From e2517b51f8944b2c5e5c25478d1b418faa8dbb05 Mon Sep 17 00:00:00 2001 From: UbitUmarov Date: Sat, 26 Dec 2015 21:38:36 +0000 Subject: ubMeshmerizer: remove some wrong faces still present in taper cases, some code cleanup --- OpenSim/Region/PhysicsModules/ubOdeMeshing/Mesh.cs | 9 +- .../PhysicsModules/ubOdeMeshing/Meshmerizer.cs | 28 +- .../PhysicsModules/ubOdeMeshing/PrimMesher.cs | 407 ++++++++++----------- 3 files changed, 234 insertions(+), 210 deletions(-) (limited to 'OpenSim') diff --git a/OpenSim/Region/PhysicsModules/ubOdeMeshing/Mesh.cs b/OpenSim/Region/PhysicsModules/ubOdeMeshing/Mesh.cs index e5c2432..5b1510f 100644 --- a/OpenSim/Region/PhysicsModules/ubOdeMeshing/Mesh.cs +++ b/OpenSim/Region/PhysicsModules/ubOdeMeshing/Mesh.cs @@ -234,9 +234,12 @@ namespace OpenSim.Region.PhysicsModule.ubODEMeshing triangle.v3.Y = (float)Math.Round(triangle.v3.Y, 6); triangle.v3.Z = (float)Math.Round(triangle.v3.Z, 6); - if ((triangle.v1.X == triangle.v2.X && triangle.v1.Y == triangle.v2.Y && triangle.v1.Z == triangle.v2.Z) - || (triangle.v1.X == triangle.v3.X && triangle.v1.Y == triangle.v3.Y && triangle.v1.Z == triangle.v3.Z) - || (triangle.v2.X == triangle.v3.X && triangle.v2.Y == triangle.v3.Y && triangle.v2.Z == triangle.v3.Z) + if ((triangle.v1.X == triangle.v2.X && triangle.v1.Y == triangle.v2.Y && triangle.v1.Z == + triangle.v2.Z) + || (triangle.v1.X == triangle.v3.X && triangle.v1.Y == triangle.v3.Y && triangle.v1.Z == + triangle.v3.Z) + || (triangle.v2.X == triangle.v3.X && triangle.v2.Y == triangle.v3.Y && triangle.v2.Z == + triangle.v3.Z) ) { return; diff --git a/OpenSim/Region/PhysicsModules/ubOdeMeshing/Meshmerizer.cs b/OpenSim/Region/PhysicsModules/ubOdeMeshing/Meshmerizer.cs index a6e303a..bcf8e2b 100644 --- a/OpenSim/Region/PhysicsModules/ubOdeMeshing/Meshmerizer.cs +++ b/OpenSim/Region/PhysicsModules/ubOdeMeshing/Meshmerizer.cs @@ -121,6 +121,22 @@ namespace OpenSim.Region.PhysicsModule.ubODEMeshing CacheExpire = TimeSpan.FromHours(fcache); + if(doMeshFileCache && cachePath != "") + { + lock (diskLock) + { + try + { + if (!Directory.Exists(cachePath)) + Directory.CreateDirectory(cachePath); + } + catch + { + doMeshFileCache = false; + doCacheExpire = false; + } + } + } } } @@ -347,8 +363,8 @@ namespace OpenSim.Region.PhysicsModule.ubODEMeshing { Face f = faces[i]; mesh.Add(new Triangle(coords[f.v1].X, coords[f.v1].Y, coords[f.v1].Z, - coords[f.v2].X, coords[f.v2].Y, coords[f.v2].Z, - coords[f.v3].X, coords[f.v3].Y, coords[f.v3].Z)); + coords[f.v2].X, coords[f.v2].Y, coords[f.v2].Z, + coords[f.v3].X, coords[f.v3].Y, coords[f.v3].Z)); } coords.Clear(); @@ -972,6 +988,14 @@ namespace OpenSim.Region.PhysicsModule.ubODEMeshing primMesh.taperX = primShape.PathTaperX * 0.01f; primMesh.taperY = primShape.PathTaperY * 0.01f; + if(profshape == (byte)ProfileShape.HalfCircle) + { + if(primMesh.holeSizeY < 0.01f) + primMesh.holeSizeY = 0.01f; + else if(primMesh.holeSizeY > 1.0f) + primMesh.holeSizeY = 1.0f; + } + #if SPAM m_log.Debug("****** PrimMesh Parameters (Circular) ******\n" + primMesh.ParamsToDisplayString()); #endif diff --git a/OpenSim/Region/PhysicsModules/ubOdeMeshing/PrimMesher.cs b/OpenSim/Region/PhysicsModules/ubOdeMeshing/PrimMesher.cs index 9c081b9..2f97caf 100644 --- a/OpenSim/Region/PhysicsModules/ubOdeMeshing/PrimMesher.cs +++ b/OpenSim/Region/PhysicsModules/ubOdeMeshing/PrimMesher.cs @@ -241,7 +241,6 @@ namespace PrimMesher this.v1 = v1; this.v2 = v2; this.v3 = v3; - } public Coord SurfaceNormal(List coordList) @@ -516,16 +515,16 @@ namespace PrimMesher public Profile() { - this.coords = new List(); - this.faces = new List(); + coords = new List(); + faces = new List(); } public Profile(int sides, float profileStart, float profileEnd, float hollow, int hollowSides, bool hasProfileCut, bool createFaces) { const float halfSqr2 = 0.7071067811866f; - this.coords = new List(); - this.faces = new List(); + coords = new List(); + faces = new List(); List hollowCoords = new List(); @@ -555,7 +554,7 @@ namespace PrimMesher return; } - this.numOuterVerts = angles.angles.Count; + numOuterVerts = angles.angles.Count; Angle angle; Coord newVert = new Coord(); @@ -589,7 +588,7 @@ namespace PrimMesher hollowCoords.Add(newVert); } } - this.numHollowVerts = hollowAngles.angles.Count; + numHollowVerts = hollowAngles.angles.Count; } else if (!simpleFace) { @@ -606,7 +605,7 @@ namespace PrimMesher newVert.X = angle.X * xScale; newVert.Y = angle.Y * yScale; newVert.Z = 0.0f; - this.coords.Add(newVert); + coords.Add(newVert); if (hollowsame) { newVert.X *= hollow; @@ -618,49 +617,49 @@ namespace PrimMesher if (hasHollow) { hollowCoords.Reverse(); - this.coords.AddRange(hollowCoords); + coords.AddRange(hollowCoords); if (createFaces) { - int numTotalVerts = this.numOuterVerts + this.numHollowVerts; + int numTotalVerts = numOuterVerts + numHollowVerts; - if (this.numOuterVerts == this.numHollowVerts) + if (numOuterVerts == numHollowVerts) { Face newFace = new Face(); - for (int coordIndex = 0; coordIndex < this.numOuterVerts - 1; coordIndex++) + for (int coordIndex = 0; coordIndex < numOuterVerts - 1; coordIndex++) { newFace.v1 = coordIndex; newFace.v2 = coordIndex + 1; newFace.v3 = numTotalVerts - coordIndex - 1; - this.faces.Add(newFace); + faces.Add(newFace); newFace.v1 = coordIndex + 1; newFace.v2 = numTotalVerts - coordIndex - 2; newFace.v3 = numTotalVerts - coordIndex - 1; - this.faces.Add(newFace); + faces.Add(newFace); } if (!hasProfileCut) { - newFace.v1 = this.numOuterVerts - 1; + newFace.v1 = numOuterVerts - 1; newFace.v2 = 0; - newFace.v3 = this.numOuterVerts; - this.faces.Add(newFace); + newFace.v3 = numOuterVerts; + faces.Add(newFace); newFace.v1 = 0; newFace.v2 = numTotalVerts - 1; - newFace.v3 = this.numOuterVerts; - this.faces.Add(newFace); + newFace.v3 = numOuterVerts; + faces.Add(newFace); } } - else if (this.numOuterVerts < this.numHollowVerts) + else if (numOuterVerts < numHollowVerts) { Face newFace = new Face(); int j = 0; // j is the index for outer vertices int i; - int maxJ = this.numOuterVerts - 1; + int maxJ = numOuterVerts - 1; float curHollowAngle = 0; - for (i = 0; i < this.numHollowVerts; i++) // i is the index for inner vertices + for (i = 0; i < numHollowVerts; i++) // i is the index for inner vertices { curHollowAngle = hollowAngles.angles[i].angle; if (j < maxJ) @@ -670,7 +669,7 @@ namespace PrimMesher newFace.v1 = numTotalVerts - i - 1; newFace.v2 = j; newFace.v3 = j + 1; - this.faces.Add(newFace); + faces.Add(newFace); j++; } } @@ -684,18 +683,18 @@ namespace PrimMesher newFace.v2 = numTotalVerts - i - 2; newFace.v3 = numTotalVerts - i - 1; - this.faces.Add(newFace); + faces.Add(newFace); } if (!hasProfileCut) { - if (i == this.numHollowVerts) + if (i == numHollowVerts) { - newFace.v1 = numTotalVerts - this.numHollowVerts; + newFace.v1 = numTotalVerts - numHollowVerts; newFace.v2 = maxJ; newFace.v3 = 0; - this.faces.Add(newFace); + faces.Add(newFace); } else { @@ -705,31 +704,31 @@ namespace PrimMesher newFace.v2 = maxJ; newFace.v3 = 0; - this.faces.Add(newFace); + faces.Add(newFace); } - for (; i < this.numHollowVerts - 1; i++) + for (; i < numHollowVerts - 1; i++) { newFace.v1 = 0; newFace.v2 = numTotalVerts - i - 2; newFace.v3 = numTotalVerts - i - 1; - this.faces.Add(newFace); + faces.Add(newFace); } } newFace.v1 = 0; - newFace.v2 = numTotalVerts - this.numHollowVerts; + newFace.v2 = numTotalVerts - numHollowVerts; newFace.v3 = numTotalVerts - 1; - this.faces.Add(newFace); + faces.Add(newFace); } } else // numHollowVerts < numOuterVerts { Face newFace = new Face(); int j = 0; // j is the index for inner vertices - int maxJ = this.numHollowVerts - 1; - for (int i = 0; i < this.numOuterVerts; i++) + int maxJ = numHollowVerts - 1; + for (int i = 0; i < numOuterVerts; i++) { if (j < maxJ) if (hollowAngles.angles[j + 1].angle - angles.angles[i].angle < angles.angles[i].angle - hollowAngles.angles[j].angle + 0.000001f) @@ -738,7 +737,7 @@ namespace PrimMesher newFace.v2 = numTotalVerts - j - 2; newFace.v3 = numTotalVerts - j - 1; - this.faces.Add(newFace); + faces.Add(newFace); j += 1; } @@ -746,12 +745,12 @@ namespace PrimMesher newFace.v2 = i; newFace.v3 = i + 1; - this.faces.Add(newFace); + faces.Add(newFace); } if (!hasProfileCut) { - int i = this.numOuterVerts - 1; + int i = numOuterVerts - 1; if (hollowAngles.angles[0].angle - angles.angles[i].angle < angles.angles[i].angle - hollowAngles.angles[maxJ].angle + 0.000001f) { @@ -759,14 +758,14 @@ namespace PrimMesher newFace.v2 = numTotalVerts - maxJ - 1; newFace.v3 = numTotalVerts - 1; - this.faces.Add(newFace); + faces.Add(newFace); } newFace.v1 = numTotalVerts - maxJ - 1; newFace.v2 = i; newFace.v3 = 0; - this.faces.Add(newFace); + faces.Add(newFace); } } } @@ -778,11 +777,11 @@ namespace PrimMesher if (simpleFace) { if (sides == 3) - this.faces.Add(new Face(0, 1, 2)); + faces.Add(new Face(0, 1, 2)); else if (sides == 4) { - this.faces.Add(new Face(0, 1, 2)); - this.faces.Add(new Face(0, 2, 3)); + faces.Add(new Face(0, 1, 2)); + faces.Add(new Face(0, 2, 3)); } } else @@ -793,7 +792,7 @@ namespace PrimMesher newFace.v1 = 0; newFace.v2 = i; newFace.v3 = i + 1; - this.faces.Add(newFace); + faces.Add(newFace); } if (!hasProfileCut) { @@ -801,7 +800,7 @@ namespace PrimMesher newFace.v1 = 0; newFace.v2 = numAngles; newFace.v3 = 1; - this.faces.Add(newFace); + faces.Add(newFace); } } } @@ -813,20 +812,20 @@ namespace PrimMesher public Profile Copy() { - return this.Copy(true); + return Copy(true); } public Profile Copy(bool needFaces) { Profile copy = new Profile(); - copy.coords.AddRange(this.coords); + copy.coords.AddRange(coords); if (needFaces) - copy.faces.AddRange(this.faces); + copy.faces.AddRange(faces); - copy.numOuterVerts = this.numOuterVerts; - copy.numHollowVerts = this.numHollowVerts; + copy.numOuterVerts = numOuterVerts; + copy.numHollowVerts = numHollowVerts; return copy; } @@ -839,12 +838,12 @@ namespace PrimMesher public void AddPos(float x, float y, float z) { int i; - int numVerts = this.coords.Count; + int numVerts = coords.Count; Coord vert; for (i = 0; i < numVerts; i++) { - vert = this.coords[i]; + vert = coords[i]; vert.X += x; vert.Y += y; vert.Z += z; @@ -855,25 +854,30 @@ namespace PrimMesher public void AddRot(Quat q) { int i; - int numVerts = this.coords.Count; + int numVerts = coords.Count; for (i = 0; i < numVerts; i++) - this.coords[i] *= q; + coords[i] *= q; } public void Scale(float x, float y) { int i; - int numVerts = this.coords.Count; + int numVerts = coords.Count; Coord vert; - + for (i = 0; i < numVerts; i++) { - vert = this.coords[i]; + vert = coords[i]; vert.X *= x; + vert.X = (float)Math.Round(vert.X,5); vert.Y *= y; - this.coords[i] = vert; + vert.Y = (float)Math.Round(vert.Y,5); + coords[i] = vert; } + + if(x == 0f || y == 0f) + faces = new List(); } /// @@ -881,33 +885,40 @@ namespace PrimMesher /// public void FlipNormals() { + int numFaces = faces.Count; + if(numFaces == 0) + return; + int i; - int numFaces = this.faces.Count; Face tmpFace; int tmp; for (i = 0; i < numFaces; i++) { - tmpFace = this.faces[i]; + tmpFace = faces[i]; tmp = tmpFace.v3; tmpFace.v3 = tmpFace.v1; tmpFace.v1 = tmp; - this.faces[i] = tmpFace; + faces[i] = tmpFace; } } public void AddValue2FaceVertexIndices(int num) { - int numFaces = this.faces.Count; + int numFaces = faces.Count; + if(numFaces == 0) + return; + Face tmpFace; + for (int i = 0; i < numFaces; i++) { - tmpFace = this.faces[i]; + tmpFace = faces[i]; tmpFace.v1 += num; tmpFace.v2 += num; tmpFace.v3 += num; - this.faces[i] = tmpFace; + faces[i] = tmpFace; } } @@ -919,11 +930,11 @@ namespace PrimMesher String completePath = System.IO.Path.Combine(path, fileName); StreamWriter sw = new StreamWriter(completePath); - for (int i = 0; i < this.faces.Count; i++) + for (int i = 0; i < faces.Count; i++) { - string s = this.coords[this.faces[i].v1].ToString(); - s += " " + this.coords[this.faces[i].v2].ToString(); - s += " " + this.coords[this.faces[i].v3].ToString(); + string s = coords[faces[i].v1].ToString(); + s += " " + coords[faces[i].v2].ToString(); + s += " " + coords[faces[i].v3].ToString(); sw.WriteLine(s); } @@ -968,20 +979,20 @@ namespace PrimMesher public void Create(PathType pathType, int steps) { - if (this.taperX > 0.999f) - this.taperX = 0.999f; - if (this.taperX < -0.999f) - this.taperX = -0.999f; - if (this.taperY > 0.999f) - this.taperY = 0.999f; - if (this.taperY < -0.999f) - this.taperY = -0.999f; + if (taperX > .9999f) + taperX = 1.0f; + else if (taperX < -.9999f) + taperX = -1.0f; + if (taperY > .9999f) + taperY = 1.0f; + else if (taperY < -.9999f) + taperY = -1.0f; if (pathType == PathType.Linear || pathType == PathType.Flexible) { int step = 0; - float length = this.pathCutEnd - this.pathCutBegin; + float length = pathCutEnd - pathCutBegin; float twistTotal = twistEnd - twistBegin; float twistTotalAbs = Math.Abs(twistTotal); if (twistTotalAbs > 0.01f) @@ -990,13 +1001,13 @@ namespace PrimMesher float start = -0.5f; float stepSize = length / (float)steps; float percentOfPathMultiplier = stepSize * 0.999999f; - float xOffset = this.topShearX * this.pathCutBegin; - float yOffset = this.topShearY * this.pathCutBegin; + float xOffset = topShearX * pathCutBegin; + float yOffset = topShearY * pathCutBegin; float zOffset = start; - float xOffsetStepIncrement = this.topShearX * length / steps; - float yOffsetStepIncrement = this.topShearY * length / steps; + float xOffsetStepIncrement = topShearX * length / steps; + float yOffsetStepIncrement = topShearY * length / steps; - float percentOfPath = this.pathCutBegin; + float percentOfPath = pathCutBegin; zOffset += percentOfPath; // sanity checks @@ -1008,18 +1019,16 @@ namespace PrimMesher PathNode newNode = new PathNode(); newNode.xScale = 1.0f; - if (this.taperX == 0.0f) - newNode.xScale = 1.0f; - else if (this.taperX > 0.0f) - newNode.xScale = 1.0f - percentOfPath * this.taperX; - else newNode.xScale = 1.0f + (1.0f - percentOfPath) * this.taperX; + if (taperX > 0.0f) + newNode.xScale -= percentOfPath * taperX; + else if(taperX < 0.0f) + newNode.xScale += (1.0f - percentOfPath) * taperX; newNode.yScale = 1.0f; - if (this.taperY == 0.0f) - newNode.yScale = 1.0f; - else if (this.taperY > 0.0f) - newNode.yScale = 1.0f - percentOfPath * this.taperY; - else newNode.yScale = 1.0f + (1.0f - percentOfPath) * this.taperY; + if (taperY > 0.0f) + newNode.yScale -= percentOfPath * taperY; + else if(taperY < 0.0f) + newNode.yScale += (1.0f - percentOfPath) * taperY; float twist = twistBegin + twistTotal * percentOfPath; @@ -1036,7 +1045,7 @@ namespace PrimMesher xOffset += xOffsetStepIncrement; yOffset += yOffsetStepIncrement; zOffset += stepSize; - if (percentOfPath > this.pathCutEnd) + if (percentOfPath > pathCutEnd) done = true; } else done = true; @@ -1059,12 +1068,12 @@ namespace PrimMesher steps *= 2; } - float yPathScale = this.holeSizeY * 0.5f; - float pathLength = this.pathCutEnd - this.pathCutBegin; - float totalSkew = this.skew * 2.0f * pathLength; - float skewStart = this.pathCutBegin * 2.0f * this.skew - this.skew; - float xOffsetTopShearXFactor = this.topShearX * (0.25f + 0.5f * (0.5f - this.holeSizeY)); - float yShearCompensation = 1.0f + Math.Abs(this.topShearY) * 0.25f; + float yPathScale = holeSizeY * 0.5f; + float pathLength = pathCutEnd - pathCutBegin; + float totalSkew = skew * 2.0f * pathLength; + float skewStart = pathCutBegin * 2.0f * skew - skew; + float xOffsetTopShearXFactor = topShearX * (0.25f + 0.5f * (0.5f - holeSizeY)); + float yShearCompensation = 1.0f + Math.Abs(topShearY) * 0.25f; // It's not quite clear what pushY (Y top shear) does, but subtracting it from the start and end // angles appears to approximate it's effects on path cut. Likewise, adding it to the angle used @@ -1074,9 +1083,9 @@ namespace PrimMesher // the meshes generated with this technique appear nearly identical in shape to the same prims when // displayed by the viewer. - float startAngle = (twoPi * this.pathCutBegin * this.revolutions) - this.topShearY * 0.9f; - float endAngle = (twoPi * this.pathCutEnd * this.revolutions) - this.topShearY * 0.9f; - float stepSize = twoPi / this.stepsPerRevolution; + float startAngle = (twoPi * pathCutBegin * revolutions) - topShearY * 0.9f; + float endAngle = (twoPi * pathCutEnd * revolutions) - topShearY * 0.9f; + float stepSize = twoPi / stepsPerRevolution; int step = (int)(startAngle / stepSize); float angle = startAngle; @@ -1086,30 +1095,30 @@ namespace PrimMesher { PathNode newNode = new PathNode(); - float xProfileScale = (1.0f - Math.Abs(this.skew)) * this.holeSizeX; - float yProfileScale = this.holeSizeY; + float xProfileScale = (1.0f - Math.Abs(skew)) * holeSizeX; + float yProfileScale = holeSizeY; - float percentOfPath = angle / (twoPi * this.revolutions); + float percentOfPath = angle / (twoPi * revolutions); float percentOfAngles = (angle - startAngle) / (endAngle - startAngle); - if (this.taperX > 0.01f) - xProfileScale *= 1.0f - percentOfPath * this.taperX; - else if (this.taperX < -0.01f) - xProfileScale *= 1.0f + (1.0f - percentOfPath) * this.taperX; + if (taperX > 0.01f) + xProfileScale *= 1.0f - percentOfPath * taperX; + else if (taperX < -0.01f) + xProfileScale *= 1.0f + (1.0f - percentOfPath) * taperX; - if (this.taperY > 0.01f) - yProfileScale *= 1.0f - percentOfPath * this.taperY; - else if (this.taperY < -0.01f) - yProfileScale *= 1.0f + (1.0f - percentOfPath) * this.taperY; + if (taperY > 0.01f) + yProfileScale *= 1.0f - percentOfPath * taperY; + else if (taperY < -0.01f) + yProfileScale *= 1.0f + (1.0f - percentOfPath) * taperY; newNode.xScale = xProfileScale; newNode.yScale = yProfileScale; float radiusScale = 1.0f; - if (this.radius > 0.001f) - radiusScale = 1.0f - this.radius * percentOfPath; - else if (this.radius < 0.001f) - radiusScale = 1.0f + this.radius * (1.0f - percentOfPath); + if (radius > 0.001f) + radiusScale = 1.0f - radius * percentOfPath; + else if (radius < 0.001f) + radiusScale = 1.0f + radius * (1.0f - percentOfPath); float twist = twistBegin + twistTotal * percentOfPath; @@ -1118,14 +1127,14 @@ namespace PrimMesher float yOffset = yShearCompensation * (float)Math.Cos(angle) * (0.5f - yPathScale) * radiusScale; - float zOffset = (float)Math.Sin(angle + this.topShearY) * (0.5f - yPathScale) * radiusScale; + float zOffset = (float)Math.Sin(angle + topShearY) * (0.5f - yPathScale) * radiusScale; newNode.position = new Coord(xOffset, yOffset, zOffset); // now orient the rotation of the profile layer relative to it's position on the path // adding taperY to the angle used to generate the quat appears to approximate the viewer - newNode.rotation = new Quat(new Coord(1.0f, 0.0f, 0.0f), angle + this.topShearY); + newNode.rotation = new Quat(new Coord(1.0f, 0.0f, 0.0f), angle + topShearY); // next apply twist rotation to the profile layer if (twistTotal != 0.0f || twistBegin != 0.0f) @@ -1243,33 +1252,33 @@ namespace PrimMesher /// /// /// - public PrimMesh(int sides, float profileStart, float profileEnd, float hollow, int hollowSides) + public PrimMesh(int _sides, float _profileStart, float _profileEnd, float _hollow, int _hollowSides) { - this.coords = new List(); - this.faces = new List(); + coords = new List(); + faces = new List(); - this.sides = sides; - this.profileStart = profileStart; - this.profileEnd = profileEnd; - this.hollow = hollow; - this.hollowSides = hollowSides; + sides = _sides; + profileStart = _profileStart; + profileEnd = _profileEnd; + hollow = _hollow; + hollowSides = _hollowSides; if (sides < 3) - this.sides = 3; + sides = 3; if (hollowSides < 3) - this.hollowSides = 3; + hollowSides = 3; if (profileStart < 0.0f) - this.profileStart = 0.0f; + profileStart = 0.0f; if (profileEnd > 1.0f) - this.profileEnd = 1.0f; + profileEnd = 1.0f; if (profileEnd < 0.02f) - this.profileEnd = 0.02f; + profileEnd = 0.02f; if (profileStart >= profileEnd) - this.profileStart = profileEnd - 0.02f; + profileStart = profileEnd - 0.02f; if (hollow > 0.99f) - this.hollow = 0.99f; + hollow = 0.99f; if (hollow < 0.0f) - this.hollow = 0.0f; + hollow = 0.0f; } /// @@ -1279,16 +1288,16 @@ namespace PrimMesher { bool needEndFaces = false; - this.coords = new List(); - this.faces = new List(); + coords = new List(); + faces = new List(); int steps = 1; - float length = this.pathCutEnd - this.pathCutBegin; + float length = pathCutEnd - pathCutBegin; - this.hasProfileCut = this.profileEnd - this.profileStart < 0.9999f; + hasProfileCut = this.profileEnd - this.profileStart < 0.9999f; - this.hasHollow = (this.hollow > 0.001f); + hasHollow = (this.hollow > 0.001f); float twistBegin = this.twistBegin / 360.0f * twoPi; float twistEnd = this.twistEnd / 360.0f * twoPi; @@ -1298,31 +1307,30 @@ namespace PrimMesher steps += (int)(twistTotalAbs * 3.66); // dahlia's magic number float hollow = this.hollow; + float initialProfileRot = 0.0f; if (pathType == PathType.Circular) { needEndFaces = false; - if (this.pathCutBegin != 0.0f || this.pathCutEnd != 1.0f) + if (pathCutBegin != 0.0f || pathCutEnd != 1.0f) needEndFaces = true; - else if (this.taperX != 0.0f || this.taperY != 0.0f) + else if (taperX != 0.0f || taperY != 0.0f) needEndFaces = true; - else if (this.skew != 0.0f) + else if (skew != 0.0f) needEndFaces = true; else if (twistTotal != 0.0f) needEndFaces = true; - else if (this.radius != 0.0f) + else if (radius != 0.0f) needEndFaces = true; } else needEndFaces = true; - - // sanity checks - float initialProfileRot = 0.0f; + if (pathType == PathType.Circular) { - if (this.sides == 3) + if (sides == 3) { initialProfileRot = (float)Math.PI; - if (this.hollowSides == 4) + if (hollowSides == 4) { if (hollow > 0.7f) hollow = 0.7f; @@ -1330,16 +1338,16 @@ namespace PrimMesher } else hollow *= 0.5f; } - else if (this.sides == 4) + else if (sides == 4) { initialProfileRot = 0.25f * (float)Math.PI; - if (this.hollowSides != 4) + if (hollowSides != 4) hollow *= 0.707f; } - else if (this.sides > 4) + else if (sides > 4) { initialProfileRot = (float)Math.PI; - if (this.hollowSides == 4) + if (hollowSides == 4) { if (hollow > 0.7f) hollow = 0.7f; @@ -1349,9 +1357,9 @@ namespace PrimMesher } else { - if (this.sides == 3) + if (sides == 3) { - if (this.hollowSides == 4) + if (hollowSides == 4) { if (hollow > 0.7f) hollow = 0.7f; @@ -1359,29 +1367,27 @@ namespace PrimMesher } else hollow *= 0.5f; } - else if (this.sides == 4) + else if (sides == 4) { initialProfileRot = 1.25f * (float)Math.PI; - if (this.hollowSides != 4) + if (hollowSides != 4) hollow *= 0.707f; } - else if (this.sides == 24 && this.hollowSides == 4) + else if (sides == 24 && hollowSides == 4) hollow *= 1.414f; } - Profile profile = new Profile(this.sides, this.profileStart, this.profileEnd, hollow, this.hollowSides, this.hasProfileCut,true); - this.errorMessage = profile.errorMessage; + Profile profile = new Profile(sides, profileStart, profileEnd, hollow, hollowSides, + HasProfileCut,true); + errorMessage = profile.errorMessage; - this.numPrimFaces = profile.numPrimFaces; + numPrimFaces = profile.numPrimFaces; if (initialProfileRot != 0.0f) { profile.AddRot(new Quat(new Coord(0.0f, 0.0f, 1.0f), initialProfileRot)); } - float thisV = 0.0f; - float lastV = 0.0f; - Path path = new Path(); path.twistBegin = twistBegin; path.twistEnd = twistEnd; @@ -1402,7 +1408,7 @@ namespace PrimMesher path.Create(pathType, steps); - int lastNode = path.pathNodes.Count -1; + int lastNode = path.pathNodes.Count - 1; for (int nodeIndex = 0; nodeIndex < path.pathNodes.Count; nodeIndex++) { @@ -1413,42 +1419,29 @@ namespace PrimMesher newLayer.AddRot(node.rotation); newLayer.AddPos(node.position); - if (needEndFaces && nodeIndex == 0) - { - newLayer.FlipNormals(); - } // if (nodeIndex == 0) - // append this layer + int coordsStart = coords.Count; + coords.AddRange(newLayer.coords); - int coordsLen = this.coords.Count; - newLayer.AddValue2FaceVertexIndices(coordsLen); - - this.coords.AddRange(newLayer.coords); - - if (needEndFaces) + if (needEndFaces && nodeIndex == 0 && newLayer.faces.Count > 0) { - if (nodeIndex == 0) - this.faces.AddRange(newLayer.faces); - else if (nodeIndex == lastNode) - { - if (node.xScale > 1e-6 && node.yScale > 1e-6) - this.faces.AddRange(newLayer.faces); - } + newLayer.AddValue2FaceVertexIndices(coordsStart); + newLayer.FlipNormals(); + faces.AddRange(newLayer.faces); } // fill faces between layers + List linkfaces = new List(); int numVerts = newLayer.coords.Count; Face newFace1 = new Face(); Face newFace2 = new Face(); - thisV = 1.0f - node.percentOfPath; - if (nodeIndex > 0) { - int startVert = coordsLen; - int endVert = this.coords.Count; - if (!this.hasProfileCut) + int startVert = coordsStart; + int endVert = coords.Count; + if (!hasProfileCut) { if(numVerts > 5 && !hasHollow) startVert++; @@ -1458,26 +1451,26 @@ namespace PrimMesher newFace1.v1 = i; newFace1.v2 = i - numVerts; newFace1.v3 = i + 1; - this.faces.Add(newFace1); + linkfaces.Add(newFace1); newFace2.v1 = i + 1; newFace2.v2 = i - numVerts; newFace2.v3 = i + 1 - numVerts; - this.faces.Add(newFace2); + linkfaces.Add(newFace2); i++; } newFace1.v1 = i; newFace1.v2 = i - numVerts; newFace1.v3 = startVert; - this.faces.Add(newFace1); + linkfaces.Add(newFace1); newFace2.v1 = startVert; newFace2.v2 = i - numVerts; newFace2.v3 = startVert - numVerts; - this.faces.Add(newFace2); + linkfaces.Add(newFace2); - if (this.hasHollow) + if (hasHollow) { startVert = ++i; for (int l = 0; l < profile.numHollowVerts - 1; l++) @@ -1485,27 +1478,25 @@ namespace PrimMesher newFace1.v1 = i; newFace1.v2 = i - numVerts; newFace1.v3 = i + 1; - this.faces.Add(newFace1); + linkfaces.Add(newFace1); newFace2.v1 = i + 1; newFace2.v2 = i - numVerts; newFace2.v3 = i + 1 - numVerts; - this.faces.Add(newFace2); + linkfaces.Add(newFace2); i++; } newFace1.v1 = i; newFace1.v2 = i - numVerts; newFace1.v3 = startVert; - this.faces.Add(newFace1); + linkfaces.Add(newFace1); newFace2.v1 = startVert; newFace2.v2 = i - numVerts; newFace2.v3 = startVert - numVerts; - this.faces.Add(newFace2); + linkfaces.Add(newFace2); } - - } else { @@ -1518,21 +1509,27 @@ namespace PrimMesher newFace1.v1 = i; newFace1.v2 = i - numVerts; newFace1.v3 = iNext; - this.faces.Add(newFace1); + linkfaces.Add(newFace1); newFace2.v1 = iNext; newFace2.v2 = i - numVerts; newFace2.v3 = iNext - numVerts; - this.faces.Add(newFace2); - + linkfaces.Add(newFace2); } } } - lastV = thisV; + if(linkfaces.Count > 0) + faces.AddRange(linkfaces); - } // for (int nodeIndex = 0; nodeIndex < path.pathNodes.Count; nodeIndex++) + if (needEndFaces && nodeIndex == lastNode && newLayer.faces.Count > 0) + { + newLayer.AddValue2FaceVertexIndices(coordsStart); + faces.AddRange(newLayer.faces); + } + } // for (int nodeIndex = 0; nodeIndex < path.pathNodes.Count; nodeIndex++) + // more cleanup will be done at Meshmerizer.cs } @@ -1543,7 +1540,7 @@ namespace PrimMesher /// public void ExtrudeLinear() { - this.Extrude(PathType.Linear); + Extrude(PathType.Linear); } @@ -1554,7 +1551,7 @@ namespace PrimMesher /// public void ExtrudeCircular() { - this.Extrude(PathType.Circular); + Extrude(PathType.Circular); } -- cgit v1.1