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-rw-r--r-- | OpenSim/Region/Physics/UbitMeshing/PrimMesher.cs | 1708 |
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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..8eb136b --- /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 Face | ||
229 | { | ||
230 | public int primFace; | ||
231 | |||
232 | // vertices | ||
233 | public int v1; | ||
234 | public int v2; | ||
235 | public int v3; | ||
236 | |||
237 | public Face(int v1, int v2, int v3) | ||
238 | { | ||
239 | primFace = 0; | ||
240 | |||
241 | this.v1 = v1; | ||
242 | this.v2 = v2; | ||
243 | this.v3 = v3; | ||
244 | |||
245 | } | ||
246 | |||
247 | public Coord SurfaceNormal(List<Coord> coordList) | ||
248 | { | ||
249 | Coord c1 = coordList[this.v1]; | ||
250 | Coord c2 = coordList[this.v2]; | ||
251 | Coord c3 = coordList[this.v3]; | ||
252 | |||
253 | Coord edge1 = new Coord(c2.X - c1.X, c2.Y - c1.Y, c2.Z - c1.Z); | ||
254 | Coord edge2 = new Coord(c3.X - c1.X, c3.Y - c1.Y, c3.Z - c1.Z); | ||
255 | |||
256 | return Coord.Cross(edge1, edge2).Normalize(); | ||
257 | } | ||
258 | } | ||
259 | |||
260 | internal struct Angle | ||
261 | { | ||
262 | internal float angle; | ||
263 | internal float X; | ||
264 | internal float Y; | ||
265 | |||
266 | internal Angle(float angle, float x, float y) | ||
267 | { | ||
268 | this.angle = angle; | ||
269 | this.X = x; | ||
270 | this.Y = y; | ||
271 | } | ||
272 | } | ||
273 | |||
274 | internal class AngleList | ||
275 | { | ||
276 | private float iX, iY; // intersection point | ||
277 | |||
278 | private static Angle[] angles3 = | ||
279 | { | ||
280 | new Angle(0.0f, 1.0f, 0.0f), | ||
281 | new Angle(0.33333333333333333f, -0.5f, 0.86602540378443871f), | ||
282 | new Angle(0.66666666666666667f, -0.5f, -0.86602540378443837f), | ||
283 | new Angle(1.0f, 1.0f, 0.0f) | ||
284 | }; | ||
285 | |||
286 | private static Angle[] angles4 = | ||
287 | { | ||
288 | new Angle(0.0f, 1.0f, 0.0f), | ||
289 | new Angle(0.25f, 0.0f, 1.0f), | ||
290 | new Angle(0.5f, -1.0f, 0.0f), | ||
291 | new Angle(0.75f, 0.0f, -1.0f), | ||
292 | new Angle(1.0f, 1.0f, 0.0f) | ||
293 | }; | ||
294 | |||
295 | private static Angle[] angles6 = | ||
296 | { | ||
297 | new Angle(0.0f, 1.0f, 0.0f), | ||
298 | new Angle(0.16666666666666667f, 0.5f, 0.8660254037844386f), | ||
299 | new Angle(0.33333333333333333f, -0.5f, 0.86602540378443871f), | ||
300 | new Angle(0.5f, -1.0f, 0.0f), | ||
301 | new Angle(0.66666666666666667f, -0.5f, -0.86602540378443837f), | ||
302 | new Angle(0.83333333333333326f, 0.5f, -0.86602540378443904f), | ||
303 | new Angle(1.0f, 1.0f, 0.0f) | ||
304 | }; | ||
305 | |||
306 | private static Angle[] angles12 = | ||
307 | { | ||
308 | new Angle(0.0f, 1.0f, 0.0f), | ||
309 | new Angle(0.083333333333333329f, 0.86602540378443871f, 0.5f), | ||
310 | new Angle(0.16666666666666667f, 0.5f, 0.8660254037844386f), | ||
311 | new Angle(0.25f, 0.0f, 1.0f), | ||
312 | new Angle(0.33333333333333333f, -0.5f, 0.86602540378443871f), | ||
313 | new Angle(0.41666666666666663f, -0.86602540378443849f, 0.5f), | ||
314 | new Angle(0.5f, -1.0f, 0.0f), | ||
315 | new Angle(0.58333333333333326f, -0.86602540378443882f, -0.5f), | ||
316 | new Angle(0.66666666666666667f, -0.5f, -0.86602540378443837f), | ||
317 | new Angle(0.75f, 0.0f, -1.0f), | ||
318 | new Angle(0.83333333333333326f, 0.5f, -0.86602540378443904f), | ||
319 | new Angle(0.91666666666666663f, 0.86602540378443837f, -0.5f), | ||
320 | new Angle(1.0f, 1.0f, 0.0f) | ||
321 | }; | ||
322 | |||
323 | private static Angle[] angles24 = | ||
324 | { | ||
325 | new Angle(0.0f, 1.0f, 0.0f), | ||
326 | new Angle(0.041666666666666664f, 0.96592582628906831f, 0.25881904510252074f), | ||
327 | new Angle(0.083333333333333329f, 0.86602540378443871f, 0.5f), | ||
328 | new Angle(0.125f, 0.70710678118654757f, 0.70710678118654746f), | ||
329 | new Angle(0.16666666666666667f, 0.5f, 0.8660254037844386f), | ||
330 | new Angle(0.20833333333333331f, 0.25881904510252096f, 0.9659258262890682f), | ||
331 | new Angle(0.25f, 0.0f, 1.0f), | ||
332 | new Angle(0.29166666666666663f, -0.25881904510252063f, 0.96592582628906831f), | ||
333 | new Angle(0.33333333333333333f, -0.5f, 0.86602540378443871f), | ||
334 | new Angle(0.375f, -0.70710678118654746f, 0.70710678118654757f), | ||
335 | new Angle(0.41666666666666663f, -0.86602540378443849f, 0.5f), | ||
336 | new Angle(0.45833333333333331f, -0.9659258262890682f, 0.25881904510252102f), | ||
337 | new Angle(0.5f, -1.0f, 0.0f), | ||
338 | new Angle(0.54166666666666663f, -0.96592582628906842f, -0.25881904510252035f), | ||
339 | new Angle(0.58333333333333326f, -0.86602540378443882f, -0.5f), | ||
340 | new Angle(0.62499999999999989f, -0.70710678118654791f, -0.70710678118654713f), | ||
341 | new Angle(0.66666666666666667f, -0.5f, -0.86602540378443837f), | ||
342 | new Angle(0.70833333333333326f, -0.25881904510252152f, -0.96592582628906809f), | ||
343 | new Angle(0.75f, 0.0f, -1.0f), | ||
344 | new Angle(0.79166666666666663f, 0.2588190451025203f, -0.96592582628906842f), | ||
345 | new Angle(0.83333333333333326f, 0.5f, -0.86602540378443904f), | ||
346 | new Angle(0.875f, 0.70710678118654735f, -0.70710678118654768f), | ||
347 | new Angle(0.91666666666666663f, 0.86602540378443837f, -0.5f), | ||
348 | new Angle(0.95833333333333326f, 0.96592582628906809f, -0.25881904510252157f), | ||
349 | new Angle(1.0f, 1.0f, 0.0f) | ||
350 | }; | ||
351 | |||
352 | private Angle interpolatePoints(float newPoint, Angle p1, Angle p2) | ||
353 | { | ||
354 | float m = (newPoint - p1.angle) / (p2.angle - p1.angle); | ||
355 | return new Angle(newPoint, p1.X + m * (p2.X - p1.X), p1.Y + m * (p2.Y - p1.Y)); | ||
356 | } | ||
357 | |||
358 | private void intersection(double x1, double y1, double x2, double y2, double x3, double y3, double x4, double y4) | ||
359 | { // ref: http://local.wasp.uwa.edu.au/~pbourke/geometry/lineline2d/ | ||
360 | double denom = (y4 - y3) * (x2 - x1) - (x4 - x3) * (y2 - y1); | ||
361 | double uaNumerator = (x4 - x3) * (y1 - y3) - (y4 - y3) * (x1 - x3); | ||
362 | |||
363 | if (denom != 0.0) | ||
364 | { | ||
365 | double ua = uaNumerator / denom; | ||
366 | iX = (float)(x1 + ua * (x2 - x1)); | ||
367 | iY = (float)(y1 + ua * (y2 - y1)); | ||
368 | } | ||
369 | } | ||
370 | |||
371 | internal List<Angle> angles; | ||
372 | |||
373 | internal void makeAngles(int sides, float startAngle, float stopAngle, bool hasCut) | ||
374 | { | ||
375 | angles = new List<Angle>(); | ||
376 | |||
377 | const double twoPi = System.Math.PI * 2.0; | ||
378 | const float twoPiInv = (float)(1.0d / twoPi); | ||
379 | |||
380 | if (sides < 1) | ||
381 | throw new Exception("number of sides not greater than zero"); | ||
382 | if (stopAngle <= startAngle) | ||
383 | throw new Exception("stopAngle not greater than startAngle"); | ||
384 | |||
385 | if ((sides == 3 || sides == 4 || sides == 6 || sides == 12 || sides == 24)) | ||
386 | { | ||
387 | startAngle *= twoPiInv; | ||
388 | stopAngle *= twoPiInv; | ||
389 | |||
390 | Angle[] sourceAngles; | ||
391 | switch (sides) | ||
392 | { | ||
393 | case 3: | ||
394 | sourceAngles = angles3; | ||
395 | break; | ||
396 | case 4: | ||
397 | sourceAngles = angles4; | ||
398 | break; | ||
399 | case 6: | ||
400 | sourceAngles = angles6; | ||
401 | break; | ||
402 | case 12: | ||
403 | sourceAngles = angles12; | ||
404 | break; | ||
405 | default: | ||
406 | sourceAngles = angles24; | ||
407 | break; | ||
408 | } | ||
409 | |||
410 | int startAngleIndex = (int)(startAngle * sides); | ||
411 | int endAngleIndex = sourceAngles.Length - 1; | ||
412 | |||
413 | if (hasCut) | ||
414 | { | ||
415 | if (stopAngle < 1.0f) | ||
416 | endAngleIndex = (int)(stopAngle * sides) + 1; | ||
417 | if (endAngleIndex == startAngleIndex) | ||
418 | endAngleIndex++; | ||
419 | |||
420 | for (int angleIndex = startAngleIndex; angleIndex < endAngleIndex + 1; angleIndex++) | ||
421 | { | ||
422 | angles.Add(sourceAngles[angleIndex]); | ||
423 | } | ||
424 | |||
425 | if (startAngle > 0.0f) | ||
426 | angles[0] = interpolatePoints(startAngle, angles[0], angles[1]); | ||
427 | |||
428 | if (stopAngle < 1.0f) | ||
429 | { | ||
430 | int lastAngleIndex = angles.Count - 1; | ||
431 | angles[lastAngleIndex] = interpolatePoints(stopAngle, angles[lastAngleIndex - 1], angles[lastAngleIndex]); | ||
432 | } | ||
433 | } | ||
434 | else | ||
435 | { | ||
436 | for (int angleIndex = startAngleIndex; angleIndex < endAngleIndex; angleIndex++) | ||
437 | angles.Add(sourceAngles[angleIndex]); | ||
438 | } | ||
439 | } | ||
440 | else | ||
441 | { | ||
442 | double stepSize = twoPi / sides; | ||
443 | |||
444 | int startStep = (int)(startAngle / stepSize); | ||
445 | double angle = stepSize * startStep; | ||
446 | int step = startStep; | ||
447 | double stopAngleTest = stopAngle; | ||
448 | if (stopAngle < twoPi) | ||
449 | { | ||
450 | stopAngleTest = stepSize * ((int)(stopAngle / stepSize) + 1); | ||
451 | if (stopAngleTest < stopAngle) | ||
452 | stopAngleTest += stepSize; | ||
453 | if (stopAngleTest > twoPi) | ||
454 | stopAngleTest = twoPi; | ||
455 | } | ||
456 | |||
457 | while (angle <= stopAngleTest) | ||
458 | { | ||
459 | Angle newAngle; | ||
460 | newAngle.angle = (float)angle; | ||
461 | newAngle.X = (float)System.Math.Cos(angle); | ||
462 | newAngle.Y = (float)System.Math.Sin(angle); | ||
463 | angles.Add(newAngle); | ||
464 | step += 1; | ||
465 | angle = stepSize * step; | ||
466 | } | ||
467 | |||
468 | if (startAngle > angles[0].angle) | ||
469 | { | ||
470 | Angle newAngle; | ||
471 | 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)); | ||
472 | newAngle.angle = startAngle; | ||
473 | newAngle.X = iX; | ||
474 | newAngle.Y = iY; | ||
475 | angles[0] = newAngle; | ||
476 | } | ||
477 | |||
478 | int index = angles.Count - 1; | ||
479 | if (stopAngle < angles[index].angle) | ||
480 | { | ||
481 | Angle newAngle; | ||
482 | 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)); | ||
483 | newAngle.angle = stopAngle; | ||
484 | newAngle.X = iX; | ||
485 | newAngle.Y = iY; | ||
486 | angles[index] = newAngle; | ||
487 | } | ||
488 | } | ||
489 | } | ||
490 | } | ||
491 | |||
492 | /// <summary> | ||
493 | /// generates a profile for extrusion | ||
494 | /// </summary> | ||
495 | public class Profile | ||
496 | { | ||
497 | private const float twoPi = 2.0f * (float)Math.PI; | ||
498 | |||
499 | public string errorMessage = null; | ||
500 | |||
501 | public List<Coord> coords; | ||
502 | public List<Face> faces; | ||
503 | |||
504 | // use these for making individual meshes for each prim face | ||
505 | public List<int> outerCoordIndices = null; | ||
506 | public List<int> hollowCoordIndices = null; | ||
507 | |||
508 | public int numOuterVerts = 0; | ||
509 | public int numHollowVerts = 0; | ||
510 | |||
511 | public int outerFaceNumber = -1; | ||
512 | public int hollowFaceNumber = -1; | ||
513 | |||
514 | public int bottomFaceNumber = 0; | ||
515 | public int numPrimFaces = 0; | ||
516 | |||
517 | public Profile() | ||
518 | { | ||
519 | this.coords = new List<Coord>(); | ||
520 | this.faces = new List<Face>(); | ||
521 | } | ||
522 | |||
523 | public Profile(int sides, float profileStart, float profileEnd, float hollow, int hollowSides, bool hasProfileCut, bool createFaces) | ||
524 | { | ||
525 | const float halfSqr2 = 0.7071067811866f; | ||
526 | |||
527 | this.coords = new List<Coord>(); | ||
528 | this.faces = new List<Face>(); | ||
529 | |||
530 | List<Coord> hollowCoords = new List<Coord>(); | ||
531 | |||
532 | bool hasHollow = (hollow > 0.0f); | ||
533 | |||
534 | AngleList angles = new AngleList(); | ||
535 | AngleList hollowAngles = new AngleList(); | ||
536 | |||
537 | float xScale = 0.5f; | ||
538 | float yScale = 0.5f; | ||
539 | if (sides == 4) // corners of a square are sqrt(2) from center | ||
540 | { | ||
541 | xScale = halfSqr2; | ||
542 | yScale = halfSqr2; | ||
543 | } | ||
544 | |||
545 | float startAngle = profileStart * twoPi; | ||
546 | float stopAngle = profileEnd * twoPi; | ||
547 | |||
548 | try { angles.makeAngles(sides, startAngle, stopAngle,hasProfileCut); } | ||
549 | catch (Exception ex) | ||
550 | { | ||
551 | |||
552 | errorMessage = "makeAngles failed: Exception: " + ex.ToString() | ||
553 | + "\nsides: " + sides.ToString() + " startAngle: " + startAngle.ToString() + " stopAngle: " + stopAngle.ToString(); | ||
554 | |||
555 | return; | ||
556 | } | ||
557 | |||
558 | this.numOuterVerts = angles.angles.Count; | ||
559 | |||
560 | Angle angle; | ||
561 | Coord newVert = new Coord(); | ||
562 | |||
563 | // flag to create as few triangles as possible for 3 or 4 side profile | ||
564 | bool simpleFace = (sides < 5 && !hasHollow && !hasProfileCut); | ||
565 | |||
566 | if (hasHollow) | ||
567 | { | ||
568 | if (sides == hollowSides) | ||
569 | hollowAngles = angles; | ||
570 | else | ||
571 | { | ||
572 | try { hollowAngles.makeAngles(hollowSides, startAngle, stopAngle, hasProfileCut); } | ||
573 | catch (Exception ex) | ||
574 | { | ||
575 | errorMessage = "makeAngles failed: Exception: " + ex.ToString() | ||
576 | + "\nsides: " + sides.ToString() + " startAngle: " + startAngle.ToString() + " stopAngle: " + stopAngle.ToString(); | ||
577 | |||
578 | return; | ||
579 | } | ||
580 | |||
581 | int numHollowAngles = hollowAngles.angles.Count; | ||
582 | for (int i = 0; i < numHollowAngles; i++) | ||
583 | { | ||
584 | angle = hollowAngles.angles[i]; | ||
585 | newVert.X = hollow * xScale * angle.X; | ||
586 | newVert.Y = hollow * yScale * angle.Y; | ||
587 | newVert.Z = 0.0f; | ||
588 | |||
589 | hollowCoords.Add(newVert); | ||
590 | } | ||
591 | } | ||
592 | this.numHollowVerts = hollowAngles.angles.Count; | ||
593 | } | ||
594 | else if (!simpleFace) | ||
595 | { | ||
596 | Coord center = new Coord(0.0f, 0.0f, 0.0f); | ||
597 | this.coords.Add(center); | ||
598 | } | ||
599 | |||
600 | int numAngles = angles.angles.Count; | ||
601 | bool hollowsame = (hasHollow && hollowSides == sides); | ||
602 | |||
603 | for (int i = 0; i < numAngles; i++) | ||
604 | { | ||
605 | angle = angles.angles[i]; | ||
606 | newVert.X = angle.X * xScale; | ||
607 | newVert.Y = angle.Y * yScale; | ||
608 | newVert.Z = 0.0f; | ||
609 | this.coords.Add(newVert); | ||
610 | if (hollowsame) | ||
611 | { | ||
612 | newVert.X *= hollow; | ||
613 | newVert.Y *= hollow; | ||
614 | hollowCoords.Add(newVert); | ||
615 | } | ||
616 | } | ||
617 | |||
618 | if (hasHollow) | ||
619 | { | ||
620 | hollowCoords.Reverse(); | ||
621 | this.coords.AddRange(hollowCoords); | ||
622 | |||
623 | if (createFaces) | ||
624 | { | ||
625 | int numTotalVerts = this.numOuterVerts + this.numHollowVerts; | ||
626 | |||
627 | if (this.numOuterVerts == this.numHollowVerts) | ||
628 | { | ||
629 | Face newFace = new Face(); | ||
630 | |||
631 | for (int coordIndex = 0; coordIndex < this.numOuterVerts - 1; coordIndex++) | ||
632 | { | ||
633 | newFace.v1 = coordIndex; | ||
634 | newFace.v2 = coordIndex + 1; | ||
635 | newFace.v3 = numTotalVerts - coordIndex - 1; | ||
636 | this.faces.Add(newFace); | ||
637 | |||
638 | newFace.v1 = coordIndex + 1; | ||
639 | newFace.v2 = numTotalVerts - coordIndex - 2; | ||
640 | newFace.v3 = numTotalVerts - coordIndex - 1; | ||
641 | this.faces.Add(newFace); | ||
642 | } | ||
643 | if (!hasProfileCut) | ||
644 | { | ||
645 | newFace.v1 = this.numOuterVerts - 1; | ||
646 | newFace.v2 = 0; | ||
647 | newFace.v3 = this.numOuterVerts; | ||
648 | this.faces.Add(newFace); | ||
649 | |||
650 | newFace.v1 = 0; | ||
651 | newFace.v2 = numTotalVerts - 1; | ||
652 | newFace.v3 = this.numOuterVerts; | ||
653 | this.faces.Add(newFace); | ||
654 | } | ||
655 | } | ||
656 | else if (this.numOuterVerts < this.numHollowVerts) | ||
657 | { | ||
658 | Face newFace = new Face(); | ||
659 | int j = 0; // j is the index for outer vertices | ||
660 | int i; | ||
661 | int maxJ = this.numOuterVerts - 1; | ||
662 | float curHollowAngle = 0; | ||
663 | for (i = 0; i < this.numHollowVerts; i++) // i is the index for inner vertices | ||
664 | { | ||
665 | curHollowAngle = hollowAngles.angles[i].angle; | ||
666 | if (j < maxJ) | ||
667 | { | ||
668 | if (angles.angles[j + 1].angle - curHollowAngle < curHollowAngle - angles.angles[j].angle + 0.000001f) | ||
669 | { | ||
670 | newFace.v1 = numTotalVerts - i - 1; | ||
671 | newFace.v2 = j; | ||
672 | newFace.v3 = j + 1; | ||
673 | this.faces.Add(newFace); | ||
674 | j++; | ||
675 | } | ||
676 | } | ||
677 | else | ||
678 | { | ||
679 | if (1.0f - curHollowAngle < curHollowAngle - angles.angles[j].angle + 0.000001f) | ||
680 | break; | ||
681 | } | ||
682 | |||
683 | newFace.v1 = j; | ||
684 | newFace.v2 = numTotalVerts - i - 2; | ||
685 | newFace.v3 = numTotalVerts - i - 1; | ||
686 | |||
687 | this.faces.Add(newFace); | ||
688 | } | ||
689 | |||
690 | if (!hasProfileCut) | ||
691 | { | ||
692 | if (i == this.numHollowVerts) | ||
693 | { | ||
694 | newFace.v1 = numTotalVerts - this.numHollowVerts; | ||
695 | newFace.v2 = maxJ; | ||
696 | newFace.v3 = 0; | ||
697 | |||
698 | this.faces.Add(newFace); | ||
699 | } | ||
700 | else | ||
701 | { | ||
702 | if (1.0f - curHollowAngle < curHollowAngle - angles.angles[maxJ].angle + 0.000001f) | ||
703 | { | ||
704 | newFace.v1 = numTotalVerts - i - 1; | ||
705 | newFace.v2 = maxJ; | ||
706 | newFace.v3 = 0; | ||
707 | |||
708 | this.faces.Add(newFace); | ||
709 | } | ||
710 | |||
711 | for (; i < this.numHollowVerts - 1; i++) | ||
712 | { | ||
713 | newFace.v1 = 0; | ||
714 | newFace.v2 = numTotalVerts - i - 2; | ||
715 | newFace.v3 = numTotalVerts - i - 1; | ||
716 | |||
717 | this.faces.Add(newFace); | ||
718 | } | ||
719 | } | ||
720 | |||
721 | newFace.v1 = 0; | ||
722 | newFace.v2 = numTotalVerts - this.numHollowVerts; | ||
723 | newFace.v3 = numTotalVerts - 1; | ||
724 | this.faces.Add(newFace); | ||
725 | } | ||
726 | } | ||
727 | else // numHollowVerts < numOuterVerts | ||
728 | { | ||
729 | Face newFace = new Face(); | ||
730 | int j = 0; // j is the index for inner vertices | ||
731 | int maxJ = this.numHollowVerts - 1; | ||
732 | for (int i = 0; i < this.numOuterVerts; i++) | ||
733 | { | ||
734 | if (j < maxJ) | ||
735 | if (hollowAngles.angles[j + 1].angle - angles.angles[i].angle < angles.angles[i].angle - hollowAngles.angles[j].angle + 0.000001f) | ||
736 | { | ||
737 | newFace.v1 = i; | ||
738 | newFace.v2 = numTotalVerts - j - 2; | ||
739 | newFace.v3 = numTotalVerts - j - 1; | ||
740 | |||
741 | this.faces.Add(newFace); | ||
742 | j += 1; | ||
743 | } | ||
744 | |||
745 | newFace.v1 = numTotalVerts - j - 1; | ||
746 | newFace.v2 = i; | ||
747 | newFace.v3 = i + 1; | ||
748 | |||
749 | this.faces.Add(newFace); | ||
750 | } | ||
751 | |||
752 | if (!hasProfileCut) | ||
753 | { | ||
754 | int i = this.numOuterVerts - 1; | ||
755 | |||
756 | if (hollowAngles.angles[0].angle - angles.angles[i].angle < angles.angles[i].angle - hollowAngles.angles[maxJ].angle + 0.000001f) | ||
757 | { | ||
758 | newFace.v1 = 0; | ||
759 | newFace.v2 = numTotalVerts - maxJ - 1; | ||
760 | newFace.v3 = numTotalVerts - 1; | ||
761 | |||
762 | this.faces.Add(newFace); | ||
763 | } | ||
764 | |||
765 | newFace.v1 = numTotalVerts - maxJ - 1; | ||
766 | newFace.v2 = i; | ||
767 | newFace.v3 = 0; | ||
768 | |||
769 | this.faces.Add(newFace); | ||
770 | } | ||
771 | } | ||
772 | } | ||
773 | |||
774 | } | ||
775 | |||
776 | else if (createFaces) | ||
777 | { | ||
778 | if (simpleFace) | ||
779 | { | ||
780 | if (sides == 3) | ||
781 | this.faces.Add(new Face(0, 1, 2)); | ||
782 | else if (sides == 4) | ||
783 | { | ||
784 | this.faces.Add(new Face(0, 1, 2)); | ||
785 | this.faces.Add(new Face(0, 2, 3)); | ||
786 | } | ||
787 | } | ||
788 | else | ||
789 | { | ||
790 | for (int i = 1; i < numAngles ; i++) | ||
791 | { | ||
792 | Face newFace = new Face(); | ||
793 | newFace.v1 = 0; | ||
794 | newFace.v2 = i; | ||
795 | newFace.v3 = i + 1; | ||
796 | this.faces.Add(newFace); | ||
797 | } | ||
798 | if (!hasProfileCut) | ||
799 | { | ||
800 | Face newFace = new Face(); | ||
801 | newFace.v1 = 0; | ||
802 | newFace.v2 = numAngles; | ||
803 | newFace.v3 = 1; | ||
804 | this.faces.Add(newFace); | ||
805 | } | ||
806 | } | ||
807 | } | ||
808 | |||
809 | |||
810 | hollowCoords = null; | ||
811 | } | ||
812 | |||
813 | |||
814 | public Profile Copy() | ||
815 | { | ||
816 | return this.Copy(true); | ||
817 | } | ||
818 | |||
819 | public Profile Copy(bool needFaces) | ||
820 | { | ||
821 | Profile copy = new Profile(); | ||
822 | |||
823 | copy.coords.AddRange(this.coords); | ||
824 | |||
825 | if (needFaces) | ||
826 | copy.faces.AddRange(this.faces); | ||
827 | |||
828 | copy.numOuterVerts = this.numOuterVerts; | ||
829 | copy.numHollowVerts = this.numHollowVerts; | ||
830 | |||
831 | return copy; | ||
832 | } | ||
833 | |||
834 | public void AddPos(Coord v) | ||
835 | { | ||
836 | this.AddPos(v.X, v.Y, v.Z); | ||
837 | } | ||
838 | |||
839 | public void AddPos(float x, float y, float z) | ||
840 | { | ||
841 | int i; | ||
842 | int numVerts = this.coords.Count; | ||
843 | Coord vert; | ||
844 | |||
845 | for (i = 0; i < numVerts; i++) | ||
846 | { | ||
847 | vert = this.coords[i]; | ||
848 | vert.X += x; | ||
849 | vert.Y += y; | ||
850 | vert.Z += z; | ||
851 | this.coords[i] = vert; | ||
852 | } | ||
853 | } | ||
854 | |||
855 | public void AddRot(Quat q) | ||
856 | { | ||
857 | int i; | ||
858 | int numVerts = this.coords.Count; | ||
859 | |||
860 | for (i = 0; i < numVerts; i++) | ||
861 | this.coords[i] *= q; | ||
862 | } | ||
863 | |||
864 | public void Scale(float x, float y) | ||
865 | { | ||
866 | int i; | ||
867 | int numVerts = this.coords.Count; | ||
868 | Coord vert; | ||
869 | |||
870 | for (i = 0; i < numVerts; i++) | ||
871 | { | ||
872 | vert = this.coords[i]; | ||
873 | vert.X *= x; | ||
874 | vert.Y *= y; | ||
875 | this.coords[i] = vert; | ||
876 | } | ||
877 | } | ||
878 | |||
879 | /// <summary> | ||
880 | /// Changes order of the vertex indices and negates the center vertex normal. Does not alter vertex normals of radial vertices | ||
881 | /// </summary> | ||
882 | public void FlipNormals() | ||
883 | { | ||
884 | int i; | ||
885 | int numFaces = this.faces.Count; | ||
886 | Face tmpFace; | ||
887 | int tmp; | ||
888 | |||
889 | for (i = 0; i < numFaces; i++) | ||
890 | { | ||
891 | tmpFace = this.faces[i]; | ||
892 | tmp = tmpFace.v3; | ||
893 | tmpFace.v3 = tmpFace.v1; | ||
894 | tmpFace.v1 = tmp; | ||
895 | this.faces[i] = tmpFace; | ||
896 | } | ||
897 | } | ||
898 | |||
899 | public void AddValue2FaceVertexIndices(int num) | ||
900 | { | ||
901 | int numFaces = this.faces.Count; | ||
902 | Face tmpFace; | ||
903 | for (int i = 0; i < numFaces; i++) | ||
904 | { | ||
905 | tmpFace = this.faces[i]; | ||
906 | tmpFace.v1 += num; | ||
907 | tmpFace.v2 += num; | ||
908 | tmpFace.v3 += num; | ||
909 | |||
910 | this.faces[i] = tmpFace; | ||
911 | } | ||
912 | } | ||
913 | |||
914 | public void DumpRaw(String path, String name, String title) | ||
915 | { | ||
916 | if (path == null) | ||
917 | return; | ||
918 | String fileName = name + "_" + title + ".raw"; | ||
919 | String completePath = System.IO.Path.Combine(path, fileName); | ||
920 | StreamWriter sw = new StreamWriter(completePath); | ||
921 | |||
922 | for (int i = 0; i < this.faces.Count; i++) | ||
923 | { | ||
924 | string s = this.coords[this.faces[i].v1].ToString(); | ||
925 | s += " " + this.coords[this.faces[i].v2].ToString(); | ||
926 | s += " " + this.coords[this.faces[i].v3].ToString(); | ||
927 | |||
928 | sw.WriteLine(s); | ||
929 | } | ||
930 | |||
931 | sw.Close(); | ||
932 | } | ||
933 | } | ||
934 | |||
935 | public struct PathNode | ||
936 | { | ||
937 | public Coord position; | ||
938 | public Quat rotation; | ||
939 | public float xScale; | ||
940 | public float yScale; | ||
941 | public float percentOfPath; | ||
942 | } | ||
943 | |||
944 | public enum PathType { Linear = 0, Circular = 1, Flexible = 2 } | ||
945 | |||
946 | public class Path | ||
947 | { | ||
948 | public List<PathNode> pathNodes = new List<PathNode>(); | ||
949 | |||
950 | public float twistBegin = 0.0f; | ||
951 | public float twistEnd = 0.0f; | ||
952 | public float topShearX = 0.0f; | ||
953 | public float topShearY = 0.0f; | ||
954 | public float pathCutBegin = 0.0f; | ||
955 | public float pathCutEnd = 1.0f; | ||
956 | public float dimpleBegin = 0.0f; | ||
957 | public float dimpleEnd = 1.0f; | ||
958 | public float skew = 0.0f; | ||
959 | public float holeSizeX = 1.0f; // called pathScaleX in pbs | ||
960 | public float holeSizeY = 0.25f; | ||
961 | public float taperX = 0.0f; | ||
962 | public float taperY = 0.0f; | ||
963 | public float radius = 0.0f; | ||
964 | public float revolutions = 1.0f; | ||
965 | public int stepsPerRevolution = 24; | ||
966 | |||
967 | private const float twoPi = 2.0f * (float)Math.PI; | ||
968 | |||
969 | public void Create(PathType pathType, int steps) | ||
970 | { | ||
971 | if (this.taperX > 0.999f) | ||
972 | this.taperX = 0.999f; | ||
973 | if (this.taperX < -0.999f) | ||
974 | this.taperX = -0.999f; | ||
975 | if (this.taperY > 0.999f) | ||
976 | this.taperY = 0.999f; | ||
977 | if (this.taperY < -0.999f) | ||
978 | this.taperY = -0.999f; | ||
979 | |||
980 | if (pathType == PathType.Linear || pathType == PathType.Flexible) | ||
981 | { | ||
982 | int step = 0; | ||
983 | |||
984 | float length = this.pathCutEnd - this.pathCutBegin; | ||
985 | float twistTotal = twistEnd - twistBegin; | ||
986 | float twistTotalAbs = Math.Abs(twistTotal); | ||
987 | if (twistTotalAbs > 0.01f) | ||
988 | steps += (int)(twistTotalAbs * 3.66); // dahlia's magic number | ||
989 | |||
990 | float start = -0.5f; | ||
991 | float stepSize = length / (float)steps; | ||
992 | float percentOfPathMultiplier = stepSize * 0.999999f; | ||
993 | float xOffset = this.topShearX * this.pathCutBegin; | ||
994 | float yOffset = this.topShearY * this.pathCutBegin; | ||
995 | float zOffset = start; | ||
996 | float xOffsetStepIncrement = this.topShearX * length / steps; | ||
997 | float yOffsetStepIncrement = this.topShearY * length / steps; | ||
998 | |||
999 | float percentOfPath = this.pathCutBegin; | ||
1000 | zOffset += percentOfPath; | ||
1001 | |||
1002 | // sanity checks | ||
1003 | |||
1004 | bool done = false; | ||
1005 | |||
1006 | while (!done) | ||
1007 | { | ||
1008 | PathNode newNode = new PathNode(); | ||
1009 | |||
1010 | newNode.xScale = 1.0f; | ||
1011 | if (this.taperX == 0.0f) | ||
1012 | newNode.xScale = 1.0f; | ||
1013 | else if (this.taperX > 0.0f) | ||
1014 | newNode.xScale = 1.0f - percentOfPath * this.taperX; | ||
1015 | else newNode.xScale = 1.0f + (1.0f - percentOfPath) * this.taperX; | ||
1016 | |||
1017 | newNode.yScale = 1.0f; | ||
1018 | if (this.taperY == 0.0f) | ||
1019 | newNode.yScale = 1.0f; | ||
1020 | else if (this.taperY > 0.0f) | ||
1021 | newNode.yScale = 1.0f - percentOfPath * this.taperY; | ||
1022 | else newNode.yScale = 1.0f + (1.0f - percentOfPath) * this.taperY; | ||
1023 | |||
1024 | float twist = twistBegin + twistTotal * percentOfPath; | ||
1025 | |||
1026 | newNode.rotation = new Quat(new Coord(0.0f, 0.0f, 1.0f), twist); | ||
1027 | newNode.position = new Coord(xOffset, yOffset, zOffset); | ||
1028 | newNode.percentOfPath = percentOfPath; | ||
1029 | |||
1030 | pathNodes.Add(newNode); | ||
1031 | |||
1032 | if (step < steps) | ||
1033 | { | ||
1034 | step += 1; | ||
1035 | percentOfPath += percentOfPathMultiplier; | ||
1036 | xOffset += xOffsetStepIncrement; | ||
1037 | yOffset += yOffsetStepIncrement; | ||
1038 | zOffset += stepSize; | ||
1039 | if (percentOfPath > this.pathCutEnd) | ||
1040 | done = true; | ||
1041 | } | ||
1042 | else done = true; | ||
1043 | } | ||
1044 | } // end of linear path code | ||
1045 | |||
1046 | else // pathType == Circular | ||
1047 | { | ||
1048 | float twistTotal = twistEnd - twistBegin; | ||
1049 | |||
1050 | // if the profile has a lot of twist, add more layers otherwise the layers may overlap | ||
1051 | // and the resulting mesh may be quite inaccurate. This method is arbitrary and doesn't | ||
1052 | // accurately match the viewer | ||
1053 | float twistTotalAbs = Math.Abs(twistTotal); | ||
1054 | if (twistTotalAbs > 0.01f) | ||
1055 | { | ||
1056 | if (twistTotalAbs > Math.PI * 1.5f) | ||
1057 | steps *= 2; | ||
1058 | if (twistTotalAbs > Math.PI * 3.0f) | ||
1059 | steps *= 2; | ||
1060 | } | ||
1061 | |||
1062 | float yPathScale = this.holeSizeY * 0.5f; | ||
1063 | float pathLength = this.pathCutEnd - this.pathCutBegin; | ||
1064 | float totalSkew = this.skew * 2.0f * pathLength; | ||
1065 | float skewStart = this.pathCutBegin * 2.0f * this.skew - this.skew; | ||
1066 | float xOffsetTopShearXFactor = this.topShearX * (0.25f + 0.5f * (0.5f - this.holeSizeY)); | ||
1067 | float yShearCompensation = 1.0f + Math.Abs(this.topShearY) * 0.25f; | ||
1068 | |||
1069 | // 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 | ||
1071 | // to calculate the sine for generating the path radius appears to approximate it's effects there | ||
1072 | // too, but there are some subtle differences in the radius which are noticeable as the prim size | ||
1073 | // increases and it may affect megaprims quite a bit. The effect of the Y top shear parameter on | ||
1074 | // the meshes generated with this technique appear nearly identical in shape to the same prims when | ||
1075 | // displayed by the viewer. | ||
1076 | |||
1077 | float startAngle = (twoPi * this.pathCutBegin * this.revolutions) - this.topShearY * 0.9f; | ||
1078 | float endAngle = (twoPi * this.pathCutEnd * this.revolutions) - this.topShearY * 0.9f; | ||
1079 | float stepSize = twoPi / this.stepsPerRevolution; | ||
1080 | |||
1081 | int step = (int)(startAngle / stepSize); | ||
1082 | float angle = startAngle; | ||
1083 | |||
1084 | bool done = false; | ||
1085 | while (!done) // loop through the length of the path and add the layers | ||
1086 | { | ||
1087 | PathNode newNode = new PathNode(); | ||
1088 | |||
1089 | float xProfileScale = (1.0f - Math.Abs(this.skew)) * this.holeSizeX; | ||
1090 | float yProfileScale = this.holeSizeY; | ||
1091 | |||
1092 | float percentOfPath = angle / (twoPi * this.revolutions); | ||
1093 | float percentOfAngles = (angle - startAngle) / (endAngle - startAngle); | ||
1094 | |||
1095 | if (this.taperX > 0.01f) | ||
1096 | xProfileScale *= 1.0f - percentOfPath * this.taperX; | ||
1097 | else if (this.taperX < -0.01f) | ||
1098 | xProfileScale *= 1.0f + (1.0f - percentOfPath) * this.taperX; | ||
1099 | |||
1100 | if (this.taperY > 0.01f) | ||
1101 | yProfileScale *= 1.0f - percentOfPath * this.taperY; | ||
1102 | else if (this.taperY < -0.01f) | ||
1103 | yProfileScale *= 1.0f + (1.0f - percentOfPath) * this.taperY; | ||
1104 | |||
1105 | newNode.xScale = xProfileScale; | ||
1106 | newNode.yScale = yProfileScale; | ||
1107 | |||
1108 | float radiusScale = 1.0f; | ||
1109 | if (this.radius > 0.001f) | ||
1110 | radiusScale = 1.0f - this.radius * percentOfPath; | ||
1111 | else if (this.radius < 0.001f) | ||
1112 | radiusScale = 1.0f + this.radius * (1.0f - percentOfPath); | ||
1113 | |||
1114 | float twist = twistBegin + twistTotal * percentOfPath; | ||
1115 | |||
1116 | float xOffset = 0.5f * (skewStart + totalSkew * percentOfAngles); | ||
1117 | xOffset += (float)Math.Sin(angle) * xOffsetTopShearXFactor; | ||
1118 | |||
1119 | float yOffset = yShearCompensation * (float)Math.Cos(angle) * (0.5f - yPathScale) * radiusScale; | ||
1120 | |||
1121 | float zOffset = (float)Math.Sin(angle + this.topShearY) * (0.5f - yPathScale) * radiusScale; | ||
1122 | |||
1123 | newNode.position = new Coord(xOffset, yOffset, zOffset); | ||
1124 | |||
1125 | // 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 | ||
1127 | |||
1128 | newNode.rotation = new Quat(new Coord(1.0f, 0.0f, 0.0f), angle + this.topShearY); | ||
1129 | |||
1130 | // next apply twist rotation to the profile layer | ||
1131 | if (twistTotal != 0.0f || twistBegin != 0.0f) | ||
1132 | newNode.rotation *= new Quat(new Coord(0.0f, 0.0f, 1.0f), twist); | ||
1133 | |||
1134 | newNode.percentOfPath = percentOfPath; | ||
1135 | |||
1136 | pathNodes.Add(newNode); | ||
1137 | |||
1138 | // calculate terms for next iteration | ||
1139 | // calculate the angle for the next iteration of the loop | ||
1140 | |||
1141 | if (angle >= endAngle - 0.01) | ||
1142 | done = true; | ||
1143 | else | ||
1144 | { | ||
1145 | step += 1; | ||
1146 | angle = stepSize * step; | ||
1147 | if (angle > endAngle) | ||
1148 | angle = endAngle; | ||
1149 | } | ||
1150 | } | ||
1151 | } | ||
1152 | } | ||
1153 | } | ||
1154 | |||
1155 | public class PrimMesh | ||
1156 | { | ||
1157 | public string errorMessage = ""; | ||
1158 | private const float twoPi = 2.0f * (float)Math.PI; | ||
1159 | |||
1160 | public List<Coord> coords; | ||
1161 | // public List<Coord> normals; | ||
1162 | public List<Face> faces; | ||
1163 | |||
1164 | private int sides = 4; | ||
1165 | private int hollowSides = 4; | ||
1166 | private float profileStart = 0.0f; | ||
1167 | private float profileEnd = 1.0f; | ||
1168 | private float hollow = 0.0f; | ||
1169 | public int twistBegin = 0; | ||
1170 | public int twistEnd = 0; | ||
1171 | public float topShearX = 0.0f; | ||
1172 | public float topShearY = 0.0f; | ||
1173 | public float pathCutBegin = 0.0f; | ||
1174 | public float pathCutEnd = 1.0f; | ||
1175 | public float dimpleBegin = 0.0f; | ||
1176 | public float dimpleEnd = 1.0f; | ||
1177 | public float skew = 0.0f; | ||
1178 | public float holeSizeX = 1.0f; // called pathScaleX in pbs | ||
1179 | public float holeSizeY = 0.25f; | ||
1180 | public float taperX = 0.0f; | ||
1181 | public float taperY = 0.0f; | ||
1182 | public float radius = 0.0f; | ||
1183 | public float revolutions = 1.0f; | ||
1184 | public int stepsPerRevolution = 24; | ||
1185 | |||
1186 | private bool hasProfileCut = false; | ||
1187 | private bool hasHollow = false; | ||
1188 | |||
1189 | public int numPrimFaces = 0; | ||
1190 | |||
1191 | /// <summary> | ||
1192 | /// Human readable string representation of the parameters used to create a mesh. | ||
1193 | /// </summary> | ||
1194 | /// <returns></returns> | ||
1195 | public string ParamsToDisplayString() | ||
1196 | { | ||
1197 | string s = ""; | ||
1198 | s += "sides..................: " + this.sides.ToString(); | ||
1199 | s += "\nhollowSides..........: " + this.hollowSides.ToString(); | ||
1200 | s += "\nprofileStart.........: " + this.profileStart.ToString(); | ||
1201 | s += "\nprofileEnd...........: " + this.profileEnd.ToString(); | ||
1202 | s += "\nhollow...............: " + this.hollow.ToString(); | ||
1203 | s += "\ntwistBegin...........: " + this.twistBegin.ToString(); | ||
1204 | s += "\ntwistEnd.............: " + this.twistEnd.ToString(); | ||
1205 | s += "\ntopShearX............: " + this.topShearX.ToString(); | ||
1206 | s += "\ntopShearY............: " + this.topShearY.ToString(); | ||
1207 | s += "\npathCutBegin.........: " + this.pathCutBegin.ToString(); | ||
1208 | s += "\npathCutEnd...........: " + this.pathCutEnd.ToString(); | ||
1209 | s += "\ndimpleBegin..........: " + this.dimpleBegin.ToString(); | ||
1210 | s += "\ndimpleEnd............: " + this.dimpleEnd.ToString(); | ||
1211 | s += "\nskew.................: " + this.skew.ToString(); | ||
1212 | s += "\nholeSizeX............: " + this.holeSizeX.ToString(); | ||
1213 | s += "\nholeSizeY............: " + this.holeSizeY.ToString(); | ||
1214 | s += "\ntaperX...............: " + this.taperX.ToString(); | ||
1215 | s += "\ntaperY...............: " + this.taperY.ToString(); | ||
1216 | s += "\nradius...............: " + this.radius.ToString(); | ||
1217 | s += "\nrevolutions..........: " + this.revolutions.ToString(); | ||
1218 | s += "\nstepsPerRevolution...: " + this.stepsPerRevolution.ToString(); | ||
1219 | s += "\nhasProfileCut........: " + this.hasProfileCut.ToString(); | ||
1220 | s += "\nhasHollow............: " + this.hasHollow.ToString(); | ||
1221 | |||
1222 | return s; | ||
1223 | } | ||
1224 | |||
1225 | public bool HasProfileCut | ||
1226 | { | ||
1227 | get { return hasProfileCut; } | ||
1228 | set { hasProfileCut = value; } | ||
1229 | } | ||
1230 | |||
1231 | public bool HasHollow | ||
1232 | { | ||
1233 | get { return hasHollow; } | ||
1234 | } | ||
1235 | |||
1236 | |||
1237 | /// <summary> | ||
1238 | /// Constructs a PrimMesh object and creates the profile for extrusion. | ||
1239 | /// </summary> | ||
1240 | /// <param name="sides"></param> | ||
1241 | /// <param name="profileStart"></param> | ||
1242 | /// <param name="profileEnd"></param> | ||
1243 | /// <param name="hollow"></param> | ||
1244 | /// <param name="hollowSides"></param> | ||
1245 | /// <param name="sphereMode"></param> | ||
1246 | public PrimMesh(int sides, float profileStart, float profileEnd, float hollow, int hollowSides) | ||
1247 | { | ||
1248 | this.coords = new List<Coord>(); | ||
1249 | this.faces = new List<Face>(); | ||
1250 | |||
1251 | this.sides = sides; | ||
1252 | this.profileStart = profileStart; | ||
1253 | this.profileEnd = profileEnd; | ||
1254 | this.hollow = hollow; | ||
1255 | this.hollowSides = hollowSides; | ||
1256 | |||
1257 | if (sides < 3) | ||
1258 | this.sides = 3; | ||
1259 | if (hollowSides < 3) | ||
1260 | this.hollowSides = 3; | ||
1261 | if (profileStart < 0.0f) | ||
1262 | this.profileStart = 0.0f; | ||
1263 | if (profileEnd > 1.0f) | ||
1264 | this.profileEnd = 1.0f; | ||
1265 | if (profileEnd < 0.02f) | ||
1266 | this.profileEnd = 0.02f; | ||
1267 | if (profileStart >= profileEnd) | ||
1268 | this.profileStart = profileEnd - 0.02f; | ||
1269 | if (hollow > 0.99f) | ||
1270 | this.hollow = 0.99f; | ||
1271 | if (hollow < 0.0f) | ||
1272 | this.hollow = 0.0f; | ||
1273 | } | ||
1274 | |||
1275 | /// <summary> | ||
1276 | /// Extrudes a profile along a path. | ||
1277 | /// </summary> | ||
1278 | public void Extrude(PathType pathType) | ||
1279 | { | ||
1280 | bool needEndFaces = false; | ||
1281 | |||
1282 | this.coords = new List<Coord>(); | ||
1283 | this.faces = new List<Face>(); | ||
1284 | |||
1285 | int steps = 1; | ||
1286 | |||
1287 | float length = this.pathCutEnd - this.pathCutBegin; | ||
1288 | |||
1289 | this.hasProfileCut = this.profileEnd - this.profileStart < 0.9999f; | ||
1290 | |||
1291 | this.hasHollow = (this.hollow > 0.001f); | ||
1292 | |||
1293 | float twistBegin = this.twistBegin / 360.0f * twoPi; | ||
1294 | float twistEnd = this.twistEnd / 360.0f * twoPi; | ||
1295 | float twistTotal = twistEnd - twistBegin; | ||
1296 | float twistTotalAbs = Math.Abs(twistTotal); | ||
1297 | if (twistTotalAbs > 0.01f) | ||
1298 | steps += (int)(twistTotalAbs * 3.66); // dahlia's magic number | ||
1299 | |||
1300 | float hollow = this.hollow; | ||
1301 | |||
1302 | if (pathType == PathType.Circular) | ||
1303 | { | ||
1304 | needEndFaces = false; | ||
1305 | if (this.pathCutBegin != 0.0f || this.pathCutEnd != 1.0f) | ||
1306 | needEndFaces = true; | ||
1307 | else if (this.taperX != 0.0f || this.taperY != 0.0f) | ||
1308 | needEndFaces = true; | ||
1309 | else if (this.skew != 0.0f) | ||
1310 | needEndFaces = true; | ||
1311 | else if (twistTotal != 0.0f) | ||
1312 | needEndFaces = true; | ||
1313 | else if (this.radius != 0.0f) | ||
1314 | needEndFaces = true; | ||
1315 | } | ||
1316 | else needEndFaces = true; | ||
1317 | |||
1318 | // sanity checks | ||
1319 | float initialProfileRot = 0.0f; | ||
1320 | if (pathType == PathType.Circular) | ||
1321 | { | ||
1322 | if (this.sides == 3) | ||
1323 | { | ||
1324 | initialProfileRot = (float)Math.PI; | ||
1325 | if (this.hollowSides == 4) | ||
1326 | { | ||
1327 | if (hollow > 0.7f) | ||
1328 | hollow = 0.7f; | ||
1329 | hollow *= 0.707f; | ||
1330 | } | ||
1331 | else hollow *= 0.5f; | ||
1332 | } | ||
1333 | else if (this.sides == 4) | ||
1334 | { | ||
1335 | initialProfileRot = 0.25f * (float)Math.PI; | ||
1336 | if (this.hollowSides != 4) | ||
1337 | hollow *= 0.707f; | ||
1338 | } | ||
1339 | else if (this.sides > 4) | ||
1340 | { | ||
1341 | initialProfileRot = (float)Math.PI; | ||
1342 | if (this.hollowSides == 4) | ||
1343 | { | ||
1344 | if (hollow > 0.7f) | ||
1345 | hollow = 0.7f; | ||
1346 | hollow /= 0.7f; | ||
1347 | } | ||
1348 | } | ||
1349 | } | ||
1350 | else | ||
1351 | { | ||
1352 | if (this.sides == 3) | ||
1353 | { | ||
1354 | if (this.hollowSides == 4) | ||
1355 | { | ||
1356 | if (hollow > 0.7f) | ||
1357 | hollow = 0.7f; | ||
1358 | hollow *= 0.707f; | ||
1359 | } | ||
1360 | else hollow *= 0.5f; | ||
1361 | } | ||
1362 | else if (this.sides == 4) | ||
1363 | { | ||
1364 | initialProfileRot = 1.25f * (float)Math.PI; | ||
1365 | if (this.hollowSides != 4) | ||
1366 | hollow *= 0.707f; | ||
1367 | } | ||
1368 | else if (this.sides == 24 && this.hollowSides == 4) | ||
1369 | hollow *= 1.414f; | ||
1370 | } | ||
1371 | |||
1372 | Profile profile = new Profile(this.sides, this.profileStart, this.profileEnd, hollow, this.hollowSides, this.hasProfileCut,true); | ||
1373 | this.errorMessage = profile.errorMessage; | ||
1374 | |||
1375 | this.numPrimFaces = profile.numPrimFaces; | ||
1376 | |||
1377 | if (initialProfileRot != 0.0f) | ||
1378 | { | ||
1379 | profile.AddRot(new Quat(new Coord(0.0f, 0.0f, 1.0f), initialProfileRot)); | ||
1380 | } | ||
1381 | |||
1382 | float thisV = 0.0f; | ||
1383 | float lastV = 0.0f; | ||
1384 | |||
1385 | Path path = new Path(); | ||
1386 | path.twistBegin = twistBegin; | ||
1387 | path.twistEnd = twistEnd; | ||
1388 | path.topShearX = topShearX; | ||
1389 | path.topShearY = topShearY; | ||
1390 | path.pathCutBegin = pathCutBegin; | ||
1391 | path.pathCutEnd = pathCutEnd; | ||
1392 | path.dimpleBegin = dimpleBegin; | ||
1393 | path.dimpleEnd = dimpleEnd; | ||
1394 | path.skew = skew; | ||
1395 | path.holeSizeX = holeSizeX; | ||
1396 | path.holeSizeY = holeSizeY; | ||
1397 | path.taperX = taperX; | ||
1398 | path.taperY = taperY; | ||
1399 | path.radius = radius; | ||
1400 | path.revolutions = revolutions; | ||
1401 | path.stepsPerRevolution = stepsPerRevolution; | ||
1402 | |||
1403 | path.Create(pathType, steps); | ||
1404 | |||
1405 | int lastNode = path.pathNodes.Count -1; | ||
1406 | |||
1407 | for (int nodeIndex = 0; nodeIndex < path.pathNodes.Count; nodeIndex++) | ||
1408 | { | ||
1409 | PathNode node = path.pathNodes[nodeIndex]; | ||
1410 | Profile newLayer = profile.Copy(); | ||
1411 | |||
1412 | newLayer.Scale(node.xScale, node.yScale); | ||
1413 | newLayer.AddRot(node.rotation); | ||
1414 | newLayer.AddPos(node.position); | ||
1415 | |||
1416 | if (needEndFaces && nodeIndex == 0) | ||
1417 | { | ||
1418 | newLayer.FlipNormals(); | ||
1419 | } // if (nodeIndex == 0) | ||
1420 | |||
1421 | // append this layer | ||
1422 | |||
1423 | int coordsLen = this.coords.Count; | ||
1424 | newLayer.AddValue2FaceVertexIndices(coordsLen); | ||
1425 | |||
1426 | this.coords.AddRange(newLayer.coords); | ||
1427 | |||
1428 | if (needEndFaces) | ||
1429 | { | ||
1430 | if (nodeIndex == 0) | ||
1431 | this.faces.AddRange(newLayer.faces); | ||
1432 | else if (nodeIndex == lastNode) | ||
1433 | { | ||
1434 | if (node.xScale > 1e-6 && node.yScale > 1e-6) | ||
1435 | this.faces.AddRange(newLayer.faces); | ||
1436 | } | ||
1437 | } | ||
1438 | |||
1439 | // fill faces between layers | ||
1440 | |||
1441 | int numVerts = newLayer.coords.Count; | ||
1442 | Face newFace1 = new Face(); | ||
1443 | Face newFace2 = new Face(); | ||
1444 | |||
1445 | thisV = 1.0f - node.percentOfPath; | ||
1446 | |||
1447 | if (nodeIndex > 0) | ||
1448 | { | ||
1449 | int startVert = coordsLen; | ||
1450 | int endVert = this.coords.Count; | ||
1451 | if (!this.hasProfileCut) | ||
1452 | { | ||
1453 | int i = startVert; | ||
1454 | for (int l = 0; l < profile.numOuterVerts - 1; l++) | ||
1455 | { | ||
1456 | newFace1.v1 = i; | ||
1457 | newFace1.v2 = i - numVerts; | ||
1458 | newFace1.v3 = i + 1; | ||
1459 | this.faces.Add(newFace1); | ||
1460 | |||
1461 | newFace2.v1 = i + 1; | ||
1462 | newFace2.v2 = i - numVerts; | ||
1463 | newFace2.v3 = i + 1 - numVerts; | ||
1464 | this.faces.Add(newFace2); | ||
1465 | i++; | ||
1466 | } | ||
1467 | |||
1468 | newFace1.v1 = i; | ||
1469 | newFace1.v2 = i - numVerts; | ||
1470 | newFace1.v3 = startVert; | ||
1471 | this.faces.Add(newFace1); | ||
1472 | |||
1473 | newFace2.v1 = startVert; | ||
1474 | newFace2.v2 = i - numVerts; | ||
1475 | newFace2.v3 = startVert - numVerts; | ||
1476 | this.faces.Add(newFace2); | ||
1477 | |||
1478 | if (this.hasHollow) | ||
1479 | { | ||
1480 | startVert = ++i; | ||
1481 | for (int l = 0; l < profile.numHollowVerts - 1; l++) | ||
1482 | { | ||
1483 | newFace1.v1 = i; | ||
1484 | newFace1.v2 = i - numVerts; | ||
1485 | newFace1.v3 = i + 1; | ||
1486 | this.faces.Add(newFace1); | ||
1487 | |||
1488 | newFace2.v1 = i + 1; | ||
1489 | newFace2.v2 = i - numVerts; | ||
1490 | newFace2.v3 = i + 1 - numVerts; | ||
1491 | this.faces.Add(newFace2); | ||
1492 | i++; | ||
1493 | } | ||
1494 | |||
1495 | newFace1.v1 = i; | ||
1496 | newFace1.v2 = i - numVerts; | ||
1497 | newFace1.v3 = startVert; | ||
1498 | this.faces.Add(newFace1); | ||
1499 | |||
1500 | newFace2.v1 = startVert; | ||
1501 | newFace2.v2 = i - numVerts; | ||
1502 | newFace2.v3 = startVert - numVerts; | ||
1503 | this.faces.Add(newFace2); | ||
1504 | } | ||
1505 | |||
1506 | |||
1507 | } | ||
1508 | else | ||
1509 | { | ||
1510 | for (int i = startVert; i < endVert; i++) | ||
1511 | { | ||
1512 | int iNext = i + 1; | ||
1513 | if (i == endVert - 1) | ||
1514 | iNext = startVert; | ||
1515 | |||
1516 | newFace1.v1 = i; | ||
1517 | newFace1.v2 = i - numVerts; | ||
1518 | newFace1.v3 = iNext; | ||
1519 | this.faces.Add(newFace1); | ||
1520 | |||
1521 | newFace2.v1 = iNext; | ||
1522 | newFace2.v2 = i - numVerts; | ||
1523 | newFace2.v3 = iNext - numVerts; | ||
1524 | this.faces.Add(newFace2); | ||
1525 | |||
1526 | } | ||
1527 | } | ||
1528 | } | ||
1529 | |||
1530 | lastV = thisV; | ||
1531 | |||
1532 | } // for (int nodeIndex = 0; nodeIndex < path.pathNodes.Count; nodeIndex++) | ||
1533 | |||
1534 | } | ||
1535 | |||
1536 | |||
1537 | /// <summary> | ||
1538 | /// DEPRICATED - use Extrude(PathType.Linear) instead | ||
1539 | /// Extrudes a profile along a straight line path. Used for prim types box, cylinder, and prism. | ||
1540 | /// </summary> | ||
1541 | /// | ||
1542 | public void ExtrudeLinear() | ||
1543 | { | ||
1544 | this.Extrude(PathType.Linear); | ||
1545 | } | ||
1546 | |||
1547 | |||
1548 | /// <summary> | ||
1549 | /// DEPRICATED - use Extrude(PathType.Circular) instead | ||
1550 | /// Extrude a profile into a circular path prim mesh. Used for prim types torus, tube, and ring. | ||
1551 | /// </summary> | ||
1552 | /// | ||
1553 | public void ExtrudeCircular() | ||
1554 | { | ||
1555 | this.Extrude(PathType.Circular); | ||
1556 | } | ||
1557 | |||
1558 | |||
1559 | private Coord SurfaceNormal(Coord c1, Coord c2, Coord c3) | ||
1560 | { | ||
1561 | Coord edge1 = new Coord(c2.X - c1.X, c2.Y - c1.Y, c2.Z - c1.Z); | ||
1562 | Coord edge2 = new Coord(c3.X - c1.X, c3.Y - c1.Y, c3.Z - c1.Z); | ||
1563 | |||
1564 | Coord normal = Coord.Cross(edge1, edge2); | ||
1565 | |||
1566 | normal.Normalize(); | ||
1567 | |||
1568 | return normal; | ||
1569 | } | ||
1570 | |||
1571 | private Coord SurfaceNormal(Face face) | ||
1572 | { | ||
1573 | return SurfaceNormal(this.coords[face.v1], this.coords[face.v2], this.coords[face.v3]); | ||
1574 | } | ||
1575 | |||
1576 | /// <summary> | ||
1577 | /// Calculate the surface normal for a face in the list of faces | ||
1578 | /// </summary> | ||
1579 | /// <param name="faceIndex"></param> | ||
1580 | /// <returns></returns> | ||
1581 | public Coord SurfaceNormal(int faceIndex) | ||
1582 | { | ||
1583 | int numFaces = this.faces.Count; | ||
1584 | if (faceIndex < 0 || faceIndex >= numFaces) | ||
1585 | throw new Exception("faceIndex out of range"); | ||
1586 | |||
1587 | return SurfaceNormal(this.faces[faceIndex]); | ||
1588 | } | ||
1589 | |||
1590 | /// <summary> | ||
1591 | /// Duplicates a PrimMesh object. All object properties are copied by value, including lists. | ||
1592 | /// </summary> | ||
1593 | /// <returns></returns> | ||
1594 | public PrimMesh Copy() | ||
1595 | { | ||
1596 | PrimMesh copy = new PrimMesh(this.sides, this.profileStart, this.profileEnd, this.hollow, this.hollowSides); | ||
1597 | copy.twistBegin = this.twistBegin; | ||
1598 | copy.twistEnd = this.twistEnd; | ||
1599 | copy.topShearX = this.topShearX; | ||
1600 | copy.topShearY = this.topShearY; | ||
1601 | copy.pathCutBegin = this.pathCutBegin; | ||
1602 | copy.pathCutEnd = this.pathCutEnd; | ||
1603 | copy.dimpleBegin = this.dimpleBegin; | ||
1604 | copy.dimpleEnd = this.dimpleEnd; | ||
1605 | copy.skew = this.skew; | ||
1606 | copy.holeSizeX = this.holeSizeX; | ||
1607 | copy.holeSizeY = this.holeSizeY; | ||
1608 | copy.taperX = this.taperX; | ||
1609 | copy.taperY = this.taperY; | ||
1610 | copy.radius = this.radius; | ||
1611 | copy.revolutions = this.revolutions; | ||
1612 | copy.stepsPerRevolution = this.stepsPerRevolution; | ||
1613 | |||
1614 | copy.numPrimFaces = this.numPrimFaces; | ||
1615 | copy.errorMessage = this.errorMessage; | ||
1616 | |||
1617 | copy.coords = new List<Coord>(this.coords); | ||
1618 | copy.faces = new List<Face>(this.faces); | ||
1619 | |||
1620 | return copy; | ||
1621 | } | ||
1622 | |||
1623 | /// <summary> | ||
1624 | /// Adds a value to each XYZ vertex coordinate in the mesh | ||
1625 | /// </summary> | ||
1626 | /// <param name="x"></param> | ||
1627 | /// <param name="y"></param> | ||
1628 | /// <param name="z"></param> | ||
1629 | public void AddPos(float x, float y, float z) | ||
1630 | { | ||
1631 | int i; | ||
1632 | int numVerts = this.coords.Count; | ||
1633 | Coord vert; | ||
1634 | |||
1635 | for (i = 0; i < numVerts; i++) | ||
1636 | { | ||
1637 | vert = this.coords[i]; | ||
1638 | vert.X += x; | ||
1639 | vert.Y += y; | ||
1640 | vert.Z += z; | ||
1641 | this.coords[i] = vert; | ||
1642 | } | ||
1643 | } | ||
1644 | |||
1645 | /// <summary> | ||
1646 | /// Rotates the mesh | ||
1647 | /// </summary> | ||
1648 | /// <param name="q"></param> | ||
1649 | public void AddRot(Quat q) | ||
1650 | { | ||
1651 | int i; | ||
1652 | int numVerts = this.coords.Count; | ||
1653 | |||
1654 | for (i = 0; i < numVerts; i++) | ||
1655 | this.coords[i] *= q; | ||
1656 | } | ||
1657 | |||
1658 | #if VERTEX_INDEXER | ||
1659 | public VertexIndexer GetVertexIndexer() | ||
1660 | { | ||
1661 | return null; | ||
1662 | } | ||
1663 | #endif | ||
1664 | |||
1665 | /// <summary> | ||
1666 | /// Scales the mesh | ||
1667 | /// </summary> | ||
1668 | /// <param name="x"></param> | ||
1669 | /// <param name="y"></param> | ||
1670 | /// <param name="z"></param> | ||
1671 | public void Scale(float x, float y, float z) | ||
1672 | { | ||
1673 | int i; | ||
1674 | int numVerts = this.coords.Count; | ||
1675 | //Coord vert; | ||
1676 | |||
1677 | Coord m = new Coord(x, y, z); | ||
1678 | for (i = 0; i < numVerts; i++) | ||
1679 | this.coords[i] *= m; | ||
1680 | } | ||
1681 | |||
1682 | /// <summary> | ||
1683 | /// Dumps the mesh to a Blender compatible "Raw" format file | ||
1684 | /// </summary> | ||
1685 | /// <param name="path"></param> | ||
1686 | /// <param name="name"></param> | ||
1687 | /// <param name="title"></param> | ||
1688 | public void DumpRaw(String path, String name, String title) | ||
1689 | { | ||
1690 | if (path == null) | ||
1691 | return; | ||
1692 | String fileName = name + "_" + title + ".raw"; | ||
1693 | String completePath = System.IO.Path.Combine(path, fileName); | ||
1694 | StreamWriter sw = new StreamWriter(completePath); | ||
1695 | |||
1696 | for (int i = 0; i < this.faces.Count; i++) | ||
1697 | { | ||
1698 | string s = this.coords[this.faces[i].v1].ToString(); | ||
1699 | s += " " + this.coords[this.faces[i].v2].ToString(); | ||
1700 | s += " " + this.coords[this.faces[i].v3].ToString(); | ||
1701 | |||
1702 | sw.WriteLine(s); | ||
1703 | } | ||
1704 | |||
1705 | sw.Close(); | ||
1706 | } | ||
1707 | } | ||
1708 | } | ||