
729 | this.vertexNormals.Add(new Coord(angle.X, angle.Y, 0.0f)); | ||
730 | this.us.Add(angle.angle); | ||
731 | } | ||
732 | } | ||
733 | |||
734 | if (hollow > 0.0f) | ||
735 | { | ||
736 | if (hollowSides == sides) | ||
737 | { | ||
738 | newVert.X *= hollow; | ||
739 | newVert.Y *= hollow; | ||
740 | newVert.Z = z; | ||
741 | hollowCoords.Add(newVert); | ||
742 | if (this.calcVertexNormals) | ||
743 | { | ||
744 | if (sides < 5) | ||
745 | { | ||
746 | hollowNormals.Add(angles.normals[i].Invert()); | ||
747 | } | ||
748 | |||
749 | else | ||
750 | hollowNormals.Add(new Coord(-angle.X, -angle.Y, 0.0f)); | ||
751 | |||
752 | hollowUs.Add(angle.angle * hollow); | ||
753 | } | ||
754 | } | ||
755 | } | ||
756 | else if (!simpleFace && createFaces && angle.angle > 0.0001f) | ||
757 | { | ||
758 | Face newFace = new Face(); | ||
759 | newFace.v1 = 0; | ||
760 | newFace.v2 = index; | ||
761 | newFace.v3 = index + 1; | ||
762 | |||
763 | this.faces.Add(newFace); | ||
764 | } | ||
765 | index += 1; | ||
766 | } | ||
767 | |||
768 | if (hasHollow) | ||
769 | { | ||
770 | hollowCoords.Reverse(); | ||
771 | if (this.calcVertexNormals) | ||
772 | { | ||
773 | hollowNormals.Reverse(); | ||
774 | hollowUs.Reverse(); | ||
775 | } | ||
776 | |||
777 | if (createFaces) | ||
778 | { | ||
779 | int numOuterVerts = this.coords.Count; | ||
780 | int numHollowVerts = hollowCoords.Count; | ||
781 | int numTotalVerts = numOuterVerts + numHollowVerts; | ||
782 | |||
783 | if (numOuterVerts == numHollowVerts) | ||
784 | { | ||
785 | Face newFace = new Face(); | ||
786 | |||
787 | for (int coordIndex = 0; coordIndex < numOuterVerts - 1; coordIndex++) | ||
788 | { | ||
789 | newFace.v1 = coordIndex; | ||
790 | newFace.v2 = coordIndex + 1; | ||
791 | newFace.v3 = numTotalVerts - coordIndex - 1; | ||
792 | this.faces.Add(newFace); | ||
793 | |||
794 | newFace.v1 = coordIndex + 1; | ||
795 | newFace.v2 = numTotalVerts - coordIndex - 2; | ||
796 | newFace.v3 = numTotalVerts - coordIndex - 1; | ||
797 | this.faces.Add(newFace); | ||
798 | } | ||
799 | } | ||
800 | else | ||
801 | { | ||
802 | if (numOuterVerts < numHollowVerts) | ||
803 | { | ||
804 | Face newFace = new Face(); | ||
805 | int j = 0; // j is the index for outer vertices | ||
806 | int maxJ = numOuterVerts - 1; | ||
807 | for (int i = 0; i < numHollowVerts; i++) // i is the index for inner vertices | ||
808 | { | ||
809 | if (j < maxJ) | ||
810 | if (angles.angles[j + 1].angle - hollowAngles.angles[i].angle <= hollowAngles.angles[i].angle - angles.angles[j].angle) | ||
811 | { | ||
812 | newFace.v1 = numTotalVerts - i - 1; | ||
813 | newFace.v2 = j; | ||
814 | newFace.v3 = j + 1; | ||
815 | |||
816 | this.faces.Add(newFace); | ||
817 | j += 1; | ||
818 | } | ||
819 | |||
820 | newFace.v1 = j; | ||
821 | newFace.v2 = numTotalVerts - i - 2; | ||
822 | newFace.v3 = numTotalVerts - i - 1; | ||
823 | |||
824 | this.faces.Add(newFace); | ||
825 | } | ||
826 | } | ||
827 | else // numHollowVerts < numOuterVerts | ||
828 | { | ||
829 | Face newFace = new Face(); | ||
830 | int j = 0; // j is the index for inner vertices | ||
831 | int maxJ = numHollowVerts - 1; | ||
832 | for (int i = 0; i < numOuterVerts; i++) | ||
833 | { | ||
834 | if (j < maxJ) | ||
835 | if (hollowAngles.angles[j + 1].angle - angles.angles[i].angle <= angles.angles[i].angle - hollowAngles.angles[j].angle) | ||
836 | { | ||
837 | newFace.v1 = i; | ||
838 | newFace.v2 = numTotalVerts - j - 2; | ||
839 | newFace.v3 = numTotalVerts - j - 1; | ||
840 | |||
841 | this.faces.Add(newFace); | ||
842 | j += 1; | ||
843 | } | ||
844 | |||
845 | newFace.v1 = numTotalVerts - j - 1; | ||
846 | newFace.v2 = i; | ||
847 | newFace.v3 = i + 1; | ||
848 | |||
849 | this.faces.Add(newFace); | ||
850 | } | ||
851 | } | ||
852 | } | ||
853 | } | ||
854 | |||
855 | this.coords.AddRange(hollowCoords); | ||
856 | if (this.calcVertexNormals) | ||
857 | { | ||
858 | this.vertexNormals.AddRange(hollowNormals); | ||
859 | this.us.AddRange(hollowUs); | ||
860 | |||
861 | } | ||
862 | } | ||
863 | |||
864 | if (simpleFace && createFaces) | ||
865 | { | ||
866 | if (sides == 3) | ||
867 | this.faces.Add(new Face(0, 1, 2)); | ||
868 | else if (sides == 4) | ||
869 | { | ||
870 | this.faces.Add(new Face(0, 1, 2)); | ||
871 | this.faces.Add(new Face(0, 2, 3)); | ||
872 | } | ||
873 | } | ||
874 | |||
875 | if (calcVertexNormals && hasProfileCut) | ||
876 | { | ||
877 | if (hasHollow) | ||
878 | { | ||
879 | int lastOuterVertIndex = this.numOuterVerts - 1; | ||
880 | |||
881 | this.cutNormal1.X = this.coords[0].Y - this.coords[this.coords.Count - 1].Y; | ||
882 | this.cutNormal1.Y = -(this.coords[0].X - this.coords[this.coords.Count - 1].X); | ||
883 | |||
884 | this.cutNormal2.X = this.coords[lastOuterVertIndex + 1].Y - this.coords[lastOuterVertIndex].Y; | ||
885 | this.cutNormal2.Y = -(this.coords[lastOuterVertIndex + 1].X - this.coords[lastOuterVertIndex].X); | ||
886 | } | ||
887 | |||
888 | else | ||
889 | { | ||
890 | this.cutNormal1.X = this.vertexNormals[1].Y; | ||
891 | this.cutNormal1.Y = -this.vertexNormals[1].X; | ||
892 | |||
893 | this.cutNormal2.X = -this.vertexNormals[this.vertexNormals.Count - 2].Y; | ||
894 | this.cutNormal2.Y = this.vertexNormals[this.vertexNormals.Count - 2].X; | ||
895 | |||
896 | } | ||
897 | this.cutNormal1.Normalize(); | ||
898 | this.cutNormal2.Normalize(); | ||
899 | } | ||
900 | |||
901 | this.MakeFaceUVs(); | ||
902 | |||
903 | hollowCoords = null; | ||
904 | hollowNormals = null; | ||
905 | hollowUs = null; | ||
906 | |||
907 | if (calcVertexNormals) | ||
908 | { // calculate prim face numbers | ||
909 | // I know it's ugly but so is the whole concept of prim face numbers | ||
910 | int faceNum = 1; | ||
911 | int startVert = hasProfileCut && !hasHollow ? 1 : 0; | ||
912 | if (startVert > 0) | ||
913 | this.faceNumbers.Add(0); | ||
914 | for (int i = 0; i < numOuterVerts; i++) | ||
915 | this.faceNumbers.Add(sides < 5 ? faceNum++ : faceNum); | ||
916 | if (sides > 4) | ||
917 | faceNum++; | ||
918 | if (hasProfileCut) | ||
919 | this.faceNumbers.Add(0); | ||
920 | for (int i = 0; i < numHollowVerts; i++) | ||
921 | this.faceNumbers.Add(faceNum++); | ||
922 | this.bottomFaceNumber = faceNum++; | ||
923 | if (hasHollow && hasProfileCut) | ||
924 | this.faceNumbers.Add(faceNum++); | ||
925 | for (int i = 0; i < this.faceNumbers.Count; i++) | ||
926 | if (this.faceNumbers[i] == 0) | ||
927 | this.faceNumbers[i] = faceNum++; | ||
928 | |||
929 | this.numPrimFaces = faceNum; | ||
930 | } | ||
931 | |||
932 | } | ||
933 | |||
934 | internal void MakeFaceUVs() | ||
935 | { | ||
936 | this.faceUVs = new List<UVCoord>(); | ||
937 | foreach (Coord c in this.coords) | ||
938 | this.faceUVs.Add(new UVCoord(1.0f - (0.5f + c.X), 1.0f - (0.5f - c.Y))); | ||
939 | } | ||
940 | |||
941 | internal Profile Clone() | ||
942 | { | ||
943 | return this.Clone(true); | ||
944 | } | ||
945 | |||
946 | internal Profile Clone(bool needFaces) | ||
947 | { | ||
948 | Profile clone = new Profile(); | ||
949 | |||
950 | clone.coords.AddRange(this.coords); | ||
951 | clone.faceUVs.AddRange(this.faceUVs); | ||
952 | |||
953 | if (needFaces) | ||
954 | clone.faces.AddRange(this.faces); | ||
955 | if ((clone.calcVertexNormals = this.calcVertexNormals) == true) | ||
956 | { | ||
957 | clone.vertexNormals.AddRange(this.vertexNormals); | ||
958 | clone.faceNormal = this.faceNormal; | ||
959 | clone.cutNormal1 = this.cutNormal1; | ||
960 | clone.cutNormal2 = this.cutNormal2; | ||
961 | clone.us.AddRange(this.us); | ||
962 | clone.faceNumbers.AddRange(this.faceNumbers); | ||
963 | } | ||
964 | clone.numOuterVerts = this.numOuterVerts; | ||
965 | clone.numHollowVerts = this.numHollowVerts; | ||
966 | |||
967 | return clone; | ||
968 | } | ||
969 | |||
970 | internal void AddPos(Coord v) | ||
971 | { | ||
972 | this.AddPos(v.X, v.Y, v.Z); | ||
973 | } | ||
974 | |||
975 | internal void AddPos(float x, float y, float z) | ||
976 | { | ||
977 | int i; | ||
978 | int numVerts = this.coords.Count; | ||
979 | Coord vert; | ||
980 | |||
981 | for (i = 0; i < numVerts; i++) | ||
982 | { | ||
983 | vert = this.coords[i]; | ||
984 | vert.X += x; | ||
985 | vert.Y += y; | ||
986 | vert.Z += z; | ||
987 | this.coords[i] = vert; | ||
988 | } | ||
989 | } | ||
990 | |||
991 | internal void AddRot(Quat q) | ||
992 | { | ||
993 | int i; | ||
994 | int numVerts = this.coords.Count; | ||
995 | |||
996 | for (i = 0; i < numVerts; i++) | ||
997 | this.coords[i] *= q; | ||
998 | |||
999 | if (this.calcVertexNormals) | ||
1000 | { | ||
1001 | int numNormals = this.vertexNormals.Count; | ||
1002 | for (i = 0; i < numNormals; i++) | ||
1003 | this.vertexNormals[i] *= q; | ||
1004 | |||
1005 | this.faceNormal *= q; | ||
1006 | this.cutNormal1 *= q; | ||
1007 | this.cutNormal2 *= q; | ||
1008 | |||
1009 | } | ||
1010 | } | ||
1011 | |||
1012 | internal void Scale(float x, float y) | ||
1013 | { | ||
1014 | int i; | ||
1015 | int numVerts = this.coords.Count; | ||
1016 | Coord vert; | ||
1017 | |||
1018 | for (i = 0; i < numVerts; i++) | ||
1019 | { | ||
1020 | vert = this.coords[i]; | ||
1021 | vert.X *= x; | ||
1022 | vert.Y *= y; | ||
1023 | this.coords[i] = vert; | ||
1024 | } | ||
1025 | } | ||
1026 | |||
1027 | /// <summary> | ||
1028 | /// Changes order of the vertex indices and negates the center vertex normal. Does not alter vertex normals of radial vertices | ||
1029 | /// </summary> | ||
1030 | internal void FlipNormals() | ||
1031 | { | ||
1032 | int i; | ||
1033 | int numFaces = this.faces.Count; | ||
1034 | Face tmpFace; | ||
1035 | int tmp; | ||
1036 | |||
1037 | for (i = 0; i < numFaces; i++) | ||
1038 | { | ||
1039 | tmpFace = this.faces[i]; | ||
1040 | tmp = tmpFace.v3; | ||
1041 | tmpFace.v3 = tmpFace.v1; | ||
1042 | tmpFace.v1 = tmp; | ||
1043 | this.faces[i] = tmpFace; | ||
1044 | } | ||
1045 | |||
1046 | if (this.calcVertexNormals) | ||
1047 | { | ||
1048 | int normalCount = this.vertexNormals.Count; | ||
1049 | if (normalCount > 0) | ||
1050 | { | ||
1051 | Coord n = this.vertexNormals[normalCount - 1]; | ||
1052 | n.Z = -n.Z; | ||
1053 | this.vertexNormals[normalCount - 1] = n; | ||
1054 | } | ||
1055 | } | ||
1056 | |||
1057 | this.faceNormal.X = -this.faceNormal.X; | ||
1058 | this.faceNormal.Y = -this.faceNormal.Y; | ||
1059 | this.faceNormal.Z = -this.faceNormal.Z; | ||
1060 | |||
1061 | int numfaceUVs = this.faceUVs.Count; | ||
1062 | for (i = 0; i < numfaceUVs; i++) | ||
1063 | { | ||
1064 | UVCoord uv = this.faceUVs[i]; | ||
1065 | uv.V = 1.0f - uv.V; | ||
1066 | this.faceUVs[i] = uv; | ||
1067 | } | ||
1068 | } | ||
1069 | |||
1070 | internal void AddValue2FaceVertexIndices(int num) | ||
1071 | { | ||
1072 | int numFaces = this.faces.Count; | ||
1073 | Face tmpFace; | ||
1074 | for (int i = 0; i < numFaces; i++) | ||
1075 | { | ||
1076 | tmpFace = this.faces[i]; | ||
1077 | tmpFace.v1 += num; | ||
1078 | tmpFace.v2 += num; | ||
1079 | tmpFace.v3 += num; | ||
1080 | |||
1081 | this.faces[i] = tmpFace; | ||
1082 | } | ||
1083 | } | ||
1084 | |||
1085 | internal void AddValue2FaceNormalIndices(int num) | ||
1086 | { | ||
1087 | if (this.calcVertexNormals) | ||
1088 | { | ||
1089 | int numFaces = this.faces.Count; | ||
1090 | Face tmpFace; | ||
1091 | for (int i = 0; i < numFaces; i++) | ||
1092 | { | ||
1093 | tmpFace = this.faces[i]; | ||
1094 | tmpFace.n1 += num; | ||
1095 | tmpFace.n2 += num; | ||
1096 | tmpFace.n3 += num; | ||
1097 | |||
1098 | this.faces[i] = tmpFace; | ||
1099 | } | ||
1100 | } | ||
1101 | } | ||
1102 | |||
1103 | internal void DumpRaw(String path, String name, String title) | ||
1104 | { | ||
1105 | if (path == null) | ||
1106 | return; | ||
1107 | String fileName = name + "_" + title + ".raw"; | ||
1108 | String completePath = Path.Combine(path, fileName); | ||
1109 | StreamWriter sw = new StreamWriter(completePath); | ||
1110 | |||
1111 | for (int i = 0; i < this.faces.Count; i++) | ||
1112 | { | ||
1113 | string s = this.coords[this.faces[i].v1].ToString(); | ||
1114 | s += " " + this.coords[this.faces[i].v2].ToString(); | ||
1115 | s += " " + this.coords[this.faces[i].v3].ToString(); | ||
1116 | |||
1117 | sw.WriteLine(s); | ||
1118 | } | ||
1119 | |||
1120 | sw.Close(); | ||
1121 | } | ||
1122 | } | ||
1123 | |||
1124 | public class PrimMesh | ||
1125 | { | ||
1126 | private const float twoPi = 2.0f * (float)Math.PI; | ||
1127 | |||
1128 | public List<Coord> coords; | ||
1129 | public List<Coord> normals; | ||
1130 | public List<Face> faces; | ||
1131 | |||
1132 | public List<ViewerFace> viewerFaces; | ||
1133 | |||
1134 | private int sides = 4; | ||
1135 | private int hollowSides = 4; | ||
1136 | private float profileStart = 0.0f; | ||
1137 | private float profileEnd = 1.0f; | ||
1138 | private float hollow = 0.0f; | ||
1139 | public int twistBegin = 0; | ||
1140 | public int twistEnd = 0; | ||
1141 | public float topShearX = 0.0f; | ||
1142 | public float topShearY = 0.0f; | ||
1143 | public float pathCutBegin = 0.0f; | ||
1144 | public float pathCutEnd = 1.0f; | ||
1145 | public float dimpleBegin = 0.0f; | ||
1146 | public float dimpleEnd = 1.0f; | ||
1147 | public float skew = 0.0f; | ||
1148 | public float holeSizeX = 1.0f; // called pathScaleX in pbs | ||
1149 | public float holeSizeY = 0.25f; | ||
1150 | public float taperX = 0.0f; | ||
1151 | public float taperY = 0.0f; | ||
1152 | public float radius = 0.0f; | ||
1153 | public float revolutions = 1.0f; | ||
1154 | public int stepsPerRevolution = 24; | ||
1155 | |||
1156 | private bool hasProfileCut = false; | ||
1157 | private bool hasHollow = false; | ||
1158 | public bool calcVertexNormals = false; | ||
1159 | private bool normalsProcessed = false; | ||
1160 | public bool viewerMode = false; | ||
1161 | |||
1162 | public int numPrimFaces = 0; | ||
1163 | |||
1164 | /// <summary> | ||
1165 | /// Human readable string representation of the parameters used to create a mesh. | ||
1166 | /// </summary> | ||
1167 | /// <returns></returns> | ||
1168 | public string ParamsToDisplayString() | ||
1169 | { | ||
1170 | string s = ""; | ||
1171 | s += "sides..................: " + this.sides.ToString(); | ||
1172 | s += "\nhollowSides..........: " + this.hollowSides.ToString(); | ||
1173 | s += "\nprofileStart.........: " + this.profileStart.ToString(); | ||
1174 | s += "\nprofileEnd...........: " + this.profileEnd.ToString(); | ||
1175 | s += "\nhollow...............: " + this.hollow.ToString(); | ||
1176 | s += "\ntwistBegin...........: " + this.twistBegin.ToString(); | ||
1177 | s += "\ntwistEnd.............: " + this.twistEnd.ToString(); | ||
1178 | s += "\ntopShearX............: " + this.topShearX.ToString(); | ||
1179 | s += "\ntopShearY............: " + this.topShearY.ToString(); | ||
1180 | s += "\npathCutBegin.........: " + this.pathCutBegin.ToString(); | ||
1181 | s += "\npathCutEnd...........: " + this.pathCutEnd.ToString(); | ||
1182 | s += "\ndimpleBegin..........: " + this.dimpleBegin.ToString(); | ||
1183 | s += "\ndimpleEnd............: " + this.dimpleEnd.ToString(); | ||
1184 | s += "\nskew.................: " + this.skew.ToString(); | ||
1185 | s += "\nholeSizeX............: " + this.holeSizeX.ToString(); | ||
1186 | s += "\nholeSizeY............: " + this.holeSizeY.ToString(); | ||
1187 | s += "\ntaperX...............: " + this.taperX.ToString(); | ||
1188 | s += "\ntaperY...............: " + this.taperY.ToString(); | ||
1189 | s += "\nradius...............: " + this.radius.ToString(); | ||
1190 | s += "\nrevolutions..........: " + this.revolutions.ToString(); | ||
1191 | s += "\nstepsPerRevolution...: " + this.stepsPerRevolution.ToString(); | ||
1192 | |||
1193 | return s; | ||
1194 | } | ||
1195 | |||
1196 | /// <summary> | ||
1197 | /// Constructs a PrimMesh object and creates the profile for extrusion. | ||
1198 | /// </summary> | ||
1199 | /// <param name="sides"></param> | ||
1200 | /// <param name="profileStart"></param> | ||
1201 | /// <param name="profileEnd"></param> | ||
1202 | /// <param name="hollow"></param> | ||
1203 | /// <param name="hollowSides"></param> | ||
1204 | public PrimMesh(int sides, float profileStart, float profileEnd, float hollow, int hollowSides) | ||
1205 | { | ||
1206 | this.coords = new List<Coord>(); | ||
1207 | this.faces = new List<Face>(); | ||
1208 | |||
1209 | this.sides = sides; | ||
1210 | this.profileStart = profileStart; | ||
1211 | this.profileEnd = profileEnd; | ||
1212 | this.hollow = hollow; | ||
1213 | this.hollowSides = hollowSides; | ||
1214 | |||
1215 | if (sides < 3) | ||
1216 | this.sides = 3; | ||
1217 | if (hollowSides < 3) | ||
1218 | this.hollowSides = 3; | ||
1219 | if (profileStart < 0.0f) | ||
1220 | this.profileStart = 0.0f; | ||
1221 | if (profileEnd > 1.0f) | ||
1222 | this.profileEnd = 1.0f; | ||
1223 | if (profileEnd < 0.02f) | ||
1224 | this.profileEnd = 0.02f; | ||
1225 | if (profileStart >= profileEnd) | ||
1226 | this.profileStart = profileEnd - 0.02f; | ||
1227 | if (hollow > 1.0f) | ||
1228 | this.hollow = 1.0f; | ||
1229 | if (hollow < 0.0f) | ||
1230 | this.hollow = 0.0f; | ||
1231 | |||
1232 | this.hasProfileCut = (this.profileStart > 0.0f || this.profileEnd < 1.0f); | ||
1233 | this.hasHollow = (this.hollow > 0.001f); | ||
1234 | } | ||
1235 | |||
1236 | /// <summary> | ||
1237 | /// Extrudes a profile along a straight line path. Used for prim types box, cylinder, and prism. | ||
1238 | /// </summary> | ||
1239 | public void ExtrudeLinear() | ||
1240 | { | ||
1241 | this.coords = new List<Coord>(); | ||
1242 | this.faces = new List<Face>(); | ||
1243 | |||
1244 | if (this.viewerMode) | ||
1245 | { | ||
1246 | this.viewerFaces = new List<ViewerFace>(); | ||
1247 | this.calcVertexNormals = true; | ||
1248 | } | ||
1249 | |||
1250 | if (this.calcVertexNormals) | ||
1251 | this.normals = new List<Coord>(); | ||
1252 | |||
1253 | int step = 0; | ||
1254 | int steps = 1; | ||
1255 | |||
1256 | float length = this.pathCutEnd - this.pathCutBegin; | ||
1257 | normalsProcessed = false; | ||
1258 | |||
1259 | if (this.viewerMode && this.sides == 3) | ||
1260 | { | ||
1261 | // prisms don't taper well so add some vertical resolution | ||
1262 | // other prims may benefit from this but just do prisms for now | ||
1263 | if (Math.Abs(this.taperX) > 0.01 || Math.Abs(this.taperY) > 0.01) | ||
1264 | steps = (int)(steps * 4.5 * length); | ||
1265 | } | ||
1266 | |||
1267 | |||
1268 | float twistBegin = this.twistBegin / 360.0f * twoPi; | ||
1269 | float twistEnd = this.twistEnd / 360.0f * twoPi; | ||
1270 | float twistTotal = twistEnd - twistBegin; | ||
1271 | float twistTotalAbs = Math.Abs(twistTotal); | ||
1272 | if (twistTotalAbs > 0.01f) | ||
1273 | steps += (int)(twistTotalAbs * 3.66); // dahlia's magic number | ||
1274 | |||
1275 | float start = -0.5f; | ||
1276 | float stepSize = length / (float)steps; | ||
1277 | float percentOfPathMultiplier = stepSize; | ||
1278 | float xProfileScale = 1.0f; | ||
1279 | float yProfileScale = 1.0f; | ||
1280 | float xOffset = 0.0f; | ||
1281 | float yOffset = 0.0f; | ||
1282 | float zOffset = start; | ||
1283 | float xOffsetStepIncrement = this.topShearX / steps; | ||
1284 | float yOffsetStepIncrement = this.topShearY / steps; | ||
1285 | |||
1286 | float percentOfPath = this.pathCutBegin; | ||
1287 | zOffset += percentOfPath; | ||
1288 | |||
1289 | float hollow = this.hollow; | ||
1290 | |||
1291 | // sanity checks | ||
1292 | float initialProfileRot = 0.0f; | ||
1293 | if (this.sides == 3) | ||
1294 | { | ||
1295 | if (this.hollowSides == 4) | ||
1296 | { | ||
1297 | if (hollow > 0.7f) | ||
1298 | hollow = 0.7f; | ||
1299 | hollow *= 0.707f; | ||
1300 | } | ||
1301 | else hollow *= 0.5f; | ||
1302 | } | ||
1303 | else if (this.sides == 4) | ||
1304 | { | ||
1305 | initialProfileRot = 1.25f * (float)Math.PI; | ||
1306 | if (this.hollowSides != 4) | ||
1307 | hollow *= 0.707f; | ||
1308 | } | ||
1309 | else if (this.sides == 24 && this.hollowSides == 4) | ||
1310 | hollow *= 1.414f; | ||
1311 | |||
1312 | Profile profile = new Profile(this.sides, this.profileStart, this.profileEnd, hollow, this.hollowSides, true, calcVertexNormals); | ||
1313 | this.numPrimFaces = profile.numPrimFaces; | ||
1314 | |||
1315 | int cut1Vert = -1; | ||
1316 | int cut2Vert = -1; | ||
1317 | if (hasProfileCut) | ||
1318 | { | ||
1319 | cut1Vert = hasHollow ? profile.coords.Count - 1 : 0; | ||
1320 | cut2Vert = hasHollow ? profile.numOuterVerts - 1 : profile.numOuterVerts; | ||
1321 | } | ||
1322 | |||
1323 | if (initialProfileRot != 0.0f) | ||
1324 | { | ||
1325 | profile.AddRot(new Quat(new Coord(0.0f, 0.0f, 1.0f), initialProfileRot)); | ||
1326 | if (viewerMode) | ||
1327 | profile.MakeFaceUVs(); | ||
1328 | } | ||
1329 | |||
1330 | |||
1331 | Coord lastCutNormal1 = new Coord(); | ||
1332 | Coord lastCutNormal2 = new Coord(); | ||
1333 | float lastV = 1.0f; | ||
1334 | |||
1335 | bool done = false; | ||
1336 | while (!done) | ||
1337 | { | ||
1338 | Profile newLayer = profile.Clone(); | ||
1339 | |||
1340 | if (this.taperX == 0.0f) | ||
1341 | xProfileScale = 1.0f; | ||
1342 | else if (this.taperX > 0.0f) | ||
1343 | xProfileScale = 1.0f - percentOfPath * this.taperX; | ||
1344 | else xProfileScale = 1.0f + (1.0f - percentOfPath) * this.taperX; | ||
1345 | |||
1346 | if (this.taperY == 0.0f) | ||
1347 | yProfileScale = 1.0f; | ||
1348 | else if (this.taperY > 0.0f) | ||
1349 | yProfileScale = 1.0f - percentOfPath * this.taperY; | ||
1350 | else yProfileScale = 1.0f + (1.0f - percentOfPath) * this.taperY; | ||
1351 | |||
1352 | if (xProfileScale != 1.0f || yProfileScale != 1.0f) | ||
1353 | newLayer.Scale(xProfileScale, yProfileScale); | ||
1354 | |||
1355 | float twist = twistBegin + twistTotal * percentOfPath; | ||
1356 | if (twist != 0.0f) | ||
1357 | newLayer.AddRot(new Quat(new Coord(0.0f, 0.0f, 1.0f), twist)); | ||
1358 | |||
1359 | newLayer.AddPos(xOffset, yOffset, zOffset); | ||
1360 | |||
1361 | if (step == 0) | ||
1362 | { | ||
1363 | newLayer.FlipNormals(); | ||
1364 | |||
1365 | // add the top faces to the viewerFaces list here | ||
1366 | if (this.viewerMode) | ||
1367 | { | ||
1368 | Coord faceNormal = newLayer.faceNormal; | ||
1369 | ViewerFace newViewerFace = new ViewerFace(0); | ||
1370 | foreach (Face face in newLayer.faces) | ||
1371 | { | ||
1372 | newViewerFace.v1 = newLayer.coords[face.v1]; | ||
1373 | newViewerFace.v2 = newLayer.coords[face.v2]; | ||
1374 | newViewerFace.v3 = newLayer.coords[face.v3]; | ||
1375 | |||
1376 | newViewerFace.n1 = faceNormal; | ||
1377 | newViewerFace.n2 = faceNormal; | ||
1378 | newViewerFace.n3 = faceNormal; | ||
1379 | |||
1380 | newViewerFace.uv1 = newLayer.faceUVs[face.v1]; | ||
1381 | newViewerFace.uv2 = newLayer.faceUVs[face.v2]; | ||
1382 | newViewerFace.uv3 = newLayer.faceUVs[face.v3]; | ||
1383 | |||
1384 | this.viewerFaces.Add(newViewerFace); | ||
1385 | } | ||
1386 | } | ||
1387 | } | ||
1388 | |||
1389 | // append this layer | ||
1390 | |||
1391 | int coordsLen = this.coords.Count; | ||
1392 | newLayer.AddValue2FaceVertexIndices(coordsLen); | ||
1393 | |||
1394 | this.coords.AddRange(newLayer.coords); | ||
1395 | |||
1396 | if (this.calcVertexNormals) | ||
1397 | { | ||
1398 | newLayer.AddValue2FaceNormalIndices(this.normals.Count); | ||
1399 | this.normals.AddRange(newLayer.vertexNormals); | ||
1400 | } | ||
1401 | |||
1402 | if (percentOfPath < this.pathCutBegin + 0.01f || percentOfPath > this.pathCutEnd - 0.01f) | ||
1403 | this.faces.AddRange(newLayer.faces); | ||
1404 | |||
1405 | // fill faces between layers | ||
1406 | |||
1407 | int numVerts = newLayer.coords.Count; | ||
1408 | Face newFace = new Face(); | ||
1409 | |||
1410 | if (step > 0) | ||
1411 | { | ||
1412 | int startVert = coordsLen + 1; | ||
1413 | int endVert = this.coords.Count; | ||
1414 | |||
1415 | if (sides < 5 || this.hasProfileCut || hollow > 0.0f) | ||
1416 | startVert--; | ||
1417 | |||
1418 | for (int i = startVert; i < endVert; i++) | ||
1419 | { | ||
1420 | int iNext = i + 1; | ||
1421 | if (i == endVert - 1) | ||
1422 | iNext = startVert; | ||
1423 | |||
1424 | int whichVert = i - startVert; | ||
1425 | |||
1426 | newFace.v1 = i; | ||
1427 | newFace.v2 = i - numVerts; | ||
1428 | newFace.v3 = iNext - numVerts; | ||
1429 | this.faces.Add(newFace); | ||
1430 | |||
1431 | newFace.v2 = iNext - numVerts; | ||
1432 | newFace.v3 = iNext; | ||
1433 | this.faces.Add(newFace); | ||
1434 | |||
1435 | if (this.viewerMode) | ||
1436 | { | ||
1437 | // add the side faces to the list of viewerFaces here | ||
1438 | int primFaceNum = 1; | ||
1439 | if (whichVert >= sides) | ||
1440 | primFaceNum = 2; | ||
1441 | ViewerFace newViewerFace1 = new ViewerFace(primFaceNum); | ||
1442 | ViewerFace newViewerFace2 = new ViewerFace(primFaceNum); | ||
1443 | |||
1444 | float u1 = newLayer.us[whichVert]; | ||
1445 | float u2 = 1.0f; | ||
1446 | if (whichVert < newLayer.us.Count - 1) | ||
1447 | u2 = newLayer.us[whichVert + 1]; | ||
1448 | |||
1449 | if (whichVert == cut1Vert || whichVert == cut2Vert) | ||
1450 | { | ||
1451 | u1 = 0.0f; | ||
1452 | u2 = 1.0f; | ||
1453 | } | ||
1454 | else if (sides < 5) | ||
1455 | { // boxes and prisms have one texture face per side of the prim, so the U values have to be scaled | ||
1456 | // to reflect the entire texture width | ||
1457 | u1 *= sides; | ||
1458 | u2 *= sides; | ||
1459 | u2 -= (int)u1; | ||
1460 | u1 -= (int)u1; | ||
1461 | if (u2 < 0.1f) | ||
1462 | u2 = 1.0f; | ||
1463 | |||
1464 | //newViewerFace2.primFaceNumber = newViewerFace1.primFaceNumber = whichVert + 1; | ||
1465 | } | ||
1466 | |||
1467 | newViewerFace1.uv1.U = u1; | ||
1468 | newViewerFace1.uv2.U = u1; | ||
1469 | newViewerFace1.uv3.U = u2; | ||
1470 | |||
1471 | newViewerFace1.uv1.V = 1.0f - percentOfPath; | ||
1472 | newViewerFace1.uv2.V = lastV; | ||
1473 | newViewerFace1.uv3.V = lastV; | ||
1474 | |||
1475 | newViewerFace2.uv1.U = u1; | ||
1476 | newViewerFace2.uv2.U = u2; | ||
1477 | newViewerFace2.uv3.U = u2; | ||
1478 | |||
1479 | newViewerFace2.uv1.V = 1.0f - percentOfPath; | ||
1480 | newViewerFace2.uv2.V = lastV; | ||
1481 | newViewerFace2.uv3.V = 1.0f - percentOfPath; | ||
1482 | |||
1483 | newViewerFace1.v1 = this.coords[i]; | ||
1484 | newViewerFace1.v2 = this.coords[i - numVerts]; | ||
1485 | newViewerFace1.v3 = this.coords[iNext - numVerts]; | ||
1486 | |||
1487 | newViewerFace2.v1 = this.coords[i]; | ||
1488 | newViewerFace2.v2 = this.coords[iNext - numVerts]; | ||
1489 | newViewerFace2.v3 = this.coords[iNext]; | ||
1490 | |||
1491 | // profile cut faces | ||
1492 | if (whichVert == cut1Vert) | ||
1493 | { | ||
1494 | newViewerFace1.n1 = newLayer.cutNormal1; | ||
1495 | newViewerFace1.n2 = newViewerFace1.n3 = lastCutNormal1; | ||
1496 | |||
1497 | newViewerFace2.n1 = newViewerFace2.n3 = newLayer.cutNormal1; | ||
1498 | newViewerFace2.n2 = lastCutNormal1; | ||
1499 | } | ||
1500 | else if (whichVert == cut2Vert) | ||
1501 | { | ||
1502 | newViewerFace1.n1 = newLayer.cutNormal2; | ||
1503 | newViewerFace1.n2 = newViewerFace1.n3 = lastCutNormal2; | ||
1504 | |||
1505 | newViewerFace2.n1 = newViewerFace2.n3 = newLayer.cutNormal2; | ||
1506 | newViewerFace2.n2 = lastCutNormal2; | ||
1507 | } | ||
1508 | |||
1509 | else // outer and hollow faces | ||
1510 | { | ||
1511 | if ((sides < 5 && whichVert < newLayer.numOuterVerts) || (hollowSides < 5 && whichVert >= newLayer.numOuterVerts)) | ||
1512 | { | ||
1513 | newViewerFace1.CalcSurfaceNormal(); | ||
1514 | newViewerFace2.CalcSurfaceNormal(); | ||
1515 | } | ||
1516 | else | ||
1517 | { | ||
1518 | newViewerFace1.n1 = this.normals[i]; | ||
1519 | newViewerFace1.n2 = this.normals[i - numVerts]; | ||
1520 | newViewerFace1.n3 = this.normals[iNext - numVerts]; | ||
1521 | |||
1522 | newViewerFace2.n1 = this.normals[i]; | ||
1523 | newViewerFace2.n2 = this.normals[iNext - numVerts]; | ||
1524 | newViewerFace2.n3 = this.normals[iNext]; | ||
1525 | } | ||
1526 | } | ||
1527 | |||
1528 | newViewerFace2.primFaceNumber = newViewerFace1.primFaceNumber = newLayer.faceNumbers[whichVert]; | ||
1529 | |||
1530 | this.viewerFaces.Add(newViewerFace1); | ||
1531 | this.viewerFaces.Add(newViewerFace2); | ||
1532 | |||
1533 | } | ||
1534 | } | ||
1535 | } | ||
1536 | |||
1537 | lastCutNormal1 = newLayer.cutNormal1; | ||
1538 | lastCutNormal2 = newLayer.cutNormal2; | ||
1539 | lastV = 1.0f - percentOfPath; | ||
1540 | |||
1541 | // calc the step for the next iteration of the loop | ||
1542 | |||
1543 | if (step < steps) | ||
1544 | { | ||
1545 | step += 1; | ||
1546 | percentOfPath += percentOfPathMultiplier; | ||
1547 | xOffset += xOffsetStepIncrement; | ||
1548 | yOffset += yOffsetStepIncrement; | ||
1549 | zOffset += stepSize; | ||
1550 | if (percentOfPath > this.pathCutEnd) | ||
1551 | done = true; | ||
1552 | } | ||
1553 | else done = true; | ||
1554 | |||
1555 | if (done && viewerMode) | ||
1556 | { | ||
1557 | // add the top faces to the viewerFaces list here | ||
1558 | Coord faceNormal = newLayer.faceNormal; | ||
1559 | ViewerFace newViewerFace = new ViewerFace(); | ||
1560 | newViewerFace.primFaceNumber = newLayer.bottomFaceNumber; | ||
1561 | foreach (Face face in newLayer.faces) | ||
1562 | { | ||
1563 | newViewerFace.v1 = newLayer.coords[face.v1 - coordsLen]; | ||
1564 | newViewerFace.v2 = newLayer.coords[face.v2 - coordsLen]; | ||
1565 | newViewerFace.v3 = newLayer.coords[face.v3 - coordsLen]; | ||
1566 | |||
1567 | newViewerFace.n1 = faceNormal; | ||
1568 | newViewerFace.n2 = faceNormal; | ||
1569 | newViewerFace.n3 = faceNormal; | ||
1570 | |||
1571 | newViewerFace.uv1 = newLayer.faceUVs[face.v1 - coordsLen]; | ||
1572 | newViewerFace.uv2 = newLayer.faceUVs[face.v2 - coordsLen]; | ||
1573 | newViewerFace.uv3 = newLayer.faceUVs[face.v3 - coordsLen]; | ||
1574 | |||
1575 | this.viewerFaces.Add(newViewerFace); | ||
1576 | } | ||
1577 | } | ||
1578 | } | ||
1579 | } | ||
1580 | |||
1581 | /// <summary> | ||
1582 | /// Extrude a profile into a circular path prim mesh. Used for prim types torus, tube, and ring. | ||
1583 | /// </summary> | ||
1584 | public void ExtrudeCircular() | ||
1585 | { | ||
1586 | this.coords = new List<Coord>(); | ||
1587 | this.faces = new List<Face>(); | ||
1588 | |||
1589 | if (this.viewerMode) | ||
1590 | { | ||
1591 | this.viewerFaces = new List<ViewerFace>(); | ||
1592 | this.calcVertexNormals = true; | ||
1593 | } | ||
1594 | |||
1595 | if (this.calcVertexNormals) | ||
1596 | this.normals = new List<Coord>(); | ||
1597 | |||
1598 | int step = 0; | ||
1599 | int steps = 24; | ||
1600 | |||
1601 | normalsProcessed = false; | ||
1602 | |||
1603 | float twistBegin = this.twistBegin / 360.0f * twoPi; | ||
1604 | float twistEnd = this.twistEnd / 360.0f * twoPi; | ||
1605 | float twistTotal = twistEnd - twistBegin; | ||
1606 | |||
1607 | // if the profile has a lot of twist, add more layers otherwise the layers may overlap | ||
1608 | // and the resulting mesh may be quite inaccurate. This method is arbitrary and doesn't | ||
1609 | // accurately match the viewer | ||
1610 | float twistTotalAbs = Math.Abs(twistTotal); | ||
1611 | if (twistTotalAbs > 0.01f) | ||
1612 | { | ||
1613 | if (twistTotalAbs > Math.PI * 1.5f) | ||
1614 | steps *= 2; | ||
1615 | if (twistTotalAbs > Math.PI * 3.0f) | ||
1616 | steps *= 2; | ||
1617 | } | ||
1618 | |||
1619 | float yPathScale = this.holeSizeY * 0.5f; | ||
1620 | float pathLength = this.pathCutEnd - this.pathCutBegin; | ||
1621 | float totalSkew = this.skew * 2.0f * pathLength; | ||
1622 | float skewStart = this.pathCutBegin * 2.0f * this.skew - this.skew; | ||
1623 | float xOffsetTopShearXFactor = this.topShearX * (0.25f + 0.5f * (0.5f - this.holeSizeY)); | ||
1624 | float yShearCompensation = 1.0f + Math.Abs(this.topShearY) * 0.25f; | ||
1625 | |||
1626 | // It's not quite clear what pushY (Y top shear) does, but subtracting it from the start and end | ||
1627 | // angles appears to approximate it's effects on path cut. Likewise, adding it to the angle used | ||
1628 | // to calculate the sine for generating the path radius appears to approximate it's effects there | ||
1629 | // too, but there are some subtle differences in the radius which are noticeable as the prim size | ||
1630 | // increases and it may affect megaprims quite a bit. The effect of the Y top shear parameter on | ||
1631 | // the meshes generated with this technique appear nearly identical in shape to the same prims when | ||
1632 | // displayed by the viewer. | ||
1633 | |||
1634 | float startAngle = (twoPi * this.pathCutBegin * this.revolutions) - this.topShearY * 0.9f; | ||
1635 | float endAngle = (twoPi * this.pathCutEnd * this.revolutions) - this.topShearY * 0.9f; | ||
1636 | float stepSize = twoPi / this.stepsPerRevolution; | ||
1637 | |||
1638 | step = (int)(startAngle / stepSize); | ||
1639 | int firstStep = step; | ||
1640 | float angle = startAngle; | ||
1641 | float hollow = this.hollow; | ||
1642 | |||
1643 | // sanity checks | ||
1644 | float initialProfileRot = 0.0f; | ||
1645 | if (this.sides == 3) | ||
1646 | { | ||
1647 | initialProfileRot = (float)Math.PI; | ||
1648 | if (this.hollowSides == 4) | ||
1649 | { | ||
1650 | if (hollow > 0.7f) | ||
1651 | hollow = 0.7f; | ||
1652 | hollow *= 0.707f; | ||
1653 | } | ||
1654 | else hollow *= 0.5f; | ||
1655 | } | ||
1656 | else if (this.sides == 4) | ||
1657 | { | ||
1658 | initialProfileRot = 0.25f * (float)Math.PI; | ||
1659 | if (this.hollowSides != 4) | ||
1660 | hollow *= 0.707f; | ||
1661 | } | ||
1662 | else if (this.sides > 4) | ||
1663 | { | ||
1664 | initialProfileRot = (float)Math.PI; | ||
1665 | if (this.hollowSides == 4) | ||
1666 | { | ||
1667 | if (hollow > 0.7f) | ||
1668 | hollow = 0.7f; | ||
1669 | hollow /= 0.7f; | ||
1670 | } | ||
1671 | } | ||
1672 | |||
1673 | bool needEndFaces = false; | ||
1674 | if (this.pathCutBegin != 0.0f || this.pathCutEnd != 1.0f) | ||
1675 | needEndFaces = true; | ||
1676 | else if (this.taperX != 0.0f || this.taperY != 0.0f) | ||
1677 | needEndFaces = true; | ||
1678 | else if (this.skew != 0.0f) | ||
1679 | needEndFaces = true; | ||
1680 | else if (twistTotal != 0.0f) | ||
1681 | needEndFaces = true; | ||
1682 | else if (this.radius != 0.0f) | ||
1683 | needEndFaces = true; | ||
1684 | |||
1685 | Profile profile = new Profile(this.sides, this.profileStart, this.profileEnd, hollow, this.hollowSides, needEndFaces, calcVertexNormals); | ||
1686 | this.numPrimFaces = profile.numPrimFaces; | ||
1687 | |||
1688 | int cut1Vert = -1; | ||
1689 | int cut2Vert = -1; | ||
1690 | if (hasProfileCut) | ||
1691 | { | ||
1692 | cut1Vert = hasHollow ? profile.coords.Count - 1 : 0; | ||
1693 | cut2Vert = hasHollow ? profile.numOuterVerts - 1 : profile.numOuterVerts; | ||
1694 | } | ||
1695 | |||
1696 | if (initialProfileRot != 0.0f) | ||
1697 | { | ||
1698 | profile.AddRot(new Quat(new Coord(0.0f, 0.0f, 1.0f), initialProfileRot)); | ||
1699 | if (viewerMode) | ||
1700 | profile.MakeFaceUVs(); | ||
1701 | } | ||
1702 | |||
1703 | Coord lastCutNormal1 = new Coord(); | ||
1704 | Coord lastCutNormal2 = new Coord(); | ||
1705 | float lastV = 1.0f; | ||
1706 | |||
1707 | bool done = false; | ||
1708 | while (!done) // loop through the length of the path and add the layers | ||
1709 | { | ||
1710 | bool isEndLayer = false; | ||
1711 | if (angle <= startAngle + .01f || angle >= endAngle - .01f) | ||
1712 | isEndLayer = true; | ||
1713 | |||
1714 | //Profile newLayer = profile.Clone(isEndLayer && needEndFaces); | ||
1715 | Profile newLayer = profile.Clone(); | ||
1716 | |||
1717 | float xProfileScale = (1.0f - Math.Abs(this.skew)) * this.holeSizeX; | ||
1718 | float yProfileScale = this.holeSizeY; | ||
1719 | |||
1720 | float percentOfPath = angle / (twoPi * this.revolutions); | ||
1721 | float percentOfAngles = (angle - startAngle) / (endAngle - startAngle); | ||
1722 | |||
1723 | if (this.taperX > 0.01f) | ||
1724 | xProfileScale *= 1.0f - percentOfPath * this.taperX; | ||
1725 | else if (this.taperX < -0.01f) | ||
1726 | xProfileScale *= 1.0f + (1.0f - percentOfPath) * this.taperX; | ||
1727 | |||
1728 | if (this.taperY > 0.01f) | ||
1729 | yProfileScale *= 1.0f - percentOfPath * this.taperY; | ||
1730 | else if (this.taperY < -0.01f) | ||
1731 | yProfileScale *= 1.0f + (1.0f - percentOfPath) * this.taperY; | ||
1732 | |||
1733 | if (xProfileScale != 1.0f || yProfileScale != 1.0f) | ||
1734 | newLayer.Scale(xProfileScale, yProfileScale); | ||
1735 | |||
1736 | float radiusScale = 1.0f; | ||
1737 | if (this.radius > 0.001f) | ||
1738 | radiusScale = 1.0f - this.radius * percentOfPath; | ||
1739 | else if (this.radius < 0.001f) | ||
1740 | radiusScale = 1.0f + this.radius * (1.0f - percentOfPath); | ||
1741 | |||
1742 | float twist = twistBegin + twistTotal * percentOfPath; | ||
1743 | |||
1744 | float xOffset = 0.5f * (skewStart + totalSkew * percentOfAngles); | ||
1745 | xOffset += (float)Math.Sin(angle) * xOffsetTopShearXFactor; | ||
1746 | |||
1747 | float yOffset = yShearCompensation * (float)Math.Cos(angle) * (0.5f - yPathScale) * radiusScale; | ||
1748 | |||
1749 | float zOffset = (float)Math.Sin(angle + this.topShearY) * (0.5f - yPathScale) * radiusScale; | ||
1750 | |||
1751 | // next apply twist rotation to the profile layer | ||
1752 | if (twistTotal != 0.0f || twistBegin != 0.0f) | ||
1753 | newLayer.AddRot(new Quat(new Coord(0.0f, 0.0f, 1.0f), twist)); | ||
1754 | |||
1755 | // now orient the rotation of the profile layer relative to it's position on the path | ||
1756 | // adding taperY to the angle used to generate the quat appears to approximate the viewer | ||
1757 | newLayer.AddRot(new Quat(new Coord(1.0f, 0.0f, 0.0f), angle + this.topShearY)); | ||
1758 | newLayer.AddPos(xOffset, yOffset, zOffset); | ||
1759 | |||
1760 | if (isEndLayer && angle <= startAngle + .01f) | ||
1761 | { | ||
1762 | newLayer.FlipNormals(); | ||
1763 | |||
1764 | // add the top faces to the viewerFaces list here | ||
1765 | if (this.viewerMode && needEndFaces) | ||
1766 | { | ||
1767 | Coord faceNormal = newLayer.faceNormal; | ||
1768 | ViewerFace newViewerFace = new ViewerFace(); | ||
1769 | newViewerFace.primFaceNumber = 0; | ||
1770 | foreach (Face face in newLayer.faces) | ||
1771 | { | ||
1772 | newViewerFace.v1 = newLayer.coords[face.v1]; | ||
1773 | newViewerFace.v2 = newLayer.coords[face.v2]; | ||
1774 | newViewerFace.v3 = newLayer.coords[face.v3]; | ||
1775 | |||
1776 | newViewerFace.n1 = faceNormal; | ||
1777 | newViewerFace.n2 = faceNormal; | ||
1778 | newViewerFace.n3 = faceNormal; | ||
1779 | |||
1780 | newViewerFace.uv1 = newLayer.faceUVs[face.v1]; | ||
1781 | newViewerFace.uv2 = newLayer.faceUVs[face.v2]; | ||
1782 | newViewerFace.uv3 = newLayer.faceUVs[face.v3]; | ||
1783 | |||
1784 | this.viewerFaces.Add(newViewerFace); | ||
1785 | } | ||
1786 | } | ||
1787 | } | ||
1788 | |||
1789 | // append the layer and fill in the sides | ||
1790 | |||
1791 | int coordsLen = this.coords.Count; | ||
1792 | newLayer.AddValue2FaceVertexIndices(coordsLen); | ||
1793 | |||
1794 | this.coords.AddRange(newLayer.coords); | ||
1795 | |||
1796 | if (this.calcVertexNormals) | ||
1797 | { | ||
1798 | newLayer.AddValue2FaceNormalIndices(this.normals.Count); | ||
1799 | this.normals.AddRange(newLayer.vertexNormals); | ||
1800 | } | ||
1801 | |||
1802 | if (isEndLayer) | ||
1803 | this.faces.AddRange(newLayer.faces); | ||
1804 | |||
1805 | // fill faces between layers | ||
1806 | |||
1807 | int numVerts = newLayer.coords.Count; | ||
1808 | Face newFace = new Face(); | ||
1809 | if (step > firstStep) | ||
1810 | { | ||
1811 | int startVert = coordsLen + 1; | ||
1812 | int endVert = this.coords.Count; | ||
1813 | |||
1814 | if (sides < 5 || this.hasProfileCut || hollow > 0.0f) | ||
1815 | startVert--; | ||
1816 | |||
1817 | for (int i = startVert; i < endVert; i++) | ||
1818 | { | ||
1819 | int iNext = i + 1; | ||
1820 | if (i == endVert - 1) | ||
1821 | iNext = startVert; | ||
1822 | |||
1823 | int whichVert = i - startVert; | ||
1824 | |||
1825 | newFace.v1 = i; | ||
1826 | newFace.v2 = i - numVerts; | ||
1827 | newFace.v3 = iNext - numVerts; | ||
1828 | this.faces.Add(newFace); | ||
1829 | |||
1830 | newFace.v2 = iNext - numVerts; | ||
1831 | newFace.v3 = iNext; | ||
1832 | this.faces.Add(newFace); | ||
1833 | |||
1834 | if (this.viewerMode) | ||
1835 | { | ||
1836 | // add the side faces to the list of viewerFaces here | ||
1837 | ViewerFace newViewerFace1 = new ViewerFace(); | ||
1838 | ViewerFace newViewerFace2 = new ViewerFace(); | ||
1839 | float u1 = newLayer.us[whichVert]; | ||
1840 | float u2 = 1.0f; | ||
1841 | if (whichVert < newLayer.us.Count - 1) | ||
1842 | u2 = newLayer.us[whichVert + 1]; | ||
1843 | |||
1844 | if (whichVert == cut1Vert || whichVert == cut2Vert) | ||
1845 | { | ||
1846 | u1 = 0.0f; | ||
1847 | u2 = 1.0f; | ||
1848 | } | ||
1849 | else if (sides < 5) | ||
1850 | { // boxes and prisms have one texture face per side of the prim, so the U values have to be scaled | ||
1851 | // to reflect the entire texture width | ||
1852 | u1 *= sides; | ||
1853 | u2 *= sides; | ||
1854 | u2 -= (int)u1; | ||
1855 | u1 -= (int)u1; | ||
1856 | if (u2 < 0.1f) | ||
1857 | u2 = 1.0f; | ||
1858 | |||
1859 | //newViewerFace2.primFaceNumber = newViewerFace1.primFaceNumber = whichVert + 1; | ||
1860 | } | ||
1861 | |||
1862 | newViewerFace1.uv1.U = u1; | ||
1863 | newViewerFace1.uv2.U = u1; | ||
1864 | newViewerFace1.uv3.U = u2; | ||
1865 | |||
1866 | newViewerFace1.uv1.V = 1.0f - percentOfPath; | ||
1867 | newViewerFace1.uv2.V = lastV; | ||
1868 | newViewerFace1.uv3.V = lastV; | ||
1869 | |||
1870 | newViewerFace2.uv1.U = u1; | ||
1871 | newViewerFace2.uv2.U = u2; | ||
1872 | newViewerFace2.uv3.U = u2; | ||
1873 | |||
1874 | newViewerFace2.uv1.V = 1.0f - percentOfPath; | ||
1875 | newViewerFace2.uv2.V = lastV; | ||
1876 | newViewerFace2.uv3.V = 1.0f - percentOfPath; | ||
1877 | |||
1878 | newViewerFace1.v1 = this.coords[i]; | ||
1879 | newViewerFace1.v2 = this.coords[i - numVerts]; | ||
1880 | newViewerFace1.v3 = this.coords[iNext - numVerts]; | ||
1881 | |||
1882 | newViewerFace2.v1 = this.coords[i]; | ||
1883 | newViewerFace2.v2 = this.coords[iNext - numVerts]; | ||
1884 | newViewerFace2.v3 = this.coords[iNext]; | ||
1885 | |||
1886 | // profile cut faces | ||
1887 | if (whichVert == cut1Vert) | ||
1888 | { | ||
1889 | newViewerFace1.n1 = newLayer.cutNormal1; | ||
1890 | newViewerFace1.n2 = newViewerFace1.n3 = lastCutNormal1; | ||
1891 | |||
1892 | newViewerFace2.n1 = newViewerFace2.n3 = newLayer.cutNormal1; | ||
1893 | newViewerFace2.n2 = lastCutNormal1; | ||
1894 | } | ||
1895 | else if (whichVert == cut2Vert) | ||
1896 | { | ||
1897 | newViewerFace1.n1 = newLayer.cutNormal2; | ||
1898 | newViewerFace1.n2 = newViewerFace1.n3 = lastCutNormal2; | ||
1899 | |||
1900 | newViewerFace2.n1 = newViewerFace2.n3 = newLayer.cutNormal2; | ||
1901 | newViewerFace2.n2 = lastCutNormal2; | ||
1902 | } | ||
1903 | else // periphery faces | ||
1904 | { | ||
1905 | if (sides < 5 && whichVert < newLayer.numOuterVerts) | ||
1906 | { | ||
1907 | newViewerFace1.n1 = this.normals[i]; | ||
1908 | newViewerFace1.n2 = this.normals[i - numVerts]; | ||
1909 | newViewerFace1.n3 = this.normals[i - numVerts]; | ||
1910 | |||
1911 | newViewerFace2.n1 = this.normals[i]; | ||
1912 | newViewerFace2.n2 = this.normals[i - numVerts]; | ||
1913 | newViewerFace2.n3 = this.normals[i]; | ||
1914 | } | ||
1915 | else if (hollowSides < 5 && whichVert >= newLayer.numOuterVerts) | ||
1916 | { | ||
1917 | newViewerFace1.n1 = this.normals[iNext]; | ||
1918 | newViewerFace1.n2 = this.normals[iNext - numVerts]; | ||
1919 | newViewerFace1.n3 = this.normals[iNext - numVerts]; | ||
1920 | |||
1921 | newViewerFace2.n1 = this.normals[iNext]; | ||
1922 | newViewerFace2.n2 = this.normals[iNext - numVerts]; | ||
1923 | newViewerFace2.n3 = this.normals[iNext]; | ||
1924 | } | ||
1925 | else | ||
1926 | { | ||
1927 | newViewerFace1.n1 = this.normals[i]; | ||
1928 | newViewerFace1.n2 = this.normals[i - numVerts]; | ||
1929 | newViewerFace1.n3 = this.normals[iNext - numVerts]; | ||
1930 | |||
1931 | newViewerFace2.n1 = this.normals[i]; | ||
1932 | newViewerFace2.n2 = this.normals[iNext - numVerts]; | ||
1933 | newViewerFace2.n3 = this.normals[iNext]; | ||
1934 | } | ||
1935 | } | ||
1936 | |||
1937 | newViewerFace1.primFaceNumber = newViewerFace2.primFaceNumber = newLayer.faceNumbers[whichVert]; | ||
1938 | this.viewerFaces.Add(newViewerFace1); | ||
1939 | this.viewerFaces.Add(newViewerFace2); | ||
1940 | |||
1941 | } | ||
1942 | } | ||
1943 | } | ||
1944 | |||
1945 | lastCutNormal1 = newLayer.cutNormal1; | ||
1946 | lastCutNormal2 = newLayer.cutNormal2; | ||
1947 | lastV = 1.0f - percentOfPath; | ||
1948 | |||
1949 | // calculate terms for next iteration | ||
1950 | // calculate the angle for the next iteration of the loop | ||
1951 | |||
1952 | if (angle >= endAngle) | ||
1953 | done = true; | ||
1954 | else | ||
1955 | { | ||
1956 | step += 1; | ||
1957 | angle = stepSize * step; | ||
1958 | if (angle > endAngle) | ||
1959 | angle = endAngle; | ||
1960 | } | ||
1961 | |||
1962 | if (done && viewerMode && needEndFaces) | ||
1963 | { | ||
1964 | // add the bottom faces to the viewerFaces list here | ||
1965 | Coord faceNormal = newLayer.faceNormal; | ||
1966 | ViewerFace newViewerFace = new ViewerFace(); | ||
1967 | newViewerFace.primFaceNumber = newLayer.bottomFaceNumber; | ||
1968 | foreach (Face face in newLayer.faces) | ||
1969 | { | ||
1970 | newViewerFace.v1 = newLayer.coords[face.v1 - coordsLen]; | ||
1971 | newViewerFace.v2 = newLayer.coords[face.v2 - coordsLen]; | ||
1972 | newViewerFace.v3 = newLayer.coords[face.v3 - coordsLen]; | ||
1973 | |||
1974 | newViewerFace.n1 = faceNormal; | ||
1975 | newViewerFace.n2 = faceNormal; | ||
1976 | newViewerFace.n3 = faceNormal; | ||
1977 | |||
1978 | newViewerFace.uv1 = newLayer.faceUVs[face.v1 - coordsLen]; | ||
1979 | newViewerFace.uv2 = newLayer.faceUVs[face.v2 - coordsLen]; | ||
1980 | newViewerFace.uv3 = newLayer.faceUVs[face.v3 - coordsLen]; | ||
1981 | |||
1982 | this.viewerFaces.Add(newViewerFace); | ||
1983 | } | ||
1984 | } | ||
1985 | } | ||
1986 | } | ||
1987 | |||
1988 | private Coord SurfaceNormal(Coord c1, Coord c2, Coord c3) | ||
1989 | { | ||
1990 | Coord edge1 = new Coord(c2.X - c1.X, c2.Y - c1.Y, c2.Z - c1.Z); | ||
1991 | Coord edge2 = new Coord(c3.X - c1.X, c3.Y - c1.Y, c3.Z - c1.Z); | ||
1992 | |||
1993 | Coord normal = Coord.Cross(edge1, edge2); | ||
1994 | |||
1995 | normal.Normalize(); | ||
1996 | |||
1997 | return normal; | ||
1998 | } | ||
1999 | |||
2000 | private Coord SurfaceNormal(Face face) | ||
2001 | { | ||
2002 | return SurfaceNormal(this.coords[face.v1], this.coords[face.v2], this.coords[face.v3]); | ||
2003 | } | ||
2004 | |||
2005 | /// <summary> | ||
2006 | /// Calculate the surface normal for a face in the list of faces | ||
2007 | /// </summary> | ||
2008 | /// <param name="faceIndex"></param> | ||
2009 | /// <returns></returns> | ||
2010 | public Coord SurfaceNormal(int faceIndex) | ||
2011 | { | ||
2012 | int numFaces = this.faces.Count; | ||
2013 | if (faceIndex < 0 || faceIndex >= numFaces) | ||
2014 | throw new Exception("faceIndex out of range"); | ||
2015 | |||
2016 | return SurfaceNormal(this.faces[faceIndex]); | ||
2017 | } | ||
2018 | |||
2019 | /// <summary> | ||
2020 | /// Calculate surface normals for all of the faces in the list of faces in this mesh | ||
2021 | /// </summary> | ||
2022 | public void CalcNormals() | ||
2023 | { | ||
2024 | if (normalsProcessed) | ||
2025 | return; | ||
2026 | |||
2027 | normalsProcessed = true; | ||
2028 | |||
2029 | int numFaces = faces.Count; | ||
2030 | |||
2031 | if (!this.calcVertexNormals) | ||
2032 | this.normals = new List<Coord>(); | ||
2033 | |||
2034 | for (int i = 0; i < numFaces; i++) | ||
2035 | { | ||
2036 | Face face = faces[i]; | ||
2037 | |||
2038 | this.normals.Add(SurfaceNormal(i).Normalize()); | ||
2039 | |||
2040 | int normIndex = normals.Count - 1; | ||
2041 | face.n1 = normIndex; | ||
2042 | face.n2 = normIndex; | ||
2043 | face.n3 = normIndex; | ||
2044 | |||
2045 | this.faces[i] = face; | ||
2046 | } | ||
2047 | } | ||
2048 | |||
2049 | /// <summary> | ||
2050 | /// Adds a value to each XYZ vertex coordinate in the mesh | ||
2051 | /// </summary> | ||
2052 | /// <param name="x"></param> | ||
2053 | /// <param name="y"></param> | ||
2054 | /// <param name="z"></param> | ||
2055 | public void AddPos(float x, float y, float z) | ||
2056 | { | ||
2057 | int i; | ||
2058 | int numVerts = this.coords.Count; | ||
2059 | Coord vert; | ||
2060 | |||
2061 | for (i = 0; i < numVerts; i++) | ||
2062 | { | ||
2063 | vert = this.coords[i]; | ||
2064 | vert.X += x; | ||
2065 | vert.Y += y; | ||
2066 | vert.Z += z; | ||
2067 | this.coords[i] = vert; | ||
2068 | } | ||
2069 | } | ||
2070 | |||
2071 | /// <summary> | ||
2072 | /// Rotates the mesh | ||
2073 | /// </summary> | ||
2074 | /// <param name="q"></param> | ||
2075 | public void AddRot(Quat q) | ||
2076 | { | ||
2077 | int i; | ||
2078 | int numVerts = this.coords.Count; | ||
2079 | |||
2080 | for (i = 0; i < numVerts; i++) | ||
2081 | this.coords[i] *= q; | ||
2082 | |||
2083 | if (this.normals != null) | ||
2084 | { | ||
2085 | int numNormals = this.normals.Count; | ||
2086 | for (i = 0; i < numNormals; i++) | ||
2087 | this.normals[i] *= q; | ||
2088 | } | ||
2089 | |||
2090 | if (this.viewerFaces != null) | ||
2091 | { | ||
2092 | int numViewerFaces = this.viewerFaces.Count; | ||
2093 | |||
2094 | for (i = 0; i < numViewerFaces; i++) | ||
2095 | { | ||
2096 | ViewerFace v = this.viewerFaces[i]; | ||
2097 | v.v1 *= q; | ||
2098 | v.v2 *= q; | ||
2099 | v.v3 *= q; | ||
2100 | |||
2101 | v.n1 *= q; | ||
2102 | v.n2 *= q; | ||
2103 | v.n3 *= q; | ||
2104 | this.viewerFaces[i] = v; | ||
2105 | } | ||
2106 | } | ||
2107 | |||
2108 | } | ||
2109 | |||
2110 | /// <summary> | ||
2111 | /// Scales the mesh | ||
2112 | /// </summary> | ||
2113 | /// <param name="x"></param> | ||
2114 | /// <param name="y"></param> | ||
2115 | /// <param name="z"></param> | ||
2116 | public void Scale(float x, float y, float z) | ||
2117 | { | ||
2118 | int i; | ||
2119 | int numVerts = this.coords.Count; | ||
2120 | //Coord vert; | ||
2121 | |||
2122 | Coord m = new Coord(x, y, z); | ||
2123 | for (i = 0; i < numVerts; i++) | ||
2124 | this.coords[i] *= m; | ||
2125 | |||
2126 | if (this.viewerFaces != null) | ||
2127 | { | ||
2128 | int numViewerFaces = this.viewerFaces.Count; | ||
2129 | for (i = 0; i < numViewerFaces; i++) | ||
2130 | { | ||
2131 | ViewerFace v = this.viewerFaces[i]; | ||
2132 | v.v1 *= m; | ||
2133 | v.v2 *= m; | ||
2134 | v.v3 *= m; | ||
2135 | this.viewerFaces[i] = v; | ||
2136 | } | ||
2137 | |||
2138 | } | ||
2139 | |||
2140 | } | ||
2141 | |||
2142 | /// <summary> | ||
2143 | /// Dumps the mesh to a Blender compatible "Raw" format file | ||
2144 | /// </summary> | ||
2145 | /// <param name="path"></param> | ||
2146 | /// <param name="name"></param> | ||
2147 | /// <param name="title"></param> | ||
2148 | public void DumpRaw(String path, String name, String title) | ||
2149 | { | ||
2150 | if (path == null) | ||
2151 | return; | ||
2152 | String fileName = name + "_" + title + ".raw"; | ||
2153 | String completePath = Path.Combine(path, fileName); | ||
2154 | StreamWriter sw = new StreamWriter(completePath); | ||
2155 | |||
2156 | for (int i = 0; i < this.faces.Count; i++) | ||
2157 | { | ||
2158 | string s = this.coords[this.faces[i].v1].ToString(); | ||
2159 | s += " " + this.coords[this.faces[i].v2].ToString(); | ||
2160 | s += " " + this.coords[this.faces[i].v3].ToString(); | ||
2161 | |||
2162 | sw.WriteLine(s); | ||
2163 | } | ||
2164 | |||
2165 | sw.Close(); | ||
2166 | } | ||
2167 | } | ||
2168 | } | ||
diff --git a/OpenSim/Region/Physics/Meshing/SculptMesh.cs b/OpenSim/Region/Physics/Meshing/SculptMesh.cs deleted file mode 100644 index 826030b..0000000 --- a/OpenSim/Region/Physics/Meshing/SculptMesh.cs +++ /dev/null | |||
@@ -1,343 +0,0 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyright | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSim Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | |||
28 | using System; | ||
29 | using System.Collections.Generic; | ||
30 | using System.Text; | ||
31 | using System.IO; | ||
32 | using System.Drawing; | ||
33 | using System.Drawing.Imaging; | ||
34 | |||
35 | namespace PrimMesher | ||
36 | { | ||
37 | |||
38 | public class SculptMesh | ||
39 | { | ||
40 | public List<Coord> coords; | ||
41 | public List<Face> faces; | ||
42 | |||
43 | public List<ViewerFace> viewerFaces; | ||
44 | public List<Coord> normals; | ||
45 | public List<UVCoord> uvs; | ||
46 | |||
47 | public enum SculptType { sphere = 1, torus = 2, plane = 3, cylinder = 4 }; | ||
48 | private const float pixScale = 0.00390625f; // 1.0 / 256 | ||
49 | |||
50 | private Bitmap ScaleImage(Bitmap srcImage, float scale) | ||
51 | { | ||
52 | int sourceWidth = srcImage.Width; | ||
53 | int sourceHeight = srcImage.Height; | ||
54 | int sourceX = 0; | ||
55 | int sourceY = 0; | ||
56 | |||
57 | int destX = 0; | ||
58 | int destY = 0; | ||
59 | int destWidth = (int)(sourceWidth * scale); | ||
60 | int destHeight = (int)(sourceHeight * scale); | ||
61 | |||
62 | Bitmap scaledImage = new Bitmap(destWidth, destHeight, | ||
63 | PixelFormat.Format24bppRgb); | ||
64 | scaledImage.SetResolution(srcImage.HorizontalResolution, | ||
65 | srcImage.VerticalResolution); | ||
66 | |||
67 | Graphics grPhoto = Graphics.FromImage(scaledImage); | ||
68 | grPhoto.InterpolationMode = System.Drawing.Drawing2D.InterpolationMode.Bilinear; | ||
69 | |||
70 | grPhoto.DrawImage(srcImage, | ||
71 | new Rectangle(destX, destY, destWidth, destHeight), | ||
72 | new Rectangle(sourceX, sourceY, sourceWidth, sourceHeight), | ||
73 | GraphicsUnit.Pixel); | ||
74 | |||
75 | grPhoto.Dispose(); | ||
76 | return scaledImage; | ||
77 | } | ||
78 | |||
79 | public SculptMesh SculptMeshFromFile(string fileName, SculptType sculptType, int lod, bool viewerMode) | ||
80 | { | ||
81 | Bitmap bitmap = (Bitmap)Bitmap.FromFile(fileName); | ||
82 | SculptMesh sculptMesh = new SculptMesh(bitmap, sculptType, lod, viewerMode); | ||
83 | bitmap.Dispose(); | ||
84 | return sculptMesh; | ||
85 | } | ||
86 | |||
87 | public SculptMesh(Bitmap sculptBitmap, SculptType sculptType, int lod, bool viewerMode) | ||
88 | { | ||
89 | coords = new List<Coord>(); | ||
90 | faces = new List<Face>(); | ||
91 | normals = new List<Coord>(); | ||
92 | uvs = new List<UVCoord>(); | ||
93 | |||
94 | float sourceScaleFactor = (float)lod / (float)Math.Max(sculptBitmap.Width, sculptBitmap.Height); | ||
95 | bool scaleSourceImage = sourceScaleFactor < 1.0f ? true : false; | ||
96 | |||
97 | Bitmap bitmap; | ||
98 | if (scaleSourceImage) | ||
99 | bitmap = ScaleImage(sculptBitmap, sourceScaleFactor); | ||
100 | else | ||
101 | bitmap = sculptBitmap; | ||
102 | |||
103 | viewerFaces = new List<ViewerFace>(); | ||
104 | |||
105 | int width = bitmap.Width; | ||
106 | int height = bitmap.Height; | ||
107 | |||
108 | float widthUnit = 1.0f / width; | ||
109 | float heightUnit = 1.0f / (height - 1); | ||
110 | |||
111 | int p1, p2, p3, p4; | ||
112 | Color color; | ||
113 | float x, y, z; | ||
114 | |||
115 | int imageX, imageY; | ||
116 | |||
117 | if (sculptType == SculptType.sphere) | ||
118 | { // average the top and bottom row pixel values so the resulting vertices appear to converge | ||
119 | int lastRow = height - 1; | ||
120 | int r1 = 0, g1 = 0, b1 = 0; | ||
121 | int r2 = 0, g2 = 0, b2 = 0; | ||
122 | for (imageX = 0; imageX < width; imageX++) | ||
123 | { | ||
124 | Color c1 = bitmap.GetPixel(imageX, 0); | ||
125 | Color c2 = bitmap.GetPixel(imageX, lastRow); | ||
126 | |||
127 | r1 += c1.R; | ||
128 | g1 += c1.G; | ||
129 | b1 += c1.B; | ||
130 | |||
131 | r2 += c2.R; | ||
132 | g2 += c2.G; | ||
133 | b2 += c2.B; | ||
134 | } | ||
135 | |||
136 | Color newC1 = Color.FromArgb(r1 / width, g1 / width, b1 / width); | ||
137 | Color newC2 = Color.FromArgb(r2 / width, g2 / width, b2 / width); | ||
138 | |||
139 | for (imageX = 0; imageX < width; imageX++) | ||
140 | { | ||
141 | bitmap.SetPixel(imageX, 0, newC1); | ||
142 | bitmap.SetPixel(imageX, lastRow, newC2); | ||
143 | } | ||
144 | } | ||
145 | |||
146 | |||
147 | int pixelsAcross = sculptType == SculptType.plane ? width : width + 1; | ||
148 | int pixelsDown = sculptType == SculptType.sphere || sculptType == SculptType.cylinder ? height + 1 : height; | ||
149 | |||
150 | for (imageY = 0; imageY < pixelsDown; imageY++) | ||
151 | { | ||
152 | int rowOffset = imageY * width; | ||
153 | |||
154 | for (imageX = 0; imageX < pixelsAcross; imageX++) | ||
155 | { | ||
156 | /* | ||
157 | * p1-----p2 | ||
158 | * | \ f2 | | ||
159 | * | \ | | ||
160 | * | f1 \| | ||
161 | * p3-----p4 | ||
162 | */ | ||
163 | |||
164 | if (imageX < width) | ||
165 | { | ||
166 | p4 = rowOffset + imageX; | ||
167 | p3 = p4 - 1; | ||
168 | } | ||
169 | else | ||
170 | { | ||
171 | p4 = rowOffset; // wrap around to beginning | ||
172 | p3 = rowOffset + imageX - 1; | ||
173 | } | ||
174 | |||
175 | p2 = p4 - width; | ||
176 | p1 = p3 - width; | ||
177 | |||
178 | color = bitmap.GetPixel(imageX == width ? 0 : imageX, imageY == height ? height - 1 : imageY); | ||
179 | |||
180 | x = (color.R - 128) * pixScale; | ||
181 | y = (color.G - 128) * pixScale; | ||
182 | z = (color.B - 128) * pixScale; | ||
183 | |||
184 | Coord c = new Coord(x, y, z); | ||
185 | this.coords.Add(c); | ||
186 | if (viewerMode) | ||
187 | { | ||
188 | this.normals.Add(new Coord()); | ||
189 | this.uvs.Add(new UVCoord(widthUnit * imageX, heightUnit * imageY)); | ||
190 | } | ||
191 | |||
192 | if (imageY > 0 && imageX > 0) | ||
193 | { | ||
194 | Face f1, f2; | ||
195 | |||
196 | if (viewerMode) | ||
197 | { | ||
198 | f1 = new Face(p1, p3, p4, p1, p3, p4); | ||
199 | f1.uv1 = p1; | ||
200 | f1.uv2 = p3; | ||
201 | f1.uv3 = p4; | ||
202 | |||
203 | f2 = new Face(p1, p4, p2, p1, p4, p2); | ||
204 | f2.uv1 = p1; | ||
205 | f2.uv2 = p4; | ||
206 | f2.uv3 = p2; | ||
207 | } | ||
208 | else | ||
209 | { | ||
210 | f1 = new Face(p1, p3, p4); | ||
211 | f2 = new Face(p1, p4, p2); | ||
212 | } | ||
213 | |||
214 | this.faces.Add(f1); | ||
215 | this.faces.Add(f2); | ||
216 | } | ||
217 | } | ||
218 | } | ||
219 | |||
220 | if (scaleSourceImage) | ||
221 | bitmap.Dispose(); | ||
222 | |||
223 | if (viewerMode) | ||
224 | { // compute vertex normals by summing all the surface normals of all the triangles sharing | ||
225 | // each vertex and then normalizing | ||
226 | int numFaces = this.faces.Count; | ||
227 | for (int i = 0; i < numFaces; i++) | ||
228 | { | ||
229 | Face face = this.faces[i]; | ||
230 | Coord surfaceNormal = face.SurfaceNormal(this.coords); | ||
231 | this.normals[face.v1] += surfaceNormal; | ||
232 | this.normals[face.v2] += surfaceNormal; | ||
233 | this.normals[face.v3] += surfaceNormal; | ||
234 | } | ||
235 | |||
236 | int numCoords = this.coords.Count; | ||
237 | for (int i = 0; i < numCoords; i++) | ||
238 | this.coords[i].Normalize(); | ||
239 | |||
240 | if (sculptType != SculptType.plane) | ||
241 | { // blend the vertex normals at the cylinder seam | ||
242 | pixelsAcross = width + 1; | ||
243 | for (imageY = 0; imageY < height; imageY++) | ||
244 | { | ||
245 | int rowOffset = imageY * pixelsAcross; | ||
246 | |||
247 | this.normals[rowOffset] = this.normals[rowOffset + width - 1] = (this.normals[rowOffset] + this.normals[rowOffset + width - 1]).Normalize(); | ||
248 | } | ||
249 | } | ||
250 | |||
251 | foreach (Face face in this.faces) | ||
252 | { | ||
253 | ViewerFace vf = new ViewerFace(0); | ||
254 | vf.v1 = this.coords[face.v1]; | ||
255 | vf.v2 = this.coords[face.v2]; | ||
256 | vf.v3 = this.coords[face.v3]; | ||
257 | |||
258 | vf.n1 = this.normals[face.n1]; | ||
259 | vf.n2 = this.normals[face.n2]; | ||
260 | vf.n3 = this.normals[face.n3]; | ||
261 | |||
262 | vf.uv1 = this.uvs[face.uv1]; | ||
263 | vf.uv2 = this.uvs[face.uv2]; | ||
264 | vf.uv3 = this.uvs[face.uv3]; | ||
265 | |||
266 | this.viewerFaces.Add(vf); | ||
267 | } | ||
268 | } | ||
269 | } | ||
270 | |||
271 | public void AddRot(Quat q) | ||
272 | { | ||
273 | int i; | ||
274 | int numVerts = this.coords.Count; | ||
275 | |||
276 | for (i = 0; i < numVerts; i++) | ||
277 | this.coords[i] *= q; | ||
278 | |||
279 | if (this.viewerFaces != null) | ||
280 | { | ||
281 | int numViewerFaces = this.viewerFaces.Count; | ||
282 | |||
283 | for (i = 0; i < numViewerFaces; i++) | ||
284 | { | ||
285 | ViewerFace v = this.viewerFaces[i]; | ||
286 | v.v1 *= q; | ||
287 | v.v2 *= q; | ||
288 | v.v3 *= q; | ||
289 | |||
290 | v.n1 *= q; | ||
291 | v.n2 *= q; | ||
292 | v.n3 *= q; | ||
293 | |||
294 | this.viewerFaces[i] = v; | ||
295 | } | ||
296 | } | ||
297 | } | ||
298 | |||
299 | public void Scale(float x, float y, float z) | ||
300 | { | ||
301 | int i; | ||
302 | int numVerts = this.coords.Count; | ||
303 | //Coord vert; | ||
304 | |||
305 | Coord m = new Coord(x, y, z); | ||
306 | for (i = 0; i < numVerts; i++) | ||
307 | this.coords[i] *= m; | ||
308 | |||
309 | if (this.viewerFaces != null) | ||
310 | { | ||
311 | int numViewerFaces = this.viewerFaces.Count; | ||
312 | for (i = 0; i < numViewerFaces; i++) | ||
313 | { | ||
314 | ViewerFace v = this.viewerFaces[i]; | ||
315 | v.v1 *= m; | ||
316 | v.v2 *= m; | ||
317 | v.v3 *= m; | ||
318 | this.viewerFaces[i] = v; | ||
319 | } | ||
320 | } | ||
321 | } | ||
322 | |||
323 | public void DumpRaw(String path, String name, String title) | ||
324 | { | ||
325 | if (path == null) | ||
326 | return; | ||
327 | String fileName = name + "_" + title + ".raw"; | ||
328 | String completePath = Path.Combine(path, fileName); | ||
329 | StreamWriter sw = new StreamWriter(completePath); | ||
330 | |||
331 | for (int i = 0; i < this.faces.Count; i++) | ||
332 | { | ||
333 | string s = this.coords[this.faces[i].v1].ToString(); | ||
334 | s += " " + this.coords[this.faces[i].v2].ToString(); | ||
335 | s += " " + this.coords[this.faces[i].v3].ToString(); | ||
336 | |||
337 | sw.WriteLine(s); | ||
338 | } | ||
339 | |||
340 | sw.Close(); | ||
341 | } | ||
342 | } | ||
343 | } | ||