diff options
author | UbitUmarov | 2015-12-26 21:38:36 +0000 |
---|---|---|
committer | UbitUmarov | 2015-12-26 21:38:36 +0000 |
commit | e2517b51f8944b2c5e5c25478d1b418faa8dbb05 (patch) | |
tree | 177c59568d851392f60087dde06d5fff875ace4f /OpenSim/Region | |
parent | ODE lib: update the lib for linux 32bit and 64bit, this time without debug in... (diff) | |
download | opensim-SC-e2517b51f8944b2c5e5c25478d1b418faa8dbb05.zip opensim-SC-e2517b51f8944b2c5e5c25478d1b418faa8dbb05.tar.gz opensim-SC-e2517b51f8944b2c5e5c25478d1b418faa8dbb05.tar.bz2 opensim-SC-e2517b51f8944b2c5e5c25478d1b418faa8dbb05.tar.xz |
ubMeshmerizer: remove some wrong faces still present in taper cases, some code cleanup
Diffstat (limited to 'OpenSim/Region')
3 files changed, 234 insertions, 210 deletions
diff --git a/OpenSim/Region/PhysicsModules/ubOdeMeshing/Mesh.cs b/OpenSim/Region/PhysicsModules/ubOdeMeshing/Mesh.cs index e5c2432..5b1510f 100644 --- a/OpenSim/Region/PhysicsModules/ubOdeMeshing/Mesh.cs +++ b/OpenSim/Region/PhysicsModules/ubOdeMeshing/Mesh.cs | |||
@@ -234,9 +234,12 @@ namespace OpenSim.Region.PhysicsModule.ubODEMeshing | |||
234 | triangle.v3.Y = (float)Math.Round(triangle.v3.Y, 6); | 234 | triangle.v3.Y = (float)Math.Round(triangle.v3.Y, 6); |
235 | triangle.v3.Z = (float)Math.Round(triangle.v3.Z, 6); | 235 | triangle.v3.Z = (float)Math.Round(triangle.v3.Z, 6); |
236 | 236 | ||
237 | if ((triangle.v1.X == triangle.v2.X && triangle.v1.Y == triangle.v2.Y && triangle.v1.Z == triangle.v2.Z) | 237 | if ((triangle.v1.X == triangle.v2.X && triangle.v1.Y == triangle.v2.Y && triangle.v1.Z == |
238 | || (triangle.v1.X == triangle.v3.X && triangle.v1.Y == triangle.v3.Y && triangle.v1.Z == triangle.v3.Z) | 238 | triangle.v2.Z) |
239 | || (triangle.v2.X == triangle.v3.X && triangle.v2.Y == triangle.v3.Y && triangle.v2.Z == triangle.v3.Z) | 239 | || (triangle.v1.X == triangle.v3.X && triangle.v1.Y == triangle.v3.Y && triangle.v1.Z == |
240 | triangle.v3.Z) | ||
241 | || (triangle.v2.X == triangle.v3.X && triangle.v2.Y == triangle.v3.Y && triangle.v2.Z == | ||
242 | triangle.v3.Z) | ||
240 | ) | 243 | ) |
241 | { | 244 | { |
242 | return; | 245 | return; |
diff --git a/OpenSim/Region/PhysicsModules/ubOdeMeshing/Meshmerizer.cs b/OpenSim/Region/PhysicsModules/ubOdeMeshing/Meshmerizer.cs index a6e303a..bcf8e2b 100644 --- a/OpenSim/Region/PhysicsModules/ubOdeMeshing/Meshmerizer.cs +++ b/OpenSim/Region/PhysicsModules/ubOdeMeshing/Meshmerizer.cs | |||
@@ -121,6 +121,22 @@ namespace OpenSim.Region.PhysicsModule.ubODEMeshing | |||
121 | 121 | ||
122 | CacheExpire = TimeSpan.FromHours(fcache); | 122 | CacheExpire = TimeSpan.FromHours(fcache); |
123 | 123 | ||
124 | if(doMeshFileCache && cachePath != "") | ||
125 | { | ||
126 | lock (diskLock) | ||
127 | { | ||
128 | try | ||
129 | { | ||
130 | if (!Directory.Exists(cachePath)) | ||
131 | Directory.CreateDirectory(cachePath); | ||
132 | } | ||
133 | catch | ||
134 | { | ||
135 | doMeshFileCache = false; | ||
136 | doCacheExpire = false; | ||
137 | } | ||
138 | } | ||
139 | } | ||
124 | } | 140 | } |
125 | } | 141 | } |
126 | 142 | ||
@@ -347,8 +363,8 @@ namespace OpenSim.Region.PhysicsModule.ubODEMeshing | |||
347 | { | 363 | { |
348 | Face f = faces[i]; | 364 | Face f = faces[i]; |
349 | mesh.Add(new Triangle(coords[f.v1].X, coords[f.v1].Y, coords[f.v1].Z, | 365 | mesh.Add(new Triangle(coords[f.v1].X, coords[f.v1].Y, coords[f.v1].Z, |
350 | coords[f.v2].X, coords[f.v2].Y, coords[f.v2].Z, | 366 | coords[f.v2].X, coords[f.v2].Y, coords[f.v2].Z, |
351 | coords[f.v3].X, coords[f.v3].Y, coords[f.v3].Z)); | 367 | coords[f.v3].X, coords[f.v3].Y, coords[f.v3].Z)); |
352 | } | 368 | } |
353 | 369 | ||
354 | coords.Clear(); | 370 | coords.Clear(); |
@@ -972,6 +988,14 @@ namespace OpenSim.Region.PhysicsModule.ubODEMeshing | |||
972 | primMesh.taperX = primShape.PathTaperX * 0.01f; | 988 | primMesh.taperX = primShape.PathTaperX * 0.01f; |
973 | primMesh.taperY = primShape.PathTaperY * 0.01f; | 989 | primMesh.taperY = primShape.PathTaperY * 0.01f; |
974 | 990 | ||
991 | if(profshape == (byte)ProfileShape.HalfCircle) | ||
992 | { | ||
993 | if(primMesh.holeSizeY < 0.01f) | ||
994 | primMesh.holeSizeY = 0.01f; | ||
995 | else if(primMesh.holeSizeY > 1.0f) | ||
996 | primMesh.holeSizeY = 1.0f; | ||
997 | } | ||
998 | |||
975 | #if SPAM | 999 | #if SPAM |
976 | m_log.Debug("****** PrimMesh Parameters (Circular) ******\n" + primMesh.ParamsToDisplayString()); | 1000 | m_log.Debug("****** PrimMesh Parameters (Circular) ******\n" + primMesh.ParamsToDisplayString()); |
977 | #endif | 1001 | #endif |
diff --git a/OpenSim/Region/PhysicsModules/ubOdeMeshing/PrimMesher.cs b/OpenSim/Region/PhysicsModules/ubOdeMeshing/PrimMesher.cs index 9c081b9..2f97caf 100644 --- a/OpenSim/Region/PhysicsModules/ubOdeMeshing/PrimMesher.cs +++ b/OpenSim/Region/PhysicsModules/ubOdeMeshing/PrimMesher.cs | |||
@@ -241,7 +241,6 @@ namespace PrimMesher | |||
241 | this.v1 = v1; | 241 | this.v1 = v1; |
242 | this.v2 = v2; | 242 | this.v2 = v2; |
243 | this.v3 = v3; | 243 | this.v3 = v3; |
244 | |||
245 | } | 244 | } |
246 | 245 | ||
247 | public Coord SurfaceNormal(List<Coord> coordList) | 246 | public Coord SurfaceNormal(List<Coord> coordList) |
@@ -516,16 +515,16 @@ namespace PrimMesher | |||
516 | 515 | ||
517 | public Profile() | 516 | public Profile() |
518 | { | 517 | { |
519 | this.coords = new List<Coord>(); | 518 | coords = new List<Coord>(); |
520 | this.faces = new List<Face>(); | 519 | faces = new List<Face>(); |
521 | } | 520 | } |
522 | 521 | ||
523 | public Profile(int sides, float profileStart, float profileEnd, float hollow, int hollowSides, bool hasProfileCut, bool createFaces) | 522 | public Profile(int sides, float profileStart, float profileEnd, float hollow, int hollowSides, bool hasProfileCut, bool createFaces) |
524 | { | 523 | { |
525 | const float halfSqr2 = 0.7071067811866f; | 524 | const float halfSqr2 = 0.7071067811866f; |
526 | 525 | ||
527 | this.coords = new List<Coord>(); | 526 | coords = new List<Coord>(); |
528 | this.faces = new List<Face>(); | 527 | faces = new List<Face>(); |
529 | 528 | ||
530 | List<Coord> hollowCoords = new List<Coord>(); | 529 | List<Coord> hollowCoords = new List<Coord>(); |
531 | 530 | ||
@@ -555,7 +554,7 @@ namespace PrimMesher | |||
555 | return; | 554 | return; |
556 | } | 555 | } |
557 | 556 | ||
558 | this.numOuterVerts = angles.angles.Count; | 557 | numOuterVerts = angles.angles.Count; |
559 | 558 | ||
560 | Angle angle; | 559 | Angle angle; |
561 | Coord newVert = new Coord(); | 560 | Coord newVert = new Coord(); |
@@ -589,7 +588,7 @@ namespace PrimMesher | |||
589 | hollowCoords.Add(newVert); | 588 | hollowCoords.Add(newVert); |
590 | } | 589 | } |
591 | } | 590 | } |
592 | this.numHollowVerts = hollowAngles.angles.Count; | 591 | numHollowVerts = hollowAngles.angles.Count; |
593 | } | 592 | } |
594 | else if (!simpleFace) | 593 | else if (!simpleFace) |
595 | { | 594 | { |
@@ -606,7 +605,7 @@ namespace PrimMesher | |||
606 | newVert.X = angle.X * xScale; | 605 | newVert.X = angle.X * xScale; |
607 | newVert.Y = angle.Y * yScale; | 606 | newVert.Y = angle.Y * yScale; |
608 | newVert.Z = 0.0f; | 607 | newVert.Z = 0.0f; |
609 | this.coords.Add(newVert); | 608 | coords.Add(newVert); |
610 | if (hollowsame) | 609 | if (hollowsame) |
611 | { | 610 | { |
612 | newVert.X *= hollow; | 611 | newVert.X *= hollow; |
@@ -618,49 +617,49 @@ namespace PrimMesher | |||
618 | if (hasHollow) | 617 | if (hasHollow) |
619 | { | 618 | { |
620 | hollowCoords.Reverse(); | 619 | hollowCoords.Reverse(); |
621 | this.coords.AddRange(hollowCoords); | 620 | coords.AddRange(hollowCoords); |
622 | 621 | ||
623 | if (createFaces) | 622 | if (createFaces) |
624 | { | 623 | { |
625 | int numTotalVerts = this.numOuterVerts + this.numHollowVerts; | 624 | int numTotalVerts = numOuterVerts + numHollowVerts; |
626 | 625 | ||
627 | if (this.numOuterVerts == this.numHollowVerts) | 626 | if (numOuterVerts == numHollowVerts) |
628 | { | 627 | { |
629 | Face newFace = new Face(); | 628 | Face newFace = new Face(); |
630 | 629 | ||
631 | for (int coordIndex = 0; coordIndex < this.numOuterVerts - 1; coordIndex++) | 630 | for (int coordIndex = 0; coordIndex < numOuterVerts - 1; coordIndex++) |
632 | { | 631 | { |
633 | newFace.v1 = coordIndex; | 632 | newFace.v1 = coordIndex; |
634 | newFace.v2 = coordIndex + 1; | 633 | newFace.v2 = coordIndex + 1; |
635 | newFace.v3 = numTotalVerts - coordIndex - 1; | 634 | newFace.v3 = numTotalVerts - coordIndex - 1; |
636 | this.faces.Add(newFace); | 635 | faces.Add(newFace); |
637 | 636 | ||
638 | newFace.v1 = coordIndex + 1; | 637 | newFace.v1 = coordIndex + 1; |
639 | newFace.v2 = numTotalVerts - coordIndex - 2; | 638 | newFace.v2 = numTotalVerts - coordIndex - 2; |
640 | newFace.v3 = numTotalVerts - coordIndex - 1; | 639 | newFace.v3 = numTotalVerts - coordIndex - 1; |
641 | this.faces.Add(newFace); | 640 | faces.Add(newFace); |
642 | } | 641 | } |
643 | if (!hasProfileCut) | 642 | if (!hasProfileCut) |
644 | { | 643 | { |
645 | newFace.v1 = this.numOuterVerts - 1; | 644 | newFace.v1 = numOuterVerts - 1; |
646 | newFace.v2 = 0; | 645 | newFace.v2 = 0; |
647 | newFace.v3 = this.numOuterVerts; | 646 | newFace.v3 = numOuterVerts; |
648 | this.faces.Add(newFace); | 647 | faces.Add(newFace); |
649 | 648 | ||
650 | newFace.v1 = 0; | 649 | newFace.v1 = 0; |
651 | newFace.v2 = numTotalVerts - 1; | 650 | newFace.v2 = numTotalVerts - 1; |
652 | newFace.v3 = this.numOuterVerts; | 651 | newFace.v3 = numOuterVerts; |
653 | this.faces.Add(newFace); | 652 | faces.Add(newFace); |
654 | } | 653 | } |
655 | } | 654 | } |
656 | else if (this.numOuterVerts < this.numHollowVerts) | 655 | else if (numOuterVerts < numHollowVerts) |
657 | { | 656 | { |
658 | Face newFace = new Face(); | 657 | Face newFace = new Face(); |
659 | int j = 0; // j is the index for outer vertices | 658 | int j = 0; // j is the index for outer vertices |
660 | int i; | 659 | int i; |
661 | int maxJ = this.numOuterVerts - 1; | 660 | int maxJ = numOuterVerts - 1; |
662 | float curHollowAngle = 0; | 661 | float curHollowAngle = 0; |
663 | for (i = 0; i < this.numHollowVerts; i++) // i is the index for inner vertices | 662 | for (i = 0; i < numHollowVerts; i++) // i is the index for inner vertices |
664 | { | 663 | { |
665 | curHollowAngle = hollowAngles.angles[i].angle; | 664 | curHollowAngle = hollowAngles.angles[i].angle; |
666 | if (j < maxJ) | 665 | if (j < maxJ) |
@@ -670,7 +669,7 @@ namespace PrimMesher | |||
670 | newFace.v1 = numTotalVerts - i - 1; | 669 | newFace.v1 = numTotalVerts - i - 1; |
671 | newFace.v2 = j; | 670 | newFace.v2 = j; |
672 | newFace.v3 = j + 1; | 671 | newFace.v3 = j + 1; |
673 | this.faces.Add(newFace); | 672 | faces.Add(newFace); |
674 | j++; | 673 | j++; |
675 | } | 674 | } |
676 | } | 675 | } |
@@ -684,18 +683,18 @@ namespace PrimMesher | |||
684 | newFace.v2 = numTotalVerts - i - 2; | 683 | newFace.v2 = numTotalVerts - i - 2; |
685 | newFace.v3 = numTotalVerts - i - 1; | 684 | newFace.v3 = numTotalVerts - i - 1; |
686 | 685 | ||
687 | this.faces.Add(newFace); | 686 | faces.Add(newFace); |
688 | } | 687 | } |
689 | 688 | ||
690 | if (!hasProfileCut) | 689 | if (!hasProfileCut) |
691 | { | 690 | { |
692 | if (i == this.numHollowVerts) | 691 | if (i == numHollowVerts) |
693 | { | 692 | { |
694 | newFace.v1 = numTotalVerts - this.numHollowVerts; | 693 | newFace.v1 = numTotalVerts - numHollowVerts; |
695 | newFace.v2 = maxJ; | 694 | newFace.v2 = maxJ; |
696 | newFace.v3 = 0; | 695 | newFace.v3 = 0; |
697 | 696 | ||
698 | this.faces.Add(newFace); | 697 | faces.Add(newFace); |
699 | } | 698 | } |
700 | else | 699 | else |
701 | { | 700 | { |
@@ -705,31 +704,31 @@ namespace PrimMesher | |||
705 | newFace.v2 = maxJ; | 704 | newFace.v2 = maxJ; |
706 | newFace.v3 = 0; | 705 | newFace.v3 = 0; |
707 | 706 | ||
708 | this.faces.Add(newFace); | 707 | faces.Add(newFace); |
709 | } | 708 | } |
710 | 709 | ||
711 | for (; i < this.numHollowVerts - 1; i++) | 710 | for (; i < numHollowVerts - 1; i++) |
712 | { | 711 | { |
713 | newFace.v1 = 0; | 712 | newFace.v1 = 0; |
714 | newFace.v2 = numTotalVerts - i - 2; | 713 | newFace.v2 = numTotalVerts - i - 2; |
715 | newFace.v3 = numTotalVerts - i - 1; | 714 | newFace.v3 = numTotalVerts - i - 1; |
716 | 715 | ||
717 | this.faces.Add(newFace); | 716 | faces.Add(newFace); |
718 | } | 717 | } |
719 | } | 718 | } |
720 | 719 | ||
721 | newFace.v1 = 0; | 720 | newFace.v1 = 0; |
722 | newFace.v2 = numTotalVerts - this.numHollowVerts; | 721 | newFace.v2 = numTotalVerts - numHollowVerts; |
723 | newFace.v3 = numTotalVerts - 1; | 722 | newFace.v3 = numTotalVerts - 1; |
724 | this.faces.Add(newFace); | 723 | faces.Add(newFace); |
725 | } | 724 | } |
726 | } | 725 | } |
727 | else // numHollowVerts < numOuterVerts | 726 | else // numHollowVerts < numOuterVerts |
728 | { | 727 | { |
729 | Face newFace = new Face(); | 728 | Face newFace = new Face(); |
730 | int j = 0; // j is the index for inner vertices | 729 | int j = 0; // j is the index for inner vertices |
731 | int maxJ = this.numHollowVerts - 1; | 730 | int maxJ = numHollowVerts - 1; |
732 | for (int i = 0; i < this.numOuterVerts; i++) | 731 | for (int i = 0; i < numOuterVerts; i++) |
733 | { | 732 | { |
734 | if (j < maxJ) | 733 | if (j < maxJ) |
735 | if (hollowAngles.angles[j + 1].angle - angles.angles[i].angle < angles.angles[i].angle - hollowAngles.angles[j].angle + 0.000001f) | 734 | if (hollowAngles.angles[j + 1].angle - angles.angles[i].angle < angles.angles[i].angle - hollowAngles.angles[j].angle + 0.000001f) |
@@ -738,7 +737,7 @@ namespace PrimMesher | |||
738 | newFace.v2 = numTotalVerts - j - 2; | 737 | newFace.v2 = numTotalVerts - j - 2; |
739 | newFace.v3 = numTotalVerts - j - 1; | 738 | newFace.v3 = numTotalVerts - j - 1; |
740 | 739 | ||
741 | this.faces.Add(newFace); | 740 | faces.Add(newFace); |
742 | j += 1; | 741 | j += 1; |
743 | } | 742 | } |
744 | 743 | ||
@@ -746,12 +745,12 @@ namespace PrimMesher | |||
746 | newFace.v2 = i; | 745 | newFace.v2 = i; |
747 | newFace.v3 = i + 1; | 746 | newFace.v3 = i + 1; |
748 | 747 | ||
749 | this.faces.Add(newFace); | 748 | faces.Add(newFace); |
750 | } | 749 | } |
751 | 750 | ||
752 | if (!hasProfileCut) | 751 | if (!hasProfileCut) |
753 | { | 752 | { |
754 | int i = this.numOuterVerts - 1; | 753 | int i = numOuterVerts - 1; |
755 | 754 | ||
756 | if (hollowAngles.angles[0].angle - angles.angles[i].angle < angles.angles[i].angle - hollowAngles.angles[maxJ].angle + 0.000001f) | 755 | if (hollowAngles.angles[0].angle - angles.angles[i].angle < angles.angles[i].angle - hollowAngles.angles[maxJ].angle + 0.000001f) |
757 | { | 756 | { |
@@ -759,14 +758,14 @@ namespace PrimMesher | |||
759 | newFace.v2 = numTotalVerts - maxJ - 1; | 758 | newFace.v2 = numTotalVerts - maxJ - 1; |
760 | newFace.v3 = numTotalVerts - 1; | 759 | newFace.v3 = numTotalVerts - 1; |
761 | 760 | ||
762 | this.faces.Add(newFace); | 761 | faces.Add(newFace); |
763 | } | 762 | } |
764 | 763 | ||
765 | newFace.v1 = numTotalVerts - maxJ - 1; | 764 | newFace.v1 = numTotalVerts - maxJ - 1; |
766 | newFace.v2 = i; | 765 | newFace.v2 = i; |
767 | newFace.v3 = 0; | 766 | newFace.v3 = 0; |
768 | 767 | ||
769 | this.faces.Add(newFace); | 768 | faces.Add(newFace); |
770 | } | 769 | } |
771 | } | 770 | } |
772 | } | 771 | } |
@@ -778,11 +777,11 @@ namespace PrimMesher | |||
778 | if (simpleFace) | 777 | if (simpleFace) |
779 | { | 778 | { |
780 | if (sides == 3) | 779 | if (sides == 3) |
781 | this.faces.Add(new Face(0, 1, 2)); | 780 | faces.Add(new Face(0, 1, 2)); |
782 | else if (sides == 4) | 781 | else if (sides == 4) |
783 | { | 782 | { |
784 | this.faces.Add(new Face(0, 1, 2)); | 783 | faces.Add(new Face(0, 1, 2)); |
785 | this.faces.Add(new Face(0, 2, 3)); | 784 | faces.Add(new Face(0, 2, 3)); |
786 | } | 785 | } |
787 | } | 786 | } |
788 | else | 787 | else |
@@ -793,7 +792,7 @@ namespace PrimMesher | |||
793 | newFace.v1 = 0; | 792 | newFace.v1 = 0; |
794 | newFace.v2 = i; | 793 | newFace.v2 = i; |
795 | newFace.v3 = i + 1; | 794 | newFace.v3 = i + 1; |
796 | this.faces.Add(newFace); | 795 | faces.Add(newFace); |
797 | } | 796 | } |
798 | if (!hasProfileCut) | 797 | if (!hasProfileCut) |
799 | { | 798 | { |
@@ -801,7 +800,7 @@ namespace PrimMesher | |||
801 | newFace.v1 = 0; | 800 | newFace.v1 = 0; |
802 | newFace.v2 = numAngles; | 801 | newFace.v2 = numAngles; |
803 | newFace.v3 = 1; | 802 | newFace.v3 = 1; |
804 | this.faces.Add(newFace); | 803 | faces.Add(newFace); |
805 | } | 804 | } |
806 | } | 805 | } |
807 | } | 806 | } |
@@ -813,20 +812,20 @@ namespace PrimMesher | |||
813 | 812 | ||
814 | public Profile Copy() | 813 | public Profile Copy() |
815 | { | 814 | { |
816 | return this.Copy(true); | 815 | return Copy(true); |
817 | } | 816 | } |
818 | 817 | ||
819 | public Profile Copy(bool needFaces) | 818 | public Profile Copy(bool needFaces) |
820 | { | 819 | { |
821 | Profile copy = new Profile(); | 820 | Profile copy = new Profile(); |
822 | 821 | ||
823 | copy.coords.AddRange(this.coords); | 822 | copy.coords.AddRange(coords); |
824 | 823 | ||
825 | if (needFaces) | 824 | if (needFaces) |
826 | copy.faces.AddRange(this.faces); | 825 | copy.faces.AddRange(faces); |
827 | 826 | ||
828 | copy.numOuterVerts = this.numOuterVerts; | 827 | copy.numOuterVerts = numOuterVerts; |
829 | copy.numHollowVerts = this.numHollowVerts; | 828 | copy.numHollowVerts = numHollowVerts; |
830 | 829 | ||
831 | return copy; | 830 | return copy; |
832 | } | 831 | } |
@@ -839,12 +838,12 @@ namespace PrimMesher | |||
839 | public void AddPos(float x, float y, float z) | 838 | public void AddPos(float x, float y, float z) |
840 | { | 839 | { |
841 | int i; | 840 | int i; |
842 | int numVerts = this.coords.Count; | 841 | int numVerts = coords.Count; |
843 | Coord vert; | 842 | Coord vert; |
844 | 843 | ||
845 | for (i = 0; i < numVerts; i++) | 844 | for (i = 0; i < numVerts; i++) |
846 | { | 845 | { |
847 | vert = this.coords[i]; | 846 | vert = coords[i]; |
848 | vert.X += x; | 847 | vert.X += x; |
849 | vert.Y += y; | 848 | vert.Y += y; |
850 | vert.Z += z; | 849 | vert.Z += z; |
@@ -855,25 +854,30 @@ namespace PrimMesher | |||
855 | public void AddRot(Quat q) | 854 | public void AddRot(Quat q) |
856 | { | 855 | { |
857 | int i; | 856 | int i; |
858 | int numVerts = this.coords.Count; | 857 | int numVerts = coords.Count; |
859 | 858 | ||
860 | for (i = 0; i < numVerts; i++) | 859 | for (i = 0; i < numVerts; i++) |
861 | this.coords[i] *= q; | 860 | coords[i] *= q; |
862 | } | 861 | } |
863 | 862 | ||
864 | public void Scale(float x, float y) | 863 | public void Scale(float x, float y) |
865 | { | 864 | { |
866 | int i; | 865 | int i; |
867 | int numVerts = this.coords.Count; | 866 | int numVerts = coords.Count; |
868 | Coord vert; | 867 | Coord vert; |
869 | 868 | ||
870 | for (i = 0; i < numVerts; i++) | 869 | for (i = 0; i < numVerts; i++) |
871 | { | 870 | { |
872 | vert = this.coords[i]; | 871 | vert = coords[i]; |
873 | vert.X *= x; | 872 | vert.X *= x; |
873 | vert.X = (float)Math.Round(vert.X,5); | ||
874 | vert.Y *= y; | 874 | vert.Y *= y; |
875 | this.coords[i] = vert; | 875 | vert.Y = (float)Math.Round(vert.Y,5); |
876 | coords[i] = vert; | ||
876 | } | 877 | } |
878 | |||
879 | if(x == 0f || y == 0f) | ||
880 | faces = new List<Face>(); | ||
877 | } | 881 | } |
878 | 882 | ||
879 | /// <summary> | 883 | /// <summary> |
@@ -881,33 +885,40 @@ namespace PrimMesher | |||
881 | /// </summary> | 885 | /// </summary> |
882 | public void FlipNormals() | 886 | public void FlipNormals() |
883 | { | 887 | { |
888 | int numFaces = faces.Count; | ||
889 | if(numFaces == 0) | ||
890 | return; | ||
891 | |||
884 | int i; | 892 | int i; |
885 | int numFaces = this.faces.Count; | ||
886 | Face tmpFace; | 893 | Face tmpFace; |
887 | int tmp; | 894 | int tmp; |
888 | 895 | ||
889 | for (i = 0; i < numFaces; i++) | 896 | for (i = 0; i < numFaces; i++) |
890 | { | 897 | { |
891 | tmpFace = this.faces[i]; | 898 | tmpFace = faces[i]; |
892 | tmp = tmpFace.v3; | 899 | tmp = tmpFace.v3; |
893 | tmpFace.v3 = tmpFace.v1; | 900 | tmpFace.v3 = tmpFace.v1; |
894 | tmpFace.v1 = tmp; | 901 | tmpFace.v1 = tmp; |
895 | this.faces[i] = tmpFace; | 902 | faces[i] = tmpFace; |
896 | } | 903 | } |
897 | } | 904 | } |
898 | 905 | ||
899 | public void AddValue2FaceVertexIndices(int num) | 906 | public void AddValue2FaceVertexIndices(int num) |
900 | { | 907 | { |
901 | int numFaces = this.faces.Count; | 908 | int numFaces = faces.Count; |
909 | if(numFaces == 0) | ||
910 | return; | ||
911 | |||
902 | Face tmpFace; | 912 | Face tmpFace; |
913 | |||
903 | for (int i = 0; i < numFaces; i++) | 914 | for (int i = 0; i < numFaces; i++) |
904 | { | 915 | { |
905 | tmpFace = this.faces[i]; | 916 | tmpFace = faces[i]; |
906 | tmpFace.v1 += num; | 917 | tmpFace.v1 += num; |
907 | tmpFace.v2 += num; | 918 | tmpFace.v2 += num; |
908 | tmpFace.v3 += num; | 919 | tmpFace.v3 += num; |
909 | 920 | ||
910 | this.faces[i] = tmpFace; | 921 | faces[i] = tmpFace; |
911 | } | 922 | } |
912 | } | 923 | } |
913 | 924 | ||
@@ -919,11 +930,11 @@ namespace PrimMesher | |||
919 | String completePath = System.IO.Path.Combine(path, fileName); | 930 | String completePath = System.IO.Path.Combine(path, fileName); |
920 | StreamWriter sw = new StreamWriter(completePath); | 931 | StreamWriter sw = new StreamWriter(completePath); |
921 | 932 | ||
922 | for (int i = 0; i < this.faces.Count; i++) | 933 | for (int i = 0; i < faces.Count; i++) |
923 | { | 934 | { |
924 | string s = this.coords[this.faces[i].v1].ToString(); | 935 | string s = coords[faces[i].v1].ToString(); |
925 | s += " " + this.coords[this.faces[i].v2].ToString(); | 936 | s += " " + coords[faces[i].v2].ToString(); |
926 | s += " " + this.coords[this.faces[i].v3].ToString(); | 937 | s += " " + coords[faces[i].v3].ToString(); |
927 | 938 | ||
928 | sw.WriteLine(s); | 939 | sw.WriteLine(s); |
929 | } | 940 | } |
@@ -968,20 +979,20 @@ namespace PrimMesher | |||
968 | 979 | ||
969 | public void Create(PathType pathType, int steps) | 980 | public void Create(PathType pathType, int steps) |
970 | { | 981 | { |
971 | if (this.taperX > 0.999f) | 982 | if (taperX > .9999f) |
972 | this.taperX = 0.999f; | 983 | taperX = 1.0f; |
973 | if (this.taperX < -0.999f) | 984 | else if (taperX < -.9999f) |
974 | this.taperX = -0.999f; | 985 | taperX = -1.0f; |
975 | if (this.taperY > 0.999f) | 986 | if (taperY > .9999f) |
976 | this.taperY = 0.999f; | 987 | taperY = 1.0f; |
977 | if (this.taperY < -0.999f) | 988 | else if (taperY < -.9999f) |
978 | this.taperY = -0.999f; | 989 | taperY = -1.0f; |
979 | 990 | ||
980 | if (pathType == PathType.Linear || pathType == PathType.Flexible) | 991 | if (pathType == PathType.Linear || pathType == PathType.Flexible) |
981 | { | 992 | { |
982 | int step = 0; | 993 | int step = 0; |
983 | 994 | ||
984 | float length = this.pathCutEnd - this.pathCutBegin; | 995 | float length = pathCutEnd - pathCutBegin; |
985 | float twistTotal = twistEnd - twistBegin; | 996 | float twistTotal = twistEnd - twistBegin; |
986 | float twistTotalAbs = Math.Abs(twistTotal); | 997 | float twistTotalAbs = Math.Abs(twistTotal); |
987 | if (twistTotalAbs > 0.01f) | 998 | if (twistTotalAbs > 0.01f) |
@@ -990,13 +1001,13 @@ namespace PrimMesher | |||
990 | float start = -0.5f; | 1001 | float start = -0.5f; |
991 | float stepSize = length / (float)steps; | 1002 | float stepSize = length / (float)steps; |
992 | float percentOfPathMultiplier = stepSize * 0.999999f; | 1003 | float percentOfPathMultiplier = stepSize * 0.999999f; |
993 | float xOffset = this.topShearX * this.pathCutBegin; | 1004 | float xOffset = topShearX * pathCutBegin; |
994 | float yOffset = this.topShearY * this.pathCutBegin; | 1005 | float yOffset = topShearY * pathCutBegin; |
995 | float zOffset = start; | 1006 | float zOffset = start; |
996 | float xOffsetStepIncrement = this.topShearX * length / steps; | 1007 | float xOffsetStepIncrement = topShearX * length / steps; |
997 | float yOffsetStepIncrement = this.topShearY * length / steps; | 1008 | float yOffsetStepIncrement = topShearY * length / steps; |
998 | 1009 | ||
999 | float percentOfPath = this.pathCutBegin; | 1010 | float percentOfPath = pathCutBegin; |
1000 | zOffset += percentOfPath; | 1011 | zOffset += percentOfPath; |
1001 | 1012 | ||
1002 | // sanity checks | 1013 | // sanity checks |
@@ -1008,18 +1019,16 @@ namespace PrimMesher | |||
1008 | PathNode newNode = new PathNode(); | 1019 | PathNode newNode = new PathNode(); |
1009 | 1020 | ||
1010 | newNode.xScale = 1.0f; | 1021 | newNode.xScale = 1.0f; |
1011 | if (this.taperX == 0.0f) | 1022 | if (taperX > 0.0f) |
1012 | newNode.xScale = 1.0f; | 1023 | newNode.xScale -= percentOfPath * taperX; |
1013 | else if (this.taperX > 0.0f) | 1024 | else if(taperX < 0.0f) |
1014 | newNode.xScale = 1.0f - percentOfPath * this.taperX; | 1025 | newNode.xScale += (1.0f - percentOfPath) * taperX; |
1015 | else newNode.xScale = 1.0f + (1.0f - percentOfPath) * this.taperX; | ||
1016 | 1026 | ||
1017 | newNode.yScale = 1.0f; | 1027 | newNode.yScale = 1.0f; |
1018 | if (this.taperY == 0.0f) | 1028 | if (taperY > 0.0f) |
1019 | newNode.yScale = 1.0f; | 1029 | newNode.yScale -= percentOfPath * taperY; |
1020 | else if (this.taperY > 0.0f) | 1030 | else if(taperY < 0.0f) |
1021 | newNode.yScale = 1.0f - percentOfPath * this.taperY; | 1031 | newNode.yScale += (1.0f - percentOfPath) * taperY; |
1022 | else newNode.yScale = 1.0f + (1.0f - percentOfPath) * this.taperY; | ||
1023 | 1032 | ||
1024 | float twist = twistBegin + twistTotal * percentOfPath; | 1033 | float twist = twistBegin + twistTotal * percentOfPath; |
1025 | 1034 | ||
@@ -1036,7 +1045,7 @@ namespace PrimMesher | |||
1036 | xOffset += xOffsetStepIncrement; | 1045 | xOffset += xOffsetStepIncrement; |
1037 | yOffset += yOffsetStepIncrement; | 1046 | yOffset += yOffsetStepIncrement; |
1038 | zOffset += stepSize; | 1047 | zOffset += stepSize; |
1039 | if (percentOfPath > this.pathCutEnd) | 1048 | if (percentOfPath > pathCutEnd) |
1040 | done = true; | 1049 | done = true; |
1041 | } | 1050 | } |
1042 | else done = true; | 1051 | else done = true; |
@@ -1059,12 +1068,12 @@ namespace PrimMesher | |||
1059 | steps *= 2; | 1068 | steps *= 2; |
1060 | } | 1069 | } |
1061 | 1070 | ||
1062 | float yPathScale = this.holeSizeY * 0.5f; | 1071 | float yPathScale = holeSizeY * 0.5f; |
1063 | float pathLength = this.pathCutEnd - this.pathCutBegin; | 1072 | float pathLength = pathCutEnd - pathCutBegin; |
1064 | float totalSkew = this.skew * 2.0f * pathLength; | 1073 | float totalSkew = skew * 2.0f * pathLength; |
1065 | float skewStart = this.pathCutBegin * 2.0f * this.skew - this.skew; | 1074 | float skewStart = pathCutBegin * 2.0f * skew - skew; |
1066 | float xOffsetTopShearXFactor = this.topShearX * (0.25f + 0.5f * (0.5f - this.holeSizeY)); | 1075 | float xOffsetTopShearXFactor = topShearX * (0.25f + 0.5f * (0.5f - holeSizeY)); |
1067 | float yShearCompensation = 1.0f + Math.Abs(this.topShearY) * 0.25f; | 1076 | float yShearCompensation = 1.0f + Math.Abs(topShearY) * 0.25f; |
1068 | 1077 | ||
1069 | // It's not quite clear what pushY (Y top shear) does, but subtracting it from the start and end | 1078 | // It's not quite clear what pushY (Y top shear) does, but subtracting it from the start and end |
1070 | // angles appears to approximate it's effects on path cut. Likewise, adding it to the angle used | 1079 | // angles appears to approximate it's effects on path cut. Likewise, adding it to the angle used |
@@ -1074,9 +1083,9 @@ namespace PrimMesher | |||
1074 | // the meshes generated with this technique appear nearly identical in shape to the same prims when | 1083 | // the meshes generated with this technique appear nearly identical in shape to the same prims when |
1075 | // displayed by the viewer. | 1084 | // displayed by the viewer. |
1076 | 1085 | ||
1077 | float startAngle = (twoPi * this.pathCutBegin * this.revolutions) - this.topShearY * 0.9f; | 1086 | float startAngle = (twoPi * pathCutBegin * revolutions) - topShearY * 0.9f; |
1078 | float endAngle = (twoPi * this.pathCutEnd * this.revolutions) - this.topShearY * 0.9f; | 1087 | float endAngle = (twoPi * pathCutEnd * revolutions) - topShearY * 0.9f; |
1079 | float stepSize = twoPi / this.stepsPerRevolution; | 1088 | float stepSize = twoPi / stepsPerRevolution; |
1080 | 1089 | ||
1081 | int step = (int)(startAngle / stepSize); | 1090 | int step = (int)(startAngle / stepSize); |
1082 | float angle = startAngle; | 1091 | float angle = startAngle; |
@@ -1086,30 +1095,30 @@ namespace PrimMesher | |||
1086 | { | 1095 | { |
1087 | PathNode newNode = new PathNode(); | 1096 | PathNode newNode = new PathNode(); |
1088 | 1097 | ||
1089 | float xProfileScale = (1.0f - Math.Abs(this.skew)) * this.holeSizeX; | 1098 | float xProfileScale = (1.0f - Math.Abs(skew)) * holeSizeX; |
1090 | float yProfileScale = this.holeSizeY; | 1099 | float yProfileScale = holeSizeY; |
1091 | 1100 | ||
1092 | float percentOfPath = angle / (twoPi * this.revolutions); | 1101 | float percentOfPath = angle / (twoPi * revolutions); |
1093 | float percentOfAngles = (angle - startAngle) / (endAngle - startAngle); | 1102 | float percentOfAngles = (angle - startAngle) / (endAngle - startAngle); |
1094 | 1103 | ||
1095 | if (this.taperX > 0.01f) | 1104 | if (taperX > 0.01f) |
1096 | xProfileScale *= 1.0f - percentOfPath * this.taperX; | 1105 | xProfileScale *= 1.0f - percentOfPath * taperX; |
1097 | else if (this.taperX < -0.01f) | 1106 | else if (taperX < -0.01f) |
1098 | xProfileScale *= 1.0f + (1.0f - percentOfPath) * this.taperX; | 1107 | xProfileScale *= 1.0f + (1.0f - percentOfPath) * taperX; |
1099 | 1108 | ||
1100 | if (this.taperY > 0.01f) | 1109 | if (taperY > 0.01f) |
1101 | yProfileScale *= 1.0f - percentOfPath * this.taperY; | 1110 | yProfileScale *= 1.0f - percentOfPath * taperY; |
1102 | else if (this.taperY < -0.01f) | 1111 | else if (taperY < -0.01f) |
1103 | yProfileScale *= 1.0f + (1.0f - percentOfPath) * this.taperY; | 1112 | yProfileScale *= 1.0f + (1.0f - percentOfPath) * taperY; |
1104 | 1113 | ||
1105 | newNode.xScale = xProfileScale; | 1114 | newNode.xScale = xProfileScale; |
1106 | newNode.yScale = yProfileScale; | 1115 | newNode.yScale = yProfileScale; |
1107 | 1116 | ||
1108 | float radiusScale = 1.0f; | 1117 | float radiusScale = 1.0f; |
1109 | if (this.radius > 0.001f) | 1118 | if (radius > 0.001f) |
1110 | radiusScale = 1.0f - this.radius * percentOfPath; | 1119 | radiusScale = 1.0f - radius * percentOfPath; |
1111 | else if (this.radius < 0.001f) | 1120 | else if (radius < 0.001f) |
1112 | radiusScale = 1.0f + this.radius * (1.0f - percentOfPath); | 1121 | radiusScale = 1.0f + radius * (1.0f - percentOfPath); |
1113 | 1122 | ||
1114 | float twist = twistBegin + twistTotal * percentOfPath; | 1123 | float twist = twistBegin + twistTotal * percentOfPath; |
1115 | 1124 | ||
@@ -1118,14 +1127,14 @@ namespace PrimMesher | |||
1118 | 1127 | ||
1119 | float yOffset = yShearCompensation * (float)Math.Cos(angle) * (0.5f - yPathScale) * radiusScale; | 1128 | float yOffset = yShearCompensation * (float)Math.Cos(angle) * (0.5f - yPathScale) * radiusScale; |
1120 | 1129 | ||
1121 | float zOffset = (float)Math.Sin(angle + this.topShearY) * (0.5f - yPathScale) * radiusScale; | 1130 | float zOffset = (float)Math.Sin(angle + topShearY) * (0.5f - yPathScale) * radiusScale; |
1122 | 1131 | ||
1123 | newNode.position = new Coord(xOffset, yOffset, zOffset); | 1132 | newNode.position = new Coord(xOffset, yOffset, zOffset); |
1124 | 1133 | ||
1125 | // now orient the rotation of the profile layer relative to it's position on the path | 1134 | // now orient the rotation of the profile layer relative to it's position on the path |
1126 | // adding taperY to the angle used to generate the quat appears to approximate the viewer | 1135 | // adding taperY to the angle used to generate the quat appears to approximate the viewer |
1127 | 1136 | ||
1128 | newNode.rotation = new Quat(new Coord(1.0f, 0.0f, 0.0f), angle + this.topShearY); | 1137 | newNode.rotation = new Quat(new Coord(1.0f, 0.0f, 0.0f), angle + topShearY); |
1129 | 1138 | ||
1130 | // next apply twist rotation to the profile layer | 1139 | // next apply twist rotation to the profile layer |
1131 | if (twistTotal != 0.0f || twistBegin != 0.0f) | 1140 | if (twistTotal != 0.0f || twistBegin != 0.0f) |
@@ -1243,33 +1252,33 @@ namespace PrimMesher | |||
1243 | /// <param name="hollow"></param> | 1252 | /// <param name="hollow"></param> |
1244 | /// <param name="hollowSides"></param> | 1253 | /// <param name="hollowSides"></param> |
1245 | /// <param name="sphereMode"></param> | 1254 | /// <param name="sphereMode"></param> |
1246 | public PrimMesh(int sides, float profileStart, float profileEnd, float hollow, int hollowSides) | 1255 | public PrimMesh(int _sides, float _profileStart, float _profileEnd, float _hollow, int _hollowSides) |
1247 | { | 1256 | { |
1248 | this.coords = new List<Coord>(); | 1257 | coords = new List<Coord>(); |
1249 | this.faces = new List<Face>(); | 1258 | faces = new List<Face>(); |
1250 | 1259 | ||
1251 | this.sides = sides; | 1260 | sides = _sides; |
1252 | this.profileStart = profileStart; | 1261 | profileStart = _profileStart; |
1253 | this.profileEnd = profileEnd; | 1262 | profileEnd = _profileEnd; |
1254 | this.hollow = hollow; | 1263 | hollow = _hollow; |
1255 | this.hollowSides = hollowSides; | 1264 | hollowSides = _hollowSides; |
1256 | 1265 | ||
1257 | if (sides < 3) | 1266 | if (sides < 3) |
1258 | this.sides = 3; | 1267 | sides = 3; |
1259 | if (hollowSides < 3) | 1268 | if (hollowSides < 3) |
1260 | this.hollowSides = 3; | 1269 | hollowSides = 3; |
1261 | if (profileStart < 0.0f) | 1270 | if (profileStart < 0.0f) |
1262 | this.profileStart = 0.0f; | 1271 | profileStart = 0.0f; |
1263 | if (profileEnd > 1.0f) | 1272 | if (profileEnd > 1.0f) |
1264 | this.profileEnd = 1.0f; | 1273 | profileEnd = 1.0f; |
1265 | if (profileEnd < 0.02f) | 1274 | if (profileEnd < 0.02f) |
1266 | this.profileEnd = 0.02f; | 1275 | profileEnd = 0.02f; |
1267 | if (profileStart >= profileEnd) | 1276 | if (profileStart >= profileEnd) |
1268 | this.profileStart = profileEnd - 0.02f; | 1277 | profileStart = profileEnd - 0.02f; |
1269 | if (hollow > 0.99f) | 1278 | if (hollow > 0.99f) |
1270 | this.hollow = 0.99f; | 1279 | hollow = 0.99f; |
1271 | if (hollow < 0.0f) | 1280 | if (hollow < 0.0f) |
1272 | this.hollow = 0.0f; | 1281 | hollow = 0.0f; |
1273 | } | 1282 | } |
1274 | 1283 | ||
1275 | /// <summary> | 1284 | /// <summary> |
@@ -1279,16 +1288,16 @@ namespace PrimMesher | |||
1279 | { | 1288 | { |
1280 | bool needEndFaces = false; | 1289 | bool needEndFaces = false; |
1281 | 1290 | ||
1282 | this.coords = new List<Coord>(); | 1291 | coords = new List<Coord>(); |
1283 | this.faces = new List<Face>(); | 1292 | faces = new List<Face>(); |
1284 | 1293 | ||
1285 | int steps = 1; | 1294 | int steps = 1; |
1286 | 1295 | ||
1287 | float length = this.pathCutEnd - this.pathCutBegin; | 1296 | float length = pathCutEnd - pathCutBegin; |
1288 | 1297 | ||
1289 | this.hasProfileCut = this.profileEnd - this.profileStart < 0.9999f; | 1298 | hasProfileCut = this.profileEnd - this.profileStart < 0.9999f; |
1290 | 1299 | ||
1291 | this.hasHollow = (this.hollow > 0.001f); | 1300 | hasHollow = (this.hollow > 0.001f); |
1292 | 1301 | ||
1293 | float twistBegin = this.twistBegin / 360.0f * twoPi; | 1302 | float twistBegin = this.twistBegin / 360.0f * twoPi; |
1294 | float twistEnd = this.twistEnd / 360.0f * twoPi; | 1303 | float twistEnd = this.twistEnd / 360.0f * twoPi; |
@@ -1298,31 +1307,30 @@ namespace PrimMesher | |||
1298 | steps += (int)(twistTotalAbs * 3.66); // dahlia's magic number | 1307 | steps += (int)(twistTotalAbs * 3.66); // dahlia's magic number |
1299 | 1308 | ||
1300 | float hollow = this.hollow; | 1309 | float hollow = this.hollow; |
1310 | float initialProfileRot = 0.0f; | ||
1301 | 1311 | ||
1302 | if (pathType == PathType.Circular) | 1312 | if (pathType == PathType.Circular) |
1303 | { | 1313 | { |
1304 | needEndFaces = false; | 1314 | needEndFaces = false; |
1305 | if (this.pathCutBegin != 0.0f || this.pathCutEnd != 1.0f) | 1315 | if (pathCutBegin != 0.0f || pathCutEnd != 1.0f) |
1306 | needEndFaces = true; | 1316 | needEndFaces = true; |
1307 | else if (this.taperX != 0.0f || this.taperY != 0.0f) | 1317 | else if (taperX != 0.0f || taperY != 0.0f) |
1308 | needEndFaces = true; | 1318 | needEndFaces = true; |
1309 | else if (this.skew != 0.0f) | 1319 | else if (skew != 0.0f) |
1310 | needEndFaces = true; | 1320 | needEndFaces = true; |
1311 | else if (twistTotal != 0.0f) | 1321 | else if (twistTotal != 0.0f) |
1312 | needEndFaces = true; | 1322 | needEndFaces = true; |
1313 | else if (this.radius != 0.0f) | 1323 | else if (radius != 0.0f) |
1314 | needEndFaces = true; | 1324 | needEndFaces = true; |
1315 | } | 1325 | } |
1316 | else needEndFaces = true; | 1326 | else needEndFaces = true; |
1317 | 1327 | ||
1318 | // sanity checks | ||
1319 | float initialProfileRot = 0.0f; | ||
1320 | if (pathType == PathType.Circular) | 1328 | if (pathType == PathType.Circular) |
1321 | { | 1329 | { |
1322 | if (this.sides == 3) | 1330 | if (sides == 3) |
1323 | { | 1331 | { |
1324 | initialProfileRot = (float)Math.PI; | 1332 | initialProfileRot = (float)Math.PI; |
1325 | if (this.hollowSides == 4) | 1333 | if (hollowSides == 4) |
1326 | { | 1334 | { |
1327 | if (hollow > 0.7f) | 1335 | if (hollow > 0.7f) |
1328 | hollow = 0.7f; | 1336 | hollow = 0.7f; |
@@ -1330,16 +1338,16 @@ namespace PrimMesher | |||
1330 | } | 1338 | } |
1331 | else hollow *= 0.5f; | 1339 | else hollow *= 0.5f; |
1332 | } | 1340 | } |
1333 | else if (this.sides == 4) | 1341 | else if (sides == 4) |
1334 | { | 1342 | { |
1335 | initialProfileRot = 0.25f * (float)Math.PI; | 1343 | initialProfileRot = 0.25f * (float)Math.PI; |
1336 | if (this.hollowSides != 4) | 1344 | if (hollowSides != 4) |
1337 | hollow *= 0.707f; | 1345 | hollow *= 0.707f; |
1338 | } | 1346 | } |
1339 | else if (this.sides > 4) | 1347 | else if (sides > 4) |
1340 | { | 1348 | { |
1341 | initialProfileRot = (float)Math.PI; | 1349 | initialProfileRot = (float)Math.PI; |
1342 | if (this.hollowSides == 4) | 1350 | if (hollowSides == 4) |
1343 | { | 1351 | { |
1344 | if (hollow > 0.7f) | 1352 | if (hollow > 0.7f) |
1345 | hollow = 0.7f; | 1353 | hollow = 0.7f; |
@@ -1349,9 +1357,9 @@ namespace PrimMesher | |||
1349 | } | 1357 | } |
1350 | else | 1358 | else |
1351 | { | 1359 | { |
1352 | if (this.sides == 3) | 1360 | if (sides == 3) |
1353 | { | 1361 | { |
1354 | if (this.hollowSides == 4) | 1362 | if (hollowSides == 4) |
1355 | { | 1363 | { |
1356 | if (hollow > 0.7f) | 1364 | if (hollow > 0.7f) |
1357 | hollow = 0.7f; | 1365 | hollow = 0.7f; |
@@ -1359,29 +1367,27 @@ namespace PrimMesher | |||
1359 | } | 1367 | } |
1360 | else hollow *= 0.5f; | 1368 | else hollow *= 0.5f; |
1361 | } | 1369 | } |
1362 | else if (this.sides == 4) | 1370 | else if (sides == 4) |
1363 | { | 1371 | { |
1364 | initialProfileRot = 1.25f * (float)Math.PI; | 1372 | initialProfileRot = 1.25f * (float)Math.PI; |
1365 | if (this.hollowSides != 4) | 1373 | if (hollowSides != 4) |
1366 | hollow *= 0.707f; | 1374 | hollow *= 0.707f; |
1367 | } | 1375 | } |
1368 | else if (this.sides == 24 && this.hollowSides == 4) | 1376 | else if (sides == 24 && hollowSides == 4) |
1369 | hollow *= 1.414f; | 1377 | hollow *= 1.414f; |
1370 | } | 1378 | } |
1371 | 1379 | ||
1372 | Profile profile = new Profile(this.sides, this.profileStart, this.profileEnd, hollow, this.hollowSides, this.hasProfileCut,true); | 1380 | Profile profile = new Profile(sides, profileStart, profileEnd, hollow, hollowSides, |
1373 | this.errorMessage = profile.errorMessage; | 1381 | HasProfileCut,true); |
1382 | errorMessage = profile.errorMessage; | ||
1374 | 1383 | ||
1375 | this.numPrimFaces = profile.numPrimFaces; | 1384 | numPrimFaces = profile.numPrimFaces; |
1376 | 1385 | ||
1377 | if (initialProfileRot != 0.0f) | 1386 | if (initialProfileRot != 0.0f) |
1378 | { | 1387 | { |
1379 | profile.AddRot(new Quat(new Coord(0.0f, 0.0f, 1.0f), initialProfileRot)); | 1388 | profile.AddRot(new Quat(new Coord(0.0f, 0.0f, 1.0f), initialProfileRot)); |
1380 | } | 1389 | } |
1381 | 1390 | ||
1382 | float thisV = 0.0f; | ||
1383 | float lastV = 0.0f; | ||
1384 | |||
1385 | Path path = new Path(); | 1391 | Path path = new Path(); |
1386 | path.twistBegin = twistBegin; | 1392 | path.twistBegin = twistBegin; |
1387 | path.twistEnd = twistEnd; | 1393 | path.twistEnd = twistEnd; |
@@ -1402,7 +1408,7 @@ namespace PrimMesher | |||
1402 | 1408 | ||
1403 | path.Create(pathType, steps); | 1409 | path.Create(pathType, steps); |
1404 | 1410 | ||
1405 | int lastNode = path.pathNodes.Count -1; | 1411 | int lastNode = path.pathNodes.Count - 1; |
1406 | 1412 | ||
1407 | for (int nodeIndex = 0; nodeIndex < path.pathNodes.Count; nodeIndex++) | 1413 | for (int nodeIndex = 0; nodeIndex < path.pathNodes.Count; nodeIndex++) |
1408 | { | 1414 | { |
@@ -1413,42 +1419,29 @@ namespace PrimMesher | |||
1413 | newLayer.AddRot(node.rotation); | 1419 | newLayer.AddRot(node.rotation); |
1414 | newLayer.AddPos(node.position); | 1420 | newLayer.AddPos(node.position); |
1415 | 1421 | ||
1416 | if (needEndFaces && nodeIndex == 0) | ||
1417 | { | ||
1418 | newLayer.FlipNormals(); | ||
1419 | } // if (nodeIndex == 0) | ||
1420 | |||
1421 | // append this layer | 1422 | // append this layer |
1423 | int coordsStart = coords.Count; | ||
1424 | coords.AddRange(newLayer.coords); | ||
1422 | 1425 | ||
1423 | int coordsLen = this.coords.Count; | 1426 | if (needEndFaces && nodeIndex == 0 && newLayer.faces.Count > 0) |
1424 | newLayer.AddValue2FaceVertexIndices(coordsLen); | ||
1425 | |||
1426 | this.coords.AddRange(newLayer.coords); | ||
1427 | |||
1428 | if (needEndFaces) | ||
1429 | { | 1427 | { |
1430 | if (nodeIndex == 0) | 1428 | newLayer.AddValue2FaceVertexIndices(coordsStart); |
1431 | this.faces.AddRange(newLayer.faces); | 1429 | newLayer.FlipNormals(); |
1432 | else if (nodeIndex == lastNode) | 1430 | faces.AddRange(newLayer.faces); |
1433 | { | ||
1434 | if (node.xScale > 1e-6 && node.yScale > 1e-6) | ||
1435 | this.faces.AddRange(newLayer.faces); | ||
1436 | } | ||
1437 | } | 1431 | } |
1438 | 1432 | ||
1439 | // fill faces between layers | 1433 | // fill faces between layers |
1440 | 1434 | ||
1435 | List<Face> linkfaces = new List<Face>(); | ||
1441 | int numVerts = newLayer.coords.Count; | 1436 | int numVerts = newLayer.coords.Count; |
1442 | Face newFace1 = new Face(); | 1437 | Face newFace1 = new Face(); |
1443 | Face newFace2 = new Face(); | 1438 | Face newFace2 = new Face(); |
1444 | 1439 | ||
1445 | thisV = 1.0f - node.percentOfPath; | ||
1446 | |||
1447 | if (nodeIndex > 0) | 1440 | if (nodeIndex > 0) |
1448 | { | 1441 | { |
1449 | int startVert = coordsLen; | 1442 | int startVert = coordsStart; |
1450 | int endVert = this.coords.Count; | 1443 | int endVert = coords.Count; |
1451 | if (!this.hasProfileCut) | 1444 | if (!hasProfileCut) |
1452 | { | 1445 | { |
1453 | if(numVerts > 5 && !hasHollow) | 1446 | if(numVerts > 5 && !hasHollow) |
1454 | startVert++; | 1447 | startVert++; |
@@ -1458,26 +1451,26 @@ namespace PrimMesher | |||
1458 | newFace1.v1 = i; | 1451 | newFace1.v1 = i; |
1459 | newFace1.v2 = i - numVerts; | 1452 | newFace1.v2 = i - numVerts; |
1460 | newFace1.v3 = i + 1; | 1453 | newFace1.v3 = i + 1; |
1461 | this.faces.Add(newFace1); | 1454 | linkfaces.Add(newFace1); |
1462 | 1455 | ||
1463 | newFace2.v1 = i + 1; | 1456 | newFace2.v1 = i + 1; |
1464 | newFace2.v2 = i - numVerts; | 1457 | newFace2.v2 = i - numVerts; |
1465 | newFace2.v3 = i + 1 - numVerts; | 1458 | newFace2.v3 = i + 1 - numVerts; |
1466 | this.faces.Add(newFace2); | 1459 | linkfaces.Add(newFace2); |
1467 | i++; | 1460 | i++; |
1468 | } | 1461 | } |
1469 | 1462 | ||
1470 | newFace1.v1 = i; | 1463 | newFace1.v1 = i; |
1471 | newFace1.v2 = i - numVerts; | 1464 | newFace1.v2 = i - numVerts; |
1472 | newFace1.v3 = startVert; | 1465 | newFace1.v3 = startVert; |
1473 | this.faces.Add(newFace1); | 1466 | linkfaces.Add(newFace1); |
1474 | 1467 | ||
1475 | newFace2.v1 = startVert; | 1468 | newFace2.v1 = startVert; |
1476 | newFace2.v2 = i - numVerts; | 1469 | newFace2.v2 = i - numVerts; |
1477 | newFace2.v3 = startVert - numVerts; | 1470 | newFace2.v3 = startVert - numVerts; |
1478 | this.faces.Add(newFace2); | 1471 | linkfaces.Add(newFace2); |
1479 | 1472 | ||
1480 | if (this.hasHollow) | 1473 | if (hasHollow) |
1481 | { | 1474 | { |
1482 | startVert = ++i; | 1475 | startVert = ++i; |
1483 | for (int l = 0; l < profile.numHollowVerts - 1; l++) | 1476 | for (int l = 0; l < profile.numHollowVerts - 1; l++) |
@@ -1485,27 +1478,25 @@ namespace PrimMesher | |||
1485 | newFace1.v1 = i; | 1478 | newFace1.v1 = i; |
1486 | newFace1.v2 = i - numVerts; | 1479 | newFace1.v2 = i - numVerts; |
1487 | newFace1.v3 = i + 1; | 1480 | newFace1.v3 = i + 1; |
1488 | this.faces.Add(newFace1); | 1481 | linkfaces.Add(newFace1); |
1489 | 1482 | ||
1490 | newFace2.v1 = i + 1; | 1483 | newFace2.v1 = i + 1; |
1491 | newFace2.v2 = i - numVerts; | 1484 | newFace2.v2 = i - numVerts; |
1492 | newFace2.v3 = i + 1 - numVerts; | 1485 | newFace2.v3 = i + 1 - numVerts; |
1493 | this.faces.Add(newFace2); | 1486 | linkfaces.Add(newFace2); |
1494 | i++; | 1487 | i++; |
1495 | } | 1488 | } |
1496 | 1489 | ||
1497 | newFace1.v1 = i; | 1490 | newFace1.v1 = i; |
1498 | newFace1.v2 = i - numVerts; | 1491 | newFace1.v2 = i - numVerts; |
1499 | newFace1.v3 = startVert; | 1492 | newFace1.v3 = startVert; |
1500 | this.faces.Add(newFace1); | 1493 | linkfaces.Add(newFace1); |
1501 | 1494 | ||
1502 | newFace2.v1 = startVert; | 1495 | newFace2.v1 = startVert; |
1503 | newFace2.v2 = i - numVerts; | 1496 | newFace2.v2 = i - numVerts; |
1504 | newFace2.v3 = startVert - numVerts; | 1497 | newFace2.v3 = startVert - numVerts; |
1505 | this.faces.Add(newFace2); | 1498 | linkfaces.Add(newFace2); |
1506 | } | 1499 | } |
1507 | |||
1508 | |||
1509 | } | 1500 | } |
1510 | else | 1501 | else |
1511 | { | 1502 | { |
@@ -1518,21 +1509,27 @@ namespace PrimMesher | |||
1518 | newFace1.v1 = i; | 1509 | newFace1.v1 = i; |
1519 | newFace1.v2 = i - numVerts; | 1510 | newFace1.v2 = i - numVerts; |
1520 | newFace1.v3 = iNext; | 1511 | newFace1.v3 = iNext; |
1521 | this.faces.Add(newFace1); | 1512 | linkfaces.Add(newFace1); |
1522 | 1513 | ||
1523 | newFace2.v1 = iNext; | 1514 | newFace2.v1 = iNext; |
1524 | newFace2.v2 = i - numVerts; | 1515 | newFace2.v2 = i - numVerts; |
1525 | newFace2.v3 = iNext - numVerts; | 1516 | newFace2.v3 = iNext - numVerts; |
1526 | this.faces.Add(newFace2); | 1517 | linkfaces.Add(newFace2); |
1527 | |||
1528 | } | 1518 | } |
1529 | } | 1519 | } |
1530 | } | 1520 | } |
1531 | 1521 | ||
1532 | lastV = thisV; | 1522 | if(linkfaces.Count > 0) |
1523 | faces.AddRange(linkfaces); | ||
1533 | 1524 | ||
1534 | } // for (int nodeIndex = 0; nodeIndex < path.pathNodes.Count; nodeIndex++) | 1525 | if (needEndFaces && nodeIndex == lastNode && newLayer.faces.Count > 0) |
1526 | { | ||
1527 | newLayer.AddValue2FaceVertexIndices(coordsStart); | ||
1528 | faces.AddRange(newLayer.faces); | ||
1529 | } | ||
1535 | 1530 | ||
1531 | } // for (int nodeIndex = 0; nodeIndex < path.pathNodes.Count; nodeIndex++) | ||
1532 | // more cleanup will be done at Meshmerizer.cs | ||
1536 | } | 1533 | } |
1537 | 1534 | ||
1538 | 1535 | ||
@@ -1543,7 +1540,7 @@ namespace PrimMesher | |||
1543 | /// | 1540 | /// |
1544 | public void ExtrudeLinear() | 1541 | public void ExtrudeLinear() |
1545 | { | 1542 | { |
1546 | this.Extrude(PathType.Linear); | 1543 | Extrude(PathType.Linear); |
1547 | } | 1544 | } |
1548 | 1545 | ||
1549 | 1546 | ||
@@ -1554,7 +1551,7 @@ namespace PrimMesher | |||
1554 | /// | 1551 | /// |
1555 | public void ExtrudeCircular() | 1552 | public void ExtrudeCircular() |
1556 | { | 1553 | { |
1557 | this.Extrude(PathType.Circular); | 1554 | Extrude(PathType.Circular); |
1558 | } | 1555 | } |
1559 | 1556 | ||
1560 | 1557 | ||