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author | Dahlia Trimble | 2008-08-24 01:23:04 +0000 |
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committer | Dahlia Trimble | 2008-08-24 01:23:04 +0000 |
commit | 29407a43f5a544c9b540ddd29c3e6111ff9c6427 (patch) | |
tree | 902d5ef9492896e645b29d929b43da43513106ef /OpenSim | |
parent | Implements 80% of object buy (prim vendor). You can't buy the object yet, (diff) | |
download | opensim-SC-29407a43f5a544c9b540ddd29c3e6111ff9c6427.zip opensim-SC-29407a43f5a544c9b540ddd29c3e6111ff9c6427.tar.gz opensim-SC-29407a43f5a544c9b540ddd29c3e6111ff9c6427.tar.bz2 opensim-SC-29407a43f5a544c9b540ddd29c3e6111ff9c6427.tar.xz |
more progress on new meshing routines
Diffstat (limited to 'OpenSim')
-rw-r--r-- | OpenSim/Region/Physics/Meshing/PrimMesher.cs | 215 |
1 files changed, 189 insertions, 26 deletions
diff --git a/OpenSim/Region/Physics/Meshing/PrimMesher.cs b/OpenSim/Region/Physics/Meshing/PrimMesher.cs index 8679f65..d7621d3 100644 --- a/OpenSim/Region/Physics/Meshing/PrimMesher.cs +++ b/OpenSim/Region/Physics/Meshing/PrimMesher.cs | |||
@@ -151,26 +151,20 @@ namespace OpenSim.Region.Physics.Meshing | |||
151 | internal class makeProfile | 151 | internal class makeProfile |
152 | { | 152 | { |
153 | private float twoPi = 2.0f * (float)Math.PI; | 153 | private float twoPi = 2.0f * (float)Math.PI; |
154 | |||
154 | internal List<vertex> coords; | 155 | internal List<vertex> coords; |
155 | internal List<vertex> hollowCoords; | ||
156 | internal List<face> faces; | 156 | internal List<face> faces; |
157 | 157 | ||
158 | internal int sides = 4; | 158 | internal makeProfile(int sides, float profileStart, float profileEnd, float hollow, int hollowSides) |
159 | internal int hollowSides = 7; | ||
160 | internal vertex center = new vertex(0.0f, 0.0f, 0.0f); | ||
161 | |||
162 | makeProfile(int sides, float profileStart, float profileEnd, float hollow, int hollowSides) | ||
163 | { | 159 | { |
164 | coords = new List<vertex>(); | 160 | this.coords = new List<vertex>(); |
165 | hollowCoords = new List<vertex>(); | 161 | List<vertex> hollowCoords = new List<vertex>(); |
166 | faces = new List<face>(); | 162 | this.faces = new List<face>(); |
163 | vertex center = new vertex(0.0f, 0.0f, 0.0f); | ||
167 | 164 | ||
168 | AngleList angles = new AngleList(); | 165 | AngleList angles = new AngleList(); |
169 | AngleList hollowAngles = new AngleList(); | 166 | AngleList hollowAngles = new AngleList(); |
170 | 167 | ||
171 | this.sides = sides; | ||
172 | this.hollowSides = hollowSides; | ||
173 | |||
174 | float xScale = 0.5f; | 168 | float xScale = 0.5f; |
175 | float yScale = 0.5f; | 169 | float yScale = 0.5f; |
176 | if (sides == 4) // corners of a square are sqrt(2) from center | 170 | if (sides == 4) // corners of a square are sqrt(2) from center |
@@ -181,18 +175,18 @@ namespace OpenSim.Region.Physics.Meshing | |||
181 | 175 | ||
182 | float startAngle = profileStart * twoPi; | 176 | float startAngle = profileStart * twoPi; |
183 | float stopAngle = profileEnd * twoPi; | 177 | float stopAngle = profileEnd * twoPi; |
184 | float stepSize = twoPi / this.sides; | 178 | float stepSize = twoPi / sides; |
185 | 179 | ||
186 | angles.makeAngles(this.sides, startAngle, stopAngle); | 180 | angles.makeAngles(sides, startAngle, stopAngle); |
187 | 181 | ||
188 | if (hollow > 0.001f) | 182 | if (hollow > 0.001f) |
189 | { | 183 | { |
190 | if (this.sides == this.hollowSides) | 184 | if (sides == hollowSides) |
191 | hollowAngles = angles; | 185 | hollowAngles = angles; |
192 | else | 186 | else |
193 | { | 187 | { |
194 | hollowAngles = new AngleList(); | 188 | hollowAngles = new AngleList(); |
195 | hollowAngles.makeAngles(this.hollowSides, startAngle, stopAngle); | 189 | hollowAngles.makeAngles(hollowSides, startAngle, stopAngle); |
196 | } | 190 | } |
197 | } | 191 | } |
198 | else | 192 | else |
@@ -201,7 +195,7 @@ namespace OpenSim.Region.Physics.Meshing | |||
201 | Angle angle; | 195 | Angle angle; |
202 | vertex newVert = new vertex(); | 196 | vertex newVert = new vertex(); |
203 | 197 | ||
204 | if ( hollow > 0.001f && this.hollowSides != this.sides) | 198 | if (hollow > 0.001f && hollowSides != sides) |
205 | { | 199 | { |
206 | int numHollowAngles = hollowAngles.angles.Count; | 200 | int numHollowAngles = hollowAngles.angles.Count; |
207 | for (int i = 0; i < numHollowAngles; i++) | 201 | for (int i = 0; i < numHollowAngles; i++) |
@@ -210,25 +204,194 @@ namespace OpenSim.Region.Physics.Meshing | |||
210 | newVert.X = hollow * xScale * angle.X; | 204 | newVert.X = hollow * xScale * angle.X; |
211 | newVert.Y = hollow * yScale * angle.Y; | 205 | newVert.Y = hollow * yScale * angle.Y; |
212 | newVert.Z = 0.0f; | 206 | newVert.Z = 0.0f; |
213 | this.hollowCoords.Add(newVert); | 207 | |
208 | hollowCoords.Add(newVert); | ||
214 | } | 209 | } |
215 | } | 210 | } |
216 | 211 | ||
217 | int numAngles = angles.angles.Count; | 212 | int numAngles = angles.angles.Count; |
218 | for (int i = 0; i < numAngles; i++) | 213 | int index; |
214 | for (index = 0; index < numAngles; index++) | ||
219 | { | 215 | { |
220 | angle = angles.angles[i]; | 216 | angle = angles.angles[index]; |
221 | newVert.X = angle.X * xScale; | 217 | newVert.X = angle.X * xScale; |
222 | newVert.Y = angle.Y * yScale; | 218 | newVert.Y = angle.Y * yScale; |
223 | newVert.Z = 0.0f; | 219 | newVert.Z = 0.0f; |
224 | this.coords.Add(newVert); | 220 | this.coords.Add(newVert); |
221 | |||
222 | if (hollow > 0.0f) | ||
223 | { | ||
224 | newVert.X = angle.X *= hollow; | ||
225 | newVert.Y = angle.Y *= hollow; | ||
226 | newVert.Z = 0.0f; | ||
227 | hollowCoords.Add(newVert); | ||
228 | } | ||
229 | else if (angle.angle > 0.0001f) | ||
230 | { | ||
231 | face newFace = new face(); | ||
232 | newFace.v1 = 0; | ||
233 | newFace.v2 = index; | ||
234 | newFace.v3 = index; | ||
235 | this.faces.Add(newFace); | ||
236 | } | ||
225 | } | 237 | } |
226 | |||
227 | /* | ||
228 | continue at python source line 174 | ||
229 | |||
230 | */ | ||
231 | 238 | ||
239 | if (hollow > 0.0) | ||
240 | { | ||
241 | hollowCoords.Reverse(); | ||
242 | |||
243 | int numOuterVerts = this.coords.Count; | ||
244 | int numHollowVerts = hollowCoords.Count; | ||
245 | int numTotalVerts = numOuterVerts + numHollowVerts; | ||
246 | |||
247 | if (numOuterVerts == numHollowVerts) | ||
248 | { | ||
249 | face newFace = new face(); | ||
250 | |||
251 | for (int coordIndex = 0; coordIndex < numOuterVerts - 1; coordIndex++) | ||
252 | { | ||
253 | newFace.v1 = coordIndex; | ||
254 | newFace.v2 = coordIndex + 1; | ||
255 | newFace.v3 = numTotalVerts - coordIndex - 1; | ||
256 | |||
257 | this.faces.Add(newFace); | ||
258 | |||
259 | newFace.v1 = coordIndex + 1; | ||
260 | newFace.v2 = numTotalVerts - coordIndex - 2; | ||
261 | newFace.v3 = numTotalVerts - coordIndex - 1; | ||
262 | |||
263 | this.faces.Add(newFace); | ||
264 | } | ||
265 | } | ||
266 | |||
267 | else | ||
268 | { | ||
269 | if (numOuterVerts < numHollowVerts) | ||
270 | { | ||
271 | face newFace = new face(); | ||
272 | int j = 0; // j is the index for outer vertices | ||
273 | int maxJ = numOuterVerts - 1; | ||
274 | for (int i = 0; i < numHollowVerts; i++) // i is the index for inner vertices | ||
275 | { | ||
276 | if (j < maxJ) | ||
277 | if (angles.angles[j + 1].angle - hollowAngles.angles[i].angle <= hollowAngles.angles[i].angle - angles.angles[j].angle) | ||
278 | { | ||
279 | newFace.v1 = numTotalVerts - i - 2; | ||
280 | newFace.v2 = j; | ||
281 | newFace.v3 = j + 1; | ||
282 | |||
283 | this.faces.Add(newFace); | ||
284 | j += 1; | ||
285 | } | ||
286 | |||
287 | newFace.v1 = j; | ||
288 | newFace.v2 = numTotalVerts - i - 2; | ||
289 | newFace.v3 = numTotalVerts - i - 1; | ||
290 | |||
291 | this.faces.Add(newFace); | ||
292 | } | ||
293 | } | ||
294 | else // numHollowVerts < numOuterVerts | ||
295 | { | ||
296 | face newFace = new face(); | ||
297 | int j = 0; // j is the index for inner vertices | ||
298 | int maxJ = numHollowVerts - 1; | ||
299 | for (int i = 0; i < numOuterVerts; i++) | ||
300 | { | ||
301 | if (j < maxJ) | ||
302 | if (hollowAngles.angles[j + 1].angle - angles.angles[i].angle <= angles.angles[i].angle - hollowAngles.angles[j].angle) | ||
303 | { | ||
304 | newFace.v1 = i; | ||
305 | newFace.v2 = numTotalVerts - j - 2; | ||
306 | newFace.v3 = numTotalVerts - j - 1; | ||
307 | |||
308 | this.faces.Add(newFace); | ||
309 | j += 1; | ||
310 | } | ||
311 | |||
312 | newFace.v1 = numTotalVerts - j - 1; | ||
313 | newFace.v2 = i; | ||
314 | newFace.v3 = i + 1; | ||
315 | |||
316 | this.faces.Add(newFace); | ||
317 | } | ||
318 | } | ||
319 | |||
320 | } | ||
321 | |||
322 | this.coords.AddRange(hollowCoords); | ||
323 | } | ||
324 | } | ||
325 | |||
326 | internal void addPos(vertex v) | ||
327 | { | ||
328 | this.addPos(v.X, v.Y, v.Z); | ||
329 | } | ||
330 | |||
331 | internal void addPos(float x, float y, float z) | ||
332 | { | ||
333 | int i; | ||
334 | int numVerts = this.coords.Count; | ||
335 | vertex vert; | ||
336 | |||
337 | for (i = 0; i < numVerts; i++) | ||
338 | { | ||
339 | vert = this.coords[i]; | ||
340 | vert.X += x; | ||
341 | vert.Y += y; | ||
342 | vert.Z += z; | ||
343 | } | ||
344 | } | ||
345 | |||
346 | internal void addRot(Quaternion q) | ||
347 | { | ||
348 | int i; | ||
349 | int numVerts = this.coords.Count; | ||
350 | vertex vert; | ||
351 | |||
352 | for (i = 0; i < numVerts; i++) | ||
353 | { | ||
354 | vert = this.coords[i]; | ||
355 | Vertex v = new Vertex(vert.X, vert.Y, vert.Z); | ||
356 | |||
357 | v = v * q; | ||
358 | |||
359 | vert.X = v.X; | ||
360 | vert.Y = v.Y; | ||
361 | vert.Z = v.Z; | ||
362 | } | ||
363 | } | ||
364 | |||
365 | internal void scale(float x, float y, float z) | ||
366 | { | ||
367 | int i; | ||
368 | int numVerts = this.coords.Count; | ||
369 | vertex vert; | ||
370 | |||
371 | for (i = 0; i < numVerts; i++) | ||
372 | { | ||
373 | vert = this.coords[i]; | ||
374 | |||
375 | vert.X *= x; | ||
376 | vert.Y *= y; | ||
377 | vert.Z *= z; | ||
378 | } | ||
379 | } | ||
380 | |||
381 | internal void flipNormals() | ||
382 | { | ||
383 | int i; | ||
384 | int numFaces = this.faces.Count; | ||
385 | face tmpFace; | ||
386 | int tmp; | ||
387 | |||
388 | for (i = 0; i < numFaces; i++) | ||
389 | { | ||
390 | tmpFace = this.faces[i]; | ||
391 | tmp = tmpFace.v3; | ||
392 | tmpFace.v3 = tmpFace.v1; | ||
393 | tmpFace.v1 = tmp; | ||
394 | } | ||
232 | } | 395 | } |
233 | } | 396 | } |
234 | 397 | ||