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-rw-r--r-- | OpenSim/Region/Physics/UbitMeshing/PrimMesher.cs | 2284 |
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diff --git a/OpenSim/Region/Physics/UbitMeshing/PrimMesher.cs b/OpenSim/Region/Physics/UbitMeshing/PrimMesher.cs new file mode 100644 index 0000000..53022ad --- /dev/null +++ b/OpenSim/Region/Physics/UbitMeshing/PrimMesher.cs | |||
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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 OpenSimulator 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 static Quat operator *(Quat q1, Quat q2) | ||
101 | { | ||
102 | float x = q1.W * q2.X + q1.X * q2.W + q1.Y * q2.Z - q1.Z * q2.Y; | ||
103 | float y = q1.W * q2.Y - q1.X * q2.Z + q1.Y * q2.W + q1.Z * q2.X; | ||
104 | float z = q1.W * q2.Z + q1.X * q2.Y - q1.Y * q2.X + q1.Z * q2.W; | ||
105 | float w = q1.W * q2.W - q1.X * q2.X - q1.Y * q2.Y - q1.Z * q2.Z; | ||
106 | return new Quat(x, y, z, w); | ||
107 | } | ||
108 | |||
109 | public override string ToString() | ||
110 | { | ||
111 | return "< X: " + this.X.ToString() + ", Y: " + this.Y.ToString() + ", Z: " + this.Z.ToString() + ", W: " + this.W.ToString() + ">"; | ||
112 | } | ||
113 | } | ||
114 | |||
115 | public struct Coord | ||
116 | { | ||
117 | public float X; | ||
118 | public float Y; | ||
119 | public float Z; | ||
120 | |||
121 | public Coord(float x, float y, float z) | ||
122 | { | ||
123 | this.X = x; | ||
124 | this.Y = y; | ||
125 | this.Z = z; | ||
126 | } | ||
127 | |||
128 | public float Length() | ||
129 | { | ||
130 | return (float)Math.Sqrt(this.X * this.X + this.Y * this.Y + this.Z * this.Z); | ||
131 | } | ||
132 | |||
133 | public Coord Invert() | ||
134 | { | ||
135 | this.X = -this.X; | ||
136 | this.Y = -this.Y; | ||
137 | this.Z = -this.Z; | ||
138 | |||
139 | return this; | ||
140 | } | ||
141 | |||
142 | public Coord Normalize() | ||
143 | { | ||
144 | const float MAG_THRESHOLD = 0.0000001f; | ||
145 | float mag = Length(); | ||
146 | |||
147 | // Catch very small rounding errors when normalizing | ||
148 | if (mag > MAG_THRESHOLD) | ||
149 | { | ||
150 | float oomag = 1.0f / mag; | ||
151 | this.X *= oomag; | ||
152 | this.Y *= oomag; | ||
153 | this.Z *= oomag; | ||
154 | } | ||
155 | else | ||
156 | { | ||
157 | this.X = 0.0f; | ||
158 | this.Y = 0.0f; | ||
159 | this.Z = 0.0f; | ||
160 | } | ||
161 | |||
162 | return this; | ||
163 | } | ||
164 | |||
165 | public override string ToString() | ||
166 | { | ||
167 | return this.X.ToString() + " " + this.Y.ToString() + " " + this.Z.ToString(); | ||
168 | } | ||
169 | |||
170 | public static Coord Cross(Coord c1, Coord c2) | ||
171 | { | ||
172 | return new Coord( | ||
173 | c1.Y * c2.Z - c2.Y * c1.Z, | ||
174 | c1.Z * c2.X - c2.Z * c1.X, | ||
175 | c1.X * c2.Y - c2.X * c1.Y | ||
176 | ); | ||
177 | } | ||
178 | |||
179 | public static Coord operator +(Coord v, Coord a) | ||
180 | { | ||
181 | return new Coord(v.X + a.X, v.Y + a.Y, v.Z + a.Z); | ||
182 | } | ||
183 | |||
184 | public static Coord operator *(Coord v, Coord m) | ||
185 | { | ||
186 | return new Coord(v.X * m.X, v.Y * m.Y, v.Z * m.Z); | ||
187 | } | ||
188 | |||
189 | public static Coord operator *(Coord v, Quat q) | ||
190 | { | ||
191 | // From http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/transforms/ | ||
192 | |||
193 | Coord c2 = new Coord(0.0f, 0.0f, 0.0f); | ||
194 | |||
195 | c2.X = q.W * q.W * v.X + | ||
196 | 2f * q.Y * q.W * v.Z - | ||
197 | 2f * q.Z * q.W * v.Y + | ||
198 | q.X * q.X * v.X + | ||
199 | 2f * q.Y * q.X * v.Y + | ||
200 | 2f * q.Z * q.X * v.Z - | ||
201 | q.Z * q.Z * v.X - | ||
202 | q.Y * q.Y * v.X; | ||
203 | |||
204 | c2.Y = | ||
205 | 2f * q.X * q.Y * v.X + | ||
206 | q.Y * q.Y * v.Y + | ||
207 | 2f * q.Z * q.Y * v.Z + | ||
208 | 2f * q.W * q.Z * v.X - | ||
209 | q.Z * q.Z * v.Y + | ||
210 | q.W * q.W * v.Y - | ||
211 | 2f * q.X * q.W * v.Z - | ||
212 | q.X * q.X * v.Y; | ||
213 | |||
214 | c2.Z = | ||
215 | 2f * q.X * q.Z * v.X + | ||
216 | 2f * q.Y * q.Z * v.Y + | ||
217 | q.Z * q.Z * v.Z - | ||
218 | 2f * q.W * q.Y * v.X - | ||
219 | q.Y * q.Y * v.Z + | ||
220 | 2f * q.W * q.X * v.Y - | ||
221 | q.X * q.X * v.Z + | ||
222 | q.W * q.W * v.Z; | ||
223 | |||
224 | return c2; | ||
225 | } | ||
226 | } | ||
227 | |||
228 | public struct UVCoord | ||
229 | { | ||
230 | public float U; | ||
231 | public float V; | ||
232 | |||
233 | |||
234 | public UVCoord(float u, float v) | ||
235 | { | ||
236 | this.U = u; | ||
237 | this.V = v; | ||
238 | } | ||
239 | } | ||
240 | |||
241 | public struct Face | ||
242 | { | ||
243 | public int primFace; | ||
244 | |||
245 | // vertices | ||
246 | public int v1; | ||
247 | public int v2; | ||
248 | public int v3; | ||
249 | |||
250 | //normals | ||
251 | public int n1; | ||
252 | public int n2; | ||
253 | public int n3; | ||
254 | |||
255 | // uvs | ||
256 | public int uv1; | ||
257 | public int uv2; | ||
258 | public int uv3; | ||
259 | |||
260 | public Face(int v1, int v2, int v3) | ||
261 | { | ||
262 | primFace = 0; | ||
263 | |||
264 | this.v1 = v1; | ||
265 | this.v2 = v2; | ||
266 | this.v3 = v3; | ||
267 | |||
268 | this.n1 = 0; | ||
269 | this.n2 = 0; | ||
270 | this.n3 = 0; | ||
271 | |||
272 | this.uv1 = 0; | ||
273 | this.uv2 = 0; | ||
274 | this.uv3 = 0; | ||
275 | |||
276 | } | ||
277 | |||
278 | public Face(int v1, int v2, int v3, int n1, int n2, int n3) | ||
279 | { | ||
280 | primFace = 0; | ||
281 | |||
282 | this.v1 = v1; | ||
283 | this.v2 = v2; | ||
284 | this.v3 = v3; | ||
285 | |||
286 | this.n1 = n1; | ||
287 | this.n2 = n2; | ||
288 | this.n3 = n3; | ||
289 | |||
290 | this.uv1 = 0; | ||
291 | this.uv2 = 0; | ||
292 | this.uv3 = 0; | ||
293 | } | ||
294 | |||
295 | public Coord SurfaceNormal(List<Coord> coordList) | ||
296 | { | ||
297 | Coord c1 = coordList[this.v1]; | ||
298 | Coord c2 = coordList[this.v2]; | ||
299 | Coord c3 = coordList[this.v3]; | ||
300 | |||
301 | Coord edge1 = new Coord(c2.X - c1.X, c2.Y - c1.Y, c2.Z - c1.Z); | ||
302 | Coord edge2 = new Coord(c3.X - c1.X, c3.Y - c1.Y, c3.Z - c1.Z); | ||
303 | |||
304 | return Coord.Cross(edge1, edge2).Normalize(); | ||
305 | } | ||
306 | } | ||
307 | |||
308 | public struct ViewerFace | ||
309 | { | ||
310 | public int primFaceNumber; | ||
311 | |||
312 | public Coord v1; | ||
313 | public Coord v2; | ||
314 | public Coord v3; | ||
315 | |||
316 | public int coordIndex1; | ||
317 | public int coordIndex2; | ||
318 | public int coordIndex3; | ||
319 | |||
320 | public Coord n1; | ||
321 | public Coord n2; | ||
322 | public Coord n3; | ||
323 | |||
324 | public UVCoord uv1; | ||
325 | public UVCoord uv2; | ||
326 | public UVCoord uv3; | ||
327 | |||
328 | public ViewerFace(int primFaceNumber) | ||
329 | { | ||
330 | this.primFaceNumber = primFaceNumber; | ||
331 | |||
332 | this.v1 = new Coord(); | ||
333 | this.v2 = new Coord(); | ||
334 | this.v3 = new Coord(); | ||
335 | |||
336 | this.coordIndex1 = this.coordIndex2 = this.coordIndex3 = -1; // -1 means not assigned yet | ||
337 | |||
338 | this.n1 = new Coord(); | ||
339 | this.n2 = new Coord(); | ||
340 | this.n3 = new Coord(); | ||
341 | |||
342 | this.uv1 = new UVCoord(); | ||
343 | this.uv2 = new UVCoord(); | ||
344 | this.uv3 = new UVCoord(); | ||
345 | } | ||
346 | |||
347 | public void Scale(float x, float y, float z) | ||
348 | { | ||
349 | this.v1.X *= x; | ||
350 | this.v1.Y *= y; | ||
351 | this.v1.Z *= z; | ||
352 | |||
353 | this.v2.X *= x; | ||
354 | this.v2.Y *= y; | ||
355 | this.v2.Z *= z; | ||
356 | |||
357 | this.v3.X *= x; | ||
358 | this.v3.Y *= y; | ||
359 | this.v3.Z *= z; | ||
360 | } | ||
361 | |||
362 | public void AddPos(float x, float y, float z) | ||
363 | { | ||
364 | this.v1.X += x; | ||
365 | this.v2.X += x; | ||
366 | this.v3.X += x; | ||
367 | |||
368 | this.v1.Y += y; | ||
369 | this.v2.Y += y; | ||
370 | this.v3.Y += y; | ||
371 | |||
372 | this.v1.Z += z; | ||
373 | this.v2.Z += z; | ||
374 | this.v3.Z += z; | ||
375 | } | ||
376 | |||
377 | public void AddRot(Quat q) | ||
378 | { | ||
379 | this.v1 *= q; | ||
380 | this.v2 *= q; | ||
381 | this.v3 *= q; | ||
382 | |||
383 | this.n1 *= q; | ||
384 | this.n2 *= q; | ||
385 | this.n3 *= q; | ||
386 | } | ||
387 | |||
388 | public void CalcSurfaceNormal() | ||
389 | { | ||
390 | |||
391 | Coord edge1 = new Coord(this.v2.X - this.v1.X, this.v2.Y - this.v1.Y, this.v2.Z - this.v1.Z); | ||
392 | Coord edge2 = new Coord(this.v3.X - this.v1.X, this.v3.Y - this.v1.Y, this.v3.Z - this.v1.Z); | ||
393 | |||
394 | this.n1 = this.n2 = this.n3 = Coord.Cross(edge1, edge2).Normalize(); | ||
395 | } | ||
396 | } | ||
397 | |||
398 | internal struct Angle | ||
399 | { | ||
400 | internal float angle; | ||
401 | internal float X; | ||
402 | internal float Y; | ||
403 | |||
404 | internal Angle(float angle, float x, float y) | ||
405 | { | ||
406 | this.angle = angle; | ||
407 | this.X = x; | ||
408 | this.Y = y; | ||
409 | } | ||
410 | } | ||
411 | |||
412 | internal class AngleList | ||
413 | { | ||
414 | private float iX, iY; // intersection point | ||
415 | |||
416 | private static Angle[] angles3 = | ||
417 | { | ||
418 | new Angle(0.0f, 1.0f, 0.0f), | ||
419 | new Angle(0.33333333333333333f, -0.5f, 0.86602540378443871f), | ||
420 | new Angle(0.66666666666666667f, -0.5f, -0.86602540378443837f), | ||
421 | new Angle(1.0f, 1.0f, 0.0f) | ||
422 | }; | ||
423 | |||
424 | private static Coord[] normals3 = | ||
425 | { | ||
426 | new Coord(0.25f, 0.4330127019f, 0.0f).Normalize(), | ||
427 | new Coord(-0.5f, 0.0f, 0.0f).Normalize(), | ||
428 | new Coord(0.25f, -0.4330127019f, 0.0f).Normalize(), | ||
429 | new Coord(0.25f, 0.4330127019f, 0.0f).Normalize() | ||
430 | }; | ||
431 | |||
432 | private static Angle[] angles4 = | ||
433 | { | ||
434 | new Angle(0.0f, 1.0f, 0.0f), | ||
435 | new Angle(0.25f, 0.0f, 1.0f), | ||
436 | new Angle(0.5f, -1.0f, 0.0f), | ||
437 | new Angle(0.75f, 0.0f, -1.0f), | ||
438 | new Angle(1.0f, 1.0f, 0.0f) | ||
439 | }; | ||
440 | |||
441 | private static Coord[] normals4 = | ||
442 | { | ||
443 | new Coord(0.5f, 0.5f, 0.0f).Normalize(), | ||
444 | new Coord(-0.5f, 0.5f, 0.0f).Normalize(), | ||
445 | new Coord(-0.5f, -0.5f, 0.0f).Normalize(), | ||
446 | new Coord(0.5f, -0.5f, 0.0f).Normalize(), | ||
447 | new Coord(0.5f, 0.5f, 0.0f).Normalize() | ||
448 | }; | ||
449 | |||
450 | private static Angle[] angles24 = | ||
451 | { | ||
452 | new Angle(0.0f, 1.0f, 0.0f), | ||
453 | new Angle(0.041666666666666664f, 0.96592582628906831f, 0.25881904510252074f), | ||
454 | new Angle(0.083333333333333329f, 0.86602540378443871f, 0.5f), | ||
455 | new Angle(0.125f, 0.70710678118654757f, 0.70710678118654746f), | ||
456 | new Angle(0.16666666666666667f, 0.5f, 0.8660254037844386f), | ||
457 | new Angle(0.20833333333333331f, 0.25881904510252096f, 0.9659258262890682f), | ||
458 | new Angle(0.25f, 0.0f, 1.0f), | ||
459 | new Angle(0.29166666666666663f, -0.25881904510252063f, 0.96592582628906831f), | ||
460 | new Angle(0.33333333333333333f, -0.5f, 0.86602540378443871f), | ||
461 | new Angle(0.375f, -0.70710678118654746f, 0.70710678118654757f), | ||
462 | new Angle(0.41666666666666663f, -0.86602540378443849f, 0.5f), | ||
463 | new Angle(0.45833333333333331f, -0.9659258262890682f, 0.25881904510252102f), | ||
464 | new Angle(0.5f, -1.0f, 0.0f), | ||
465 | new Angle(0.54166666666666663f, -0.96592582628906842f, -0.25881904510252035f), | ||
466 | new Angle(0.58333333333333326f, -0.86602540378443882f, -0.5f), | ||
467 | new Angle(0.62499999999999989f, -0.70710678118654791f, -0.70710678118654713f), | ||
468 | new Angle(0.66666666666666667f, -0.5f, -0.86602540378443837f), | ||
469 | new Angle(0.70833333333333326f, -0.25881904510252152f, -0.96592582628906809f), | ||
470 | new Angle(0.75f, 0.0f, -1.0f), | ||
471 | new Angle(0.79166666666666663f, 0.2588190451025203f, -0.96592582628906842f), | ||
472 | new Angle(0.83333333333333326f, 0.5f, -0.86602540378443904f), | ||
473 | new Angle(0.875f, 0.70710678118654735f, -0.70710678118654768f), | ||
474 | new Angle(0.91666666666666663f, 0.86602540378443837f, -0.5f), | ||
475 | new Angle(0.95833333333333326f, 0.96592582628906809f, -0.25881904510252157f), | ||
476 | new Angle(1.0f, 1.0f, 0.0f) | ||
477 | }; | ||
478 | |||
479 | private Angle interpolatePoints(float newPoint, Angle p1, Angle p2) | ||
480 | { | ||
481 | float m = (newPoint - p1.angle) / (p2.angle - p1.angle); | ||
482 | return new Angle(newPoint, p1.X + m * (p2.X - p1.X), p1.Y + m * (p2.Y - p1.Y)); | ||
483 | } | ||
484 | |||
485 | private void intersection(double x1, double y1, double x2, double y2, double x3, double y3, double x4, double y4) | ||
486 | { // ref: http://local.wasp.uwa.edu.au/~pbourke/geometry/lineline2d/ | ||
487 | double denom = (y4 - y3) * (x2 - x1) - (x4 - x3) * (y2 - y1); | ||
488 | double uaNumerator = (x4 - x3) * (y1 - y3) - (y4 - y3) * (x1 - x3); | ||
489 | |||
490 | if (denom != 0.0) | ||
491 | { | ||
492 | double ua = uaNumerator / denom; | ||
493 | iX = (float)(x1 + ua * (x2 - x1)); | ||
494 | iY = (float)(y1 + ua * (y2 - y1)); | ||
495 | } | ||
496 | } | ||
497 | |||
498 | internal List<Angle> angles; | ||
499 | internal List<Coord> normals; | ||
500 | |||
501 | internal void makeAngles(int sides, float startAngle, float stopAngle) | ||
502 | { | ||
503 | angles = new List<Angle>(); | ||
504 | normals = new List<Coord>(); | ||
505 | |||
506 | double twoPi = System.Math.PI * 2.0; | ||
507 | float twoPiInv = 1.0f / (float)twoPi; | ||
508 | |||
509 | if (sides < 1) | ||
510 | throw new Exception("number of sides not greater than zero"); | ||
511 | if (stopAngle <= startAngle) | ||
512 | throw new Exception("stopAngle not greater than startAngle"); | ||
513 | |||
514 | if ((sides == 3 || sides == 4 || sides == 24)) | ||
515 | { | ||
516 | startAngle *= twoPiInv; | ||
517 | stopAngle *= twoPiInv; | ||
518 | |||
519 | Angle[] sourceAngles; | ||
520 | if (sides == 3) | ||
521 | sourceAngles = angles3; | ||
522 | else if (sides == 4) | ||
523 | sourceAngles = angles4; | ||
524 | else sourceAngles = angles24; | ||
525 | |||
526 | int startAngleIndex = (int)(startAngle * sides); | ||
527 | int endAngleIndex = sourceAngles.Length - 1; | ||
528 | if (stopAngle < 1.0f) | ||
529 | endAngleIndex = (int)(stopAngle * sides) + 1; | ||
530 | if (endAngleIndex == startAngleIndex) | ||
531 | endAngleIndex++; | ||
532 | |||
533 | for (int angleIndex = startAngleIndex; angleIndex < endAngleIndex + 1; angleIndex++) | ||
534 | { | ||
535 | angles.Add(sourceAngles[angleIndex]); | ||
536 | if (sides == 3) | ||
537 | normals.Add(normals3[angleIndex]); | ||
538 | else if (sides == 4) | ||
539 | normals.Add(normals4[angleIndex]); | ||
540 | } | ||
541 | |||
542 | if (startAngle > 0.0f) | ||
543 | angles[0] = interpolatePoints(startAngle, angles[0], angles[1]); | ||
544 | |||
545 | if (stopAngle < 1.0f) | ||
546 | { | ||
547 | int lastAngleIndex = angles.Count - 1; | ||
548 | angles[lastAngleIndex] = interpolatePoints(stopAngle, angles[lastAngleIndex - 1], angles[lastAngleIndex]); | ||
549 | } | ||
550 | } | ||
551 | else | ||
552 | { | ||
553 | double stepSize = twoPi / sides; | ||
554 | |||
555 | int startStep = (int)(startAngle / stepSize); | ||
556 | double angle = stepSize * startStep; | ||
557 | int step = startStep; | ||
558 | double stopAngleTest = stopAngle; | ||
559 | if (stopAngle < twoPi) | ||
560 | { | ||
561 | stopAngleTest = stepSize * ((int)(stopAngle / stepSize) + 1); | ||
562 | if (stopAngleTest < stopAngle) | ||
563 | stopAngleTest += stepSize; | ||
564 | if (stopAngleTest > twoPi) | ||
565 | stopAngleTest = twoPi; | ||
566 | } | ||
567 | |||
568 | while (angle <= stopAngleTest) | ||
569 | { | ||
570 | Angle newAngle; | ||
571 | newAngle.angle = (float)angle; | ||
572 | newAngle.X = (float)System.Math.Cos(angle); | ||
573 | newAngle.Y = (float)System.Math.Sin(angle); | ||
574 | angles.Add(newAngle); | ||
575 | step += 1; | ||
576 | angle = stepSize * step; | ||
577 | } | ||
578 | |||
579 | if (startAngle > angles[0].angle) | ||
580 | { | ||
581 | Angle newAngle; | ||
582 | 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)); | ||
583 | newAngle.angle = startAngle; | ||
584 | newAngle.X = iX; | ||
585 | newAngle.Y = iY; | ||
586 | angles[0] = newAngle; | ||
587 | } | ||
588 | |||
589 | int index = angles.Count - 1; | ||
590 | if (stopAngle < angles[index].angle) | ||
591 | { | ||
592 | Angle newAngle; | ||
593 | 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)); | ||
594 | newAngle.angle = stopAngle; | ||
595 | newAngle.X = iX; | ||
596 | newAngle.Y = iY; | ||
597 | angles[index] = newAngle; | ||
598 | } | ||
599 | } | ||
600 | } | ||
601 | } | ||
602 | |||
603 | /// <summary> | ||
604 | /// generates a profile for extrusion | ||
605 | /// </summary> | ||
606 | internal class Profile | ||
607 | { | ||
608 | private const float twoPi = 2.0f * (float)Math.PI; | ||
609 | |||
610 | internal string errorMessage = null; | ||
611 | |||
612 | internal List<Coord> coords; | ||
613 | internal List<Face> faces; | ||
614 | internal List<Coord> vertexNormals; | ||
615 | internal List<float> us; | ||
616 | internal List<UVCoord> faceUVs; | ||
617 | internal List<int> faceNumbers; | ||
618 | |||
619 | // use these for making individual meshes for each prim face | ||
620 | internal List<int> outerCoordIndices = null; | ||
621 | internal List<int> hollowCoordIndices = null; | ||
622 | internal List<int> cut1CoordIndices = null; | ||
623 | internal List<int> cut2CoordIndices = null; | ||
624 | |||
625 | internal Coord faceNormal = new Coord(0.0f, 0.0f, 1.0f); | ||
626 | internal Coord cutNormal1 = new Coord(); | ||
627 | internal Coord cutNormal2 = new Coord(); | ||
628 | |||
629 | internal int numOuterVerts = 0; | ||
630 | internal int numHollowVerts = 0; | ||
631 | |||
632 | internal int outerFaceNumber = -1; | ||
633 | internal int hollowFaceNumber = -1; | ||
634 | |||
635 | internal bool calcVertexNormals = false; | ||
636 | internal int bottomFaceNumber = 0; | ||
637 | internal int numPrimFaces = 0; | ||
638 | |||
639 | internal Profile() | ||
640 | { | ||
641 | this.coords = new List<Coord>(); | ||
642 | this.faces = new List<Face>(); | ||
643 | this.vertexNormals = new List<Coord>(); | ||
644 | this.us = new List<float>(); | ||
645 | this.faceUVs = new List<UVCoord>(); | ||
646 | this.faceNumbers = new List<int>(); | ||
647 | } | ||
648 | |||
649 | internal Profile(int sides, float profileStart, float profileEnd, float hollow, int hollowSides, bool createFaces, bool calcVertexNormals) | ||
650 | { | ||
651 | this.calcVertexNormals = calcVertexNormals; | ||
652 | this.coords = new List<Coord>(); | ||
653 | this.faces = new List<Face>(); | ||
654 | this.vertexNormals = new List<Coord>(); | ||
655 | this.us = new List<float>(); | ||
656 | this.faceUVs = new List<UVCoord>(); | ||
657 | this.faceNumbers = new List<int>(); | ||
658 | |||
659 | Coord center = new Coord(0.0f, 0.0f, 0.0f); | ||
660 | //bool hasCenter = false; | ||
661 | |||
662 | List<Coord> hollowCoords = new List<Coord>(); | ||
663 | List<Coord> hollowNormals = new List<Coord>(); | ||
664 | List<float> hollowUs = new List<float>(); | ||
665 | |||
666 | if (calcVertexNormals) | ||
667 | { | ||
668 | this.outerCoordIndices = new List<int>(); | ||
669 | this.hollowCoordIndices = new List<int>(); | ||
670 | this.cut1CoordIndices = new List<int>(); | ||
671 | this.cut2CoordIndices = new List<int>(); | ||
672 | } | ||
673 | |||
674 | bool hasHollow = (hollow > 0.0f); | ||
675 | |||
676 | bool hasProfileCut = (profileStart > 0.0f || profileEnd < 1.0f); | ||
677 | |||
678 | AngleList angles = new AngleList(); | ||
679 | AngleList hollowAngles = new AngleList(); | ||
680 | |||
681 | float xScale = 0.5f; | ||
682 | float yScale = 0.5f; | ||
683 | if (sides == 4) // corners of a square are sqrt(2) from center | ||
684 | { | ||
685 | xScale = 0.707f; | ||
686 | yScale = 0.707f; | ||
687 | } | ||
688 | |||
689 | float startAngle = profileStart * twoPi; | ||
690 | float stopAngle = profileEnd * twoPi; | ||
691 | |||
692 | try { angles.makeAngles(sides, startAngle, stopAngle); } | ||
693 | catch (Exception ex) | ||
694 | { | ||
695 | |||
696 | errorMessage = "makeAngles failed: Exception: " + ex.ToString() | ||
697 | + "\nsides: " + sides.ToString() + " startAngle: " + startAngle.ToString() + " stopAngle: " + stopAngle.ToString(); | ||
698 | |||
699 | return; | ||
700 | } | ||
701 | |||
702 | this.numOuterVerts = angles.angles.Count; | ||
703 | |||
704 | // flag to create as few triangles as possible for 3 or 4 side profile | ||
705 | bool simpleFace = (sides < 5 && !hasHollow && !hasProfileCut); | ||
706 | |||
707 | if (hasHollow) | ||
708 | { | ||
709 | if (sides == hollowSides) | ||
710 | hollowAngles = angles; | ||
711 | else | ||
712 | { | ||
713 | try { hollowAngles.makeAngles(hollowSides, startAngle, stopAngle); } | ||
714 | catch (Exception ex) | ||
715 | { | ||
716 | errorMessage = "makeAngles failed: Exception: " + ex.ToString() | ||
717 | + "\nsides: " + sides.ToString() + " startAngle: " + startAngle.ToString() + " stopAngle: " + stopAngle.ToString(); | ||
718 | |||
719 | return; | ||
720 | } | ||
721 | } | ||
722 | this.numHollowVerts = hollowAngles.angles.Count; | ||
723 | } | ||
724 | else if (!simpleFace) | ||
725 | { | ||
726 | this.coords.Add(center); | ||
727 | //hasCenter = true; | ||
728 | if (this.calcVertexNormals) | ||
729 | this.vertexNormals.Add(new Coord(0.0f, 0.0f, 1.0f)); | ||
730 | this.us.Add(0.0f); | ||
731 | } | ||
732 | |||
733 | float z = 0.0f; | ||
734 | |||
735 | Angle angle; | ||
736 | Coord newVert = new Coord(); | ||
737 | if (hasHollow && hollowSides != sides) | ||
738 | { | ||
739 | int numHollowAngles = hollowAngles.angles.Count; | ||
740 | for (int i = 0; i < numHollowAngles; i++) | ||
741 | { | ||
742 | angle = hollowAngles.angles[i]; | ||
743 | newVert.X = hollow * xScale * angle.X; | ||
744 | newVert.Y = hollow * yScale * angle.Y; | ||
745 | newVert.Z = z; | ||
746 | |||
747 | hollowCoords.Add(newVert); | ||
748 | if (this.calcVertexNormals) | ||
749 | { | ||
750 | if (hollowSides < 5) | ||
751 | hollowNormals.Add(hollowAngles.normals[i].Invert()); | ||
752 | else | ||
753 | hollowNormals.Add(new Coord(-angle.X, -angle.Y, 0.0f)); | ||
754 | |||
755 | hollowUs.Add(angle.angle * hollow); | ||
756 | } | ||
757 | } | ||
758 | } | ||
759 | |||
760 | int index = 0; | ||
761 | int numAngles = angles.angles.Count; | ||
762 | |||
763 | for (int i = 0; i < numAngles; i++) | ||
764 | { | ||
765 | angle = angles.angles[i]; | ||
766 | newVert.X = angle.X * xScale; | ||
767 | newVert.Y = angle.Y * yScale; | ||
768 | newVert.Z = z; | ||
769 | this.coords.Add(newVert); | ||
770 | if (this.calcVertexNormals) | ||
771 | { | ||
772 | this.outerCoordIndices.Add(this.coords.Count - 1); | ||
773 | |||
774 | if (sides < 5) | ||
775 | { | ||
776 | this.vertexNormals.Add(angles.normals[i]); | ||
777 | float u = angle.angle; | ||
778 | this.us.Add(u); | ||
779 | } | ||
780 | else | ||
781 | { | ||
782 | this.vertexNormals.Add(new Coord(angle.X, angle.Y, 0.0f)); | ||
783 | this.us.Add(angle.angle); | ||
784 | } | ||
785 | } | ||
786 | |||
787 | if (hasHollow) | ||
788 | { | ||
789 | if (hollowSides == sides) | ||
790 | { | ||
791 | newVert.X *= hollow; | ||
792 | newVert.Y *= hollow; | ||
793 | newVert.Z = z; | ||
794 | hollowCoords.Add(newVert); | ||
795 | if (this.calcVertexNormals) | ||
796 | { | ||
797 | if (sides < 5) | ||
798 | { | ||
799 | hollowNormals.Add(angles.normals[i].Invert()); | ||
800 | } | ||
801 | |||
802 | else | ||
803 | hollowNormals.Add(new Coord(-angle.X, -angle.Y, 0.0f)); | ||
804 | |||
805 | hollowUs.Add(angle.angle * hollow); | ||
806 | } | ||
807 | } | ||
808 | } | ||
809 | else if (!simpleFace && createFaces && angle.angle > 0.0001f) | ||
810 | { | ||
811 | Face newFace = new Face(); | ||
812 | newFace.v1 = 0; | ||
813 | newFace.v2 = index; | ||
814 | newFace.v3 = index + 1; | ||
815 | |||
816 | this.faces.Add(newFace); | ||
817 | } | ||
818 | index += 1; | ||
819 | } | ||
820 | |||
821 | if (hasHollow) | ||
822 | { | ||
823 | hollowCoords.Reverse(); | ||
824 | if (this.calcVertexNormals) | ||
825 | { | ||
826 | hollowNormals.Reverse(); | ||
827 | hollowUs.Reverse(); | ||
828 | } | ||
829 | |||
830 | if (createFaces) | ||
831 | { | ||
832 | //int numOuterVerts = this.coords.Count; | ||
833 | //numOuterVerts = this.coords.Count; | ||
834 | //int numHollowVerts = hollowCoords.Count; | ||
835 | int numTotalVerts = this.numOuterVerts + this.numHollowVerts; | ||
836 | |||
837 | if (this.numOuterVerts == this.numHollowVerts) | ||
838 | { | ||
839 | Face newFace = new Face(); | ||
840 | |||
841 | for (int coordIndex = 0; coordIndex < this.numOuterVerts - 1; coordIndex++) | ||
842 | { | ||
843 | newFace.v1 = coordIndex; | ||
844 | newFace.v2 = coordIndex + 1; | ||
845 | newFace.v3 = numTotalVerts - coordIndex - 1; | ||
846 | this.faces.Add(newFace); | ||
847 | |||
848 | newFace.v1 = coordIndex + 1; | ||
849 | newFace.v2 = numTotalVerts - coordIndex - 2; | ||
850 | newFace.v3 = numTotalVerts - coordIndex - 1; | ||
851 | this.faces.Add(newFace); | ||
852 | } | ||
853 | } | ||
854 | else | ||
855 | { | ||
856 | if (this.numOuterVerts < this.numHollowVerts) | ||
857 | { | ||
858 | Face newFace = new Face(); | ||
859 | int j = 0; // j is the index for outer vertices | ||
860 | int maxJ = this.numOuterVerts - 1; | ||
861 | for (int i = 0; i < this.numHollowVerts; i++) // i is the index for inner vertices | ||
862 | { | ||
863 | if (j < maxJ) | ||
864 | if (angles.angles[j + 1].angle - hollowAngles.angles[i].angle < hollowAngles.angles[i].angle - angles.angles[j].angle + 0.000001f) | ||
865 | { | ||
866 | newFace.v1 = numTotalVerts - i - 1; | ||
867 | newFace.v2 = j; | ||
868 | newFace.v3 = j + 1; | ||
869 | |||
870 | this.faces.Add(newFace); | ||
871 | j += 1; | ||
872 | } | ||
873 | |||
874 | newFace.v1 = j; | ||
875 | newFace.v2 = numTotalVerts - i - 2; | ||
876 | newFace.v3 = numTotalVerts - i - 1; | ||
877 | |||
878 | this.faces.Add(newFace); | ||
879 | } | ||
880 | } | ||
881 | else // numHollowVerts < numOuterVerts | ||
882 | { | ||
883 | Face newFace = new Face(); | ||
884 | int j = 0; // j is the index for inner vertices | ||
885 | int maxJ = this.numHollowVerts - 1; | ||
886 | for (int i = 0; i < this.numOuterVerts; i++) | ||
887 | { | ||
888 | if (j < maxJ) | ||
889 | if (hollowAngles.angles[j + 1].angle - angles.angles[i].angle < angles.angles[i].angle - hollowAngles.angles[j].angle + 0.000001f) | ||
890 | { | ||
891 | newFace.v1 = i; | ||
892 | newFace.v2 = numTotalVerts - j - 2; | ||
893 | newFace.v3 = numTotalVerts - j - 1; | ||
894 | |||
895 | this.faces.Add(newFace); | ||
896 | j += 1; | ||
897 | } | ||
898 | |||
899 | newFace.v1 = numTotalVerts - j - 1; | ||
900 | newFace.v2 = i; | ||
901 | newFace.v3 = i + 1; | ||
902 | |||
903 | this.faces.Add(newFace); | ||
904 | } | ||
905 | } | ||
906 | } | ||
907 | } | ||
908 | |||
909 | if (calcVertexNormals) | ||
910 | { | ||
911 | foreach (Coord hc in hollowCoords) | ||
912 | { | ||
913 | this.coords.Add(hc); | ||
914 | hollowCoordIndices.Add(this.coords.Count - 1); | ||
915 | } | ||
916 | } | ||
917 | else | ||
918 | this.coords.AddRange(hollowCoords); | ||
919 | |||
920 | if (this.calcVertexNormals) | ||
921 | { | ||
922 | this.vertexNormals.AddRange(hollowNormals); | ||
923 | this.us.AddRange(hollowUs); | ||
924 | |||
925 | } | ||
926 | } | ||
927 | |||
928 | if (simpleFace && createFaces) | ||
929 | { | ||
930 | if (sides == 3) | ||
931 | this.faces.Add(new Face(0, 1, 2)); | ||
932 | else if (sides == 4) | ||
933 | { | ||
934 | this.faces.Add(new Face(0, 1, 2)); | ||
935 | this.faces.Add(new Face(0, 2, 3)); | ||
936 | } | ||
937 | } | ||
938 | |||
939 | if (calcVertexNormals && hasProfileCut) | ||
940 | { | ||
941 | int lastOuterVertIndex = this.numOuterVerts - 1; | ||
942 | |||
943 | if (hasHollow) | ||
944 | { | ||
945 | this.cut1CoordIndices.Add(0); | ||
946 | this.cut1CoordIndices.Add(this.coords.Count - 1); | ||
947 | |||
948 | this.cut2CoordIndices.Add(lastOuterVertIndex + 1); | ||
949 | this.cut2CoordIndices.Add(lastOuterVertIndex); | ||
950 | |||
951 | this.cutNormal1.X = this.coords[0].Y - this.coords[this.coords.Count - 1].Y; | ||
952 | this.cutNormal1.Y = -(this.coords[0].X - this.coords[this.coords.Count - 1].X); | ||
953 | |||
954 | this.cutNormal2.X = this.coords[lastOuterVertIndex + 1].Y - this.coords[lastOuterVertIndex].Y; | ||
955 | this.cutNormal2.Y = -(this.coords[lastOuterVertIndex + 1].X - this.coords[lastOuterVertIndex].X); | ||
956 | } | ||
957 | |||
958 | else | ||
959 | { | ||
960 | this.cut1CoordIndices.Add(0); | ||
961 | this.cut1CoordIndices.Add(1); | ||
962 | |||
963 | this.cut2CoordIndices.Add(lastOuterVertIndex); | ||
964 | this.cut2CoordIndices.Add(0); | ||
965 | |||
966 | this.cutNormal1.X = this.vertexNormals[1].Y; | ||
967 | this.cutNormal1.Y = -this.vertexNormals[1].X; | ||
968 | |||
969 | this.cutNormal2.X = -this.vertexNormals[this.vertexNormals.Count - 2].Y; | ||
970 | this.cutNormal2.Y = this.vertexNormals[this.vertexNormals.Count - 2].X; | ||
971 | |||
972 | } | ||
973 | this.cutNormal1.Normalize(); | ||
974 | this.cutNormal2.Normalize(); | ||
975 | } | ||
976 | |||
977 | this.MakeFaceUVs(); | ||
978 | |||
979 | hollowCoords = null; | ||
980 | hollowNormals = null; | ||
981 | hollowUs = null; | ||
982 | |||
983 | if (calcVertexNormals) | ||
984 | { // calculate prim face numbers | ||
985 | |||
986 | // face number order is top, outer, hollow, bottom, start cut, end cut | ||
987 | // I know it's ugly but so is the whole concept of prim face numbers | ||
988 | |||
989 | int faceNum = 1; // start with outer faces | ||
990 | this.outerFaceNumber = faceNum; | ||
991 | |||
992 | int startVert = hasProfileCut && !hasHollow ? 1 : 0; | ||
993 | if (startVert > 0) | ||
994 | this.faceNumbers.Add(-1); | ||
995 | for (int i = 0; i < this.numOuterVerts - 1; i++) | ||
996 | //this.faceNumbers.Add(sides < 5 ? faceNum++ : faceNum); | ||
997 | this.faceNumbers.Add(sides < 5 && i < sides ? faceNum++ : faceNum); | ||
998 | |||
999 | //if (!hasHollow && !hasProfileCut) | ||
1000 | // this.bottomFaceNumber = faceNum++; | ||
1001 | |||
1002 | this.faceNumbers.Add(hasProfileCut ? -1 : faceNum++); | ||
1003 | |||
1004 | if (sides > 4 && (hasHollow || hasProfileCut)) | ||
1005 | faceNum++; | ||
1006 | |||
1007 | if (sides < 5 && (hasHollow || hasProfileCut) && this.numOuterVerts < sides) | ||
1008 | faceNum++; | ||
1009 | |||
1010 | if (hasHollow) | ||
1011 | { | ||
1012 | for (int i = 0; i < this.numHollowVerts; i++) | ||
1013 | this.faceNumbers.Add(faceNum); | ||
1014 | |||
1015 | this.hollowFaceNumber = faceNum++; | ||
1016 | } | ||
1017 | //if (hasProfileCut || hasHollow) | ||
1018 | // this.bottomFaceNumber = faceNum++; | ||
1019 | this.bottomFaceNumber = faceNum++; | ||
1020 | |||
1021 | if (hasHollow && hasProfileCut) | ||
1022 | this.faceNumbers.Add(faceNum++); | ||
1023 | |||
1024 | for (int i = 0; i < this.faceNumbers.Count; i++) | ||
1025 | if (this.faceNumbers[i] == -1) | ||
1026 | this.faceNumbers[i] = faceNum++; | ||
1027 | |||
1028 | this.numPrimFaces = faceNum; | ||
1029 | } | ||
1030 | |||
1031 | } | ||
1032 | |||
1033 | internal void MakeFaceUVs() | ||
1034 | { | ||
1035 | this.faceUVs = new List<UVCoord>(); | ||
1036 | foreach (Coord c in this.coords) | ||
1037 | this.faceUVs.Add(new UVCoord(0.5f + c.X, 0.5f - c.Y)); | ||
1038 | } | ||
1039 | |||
1040 | internal Profile Copy() | ||
1041 | { | ||
1042 | return this.Copy(true); | ||
1043 | } | ||
1044 | |||
1045 | internal Profile Copy(bool needFaces) | ||
1046 | { | ||
1047 | Profile copy = new Profile(); | ||
1048 | |||
1049 | copy.coords.AddRange(this.coords); | ||
1050 | copy.faceUVs.AddRange(this.faceUVs); | ||
1051 | |||
1052 | if (needFaces) | ||
1053 | copy.faces.AddRange(this.faces); | ||
1054 | if ((copy.calcVertexNormals = this.calcVertexNormals) == true) | ||
1055 | { | ||
1056 | copy.vertexNormals.AddRange(this.vertexNormals); | ||
1057 | copy.faceNormal = this.faceNormal; | ||
1058 | copy.cutNormal1 = this.cutNormal1; | ||
1059 | copy.cutNormal2 = this.cutNormal2; | ||
1060 | copy.us.AddRange(this.us); | ||
1061 | copy.faceNumbers.AddRange(this.faceNumbers); | ||
1062 | |||
1063 | copy.cut1CoordIndices = new List<int>(this.cut1CoordIndices); | ||
1064 | copy.cut2CoordIndices = new List<int>(this.cut2CoordIndices); | ||
1065 | copy.hollowCoordIndices = new List<int>(this.hollowCoordIndices); | ||
1066 | copy.outerCoordIndices = new List<int>(this.outerCoordIndices); | ||
1067 | } | ||
1068 | copy.numOuterVerts = this.numOuterVerts; | ||
1069 | copy.numHollowVerts = this.numHollowVerts; | ||
1070 | |||
1071 | return copy; | ||
1072 | } | ||
1073 | |||
1074 | internal void AddPos(Coord v) | ||
1075 | { | ||
1076 | this.AddPos(v.X, v.Y, v.Z); | ||
1077 | } | ||
1078 | |||
1079 | internal void AddPos(float x, float y, float z) | ||
1080 | { | ||
1081 | int i; | ||
1082 | int numVerts = this.coords.Count; | ||
1083 | Coord vert; | ||
1084 | |||
1085 | for (i = 0; i < numVerts; i++) | ||
1086 | { | ||
1087 | vert = this.coords[i]; | ||
1088 | vert.X += x; | ||
1089 | vert.Y += y; | ||
1090 | vert.Z += z; | ||
1091 | this.coords[i] = vert; | ||
1092 | } | ||
1093 | } | ||
1094 | |||
1095 | internal void AddRot(Quat q) | ||
1096 | { | ||
1097 | int i; | ||
1098 | int numVerts = this.coords.Count; | ||
1099 | |||
1100 | for (i = 0; i < numVerts; i++) | ||
1101 | this.coords[i] *= q; | ||
1102 | |||
1103 | if (this.calcVertexNormals) | ||
1104 | { | ||
1105 | int numNormals = this.vertexNormals.Count; | ||
1106 | for (i = 0; i < numNormals; i++) | ||
1107 | this.vertexNormals[i] *= q; | ||
1108 | |||
1109 | this.faceNormal *= q; | ||
1110 | this.cutNormal1 *= q; | ||
1111 | this.cutNormal2 *= q; | ||
1112 | |||
1113 | } | ||
1114 | } | ||
1115 | |||
1116 | internal void Scale(float x, float y) | ||
1117 | { | ||
1118 | int i; | ||
1119 | int numVerts = this.coords.Count; | ||
1120 | Coord vert; | ||
1121 | |||
1122 | for (i = 0; i < numVerts; i++) | ||
1123 | { | ||
1124 | vert = this.coords[i]; | ||
1125 | vert.X *= x; | ||
1126 | vert.Y *= y; | ||
1127 | this.coords[i] = vert; | ||
1128 | } | ||
1129 | } | ||
1130 | |||
1131 | /// <summary> | ||
1132 | /// Changes order of the vertex indices and negates the center vertex normal. Does not alter vertex normals of radial vertices | ||
1133 | /// </summary> | ||
1134 | internal void FlipNormals() | ||
1135 | { | ||
1136 | int i; | ||
1137 | int numFaces = this.faces.Count; | ||
1138 | Face tmpFace; | ||
1139 | int tmp; | ||
1140 | |||
1141 | for (i = 0; i < numFaces; i++) | ||
1142 | { | ||
1143 | tmpFace = this.faces[i]; | ||
1144 | tmp = tmpFace.v3; | ||
1145 | tmpFace.v3 = tmpFace.v1; | ||
1146 | tmpFace.v1 = tmp; | ||
1147 | this.faces[i] = tmpFace; | ||
1148 | } | ||
1149 | |||
1150 | if (this.calcVertexNormals) | ||
1151 | { | ||
1152 | int normalCount = this.vertexNormals.Count; | ||
1153 | if (normalCount > 0) | ||
1154 | { | ||
1155 | Coord n = this.vertexNormals[normalCount - 1]; | ||
1156 | n.Z = -n.Z; | ||
1157 | this.vertexNormals[normalCount - 1] = n; | ||
1158 | } | ||
1159 | } | ||
1160 | |||
1161 | this.faceNormal.X = -this.faceNormal.X; | ||
1162 | this.faceNormal.Y = -this.faceNormal.Y; | ||
1163 | this.faceNormal.Z = -this.faceNormal.Z; | ||
1164 | |||
1165 | int numfaceUVs = this.faceUVs.Count; | ||
1166 | for (i = 0; i < numfaceUVs; i++) | ||
1167 | { | ||
1168 | UVCoord uv = this.faceUVs[i]; | ||
1169 | uv.V = 1.0f - uv.V; | ||
1170 | this.faceUVs[i] = uv; | ||
1171 | } | ||
1172 | } | ||
1173 | |||
1174 | internal void AddValue2FaceVertexIndices(int num) | ||
1175 | { | ||
1176 | int numFaces = this.faces.Count; | ||
1177 | Face tmpFace; | ||
1178 | for (int i = 0; i < numFaces; i++) | ||
1179 | { | ||
1180 | tmpFace = this.faces[i]; | ||
1181 | tmpFace.v1 += num; | ||
1182 | tmpFace.v2 += num; | ||
1183 | tmpFace.v3 += num; | ||
1184 | |||
1185 | this.faces[i] = tmpFace; | ||
1186 | } | ||
1187 | } | ||
1188 | |||
1189 | internal void AddValue2FaceNormalIndices(int num) | ||
1190 | { | ||
1191 | if (this.calcVertexNormals) | ||
1192 | { | ||
1193 | int numFaces = this.faces.Count; | ||
1194 | Face tmpFace; | ||
1195 | for (int i = 0; i < numFaces; i++) | ||
1196 | { | ||
1197 | tmpFace = this.faces[i]; | ||
1198 | tmpFace.n1 += num; | ||
1199 | tmpFace.n2 += num; | ||
1200 | tmpFace.n3 += num; | ||
1201 | |||
1202 | this.faces[i] = tmpFace; | ||
1203 | } | ||
1204 | } | ||
1205 | } | ||
1206 | |||
1207 | internal void DumpRaw(String path, String name, String title) | ||
1208 | { | ||
1209 | if (path == null) | ||
1210 | return; | ||
1211 | String fileName = name + "_" + title + ".raw"; | ||
1212 | String completePath = System.IO.Path.Combine(path, fileName); | ||
1213 | StreamWriter sw = new StreamWriter(completePath); | ||
1214 | |||
1215 | for (int i = 0; i < this.faces.Count; i++) | ||
1216 | { | ||
1217 | string s = this.coords[this.faces[i].v1].ToString(); | ||
1218 | s += " " + this.coords[this.faces[i].v2].ToString(); | ||
1219 | s += " " + this.coords[this.faces[i].v3].ToString(); | ||
1220 | |||
1221 | sw.WriteLine(s); | ||
1222 | } | ||
1223 | |||
1224 | sw.Close(); | ||
1225 | } | ||
1226 | } | ||
1227 | |||
1228 | public struct PathNode | ||
1229 | { | ||
1230 | public Coord position; | ||
1231 | public Quat rotation; | ||
1232 | public float xScale; | ||
1233 | public float yScale; | ||
1234 | public float percentOfPath; | ||
1235 | } | ||
1236 | |||
1237 | public enum PathType { Linear = 0, Circular = 1, Flexible = 2 } | ||
1238 | |||
1239 | public class Path | ||
1240 | { | ||
1241 | public List<PathNode> pathNodes = new List<PathNode>(); | ||
1242 | |||
1243 | public float twistBegin = 0.0f; | ||
1244 | public float twistEnd = 0.0f; | ||
1245 | public float topShearX = 0.0f; | ||
1246 | public float topShearY = 0.0f; | ||
1247 | public float pathCutBegin = 0.0f; | ||
1248 | public float pathCutEnd = 1.0f; | ||
1249 | public float dimpleBegin = 0.0f; | ||
1250 | public float dimpleEnd = 1.0f; | ||
1251 | public float skew = 0.0f; | ||
1252 | public float holeSizeX = 1.0f; // called pathScaleX in pbs | ||
1253 | public float holeSizeY = 0.25f; | ||
1254 | public float taperX = 0.0f; | ||
1255 | public float taperY = 0.0f; | ||
1256 | public float radius = 0.0f; | ||
1257 | public float revolutions = 1.0f; | ||
1258 | public int stepsPerRevolution = 24; | ||
1259 | |||
1260 | private const float twoPi = 2.0f * (float)Math.PI; | ||
1261 | |||
1262 | public void Create(PathType pathType, int steps) | ||
1263 | { | ||
1264 | if (pathType == PathType.Linear || pathType == PathType.Flexible) | ||
1265 | { | ||
1266 | int step = 0; | ||
1267 | |||
1268 | float length = this.pathCutEnd - this.pathCutBegin; | ||
1269 | float twistTotal = twistEnd - twistBegin; | ||
1270 | float twistTotalAbs = Math.Abs(twistTotal); | ||
1271 | if (twistTotalAbs > 0.01f) | ||
1272 | steps += (int)(twistTotalAbs * 3.66); // dahlia's magic number | ||
1273 | |||
1274 | float start = -0.5f; | ||
1275 | float stepSize = length / (float)steps; | ||
1276 | float percentOfPathMultiplier = stepSize; | ||
1277 | float xOffset = 0.0f; | ||
1278 | float yOffset = 0.0f; | ||
1279 | float zOffset = start; | ||
1280 | float xOffsetStepIncrement = this.topShearX / steps; | ||
1281 | float yOffsetStepIncrement = this.topShearY / steps; | ||
1282 | |||
1283 | float percentOfPath = this.pathCutBegin; | ||
1284 | zOffset += percentOfPath; | ||
1285 | |||
1286 | // sanity checks | ||
1287 | |||
1288 | bool done = false; | ||
1289 | |||
1290 | while (!done) | ||
1291 | { | ||
1292 | PathNode newNode = new PathNode(); | ||
1293 | |||
1294 | newNode.xScale = 1.0f; | ||
1295 | if (this.taperX == 0.0f) | ||
1296 | newNode.xScale = 1.0f; | ||
1297 | else if (this.taperX > 0.0f) | ||
1298 | newNode.xScale = 1.0f - percentOfPath * this.taperX; | ||
1299 | else newNode.xScale = 1.0f + (1.0f - percentOfPath) * this.taperX; | ||
1300 | |||
1301 | newNode.yScale = 1.0f; | ||
1302 | if (this.taperY == 0.0f) | ||
1303 | newNode.yScale = 1.0f; | ||
1304 | else if (this.taperY > 0.0f) | ||
1305 | newNode.yScale = 1.0f - percentOfPath * this.taperY; | ||
1306 | else newNode.yScale = 1.0f + (1.0f - percentOfPath) * this.taperY; | ||
1307 | |||
1308 | float twist = twistBegin + twistTotal * percentOfPath; | ||
1309 | |||
1310 | newNode.rotation = new Quat(new Coord(0.0f, 0.0f, 1.0f), twist); | ||
1311 | newNode.position = new Coord(xOffset, yOffset, zOffset); | ||
1312 | newNode.percentOfPath = percentOfPath; | ||
1313 | |||
1314 | pathNodes.Add(newNode); | ||
1315 | |||
1316 | if (step < steps) | ||
1317 | { | ||
1318 | step += 1; | ||
1319 | percentOfPath += percentOfPathMultiplier; | ||
1320 | xOffset += xOffsetStepIncrement; | ||
1321 | yOffset += yOffsetStepIncrement; | ||
1322 | zOffset += stepSize; | ||
1323 | if (percentOfPath > this.pathCutEnd) | ||
1324 | done = true; | ||
1325 | } | ||
1326 | else done = true; | ||
1327 | } | ||
1328 | } // end of linear path code | ||
1329 | |||
1330 | else // pathType == Circular | ||
1331 | { | ||
1332 | float twistTotal = twistEnd - twistBegin; | ||
1333 | |||
1334 | // if the profile has a lot of twist, add more layers otherwise the layers may overlap | ||
1335 | // and the resulting mesh may be quite inaccurate. This method is arbitrary and doesn't | ||
1336 | // accurately match the viewer | ||
1337 | float twistTotalAbs = Math.Abs(twistTotal); | ||
1338 | if (twistTotalAbs > 0.01f) | ||
1339 | { | ||
1340 | if (twistTotalAbs > Math.PI * 1.5f) | ||
1341 | steps *= 2; | ||
1342 | if (twistTotalAbs > Math.PI * 3.0f) | ||
1343 | steps *= 2; | ||
1344 | } | ||
1345 | |||
1346 | float yPathScale = this.holeSizeY * 0.5f; | ||
1347 | float pathLength = this.pathCutEnd - this.pathCutBegin; | ||
1348 | float totalSkew = this.skew * 2.0f * pathLength; | ||
1349 | float skewStart = this.pathCutBegin * 2.0f * this.skew - this.skew; | ||
1350 | float xOffsetTopShearXFactor = this.topShearX * (0.25f + 0.5f * (0.5f - this.holeSizeY)); | ||
1351 | float yShearCompensation = 1.0f + Math.Abs(this.topShearY) * 0.25f; | ||
1352 | |||
1353 | // It's not quite clear what pushY (Y top shear) does, but subtracting it from the start and end | ||
1354 | // angles appears to approximate it's effects on path cut. Likewise, adding it to the angle used | ||
1355 | // to calculate the sine for generating the path radius appears to approximate it's effects there | ||
1356 | // too, but there are some subtle differences in the radius which are noticeable as the prim size | ||
1357 | // increases and it may affect megaprims quite a bit. The effect of the Y top shear parameter on | ||
1358 | // the meshes generated with this technique appear nearly identical in shape to the same prims when | ||
1359 | // displayed by the viewer. | ||
1360 | |||
1361 | float startAngle = (twoPi * this.pathCutBegin * this.revolutions) - this.topShearY * 0.9f; | ||
1362 | float endAngle = (twoPi * this.pathCutEnd * this.revolutions) - this.topShearY * 0.9f; | ||
1363 | float stepSize = twoPi / this.stepsPerRevolution; | ||
1364 | |||
1365 | int step = (int)(startAngle / stepSize); | ||
1366 | float angle = startAngle; | ||
1367 | |||
1368 | bool done = false; | ||
1369 | while (!done) // loop through the length of the path and add the layers | ||
1370 | { | ||
1371 | PathNode newNode = new PathNode(); | ||
1372 | |||
1373 | float xProfileScale = (1.0f - Math.Abs(this.skew)) * this.holeSizeX; | ||
1374 | float yProfileScale = this.holeSizeY; | ||
1375 | |||
1376 | float percentOfPath = angle / (twoPi * this.revolutions); | ||
1377 | float percentOfAngles = (angle - startAngle) / (endAngle - startAngle); | ||
1378 | |||
1379 | if (this.taperX > 0.01f) | ||
1380 | xProfileScale *= 1.0f - percentOfPath * this.taperX; | ||
1381 | else if (this.taperX < -0.01f) | ||
1382 | xProfileScale *= 1.0f + (1.0f - percentOfPath) * this.taperX; | ||
1383 | |||
1384 | if (this.taperY > 0.01f) | ||
1385 | yProfileScale *= 1.0f - percentOfPath * this.taperY; | ||
1386 | else if (this.taperY < -0.01f) | ||
1387 | yProfileScale *= 1.0f + (1.0f - percentOfPath) * this.taperY; | ||
1388 | |||
1389 | newNode.xScale = xProfileScale; | ||
1390 | newNode.yScale = yProfileScale; | ||
1391 | |||
1392 | float radiusScale = 1.0f; | ||
1393 | if (this.radius > 0.001f) | ||
1394 | radiusScale = 1.0f - this.radius * percentOfPath; | ||
1395 | else if (this.radius < 0.001f) | ||
1396 | radiusScale = 1.0f + this.radius * (1.0f - percentOfPath); | ||
1397 | |||
1398 | float twist = twistBegin + twistTotal * percentOfPath; | ||
1399 | |||
1400 | float xOffset = 0.5f * (skewStart + totalSkew * percentOfAngles); | ||
1401 | xOffset += (float)Math.Sin(angle) * xOffsetTopShearXFactor; | ||
1402 | |||
1403 | float yOffset = yShearCompensation * (float)Math.Cos(angle) * (0.5f - yPathScale) * radiusScale; | ||
1404 | |||
1405 | float zOffset = (float)Math.Sin(angle + this.topShearY) * (0.5f - yPathScale) * radiusScale; | ||
1406 | |||
1407 | newNode.position = new Coord(xOffset, yOffset, zOffset); | ||
1408 | |||
1409 | // now orient the rotation of the profile layer relative to it's position on the path | ||
1410 | // adding taperY to the angle used to generate the quat appears to approximate the viewer | ||
1411 | |||
1412 | newNode.rotation = new Quat(new Coord(1.0f, 0.0f, 0.0f), angle + this.topShearY); | ||
1413 | |||
1414 | // next apply twist rotation to the profile layer | ||
1415 | if (twistTotal != 0.0f || twistBegin != 0.0f) | ||
1416 | newNode.rotation *= new Quat(new Coord(0.0f, 0.0f, 1.0f), twist); | ||
1417 | |||
1418 | newNode.percentOfPath = percentOfPath; | ||
1419 | |||
1420 | pathNodes.Add(newNode); | ||
1421 | |||
1422 | // calculate terms for next iteration | ||
1423 | // calculate the angle for the next iteration of the loop | ||
1424 | |||
1425 | if (angle >= endAngle - 0.01) | ||
1426 | done = true; | ||
1427 | else | ||
1428 | { | ||
1429 | step += 1; | ||
1430 | angle = stepSize * step; | ||
1431 | if (angle > endAngle) | ||
1432 | angle = endAngle; | ||
1433 | } | ||
1434 | } | ||
1435 | } | ||
1436 | } | ||
1437 | } | ||
1438 | |||
1439 | public class PrimMesh | ||
1440 | { | ||
1441 | public string errorMessage = ""; | ||
1442 | private const float twoPi = 2.0f * (float)Math.PI; | ||
1443 | |||
1444 | public List<Coord> coords; | ||
1445 | public List<Coord> normals; | ||
1446 | public List<Face> faces; | ||
1447 | |||
1448 | public List<ViewerFace> viewerFaces; | ||
1449 | |||
1450 | private int sides = 4; | ||
1451 | private int hollowSides = 4; | ||
1452 | private float profileStart = 0.0f; | ||
1453 | private float profileEnd = 1.0f; | ||
1454 | private float hollow = 0.0f; | ||
1455 | public int twistBegin = 0; | ||
1456 | public int twistEnd = 0; | ||
1457 | public float topShearX = 0.0f; | ||
1458 | public float topShearY = 0.0f; | ||
1459 | public float pathCutBegin = 0.0f; | ||
1460 | public float pathCutEnd = 1.0f; | ||
1461 | public float dimpleBegin = 0.0f; | ||
1462 | public float dimpleEnd = 1.0f; | ||
1463 | public float skew = 0.0f; | ||
1464 | public float holeSizeX = 1.0f; // called pathScaleX in pbs | ||
1465 | public float holeSizeY = 0.25f; | ||
1466 | public float taperX = 0.0f; | ||
1467 | public float taperY = 0.0f; | ||
1468 | public float radius = 0.0f; | ||
1469 | public float revolutions = 1.0f; | ||
1470 | public int stepsPerRevolution = 24; | ||
1471 | |||
1472 | private int profileOuterFaceNumber = -1; | ||
1473 | private int profileHollowFaceNumber = -1; | ||
1474 | |||
1475 | private bool hasProfileCut = false; | ||
1476 | private bool hasHollow = false; | ||
1477 | public bool calcVertexNormals = false; | ||
1478 | private bool normalsProcessed = false; | ||
1479 | public bool viewerMode = false; | ||
1480 | public bool sphereMode = false; | ||
1481 | |||
1482 | public int numPrimFaces = 0; | ||
1483 | |||
1484 | /// <summary> | ||
1485 | /// Human readable string representation of the parameters used to create a mesh. | ||
1486 | /// </summary> | ||
1487 | /// <returns></returns> | ||
1488 | public string ParamsToDisplayString() | ||
1489 | { | ||
1490 | string s = ""; | ||
1491 | s += "sides..................: " + this.sides.ToString(); | ||
1492 | s += "\nhollowSides..........: " + this.hollowSides.ToString(); | ||
1493 | s += "\nprofileStart.........: " + this.profileStart.ToString(); | ||
1494 | s += "\nprofileEnd...........: " + this.profileEnd.ToString(); | ||
1495 | s += "\nhollow...............: " + this.hollow.ToString(); | ||
1496 | s += "\ntwistBegin...........: " + this.twistBegin.ToString(); | ||
1497 | s += "\ntwistEnd.............: " + this.twistEnd.ToString(); | ||
1498 | s += "\ntopShearX............: " + this.topShearX.ToString(); | ||
1499 | s += "\ntopShearY............: " + this.topShearY.ToString(); | ||
1500 | s += "\npathCutBegin.........: " + this.pathCutBegin.ToString(); | ||
1501 | s += "\npathCutEnd...........: " + this.pathCutEnd.ToString(); | ||
1502 | s += "\ndimpleBegin..........: " + this.dimpleBegin.ToString(); | ||
1503 | s += "\ndimpleEnd............: " + this.dimpleEnd.ToString(); | ||
1504 | s += "\nskew.................: " + this.skew.ToString(); | ||
1505 | s += "\nholeSizeX............: " + this.holeSizeX.ToString(); | ||
1506 | s += "\nholeSizeY............: " + this.holeSizeY.ToString(); | ||
1507 | s += "\ntaperX...............: " + this.taperX.ToString(); | ||
1508 | s += "\ntaperY...............: " + this.taperY.ToString(); | ||
1509 | s += "\nradius...............: " + this.radius.ToString(); | ||
1510 | s += "\nrevolutions..........: " + this.revolutions.ToString(); | ||
1511 | s += "\nstepsPerRevolution...: " + this.stepsPerRevolution.ToString(); | ||
1512 | s += "\nsphereMode...........: " + this.sphereMode.ToString(); | ||
1513 | s += "\nhasProfileCut........: " + this.hasProfileCut.ToString(); | ||
1514 | s += "\nhasHollow............: " + this.hasHollow.ToString(); | ||
1515 | s += "\nviewerMode...........: " + this.viewerMode.ToString(); | ||
1516 | |||
1517 | return s; | ||
1518 | } | ||
1519 | |||
1520 | public int ProfileOuterFaceNumber | ||
1521 | { | ||
1522 | get { return profileOuterFaceNumber; } | ||
1523 | } | ||
1524 | |||
1525 | public int ProfileHollowFaceNumber | ||
1526 | { | ||
1527 | get { return profileHollowFaceNumber; } | ||
1528 | } | ||
1529 | |||
1530 | public bool HasProfileCut | ||
1531 | { | ||
1532 | get { return hasProfileCut; } | ||
1533 | } | ||
1534 | |||
1535 | public bool HasHollow | ||
1536 | { | ||
1537 | get { return hasHollow; } | ||
1538 | } | ||
1539 | |||
1540 | |||
1541 | /// <summary> | ||
1542 | /// Constructs a PrimMesh object and creates the profile for extrusion. | ||
1543 | /// </summary> | ||
1544 | /// <param name="sides"></param> | ||
1545 | /// <param name="profileStart"></param> | ||
1546 | /// <param name="profileEnd"></param> | ||
1547 | /// <param name="hollow"></param> | ||
1548 | /// <param name="hollowSides"></param> | ||
1549 | public PrimMesh(int sides, float profileStart, float profileEnd, float hollow, int hollowSides) | ||
1550 | { | ||
1551 | this.coords = new List<Coord>(); | ||
1552 | this.faces = new List<Face>(); | ||
1553 | |||
1554 | this.sides = sides; | ||
1555 | this.profileStart = profileStart; | ||
1556 | this.profileEnd = profileEnd; | ||
1557 | this.hollow = hollow; | ||
1558 | this.hollowSides = hollowSides; | ||
1559 | |||
1560 | if (sides < 3) | ||
1561 | this.sides = 3; | ||
1562 | if (hollowSides < 3) | ||
1563 | this.hollowSides = 3; | ||
1564 | if (profileStart < 0.0f) | ||
1565 | this.profileStart = 0.0f; | ||
1566 | if (profileEnd > 1.0f) | ||
1567 | this.profileEnd = 1.0f; | ||
1568 | if (profileEnd < 0.02f) | ||
1569 | this.profileEnd = 0.02f; | ||
1570 | if (profileStart >= profileEnd) | ||
1571 | this.profileStart = profileEnd - 0.02f; | ||
1572 | if (hollow > 0.99f) | ||
1573 | this.hollow = 0.99f; | ||
1574 | if (hollow < 0.0f) | ||
1575 | this.hollow = 0.0f; | ||
1576 | |||
1577 | //if (sphereMode) | ||
1578 | // this.hasProfileCut = this.profileEnd - this.profileStart < 0.4999f; | ||
1579 | //else | ||
1580 | // //this.hasProfileCut = (this.profileStart > 0.0f || this.profileEnd < 1.0f); | ||
1581 | // this.hasProfileCut = this.profileEnd - this.profileStart < 0.9999f; | ||
1582 | //this.hasHollow = (this.hollow > 0.001f); | ||
1583 | } | ||
1584 | |||
1585 | /// <summary> | ||
1586 | /// Extrudes a profile along a path. | ||
1587 | /// </summary> | ||
1588 | public void Extrude(PathType pathType) | ||
1589 | { | ||
1590 | bool needEndFaces = false; | ||
1591 | |||
1592 | this.coords = new List<Coord>(); | ||
1593 | this.faces = new List<Face>(); | ||
1594 | |||
1595 | if (this.viewerMode) | ||
1596 | { | ||
1597 | this.viewerFaces = new List<ViewerFace>(); | ||
1598 | this.calcVertexNormals = true; | ||
1599 | } | ||
1600 | |||
1601 | if (this.calcVertexNormals) | ||
1602 | this.normals = new List<Coord>(); | ||
1603 | |||
1604 | int steps = 1; | ||
1605 | |||
1606 | float length = this.pathCutEnd - this.pathCutBegin; | ||
1607 | normalsProcessed = false; | ||
1608 | |||
1609 | if (this.viewerMode && this.sides == 3) | ||
1610 | { | ||
1611 | // prisms don't taper well so add some vertical resolution | ||
1612 | // other prims may benefit from this but just do prisms for now | ||
1613 | if (Math.Abs(this.taperX) > 0.01 || Math.Abs(this.taperY) > 0.01) | ||
1614 | steps = (int)(steps * 4.5 * length); | ||
1615 | } | ||
1616 | |||
1617 | if (sphereMode) | ||
1618 | this.hasProfileCut = this.profileEnd - this.profileStart < 0.4999f; | ||
1619 | else | ||
1620 | //this.hasProfileCut = (this.profileStart > 0.0f || this.profileEnd < 1.0f); | ||
1621 | this.hasProfileCut = this.profileEnd - this.profileStart < 0.9999f; | ||
1622 | this.hasHollow = (this.hollow > 0.001f); | ||
1623 | |||
1624 | float twistBegin = this.twistBegin / 360.0f * twoPi; | ||
1625 | float twistEnd = this.twistEnd / 360.0f * twoPi; | ||
1626 | float twistTotal = twistEnd - twistBegin; | ||
1627 | float twistTotalAbs = Math.Abs(twistTotal); | ||
1628 | if (twistTotalAbs > 0.01f) | ||
1629 | steps += (int)(twistTotalAbs * 3.66); // dahlia's magic number | ||
1630 | |||
1631 | float hollow = this.hollow; | ||
1632 | |||
1633 | // sanity checks | ||
1634 | float initialProfileRot = 0.0f; | ||
1635 | if (pathType == PathType.Circular) | ||
1636 | { | ||
1637 | if (this.sides == 3) | ||
1638 | { | ||
1639 | initialProfileRot = (float)Math.PI; | ||
1640 | if (this.hollowSides == 4) | ||
1641 | { | ||
1642 | if (hollow > 0.7f) | ||
1643 | hollow = 0.7f; | ||
1644 | hollow *= 0.707f; | ||
1645 | } | ||
1646 | else hollow *= 0.5f; | ||
1647 | } | ||
1648 | else if (this.sides == 4) | ||
1649 | { | ||
1650 | initialProfileRot = 0.25f * (float)Math.PI; | ||
1651 | if (this.hollowSides != 4) | ||
1652 | hollow *= 0.707f; | ||
1653 | } | ||
1654 | else if (this.sides > 4) | ||
1655 | { | ||
1656 | initialProfileRot = (float)Math.PI; | ||
1657 | if (this.hollowSides == 4) | ||
1658 | { | ||
1659 | if (hollow > 0.7f) | ||
1660 | hollow = 0.7f; | ||
1661 | hollow /= 0.7f; | ||
1662 | } | ||
1663 | } | ||
1664 | } | ||
1665 | else | ||
1666 | { | ||
1667 | if (this.sides == 3) | ||
1668 | { | ||
1669 | if (this.hollowSides == 4) | ||
1670 | { | ||
1671 | if (hollow > 0.7f) | ||
1672 | hollow = 0.7f; | ||
1673 | hollow *= 0.707f; | ||
1674 | } | ||
1675 | else hollow *= 0.5f; | ||
1676 | } | ||
1677 | else if (this.sides == 4) | ||
1678 | { | ||
1679 | initialProfileRot = 1.25f * (float)Math.PI; | ||
1680 | if (this.hollowSides != 4) | ||
1681 | hollow *= 0.707f; | ||
1682 | } | ||
1683 | else if (this.sides == 24 && this.hollowSides == 4) | ||
1684 | hollow *= 1.414f; | ||
1685 | } | ||
1686 | |||
1687 | Profile profile = new Profile(this.sides, this.profileStart, this.profileEnd, hollow, this.hollowSides, true, calcVertexNormals); | ||
1688 | this.errorMessage = profile.errorMessage; | ||
1689 | |||
1690 | this.numPrimFaces = profile.numPrimFaces; | ||
1691 | |||
1692 | //profileOuterFaceNumber = profile.faceNumbers[0]; | ||
1693 | //if (!needEndFaces) | ||
1694 | // profileOuterFaceNumber--; | ||
1695 | //profileOuterFaceNumber = needEndFaces ? 1 : 0; | ||
1696 | |||
1697 | |||
1698 | //if (hasHollow) | ||
1699 | //{ | ||
1700 | // if (needEndFaces) | ||
1701 | // profileHollowFaceNumber = profile.faceNumbers[profile.numOuterVerts + 1]; | ||
1702 | // else | ||
1703 | // profileHollowFaceNumber = profile.faceNumbers[profile.numOuterVerts] - 1; | ||
1704 | //} | ||
1705 | |||
1706 | |||
1707 | profileOuterFaceNumber = profile.outerFaceNumber; | ||
1708 | if (!needEndFaces) | ||
1709 | profileOuterFaceNumber--; | ||
1710 | |||
1711 | if (hasHollow) | ||
1712 | { | ||
1713 | profileHollowFaceNumber = profile.hollowFaceNumber; | ||
1714 | if (!needEndFaces) | ||
1715 | profileHollowFaceNumber--; | ||
1716 | } | ||
1717 | |||
1718 | int cut1Vert = -1; | ||
1719 | int cut2Vert = -1; | ||
1720 | if (hasProfileCut) | ||
1721 | { | ||
1722 | cut1Vert = hasHollow ? profile.coords.Count - 1 : 0; | ||
1723 | cut2Vert = hasHollow ? profile.numOuterVerts - 1 : profile.numOuterVerts; | ||
1724 | } | ||
1725 | |||
1726 | if (initialProfileRot != 0.0f) | ||
1727 | { | ||
1728 | profile.AddRot(new Quat(new Coord(0.0f, 0.0f, 1.0f), initialProfileRot)); | ||
1729 | if (viewerMode) | ||
1730 | profile.MakeFaceUVs(); | ||
1731 | } | ||
1732 | |||
1733 | Coord lastCutNormal1 = new Coord(); | ||
1734 | Coord lastCutNormal2 = new Coord(); | ||
1735 | float lastV = 1.0f; | ||
1736 | |||
1737 | Path path = new Path(); | ||
1738 | path.twistBegin = twistBegin; | ||
1739 | path.twistEnd = twistEnd; | ||
1740 | path.topShearX = topShearX; | ||
1741 | path.topShearY = topShearY; | ||
1742 | path.pathCutBegin = pathCutBegin; | ||
1743 | path.pathCutEnd = pathCutEnd; | ||
1744 | path.dimpleBegin = dimpleBegin; | ||
1745 | path.dimpleEnd = dimpleEnd; | ||
1746 | path.skew = skew; | ||
1747 | path.holeSizeX = holeSizeX; | ||
1748 | path.holeSizeY = holeSizeY; | ||
1749 | path.taperX = taperX; | ||
1750 | path.taperY = taperY; | ||
1751 | path.radius = radius; | ||
1752 | path.revolutions = revolutions; | ||
1753 | path.stepsPerRevolution = stepsPerRevolution; | ||
1754 | |||
1755 | path.Create(pathType, steps); | ||
1756 | |||
1757 | |||
1758 | if (pathType == PathType.Circular) | ||
1759 | { | ||
1760 | needEndFaces = false; | ||
1761 | if (this.pathCutBegin != 0.0f || this.pathCutEnd != 1.0f) | ||
1762 | needEndFaces = true; | ||
1763 | else if (this.taperX != 0.0f || this.taperY != 0.0f) | ||
1764 | needEndFaces = true; | ||
1765 | else if (this.skew != 0.0f) | ||
1766 | needEndFaces = true; | ||
1767 | else if (twistTotal != 0.0f) | ||
1768 | needEndFaces = true; | ||
1769 | else if (this.radius != 0.0f) | ||
1770 | needEndFaces = true; | ||
1771 | } | ||
1772 | else needEndFaces = true; | ||
1773 | |||
1774 | for (int nodeIndex = 0; nodeIndex < path.pathNodes.Count; nodeIndex++) | ||
1775 | { | ||
1776 | PathNode node = path.pathNodes[nodeIndex]; | ||
1777 | Profile newLayer = profile.Copy(); | ||
1778 | newLayer.Scale(node.xScale, node.yScale); | ||
1779 | |||
1780 | newLayer.AddRot(node.rotation); | ||
1781 | newLayer.AddPos(node.position); | ||
1782 | |||
1783 | if (needEndFaces && nodeIndex == 0) | ||
1784 | { | ||
1785 | newLayer.FlipNormals(); | ||
1786 | |||
1787 | // add the top faces to the viewerFaces list here | ||
1788 | if (this.viewerMode) | ||
1789 | { | ||
1790 | Coord faceNormal = newLayer.faceNormal; | ||
1791 | ViewerFace newViewerFace = new ViewerFace(profile.bottomFaceNumber); | ||
1792 | int numFaces = newLayer.faces.Count; | ||
1793 | List<Face> faces = newLayer.faces; | ||
1794 | |||
1795 | for (int i = 0; i < numFaces; i++) | ||
1796 | { | ||
1797 | Face face = faces[i]; | ||
1798 | newViewerFace.v1 = newLayer.coords[face.v1]; | ||
1799 | newViewerFace.v2 = newLayer.coords[face.v2]; | ||
1800 | newViewerFace.v3 = newLayer.coords[face.v3]; | ||
1801 | |||
1802 | newViewerFace.coordIndex1 = face.v1; | ||
1803 | newViewerFace.coordIndex2 = face.v2; | ||
1804 | newViewerFace.coordIndex3 = face.v3; | ||
1805 | |||
1806 | newViewerFace.n1 = faceNormal; | ||
1807 | newViewerFace.n2 = faceNormal; | ||
1808 | newViewerFace.n3 = faceNormal; | ||
1809 | |||
1810 | newViewerFace.uv1 = newLayer.faceUVs[face.v1]; | ||
1811 | newViewerFace.uv2 = newLayer.faceUVs[face.v2]; | ||
1812 | newViewerFace.uv3 = newLayer.faceUVs[face.v3]; | ||
1813 | |||
1814 | this.viewerFaces.Add(newViewerFace); | ||
1815 | } | ||
1816 | } | ||
1817 | } // if (nodeIndex == 0) | ||
1818 | |||
1819 | // append this layer | ||
1820 | |||
1821 | int coordsLen = this.coords.Count; | ||
1822 | newLayer.AddValue2FaceVertexIndices(coordsLen); | ||
1823 | |||
1824 | this.coords.AddRange(newLayer.coords); | ||
1825 | |||
1826 | if (this.calcVertexNormals) | ||
1827 | { | ||
1828 | newLayer.AddValue2FaceNormalIndices(this.normals.Count); | ||
1829 | this.normals.AddRange(newLayer.vertexNormals); | ||
1830 | } | ||
1831 | |||
1832 | if (node.percentOfPath < this.pathCutBegin + 0.01f || node.percentOfPath > this.pathCutEnd - 0.01f) | ||
1833 | this.faces.AddRange(newLayer.faces); | ||
1834 | |||
1835 | // fill faces between layers | ||
1836 | |||
1837 | int numVerts = newLayer.coords.Count; | ||
1838 | Face newFace = new Face(); | ||
1839 | |||
1840 | if (nodeIndex > 0) | ||
1841 | { | ||
1842 | int startVert = coordsLen + 1; | ||
1843 | int endVert = this.coords.Count; | ||
1844 | |||
1845 | if (sides < 5 || this.hasProfileCut || this.hasHollow) | ||
1846 | startVert--; | ||
1847 | |||
1848 | for (int i = startVert; i < endVert; i++) | ||
1849 | { | ||
1850 | int iNext = i + 1; | ||
1851 | if (i == endVert - 1) | ||
1852 | iNext = startVert; | ||
1853 | |||
1854 | int whichVert = i - startVert; | ||
1855 | |||
1856 | newFace.v1 = i; | ||
1857 | newFace.v2 = i - numVerts; | ||
1858 | newFace.v3 = iNext - numVerts; | ||
1859 | this.faces.Add(newFace); | ||
1860 | |||
1861 | newFace.v2 = iNext - numVerts; | ||
1862 | newFace.v3 = iNext; | ||
1863 | this.faces.Add(newFace); | ||
1864 | |||
1865 | if (this.viewerMode) | ||
1866 | { | ||
1867 | // add the side faces to the list of viewerFaces here | ||
1868 | |||
1869 | int primFaceNum = profile.faceNumbers[whichVert]; | ||
1870 | if (!needEndFaces) | ||
1871 | primFaceNum -= 1; | ||
1872 | |||
1873 | ViewerFace newViewerFace1 = new ViewerFace(primFaceNum); | ||
1874 | ViewerFace newViewerFace2 = new ViewerFace(primFaceNum); | ||
1875 | |||
1876 | float u1 = newLayer.us[whichVert]; | ||
1877 | float u2 = 1.0f; | ||
1878 | if (whichVert < newLayer.us.Count - 1) | ||
1879 | u2 = newLayer.us[whichVert + 1]; | ||
1880 | |||
1881 | if (whichVert == cut1Vert || whichVert == cut2Vert) | ||
1882 | { | ||
1883 | u1 = 0.0f; | ||
1884 | u2 = 1.0f; | ||
1885 | } | ||
1886 | else if (sides < 5) | ||
1887 | { | ||
1888 | if (whichVert < profile.numOuterVerts) | ||
1889 | { // boxes and prisms have one texture face per side of the prim, so the U values have to be scaled | ||
1890 | // to reflect the entire texture width | ||
1891 | u1 *= sides; | ||
1892 | u2 *= sides; | ||
1893 | u2 -= (int)u1; | ||
1894 | u1 -= (int)u1; | ||
1895 | if (u2 < 0.1f) | ||
1896 | u2 = 1.0f; | ||
1897 | //this.profileOuterFaceNumber = primFaceNum; | ||
1898 | } | ||
1899 | else if (whichVert > profile.coords.Count - profile.numHollowVerts - 1) | ||
1900 | { | ||
1901 | u1 *= 2.0f; | ||
1902 | u2 *= 2.0f; | ||
1903 | //this.profileHollowFaceNumber = primFaceNum; | ||
1904 | } | ||
1905 | } | ||
1906 | |||
1907 | newViewerFace1.uv1.U = u1; | ||
1908 | newViewerFace1.uv2.U = u1; | ||
1909 | newViewerFace1.uv3.U = u2; | ||
1910 | |||
1911 | newViewerFace1.uv1.V = 1.0f - node.percentOfPath; | ||
1912 | newViewerFace1.uv2.V = lastV; | ||
1913 | newViewerFace1.uv3.V = lastV; | ||
1914 | |||
1915 | newViewerFace2.uv1.U = u1; | ||
1916 | newViewerFace2.uv2.U = u2; | ||
1917 | newViewerFace2.uv3.U = u2; | ||
1918 | |||
1919 | newViewerFace2.uv1.V = 1.0f - node.percentOfPath; | ||
1920 | newViewerFace2.uv2.V = lastV; | ||
1921 | newViewerFace2.uv3.V = 1.0f - node.percentOfPath; | ||
1922 | |||
1923 | newViewerFace1.v1 = this.coords[i]; | ||
1924 | newViewerFace1.v2 = this.coords[i - numVerts]; | ||
1925 | newViewerFace1.v3 = this.coords[iNext - numVerts]; | ||
1926 | |||
1927 | newViewerFace2.v1 = this.coords[i]; | ||
1928 | newViewerFace2.v2 = this.coords[iNext - numVerts]; | ||
1929 | newViewerFace2.v3 = this.coords[iNext]; | ||
1930 | |||
1931 | newViewerFace1.coordIndex1 = i; | ||
1932 | newViewerFace1.coordIndex2 = i - numVerts; | ||
1933 | newViewerFace1.coordIndex3 = iNext - numVerts; | ||
1934 | |||
1935 | newViewerFace2.coordIndex1 = i; | ||
1936 | newViewerFace2.coordIndex2 = iNext - numVerts; | ||
1937 | newViewerFace2.coordIndex3 = iNext; | ||
1938 | |||
1939 | // profile cut faces | ||
1940 | if (whichVert == cut1Vert) | ||
1941 | { | ||
1942 | newViewerFace1.n1 = newLayer.cutNormal1; | ||
1943 | newViewerFace1.n2 = newViewerFace1.n3 = lastCutNormal1; | ||
1944 | |||
1945 | newViewerFace2.n1 = newViewerFace2.n3 = newLayer.cutNormal1; | ||
1946 | newViewerFace2.n2 = lastCutNormal1; | ||
1947 | } | ||
1948 | else if (whichVert == cut2Vert) | ||
1949 | { | ||
1950 | newViewerFace1.n1 = newLayer.cutNormal2; | ||
1951 | newViewerFace1.n2 = newViewerFace1.n3 = lastCutNormal2; | ||
1952 | |||
1953 | newViewerFace2.n1 = newViewerFace2.n3 = newLayer.cutNormal2; | ||
1954 | newViewerFace2.n2 = lastCutNormal2; | ||
1955 | } | ||
1956 | |||
1957 | else // outer and hollow faces | ||
1958 | { | ||
1959 | if ((sides < 5 && whichVert < newLayer.numOuterVerts) || (hollowSides < 5 && whichVert >= newLayer.numOuterVerts)) | ||
1960 | { // looks terrible when path is twisted... need vertex normals here | ||
1961 | newViewerFace1.CalcSurfaceNormal(); | ||
1962 | newViewerFace2.CalcSurfaceNormal(); | ||
1963 | } | ||
1964 | else | ||
1965 | { | ||
1966 | newViewerFace1.n1 = this.normals[i]; | ||
1967 | newViewerFace1.n2 = this.normals[i - numVerts]; | ||
1968 | newViewerFace1.n3 = this.normals[iNext - numVerts]; | ||
1969 | |||
1970 | newViewerFace2.n1 = this.normals[i]; | ||
1971 | newViewerFace2.n2 = this.normals[iNext - numVerts]; | ||
1972 | newViewerFace2.n3 = this.normals[iNext]; | ||
1973 | } | ||
1974 | } | ||
1975 | |||
1976 | this.viewerFaces.Add(newViewerFace1); | ||
1977 | this.viewerFaces.Add(newViewerFace2); | ||
1978 | |||
1979 | } | ||
1980 | } | ||
1981 | } | ||
1982 | |||
1983 | lastCutNormal1 = newLayer.cutNormal1; | ||
1984 | lastCutNormal2 = newLayer.cutNormal2; | ||
1985 | lastV = 1.0f - node.percentOfPath; | ||
1986 | |||
1987 | if (needEndFaces && nodeIndex == path.pathNodes.Count - 1 && viewerMode) | ||
1988 | { | ||
1989 | // add the top faces to the viewerFaces list here | ||
1990 | Coord faceNormal = newLayer.faceNormal; | ||
1991 | ViewerFace newViewerFace = new ViewerFace(); | ||
1992 | newViewerFace.primFaceNumber = 0; | ||
1993 | int numFaces = newLayer.faces.Count; | ||
1994 | List<Face> faces = newLayer.faces; | ||
1995 | |||
1996 | for (int i = 0; i < numFaces; i++) | ||
1997 | { | ||
1998 | Face face = faces[i]; | ||
1999 | newViewerFace.v1 = newLayer.coords[face.v1 - coordsLen]; | ||
2000 | newViewerFace.v2 = newLayer.coords[face.v2 - coordsLen]; | ||
2001 | newViewerFace.v3 = newLayer.coords[face.v3 - coordsLen]; | ||
2002 | |||
2003 | newViewerFace.coordIndex1 = face.v1 - coordsLen; | ||
2004 | newViewerFace.coordIndex2 = face.v2 - coordsLen; | ||
2005 | newViewerFace.coordIndex3 = face.v3 - coordsLen; | ||
2006 | |||
2007 | newViewerFace.n1 = faceNormal; | ||
2008 | newViewerFace.n2 = faceNormal; | ||
2009 | newViewerFace.n3 = faceNormal; | ||
2010 | |||
2011 | newViewerFace.uv1 = newLayer.faceUVs[face.v1 - coordsLen]; | ||
2012 | newViewerFace.uv2 = newLayer.faceUVs[face.v2 - coordsLen]; | ||
2013 | newViewerFace.uv3 = newLayer.faceUVs[face.v3 - coordsLen]; | ||
2014 | |||
2015 | this.viewerFaces.Add(newViewerFace); | ||
2016 | } | ||
2017 | } | ||
2018 | |||
2019 | |||
2020 | } // for (int nodeIndex = 0; nodeIndex < path.pathNodes.Count; nodeIndex++) | ||
2021 | |||
2022 | } | ||
2023 | |||
2024 | |||
2025 | /// <summary> | ||
2026 | /// DEPRICATED - use Extrude(PathType.Linear) instead | ||
2027 | /// Extrudes a profile along a straight line path. Used for prim types box, cylinder, and prism. | ||
2028 | /// </summary> | ||
2029 | /// | ||
2030 | public void ExtrudeLinear() | ||
2031 | { | ||
2032 | this.Extrude(PathType.Linear); | ||
2033 | } | ||
2034 | |||
2035 | |||
2036 | /// <summary> | ||
2037 | /// DEPRICATED - use Extrude(PathType.Circular) instead | ||
2038 | /// Extrude a profile into a circular path prim mesh. Used for prim types torus, tube, and ring. | ||
2039 | /// </summary> | ||
2040 | /// | ||
2041 | public void ExtrudeCircular() | ||
2042 | { | ||
2043 | this.Extrude(PathType.Circular); | ||
2044 | } | ||
2045 | |||
2046 | |||
2047 | private Coord SurfaceNormal(Coord c1, Coord c2, Coord c3) | ||
2048 | { | ||
2049 | Coord edge1 = new Coord(c2.X - c1.X, c2.Y - c1.Y, c2.Z - c1.Z); | ||
2050 | Coord edge2 = new Coord(c3.X - c1.X, c3.Y - c1.Y, c3.Z - c1.Z); | ||
2051 | |||
2052 | Coord normal = Coord.Cross(edge1, edge2); | ||
2053 | |||
2054 | normal.Normalize(); | ||
2055 | |||
2056 | return normal; | ||
2057 | } | ||
2058 | |||
2059 | private Coord SurfaceNormal(Face face) | ||
2060 | { | ||
2061 | return SurfaceNormal(this.coords[face.v1], this.coords[face.v2], this.coords[face.v3]); | ||
2062 | } | ||
2063 | |||
2064 | /// <summary> | ||
2065 | /// Calculate the surface normal for a face in the list of faces | ||
2066 | /// </summary> | ||
2067 | /// <param name="faceIndex"></param> | ||
2068 | /// <returns></returns> | ||
2069 | public Coord SurfaceNormal(int faceIndex) | ||
2070 | { | ||
2071 | int numFaces = this.faces.Count; | ||
2072 | if (faceIndex < 0 || faceIndex >= numFaces) | ||
2073 | throw new Exception("faceIndex out of range"); | ||
2074 | |||
2075 | return SurfaceNormal(this.faces[faceIndex]); | ||
2076 | } | ||
2077 | |||
2078 | /// <summary> | ||
2079 | /// Duplicates a PrimMesh object. All object properties are copied by value, including lists. | ||
2080 | /// </summary> | ||
2081 | /// <returns></returns> | ||
2082 | public PrimMesh Copy() | ||
2083 | { | ||
2084 | PrimMesh copy = new PrimMesh(this.sides, this.profileStart, this.profileEnd, this.hollow, this.hollowSides); | ||
2085 | copy.twistBegin = this.twistBegin; | ||
2086 | copy.twistEnd = this.twistEnd; | ||
2087 | copy.topShearX = this.topShearX; | ||
2088 | copy.topShearY = this.topShearY; | ||
2089 | copy.pathCutBegin = this.pathCutBegin; | ||
2090 | copy.pathCutEnd = this.pathCutEnd; | ||
2091 | copy.dimpleBegin = this.dimpleBegin; | ||
2092 | copy.dimpleEnd = this.dimpleEnd; | ||
2093 | copy.skew = this.skew; | ||
2094 | copy.holeSizeX = this.holeSizeX; | ||
2095 | copy.holeSizeY = this.holeSizeY; | ||
2096 | copy.taperX = this.taperX; | ||
2097 | copy.taperY = this.taperY; | ||
2098 | copy.radius = this.radius; | ||
2099 | copy.revolutions = this.revolutions; | ||
2100 | copy.stepsPerRevolution = this.stepsPerRevolution; | ||
2101 | copy.calcVertexNormals = this.calcVertexNormals; | ||
2102 | copy.normalsProcessed = this.normalsProcessed; | ||
2103 | copy.viewerMode = this.viewerMode; | ||
2104 | copy.numPrimFaces = this.numPrimFaces; | ||
2105 | copy.errorMessage = this.errorMessage; | ||
2106 | |||
2107 | copy.coords = new List<Coord>(this.coords); | ||
2108 | copy.faces = new List<Face>(this.faces); | ||
2109 | copy.viewerFaces = new List<ViewerFace>(this.viewerFaces); | ||
2110 | copy.normals = new List<Coord>(this.normals); | ||
2111 | |||
2112 | return copy; | ||
2113 | } | ||
2114 | |||
2115 | /// <summary> | ||
2116 | /// Calculate surface normals for all of the faces in the list of faces in this mesh | ||
2117 | /// </summary> | ||
2118 | public void CalcNormals() | ||
2119 | { | ||
2120 | if (normalsProcessed) | ||
2121 | return; | ||
2122 | |||
2123 | normalsProcessed = true; | ||
2124 | |||
2125 | int numFaces = faces.Count; | ||
2126 | |||
2127 | if (!this.calcVertexNormals) | ||
2128 | this.normals = new List<Coord>(); | ||
2129 | |||
2130 | for (int i = 0; i < numFaces; i++) | ||
2131 | { | ||
2132 | Face face = faces[i]; | ||
2133 | |||
2134 | this.normals.Add(SurfaceNormal(i).Normalize()); | ||
2135 | |||
2136 | int normIndex = normals.Count - 1; | ||
2137 | face.n1 = normIndex; | ||
2138 | face.n2 = normIndex; | ||
2139 | face.n3 = normIndex; | ||
2140 | |||
2141 | this.faces[i] = face; | ||
2142 | } | ||
2143 | } | ||
2144 | |||
2145 | /// <summary> | ||
2146 | /// Adds a value to each XYZ vertex coordinate in the mesh | ||
2147 | /// </summary> | ||
2148 | /// <param name="x"></param> | ||
2149 | /// <param name="y"></param> | ||
2150 | /// <param name="z"></param> | ||
2151 | public void AddPos(float x, float y, float z) | ||
2152 | { | ||
2153 | int i; | ||
2154 | int numVerts = this.coords.Count; | ||
2155 | Coord vert; | ||
2156 | |||
2157 | for (i = 0; i < numVerts; i++) | ||
2158 | { | ||
2159 | vert = this.coords[i]; | ||
2160 | vert.X += x; | ||
2161 | vert.Y += y; | ||
2162 | vert.Z += z; | ||
2163 | this.coords[i] = vert; | ||
2164 | } | ||
2165 | |||
2166 | if (this.viewerFaces != null) | ||
2167 | { | ||
2168 | int numViewerFaces = this.viewerFaces.Count; | ||
2169 | |||
2170 | for (i = 0; i < numViewerFaces; i++) | ||
2171 | { | ||
2172 | ViewerFace v = this.viewerFaces[i]; | ||
2173 | v.AddPos(x, y, z); | ||
2174 | this.viewerFaces[i] = v; | ||
2175 | } | ||
2176 | } | ||
2177 | } | ||
2178 | |||
2179 | /// <summary> | ||
2180 | /// Rotates the mesh | ||
2181 | /// </summary> | ||
2182 | /// <param name="q"></param> | ||
2183 | public void AddRot(Quat q) | ||
2184 | { | ||
2185 | int i; | ||
2186 | int numVerts = this.coords.Count; | ||
2187 | |||
2188 | for (i = 0; i < numVerts; i++) | ||
2189 | this.coords[i] *= q; | ||
2190 | |||
2191 | if (this.normals != null) | ||
2192 | { | ||
2193 | int numNormals = this.normals.Count; | ||
2194 | for (i = 0; i < numNormals; i++) | ||
2195 | this.normals[i] *= q; | ||
2196 | } | ||
2197 | |||
2198 | if (this.viewerFaces != null) | ||
2199 | { | ||
2200 | int numViewerFaces = this.viewerFaces.Count; | ||
2201 | |||
2202 | for (i = 0; i < numViewerFaces; i++) | ||
2203 | { | ||
2204 | ViewerFace v = this.viewerFaces[i]; | ||
2205 | v.v1 *= q; | ||
2206 | v.v2 *= q; | ||
2207 | v.v3 *= q; | ||
2208 | |||
2209 | v.n1 *= q; | ||
2210 | v.n2 *= q; | ||
2211 | v.n3 *= q; | ||
2212 | this.viewerFaces[i] = v; | ||
2213 | } | ||
2214 | } | ||
2215 | } | ||
2216 | |||
2217 | #if VERTEX_INDEXER | ||
2218 | public VertexIndexer GetVertexIndexer() | ||
2219 | { | ||
2220 | if (this.viewerMode && this.viewerFaces.Count > 0) | ||
2221 | return new VertexIndexer(this); | ||
2222 | return null; | ||
2223 | } | ||
2224 | #endif | ||
2225 | |||
2226 | /// <summary> | ||
2227 | /// Scales the mesh | ||
2228 | /// </summary> | ||
2229 | /// <param name="x"></param> | ||
2230 | /// <param name="y"></param> | ||
2231 | /// <param name="z"></param> | ||
2232 | public void Scale(float x, float y, float z) | ||
2233 | { | ||
2234 | int i; | ||
2235 | int numVerts = this.coords.Count; | ||
2236 | //Coord vert; | ||
2237 | |||
2238 | Coord m = new Coord(x, y, z); | ||
2239 | for (i = 0; i < numVerts; i++) | ||
2240 | this.coords[i] *= m; | ||
2241 | |||
2242 | if (this.viewerFaces != null) | ||
2243 | { | ||
2244 | int numViewerFaces = this.viewerFaces.Count; | ||
2245 | for (i = 0; i < numViewerFaces; i++) | ||
2246 | { | ||
2247 | ViewerFace v = this.viewerFaces[i]; | ||
2248 | v.v1 *= m; | ||
2249 | v.v2 *= m; | ||
2250 | v.v3 *= m; | ||
2251 | this.viewerFaces[i] = v; | ||
2252 | } | ||
2253 | |||
2254 | } | ||
2255 | |||
2256 | } | ||
2257 | |||
2258 | /// <summary> | ||
2259 | /// Dumps the mesh to a Blender compatible "Raw" format file | ||
2260 | /// </summary> | ||
2261 | /// <param name="path"></param> | ||
2262 | /// <param name="name"></param> | ||
2263 | /// <param name="title"></param> | ||
2264 | public void DumpRaw(String path, String name, String title) | ||
2265 | { | ||
2266 | if (path == null) | ||
2267 | return; | ||
2268 | String fileName = name + "_" + title + ".raw"; | ||
2269 | String completePath = System.IO.Path.Combine(path, fileName); | ||
2270 | StreamWriter sw = new StreamWriter(completePath); | ||
2271 | |||
2272 | for (int i = 0; i < this.faces.Count; i++) | ||
2273 | { | ||
2274 | string s = this.coords[this.faces[i].v1].ToString(); | ||
2275 | s += " " + this.coords[this.faces[i].v2].ToString(); | ||
2276 | s += " " + this.coords[this.faces[i].v3].ToString(); | ||
2277 | |||
2278 | sw.WriteLine(s); | ||
2279 | } | ||
2280 | |||
2281 | sw.Close(); | ||
2282 | } | ||
2283 | } | ||
2284 | } | ||