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authorTeravus Ovares2008-06-15 19:34:48 +0000
committerTeravus Ovares2008-06-15 19:34:48 +0000
commit11d68ce0f5d84188d468004b918824feb6c57f0b (patch)
tree23ef0ad2fb86cc3d64bdf78d14beb15ed4e61014 /OpenSim/Region/Physics/Meshing/Extruder.cs
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* 0001558: [PATCH] Add support for full collision geometry feature set for linear path prims (patch attached) By Dahlia. Thanks Dahlia!
* This update re-does the cube/cylinder/prism prims to dynamically add faces as twist is used.
Diffstat (limited to 'OpenSim/Region/Physics/Meshing/Extruder.cs')
-rw-r--r--OpenSim/Region/Physics/Meshing/Extruder.cs192
1 files changed, 192 insertions, 0 deletions
diff --git a/OpenSim/Region/Physics/Meshing/Extruder.cs b/OpenSim/Region/Physics/Meshing/Extruder.cs
index 880a23a..baa2d9b 100644
--- a/OpenSim/Region/Physics/Meshing/Extruder.cs
+++ b/OpenSim/Region/Physics/Meshing/Extruder.cs
@@ -63,6 +63,11 @@ namespace OpenSim.Region.Physics.Meshing
63 public float pathTaperX = 0.0f; 63 public float pathTaperX = 0.0f;
64 public float pathTaperY = 0.0f; 64 public float pathTaperY = 0.0f;
65 65
66 /// <summary>
67 /// (deprecated) creates a 3 layer extruded mesh of a profile hull
68 /// </summary>
69 /// <param name="m"></param>
70 /// <returns></returns>
66 public Mesh Extrude(Mesh m) 71 public Mesh Extrude(Mesh m)
67 { 72 {
68 startParameter = float.MinValue; 73 startParameter = float.MinValue;
@@ -245,6 +250,193 @@ namespace OpenSim.Region.Physics.Meshing
245 return result; 250 return result;
246 } 251 }
247 252
253 /// <summary>
254 /// Creates an extrusion of a profile along a linear path. Used to create prim types box, cylinder, and prism.
255 /// </summary>
256 /// <param name="m"></param>
257 /// <returns>A mesh of the extruded shape</returns>
258 public Mesh ExtrudeLinearPath(Mesh m)
259 {
260 Mesh result = new Mesh();
261
262 Quaternion tt = new Quaternion();
263 Vertex v2 = new Vertex(0, 0, 0);
264
265 Mesh newLayer;
266 Mesh lastLayer = null;
267
268 int step = 0;
269 int steps = 1;
270
271 float twistTotal = twistTop - twistBot;
272 // if the profile has a lot of twist, add more layers otherwise the layers may overlap
273 // and the resulting mesh may be quite inaccurate. This method is arbitrary and may not
274 // accurately match the viewer
275 float twistTotalAbs = System.Math.Abs(twistTotal);
276 if (twistTotalAbs > 0.01)
277 steps += (int)(twistTotalAbs * 3.66f); // dahlia's magic number ;)
278
279#if SPAM
280 System.Console.WriteLine("ExtrudeLinearPath: twistTotalAbs: " + twistTotalAbs.ToString() + " steps: " + steps.ToString());
281#endif
282
283 double percentOfPathMultiplier = 1.0 / steps;
284
285 float start = -0.5f;
286
287 float stepSize = 1.0f / (float)steps;
288
289 float xProfileScale = 1.0f;
290 float yProfileScale = 1.0f;
291
292 float xOffset = 0.0f;
293 float yOffset = 0.0f;
294 float zOffset = start;
295
296 float xOffsetStepIncrement = pushX / steps;
297 float yOffsetStepIncrement = pushY / steps;
298
299#if SPAM
300 System.Console.WriteLine("Extruder: twistTop: " + twistTop.ToString() + " twistbot: " + twistBot.ToString() + " twisttotal: " + twistTotal.ToString());
301 System.Console.WriteLine("Extruder: taperBotFactorX: " + taperBotFactorX.ToString() + " taperBotFactorY: " + taperBotFactorY.ToString()
302 + " taperTopFactorX: " + taperTopFactorX.ToString() + " taperTopFactorY: " + taperTopFactorY.ToString());
303 System.Console.WriteLine("Extruder: PathScaleX: " + pathScaleX.ToString() + " pathScaleY: " + pathScaleY.ToString());
304#endif
305
306 float percentOfPath = 0.0f;
307 bool done = false;
308 do // loop through the length of the path and add the layers
309 {
310 newLayer = m.Clone();
311
312 if (taperBotFactorX < 1.0f)
313 xProfileScale = 1.0f - (1.0f - percentOfPath) * (1.0f - taperBotFactorX);
314 else if (taperTopFactorX < 1.0f)
315 xProfileScale = 1.0f - percentOfPath * (1.0f - taperTopFactorX);
316 else xProfileScale = 1.0f;
317
318 if (taperBotFactorY < 1.0f)
319 yProfileScale = 1.0f - (1.0f - percentOfPath) * (1.0f - taperBotFactorY);
320 else if (taperTopFactorY < 1.0f)
321 yProfileScale = 1.0f - percentOfPath * (1.0f - taperTopFactorY);
322 else yProfileScale = 1.0f;
323
324#if SPAM
325 //System.Console.WriteLine("xProfileScale: " + xProfileScale.ToString() + " yProfileScale: " + yProfileScale.ToString());
326#endif
327 Vertex vTemp = new Vertex(0.0f, 0.0f, 0.0f);
328
329 // apply the taper to the profile before any rotations
330 if (xProfileScale != 1.0f || yProfileScale != 1.0f)
331 {
332 foreach (Vertex v in newLayer.vertices)
333 {
334 if (v != null)
335 {
336 v.X *= xProfileScale;
337 v.Y *= yProfileScale;
338 }
339 }
340 }
341
342
343 float twist = twistBot + (twistTotal * (float)percentOfPath);
344#if SPAM
345 System.Console.WriteLine("Extruder: percentOfPath: " + percentOfPath.ToString() + " zOffset: " + zOffset.ToString()
346 + " xProfileScale: " + xProfileScale.ToString() + " yProfileScale: " + yProfileScale.ToString());
347#endif
348
349 // apply twist rotation to the profile layer and position the layer in the prim
350
351 Quaternion profileRot = new Quaternion(new Vertex(0.0f, 0.0f, -1.0f), twist);
352 foreach (Vertex v in newLayer.vertices)
353 {
354 if (v != null)
355 {
356 vTemp = v * profileRot;
357 v.X = vTemp.X + xOffset;
358 v.Y = vTemp.Y + yOffset;
359 v.Z = vTemp.Z + zOffset;
360 }
361 }
362
363 if (step == 0) // the first layer, invert normals
364 {
365 foreach (Triangle t in newLayer.triangles)
366 {
367 t.invertNormal();
368 }
369 }
370
371 result.Append(newLayer);
372
373 int iLastNull = 0;
374
375 if (lastLayer != null)
376 {
377 int i, count = newLayer.vertices.Count;
378
379 for (i = 0; i < count; i++)
380 {
381 int iNext = (i + 1);
382
383 if (lastLayer.vertices[i] == null) // cant make a simplex here
384 {
385 iLastNull = i + 1;
386 }
387 else
388 {
389 if (i == count - 1) // End of list
390 iNext = iLastNull;
391
392 if (lastLayer.vertices[iNext] == null) // Null means wrap to begin of last segment
393 iNext = iLastNull;
394
395 result.Add(new Triangle(newLayer.vertices[i], lastLayer.vertices[i], newLayer.vertices[iNext]));
396 result.Add(new Triangle(newLayer.vertices[iNext], lastLayer.vertices[i], lastLayer.vertices[iNext]));
397 }
398 }
399 }
400 lastLayer = newLayer;
401
402 // calc the step for the next interation of the loop
403
404 if (step < steps)
405 {
406 step++;
407 percentOfPath += (float)percentOfPathMultiplier;
408
409 xOffset += xOffsetStepIncrement;
410 yOffset += yOffsetStepIncrement;
411 zOffset += stepSize;
412 }
413 else done = true;
414
415 } while (!done); // loop until all the layers in the path are completed
416
417 // scale the mesh to the desired size
418 float xScale = size.X;
419 float yScale = size.Y;
420 float zScale = size.Z;
421
422 foreach (Vertex v in result.vertices)
423 {
424 if (v != null)
425 {
426 v.X *= xScale;
427 v.Y *= yScale;
428 v.Z *= zScale;
429 }
430 }
431
432 return result;
433 }
434
435 /// <summary>
436 /// Extrudes a shape around a circular path. Used to create prim types torus, ring, and tube.
437 /// </summary>
438 /// <param name="m"></param>
439 /// <returns>a mesh of the extruded shape</returns>
248 public Mesh ExtrudeCircularPath(Mesh m) 440 public Mesh ExtrudeCircularPath(Mesh m)
249 { 441 {
250 Mesh result = new Mesh(); 442 Mesh result = new Mesh();