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author | Jeff Ames | 2008-12-03 04:41:31 +0000 |
---|---|---|
committer | Jeff Ames | 2008-12-03 04:41:31 +0000 |
commit | d324389dd95a199fd439aca13e7ae60b4f8f002e (patch) | |
tree | 46919a55d45873664666e45d1c6b9ac1b8f06c9a /OpenSim/Region/Physics/Meshing/PrimMesher.cs | |
parent | Remove a line of debug info in XEngine that i missed (diff) | |
download | opensim-SC_OLD-d324389dd95a199fd439aca13e7ae60b4f8f002e.zip opensim-SC_OLD-d324389dd95a199fd439aca13e7ae60b4f8f002e.tar.gz opensim-SC_OLD-d324389dd95a199fd439aca13e7ae60b4f8f002e.tar.bz2 opensim-SC_OLD-d324389dd95a199fd439aca13e7ae60b4f8f002e.tar.xz |
Update svn properties.
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/Physics/Meshing/PrimMesher.cs | 4336 |
1 files changed, 2168 insertions, 2168 deletions
diff --git a/OpenSim/Region/Physics/Meshing/PrimMesher.cs b/OpenSim/Region/Physics/Meshing/PrimMesher.cs index 1fed64d..d79a480 100644 --- a/OpenSim/Region/Physics/Meshing/PrimMesher.cs +++ b/OpenSim/Region/Physics/Meshing/PrimMesher.cs | |||
@@ -1,2168 +1,2168 @@ | |||
1 | /* | 1 | /* |
2 | * Copyright (c) Contributors | 2 | * Copyright (c) Contributors |
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | 3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. |
4 | * | 4 | * |
5 | * Redistribution and use in source and binary forms, with or without | 5 | * Redistribution and use in source and binary forms, with or without |
6 | * modification, are permitted provided that the following conditions are met: | 6 | * modification, are permitted provided that the following conditions are met: |
7 | * * Redistributions of source code must retain the above copyright | 7 | * * Redistributions of source code must retain the above copyright |
8 | * notice, this list of conditions and the following disclaimer. | 8 | * notice, this list of conditions and the following disclaimer. |
9 | * * Redistributions in binary form must reproduce the above copyright | 9 | * * Redistributions in binary form must reproduce the above copyright |
10 | * notice, this list of conditions and the following disclaimer in the | 10 | * notice, this list of conditions and the following disclaimer in the |
11 | * documentation and/or other materials provided with the distribution. | 11 | * documentation and/or other materials provided with the distribution. |
12 | * * Neither the name of the OpenSim Project nor the | 12 | * * Neither the name of the OpenSim Project nor the |
13 | * names of its contributors may be used to endorse or promote products | 13 | * names of its contributors may be used to endorse or promote products |
14 | * derived from this software without specific prior written permission. | 14 | * derived from this software without specific prior written permission. |
15 | * | 15 | * |
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | 16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY |
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | 17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED |
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | 18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE |
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | 19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY |
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | 20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES |
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | 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 | 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 | 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 | 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. | 25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
26 | */ | 26 | */ |
27 | 27 | ||
28 | using System; | 28 | using System; |
29 | using System.Collections.Generic; | 29 | using System.Collections.Generic; |
30 | using System.Text; | 30 | using System.Text; |
31 | using System.IO; | 31 | using System.IO; |
32 | 32 | ||
33 | namespace PrimMesher | 33 | namespace PrimMesher |
34 | { | 34 | { |
35 | public struct Quat | 35 | public struct Quat |
36 | { | 36 | { |
37 | /// <summary>X value</summary> | 37 | /// <summary>X value</summary> |
38 | public float X; | 38 | public float X; |
39 | /// <summary>Y value</summary> | 39 | /// <summary>Y value</summary> |
40 | public float Y; | 40 | public float Y; |
41 | /// <summary>Z value</summary> | 41 | /// <summary>Z value</summary> |
42 | public float Z; | 42 | public float Z; |
43 | /// <summary>W value</summary> | 43 | /// <summary>W value</summary> |
44 | public float W; | 44 | public float W; |
45 | 45 | ||
46 | public Quat(float x, float y, float z, float w) | 46 | public Quat(float x, float y, float z, float w) |
47 | { | 47 | { |
48 | X = x; | 48 | X = x; |
49 | Y = y; | 49 | Y = y; |
50 | Z = z; | 50 | Z = z; |
51 | W = w; | 51 | W = w; |
52 | } | 52 | } |
53 | 53 | ||
54 | public Quat(Coord axis, float angle) | 54 | public Quat(Coord axis, float angle) |
55 | { | 55 | { |
56 | axis = axis.Normalize(); | 56 | axis = axis.Normalize(); |
57 | 57 | ||
58 | angle *= 0.5f; | 58 | angle *= 0.5f; |
59 | float c = (float)Math.Cos(angle); | 59 | float c = (float)Math.Cos(angle); |
60 | float s = (float)Math.Sin(angle); | 60 | float s = (float)Math.Sin(angle); |
61 | 61 | ||
62 | X = axis.X * s; | 62 | X = axis.X * s; |
63 | Y = axis.Y * s; | 63 | Y = axis.Y * s; |
64 | Z = axis.Z * s; | 64 | Z = axis.Z * s; |
65 | W = c; | 65 | W = c; |
66 | 66 | ||
67 | Normalize(); | 67 | Normalize(); |
68 | } | 68 | } |
69 | 69 | ||
70 | public float Length() | 70 | public float Length() |
71 | { | 71 | { |
72 | return (float)Math.Sqrt(X * X + Y * Y + Z * Z + W * W); | 72 | return (float)Math.Sqrt(X * X + Y * Y + Z * Z + W * W); |
73 | } | 73 | } |
74 | 74 | ||
75 | public Quat Normalize() | 75 | public Quat Normalize() |
76 | { | 76 | { |
77 | const float MAG_THRESHOLD = 0.0000001f; | 77 | const float MAG_THRESHOLD = 0.0000001f; |
78 | float mag = Length(); | 78 | float mag = Length(); |
79 | 79 | ||
80 | // Catch very small rounding errors when normalizing | 80 | // Catch very small rounding errors when normalizing |
81 | if (mag > MAG_THRESHOLD) | 81 | if (mag > MAG_THRESHOLD) |
82 | { | 82 | { |
83 | float oomag = 1f / mag; | 83 | float oomag = 1f / mag; |
84 | X *= oomag; | 84 | X *= oomag; |
85 | Y *= oomag; | 85 | Y *= oomag; |
86 | Z *= oomag; | 86 | Z *= oomag; |
87 | W *= oomag; | 87 | W *= oomag; |
88 | } | 88 | } |
89 | else | 89 | else |
90 | { | 90 | { |
91 | X = 0f; | 91 | X = 0f; |
92 | Y = 0f; | 92 | Y = 0f; |
93 | Z = 0f; | 93 | Z = 0f; |
94 | W = 1f; | 94 | W = 1f; |
95 | } | 95 | } |
96 | 96 | ||
97 | return this; | 97 | return this; |
98 | } | 98 | } |
99 | 99 | ||
100 | public override string ToString() | 100 | public override string ToString() |
101 | { | 101 | { |
102 | return "< X: " + this.X.ToString() + ", Y: " + this.Y.ToString() + ", Z: " + this.Z.ToString() + ", W: " + this.W.ToString() + ">"; | 102 | return "< X: " + this.X.ToString() + ", Y: " + this.Y.ToString() + ", Z: " + this.Z.ToString() + ", W: " + this.W.ToString() + ">"; |
103 | } | 103 | } |
104 | } | 104 | } |
105 | 105 | ||
106 | public struct Coord | 106 | public struct Coord |
107 | { | 107 | { |
108 | public float X; | 108 | public float X; |
109 | public float Y; | 109 | public float Y; |
110 | public float Z; | 110 | public float Z; |
111 | 111 | ||
112 | public Coord(float x, float y, float z) | 112 | public Coord(float x, float y, float z) |
113 | { | 113 | { |
114 | this.X = x; | 114 | this.X = x; |
115 | this.Y = y; | 115 | this.Y = y; |
116 | this.Z = z; | 116 | this.Z = z; |
117 | } | 117 | } |
118 | 118 | ||
119 | public float Length() | 119 | public float Length() |
120 | { | 120 | { |
121 | return (float)Math.Sqrt(this.X * this.X + this.Y * this.Y + this.Z * this.Z); | 121 | return (float)Math.Sqrt(this.X * this.X + this.Y * this.Y + this.Z * this.Z); |
122 | } | 122 | } |
123 | 123 | ||
124 | public Coord Invert() | 124 | public Coord Invert() |
125 | { | 125 | { |
126 | this.X = -this.X; | 126 | this.X = -this.X; |
127 | this.Y = -this.Y; | 127 | this.Y = -this.Y; |
128 | this.Z = -this.Z; | 128 | this.Z = -this.Z; |
129 | 129 | ||
130 | return this; | 130 | return this; |
131 | } | 131 | } |
132 | 132 | ||
133 | public Coord Normalize() | 133 | public Coord Normalize() |
134 | { | 134 | { |
135 | const float MAG_THRESHOLD = 0.0000001f; | 135 | const float MAG_THRESHOLD = 0.0000001f; |
136 | float mag = Length(); | 136 | float mag = Length(); |
137 | 137 | ||
138 | // Catch very small rounding errors when normalizing | 138 | // Catch very small rounding errors when normalizing |
139 | if (mag > MAG_THRESHOLD) | 139 | if (mag > MAG_THRESHOLD) |
140 | { | 140 | { |
141 | float oomag = 1.0f / mag; | 141 | float oomag = 1.0f / mag; |
142 | this.X *= oomag; | 142 | this.X *= oomag; |
143 | this.Y *= oomag; | 143 | this.Y *= oomag; |
144 | this.Z *= oomag; | 144 | this.Z *= oomag; |
145 | } | 145 | } |
146 | else | 146 | else |
147 | { | 147 | { |
148 | this.X = 0.0f; | 148 | this.X = 0.0f; |
149 | this.Y = 0.0f; | 149 | this.Y = 0.0f; |
150 | this.Z = 0.0f; | 150 | this.Z = 0.0f; |
151 | } | 151 | } |
152 | 152 | ||
153 | return this; | 153 | return this; |
154 | } | 154 | } |
155 | 155 | ||
156 | public override string ToString() | 156 | public override string ToString() |
157 | { | 157 | { |
158 | return this.X.ToString() + " " + this.Y.ToString() + " " + this.Z.ToString(); | 158 | return this.X.ToString() + " " + this.Y.ToString() + " " + this.Z.ToString(); |
159 | } | 159 | } |
160 | 160 | ||
161 | public static Coord Cross(Coord c1, Coord c2) | 161 | public static Coord Cross(Coord c1, Coord c2) |
162 | { | 162 | { |
163 | return new Coord( | 163 | return new Coord( |
164 | c1.Y * c2.Z - c2.Y * c1.Z, | 164 | c1.Y * c2.Z - c2.Y * c1.Z, |
165 | c1.Z * c2.X - c2.Z * c1.X, | 165 | c1.Z * c2.X - c2.Z * c1.X, |
166 | c1.X * c2.Y - c2.X * c1.Y | 166 | c1.X * c2.Y - c2.X * c1.Y |
167 | ); | 167 | ); |
168 | } | 168 | } |
169 | 169 | ||
170 | public static Coord operator +(Coord v, Coord a) | 170 | public static Coord operator +(Coord v, Coord a) |
171 | { | 171 | { |
172 | return new Coord(v.X + a.X, v.Y + a.Y, v.Z + a.Z); | 172 | return new Coord(v.X + a.X, v.Y + a.Y, v.Z + a.Z); |
173 | } | 173 | } |
174 | 174 | ||
175 | public static Coord operator *(Coord v, Coord m) | 175 | public static Coord operator *(Coord v, Coord m) |
176 | { | 176 | { |
177 | return new Coord(v.X * m.X, v.Y * m.Y, v.Z * m.Z); | 177 | return new Coord(v.X * m.X, v.Y * m.Y, v.Z * m.Z); |
178 | } | 178 | } |
179 | 179 | ||
180 | public static Coord operator *(Coord v, Quat q) | 180 | public static Coord operator *(Coord v, Quat q) |
181 | { | 181 | { |
182 | // From http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/transforms/ | 182 | // From http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/transforms/ |
183 | 183 | ||
184 | Coord c2 = new Coord(0.0f, 0.0f, 0.0f); | 184 | Coord c2 = new Coord(0.0f, 0.0f, 0.0f); |
185 | 185 | ||
186 | c2.X = q.W * q.W * v.X + | 186 | c2.X = q.W * q.W * v.X + |
187 | 2f * q.Y * q.W * v.Z - | 187 | 2f * q.Y * q.W * v.Z - |
188 | 2f * q.Z * q.W * v.Y + | 188 | 2f * q.Z * q.W * v.Y + |
189 | q.X * q.X * v.X + | 189 | q.X * q.X * v.X + |
190 | 2f * q.Y * q.X * v.Y + | 190 | 2f * q.Y * q.X * v.Y + |
191 | 2f * q.Z * q.X * v.Z - | 191 | 2f * q.Z * q.X * v.Z - |
192 | q.Z * q.Z * v.X - | 192 | q.Z * q.Z * v.X - |
193 | q.Y * q.Y * v.X; | 193 | q.Y * q.Y * v.X; |
194 | 194 | ||
195 | c2.Y = | 195 | c2.Y = |
196 | 2f * q.X * q.Y * v.X + | 196 | 2f * q.X * q.Y * v.X + |
197 | q.Y * q.Y * v.Y + | 197 | q.Y * q.Y * v.Y + |
198 | 2f * q.Z * q.Y * v.Z + | 198 | 2f * q.Z * q.Y * v.Z + |
199 | 2f * q.W * q.Z * v.X - | 199 | 2f * q.W * q.Z * v.X - |
200 | q.Z * q.Z * v.Y + | 200 | q.Z * q.Z * v.Y + |
201 | q.W * q.W * v.Y - | 201 | q.W * q.W * v.Y - |
202 | 2f * q.X * q.W * v.Z - | 202 | 2f * q.X * q.W * v.Z - |
203 | q.X * q.X * v.Y; | 203 | q.X * q.X * v.Y; |
204 | 204 | ||
205 | c2.Z = | 205 | c2.Z = |
206 | 2f * q.X * q.Z * v.X + | 206 | 2f * q.X * q.Z * v.X + |
207 | 2f * q.Y * q.Z * v.Y + | 207 | 2f * q.Y * q.Z * v.Y + |
208 | q.Z * q.Z * v.Z - | 208 | q.Z * q.Z * v.Z - |
209 | 2f * q.W * q.Y * v.X - | 209 | 2f * q.W * q.Y * v.X - |
210 | q.Y * q.Y * v.Z + | 210 | q.Y * q.Y * v.Z + |
211 | 2f * q.W * q.X * v.Y - | 211 | 2f * q.W * q.X * v.Y - |
212 | q.X * q.X * v.Z + | 212 | q.X * q.X * v.Z + |
213 | q.W * q.W * v.Z; | 213 | q.W * q.W * v.Z; |
214 | 214 | ||
215 | return c2; | 215 | return c2; |
216 | } | 216 | } |
217 | } | 217 | } |
218 | 218 | ||
219 | public struct UVCoord | 219 | public struct UVCoord |
220 | { | 220 | { |
221 | public float U; | 221 | public float U; |
222 | public float V; | 222 | public float V; |
223 | 223 | ||
224 | 224 | ||
225 | public UVCoord(float u, float v) | 225 | public UVCoord(float u, float v) |
226 | { | 226 | { |
227 | this.U = u; | 227 | this.U = u; |
228 | this.V = v; | 228 | this.V = v; |
229 | } | 229 | } |
230 | } | 230 | } |
231 | 231 | ||
232 | public struct Face | 232 | public struct Face |
233 | { | 233 | { |
234 | public int primFace; | 234 | public int primFace; |
235 | 235 | ||
236 | // vertices | 236 | // vertices |
237 | public int v1; | 237 | public int v1; |
238 | public int v2; | 238 | public int v2; |
239 | public int v3; | 239 | public int v3; |
240 | 240 | ||
241 | //normals | 241 | //normals |
242 | public int n1; | 242 | public int n1; |
243 | public int n2; | 243 | public int n2; |
244 | public int n3; | 244 | public int n3; |
245 | 245 | ||
246 | // uvs | 246 | // uvs |
247 | public int uv1; | 247 | public int uv1; |
248 | public int uv2; | 248 | public int uv2; |
249 | public int uv3; | 249 | public int uv3; |
250 | 250 | ||
251 | 251 | ||
252 | public Face(int v1, int v2, int v3) | 252 | public Face(int v1, int v2, int v3) |
253 | { | 253 | { |
254 | primFace = 0; | 254 | primFace = 0; |
255 | 255 | ||
256 | this.v1 = v1; | 256 | this.v1 = v1; |
257 | this.v2 = v2; | 257 | this.v2 = v2; |
258 | this.v3 = v3; | 258 | this.v3 = v3; |
259 | 259 | ||
260 | this.n1 = 0; | 260 | this.n1 = 0; |
261 | this.n2 = 0; | 261 | this.n2 = 0; |
262 | this.n3 = 0; | 262 | this.n3 = 0; |
263 | 263 | ||
264 | this.uv1 = 0; | 264 | this.uv1 = 0; |
265 | this.uv2 = 0; | 265 | this.uv2 = 0; |
266 | this.uv3 = 0; | 266 | this.uv3 = 0; |
267 | 267 | ||
268 | } | 268 | } |
269 | 269 | ||
270 | public Face(int v1, int v2, int v3, int n1, int n2, int n3) | 270 | public Face(int v1, int v2, int v3, int n1, int n2, int n3) |
271 | { | 271 | { |
272 | primFace = 0; | 272 | primFace = 0; |
273 | 273 | ||
274 | this.v1 = v1; | 274 | this.v1 = v1; |
275 | this.v2 = v2; | 275 | this.v2 = v2; |
276 | this.v3 = v3; | 276 | this.v3 = v3; |
277 | 277 | ||
278 | this.n1 = n1; | 278 | this.n1 = n1; |
279 | this.n2 = n2; | 279 | this.n2 = n2; |
280 | this.n3 = n3; | 280 | this.n3 = n3; |
281 | 281 | ||
282 | this.uv1 = 0; | 282 | this.uv1 = 0; |
283 | this.uv2 = 0; | 283 | this.uv2 = 0; |
284 | this.uv3 = 0; | 284 | this.uv3 = 0; |
285 | } | 285 | } |
286 | 286 | ||
287 | public Coord SurfaceNormal(List<Coord> coordList) | 287 | public Coord SurfaceNormal(List<Coord> coordList) |
288 | { | 288 | { |
289 | Coord c1 = coordList[this.v1]; | 289 | Coord c1 = coordList[this.v1]; |
290 | Coord c2 = coordList[this.v2]; | 290 | Coord c2 = coordList[this.v2]; |
291 | Coord c3 = coordList[this.v3]; | 291 | Coord c3 = coordList[this.v3]; |
292 | 292 | ||
293 | Coord edge1 = new Coord(c2.X - c1.X, c2.Y - c1.Y, c2.Z - c1.Z); | 293 | Coord edge1 = new Coord(c2.X - c1.X, c2.Y - c1.Y, c2.Z - c1.Z); |
294 | Coord edge2 = new Coord(c3.X - c1.X, c3.Y - c1.Y, c3.Z - c1.Z); | 294 | Coord edge2 = new Coord(c3.X - c1.X, c3.Y - c1.Y, c3.Z - c1.Z); |
295 | 295 | ||
296 | return Coord.Cross(edge1, edge2).Normalize(); | 296 | return Coord.Cross(edge1, edge2).Normalize(); |
297 | } | 297 | } |
298 | } | 298 | } |
299 | 299 | ||
300 | public struct ViewerFace | 300 | public struct ViewerFace |
301 | { | 301 | { |
302 | public int primFaceNumber; | 302 | public int primFaceNumber; |
303 | 303 | ||
304 | public Coord v1; | 304 | public Coord v1; |
305 | public Coord v2; | 305 | public Coord v2; |
306 | public Coord v3; | 306 | public Coord v3; |
307 | 307 | ||
308 | public Coord n1; | 308 | public Coord n1; |
309 | public Coord n2; | 309 | public Coord n2; |
310 | public Coord n3; | 310 | public Coord n3; |
311 | 311 | ||
312 | public UVCoord uv1; | 312 | public UVCoord uv1; |
313 | public UVCoord uv2; | 313 | public UVCoord uv2; |
314 | public UVCoord uv3; | 314 | public UVCoord uv3; |
315 | 315 | ||
316 | public ViewerFace(int primFaceNumber) | 316 | public ViewerFace(int primFaceNumber) |
317 | { | 317 | { |
318 | this.primFaceNumber = primFaceNumber; | 318 | this.primFaceNumber = primFaceNumber; |
319 | 319 | ||
320 | this.v1 = new Coord(); | 320 | this.v1 = new Coord(); |
321 | this.v2 = new Coord(); | 321 | this.v2 = new Coord(); |
322 | this.v3 = new Coord(); | 322 | this.v3 = new Coord(); |
323 | 323 | ||
324 | this.n1 = new Coord(); | 324 | this.n1 = new Coord(); |
325 | this.n2 = new Coord(); | 325 | this.n2 = new Coord(); |
326 | this.n3 = new Coord(); | 326 | this.n3 = new Coord(); |
327 | 327 | ||
328 | this.uv1 = new UVCoord(); | 328 | this.uv1 = new UVCoord(); |
329 | this.uv2 = new UVCoord(); | 329 | this.uv2 = new UVCoord(); |
330 | this.uv3 = new UVCoord(); | 330 | this.uv3 = new UVCoord(); |
331 | } | 331 | } |
332 | 332 | ||
333 | public void Scale(float x, float y, float z) | 333 | public void Scale(float x, float y, float z) |
334 | { | 334 | { |
335 | this.v1.X *= x; | 335 | this.v1.X *= x; |
336 | this.v1.Y *= y; | 336 | this.v1.Y *= y; |
337 | this.v1.Z *= z; | 337 | this.v1.Z *= z; |
338 | 338 | ||
339 | this.v2.X *= x; | 339 | this.v2.X *= x; |
340 | this.v2.Y *= y; | 340 | this.v2.Y *= y; |
341 | this.v2.Z *= z; | 341 | this.v2.Z *= z; |
342 | 342 | ||
343 | this.v3.X *= x; | 343 | this.v3.X *= x; |
344 | this.v3.Y *= y; | 344 | this.v3.Y *= y; |
345 | this.v3.Z *= z; | 345 | this.v3.Z *= z; |
346 | } | 346 | } |
347 | 347 | ||
348 | public void AddRot(Quat q) | 348 | public void AddRot(Quat q) |
349 | { | 349 | { |
350 | this.v1 *= q; | 350 | this.v1 *= q; |
351 | this.v2 *= q; | 351 | this.v2 *= q; |
352 | this.v3 *= q; | 352 | this.v3 *= q; |
353 | 353 | ||
354 | this.n1 *= q; | 354 | this.n1 *= q; |
355 | this.n2 *= q; | 355 | this.n2 *= q; |
356 | this.n3 *= q; | 356 | this.n3 *= q; |
357 | } | 357 | } |
358 | 358 | ||
359 | public void CalcSurfaceNormal() | 359 | public void CalcSurfaceNormal() |
360 | { | 360 | { |
361 | 361 | ||
362 | Coord edge1 = new Coord(this.v2.X - this.v1.X, this.v2.Y - this.v1.Y, this.v2.Z - this.v1.Z); | 362 | Coord edge1 = new Coord(this.v2.X - this.v1.X, this.v2.Y - this.v1.Y, this.v2.Z - this.v1.Z); |
363 | Coord edge2 = new Coord(this.v3.X - this.v1.X, this.v3.Y - this.v1.Y, this.v3.Z - this.v1.Z); | 363 | Coord edge2 = new Coord(this.v3.X - this.v1.X, this.v3.Y - this.v1.Y, this.v3.Z - this.v1.Z); |
364 | 364 | ||
365 | this.n1 = this.n2 = this.n3 = Coord.Cross(edge1, edge2).Normalize(); | 365 | this.n1 = this.n2 = this.n3 = Coord.Cross(edge1, edge2).Normalize(); |
366 | } | 366 | } |
367 | } | 367 | } |
368 | 368 | ||
369 | internal struct Angle | 369 | internal struct Angle |
370 | { | 370 | { |
371 | internal float angle; | 371 | internal float angle; |
372 | internal float X; | 372 | internal float X; |
373 | internal float Y; | 373 | internal float Y; |
374 | 374 | ||
375 | internal Angle(float angle, float x, float y) | 375 | internal Angle(float angle, float x, float y) |
376 | { | 376 | { |
377 | this.angle = angle; | 377 | this.angle = angle; |
378 | this.X = x; | 378 | this.X = x; |
379 | this.Y = y; | 379 | this.Y = y; |
380 | } | 380 | } |
381 | } | 381 | } |
382 | 382 | ||
383 | internal class AngleList | 383 | internal class AngleList |
384 | { | 384 | { |
385 | private float iX, iY; // intersection point | 385 | private float iX, iY; // intersection point |
386 | 386 | ||
387 | private Angle[] angles3 = | 387 | private Angle[] angles3 = |
388 | { | 388 | { |
389 | new Angle(0.0f, 1.0f, 0.0f), | 389 | new Angle(0.0f, 1.0f, 0.0f), |
390 | new Angle(0.33333333333333333f, -0.5f, 0.86602540378443871f), | 390 | new Angle(0.33333333333333333f, -0.5f, 0.86602540378443871f), |
391 | new Angle(0.66666666666666667f, -0.5f, -0.86602540378443837f), | 391 | new Angle(0.66666666666666667f, -0.5f, -0.86602540378443837f), |
392 | new Angle(1.0f, 1.0f, 0.0f) | 392 | new Angle(1.0f, 1.0f, 0.0f) |
393 | }; | 393 | }; |
394 | 394 | ||
395 | private Coord[] normals3 = | 395 | private Coord[] normals3 = |
396 | { | 396 | { |
397 | new Coord(0.25f, 0.4330127019f, 0.0f).Normalize(), | 397 | new Coord(0.25f, 0.4330127019f, 0.0f).Normalize(), |
398 | new Coord(-0.5f, 0.0f, 0.0f).Normalize(), | 398 | new Coord(-0.5f, 0.0f, 0.0f).Normalize(), |
399 | new Coord(0.25f, -0.4330127019f, 0.0f).Normalize(), | 399 | new Coord(0.25f, -0.4330127019f, 0.0f).Normalize(), |
400 | new Coord(0.25f, 0.4330127019f, 0.0f).Normalize() | 400 | new Coord(0.25f, 0.4330127019f, 0.0f).Normalize() |
401 | }; | 401 | }; |
402 | 402 | ||
403 | private Angle[] angles4 = | 403 | private Angle[] angles4 = |
404 | { | 404 | { |
405 | new Angle(0.0f, 1.0f, 0.0f), | 405 | new Angle(0.0f, 1.0f, 0.0f), |
406 | new Angle(0.25f, 0.0f, 1.0f), | 406 | new Angle(0.25f, 0.0f, 1.0f), |
407 | new Angle(0.5f, -1.0f, 0.0f), | 407 | new Angle(0.5f, -1.0f, 0.0f), |
408 | new Angle(0.75f, 0.0f, -1.0f), | 408 | new Angle(0.75f, 0.0f, -1.0f), |
409 | new Angle(1.0f, 1.0f, 0.0f) | 409 | new Angle(1.0f, 1.0f, 0.0f) |
410 | }; | 410 | }; |
411 | 411 | ||
412 | private Coord[] normals4 = | 412 | private Coord[] normals4 = |
413 | { | 413 | { |
414 | new Coord(0.5f, 0.5f, 0.0f).Normalize(), | 414 | new Coord(0.5f, 0.5f, 0.0f).Normalize(), |
415 | new Coord(-0.5f, 0.5f, 0.0f).Normalize(), | 415 | new Coord(-0.5f, 0.5f, 0.0f).Normalize(), |
416 | new Coord(-0.5f, -0.5f, 0.0f).Normalize(), | 416 | new Coord(-0.5f, -0.5f, 0.0f).Normalize(), |
417 | new Coord(0.5f, -0.5f, 0.0f).Normalize(), | 417 | new Coord(0.5f, -0.5f, 0.0f).Normalize(), |
418 | new Coord(0.5f, 0.5f, 0.0f).Normalize() | 418 | new Coord(0.5f, 0.5f, 0.0f).Normalize() |
419 | }; | 419 | }; |
420 | 420 | ||
421 | private Angle[] angles24 = | 421 | private Angle[] angles24 = |
422 | { | 422 | { |
423 | new Angle(0.0f, 1.0f, 0.0f), | 423 | new Angle(0.0f, 1.0f, 0.0f), |
424 | new Angle(0.041666666666666664f, 0.96592582628906831f, 0.25881904510252074f), | 424 | new Angle(0.041666666666666664f, 0.96592582628906831f, 0.25881904510252074f), |
425 | new Angle(0.083333333333333329f, 0.86602540378443871f, 0.5f), | 425 | new Angle(0.083333333333333329f, 0.86602540378443871f, 0.5f), |
426 | new Angle(0.125f, 0.70710678118654757f, 0.70710678118654746f), | 426 | new Angle(0.125f, 0.70710678118654757f, 0.70710678118654746f), |
427 | new Angle(0.16666666666666667f, 0.5f, 0.8660254037844386f), | 427 | new Angle(0.16666666666666667f, 0.5f, 0.8660254037844386f), |
428 | new Angle(0.20833333333333331f, 0.25881904510252096f, 0.9659258262890682f), | 428 | new Angle(0.20833333333333331f, 0.25881904510252096f, 0.9659258262890682f), |
429 | new Angle(0.25f, 0.0f, 1.0f), | 429 | new Angle(0.25f, 0.0f, 1.0f), |
430 | new Angle(0.29166666666666663f, -0.25881904510252063f, 0.96592582628906831f), | 430 | new Angle(0.29166666666666663f, -0.25881904510252063f, 0.96592582628906831f), |
431 | new Angle(0.33333333333333333f, -0.5f, 0.86602540378443871f), | 431 | new Angle(0.33333333333333333f, -0.5f, 0.86602540378443871f), |
432 | new Angle(0.375f, -0.70710678118654746f, 0.70710678118654757f), | 432 | new Angle(0.375f, -0.70710678118654746f, 0.70710678118654757f), |
433 | new Angle(0.41666666666666663f, -0.86602540378443849f, 0.5f), | 433 | new Angle(0.41666666666666663f, -0.86602540378443849f, 0.5f), |
434 | new Angle(0.45833333333333331f, -0.9659258262890682f, 0.25881904510252102f), | 434 | new Angle(0.45833333333333331f, -0.9659258262890682f, 0.25881904510252102f), |
435 | new Angle(0.5f, -1.0f, 0.0f), | 435 | new Angle(0.5f, -1.0f, 0.0f), |
436 | new Angle(0.54166666666666663f, -0.96592582628906842f, -0.25881904510252035f), | 436 | new Angle(0.54166666666666663f, -0.96592582628906842f, -0.25881904510252035f), |
437 | new Angle(0.58333333333333326f, -0.86602540378443882f, -0.5f), | 437 | new Angle(0.58333333333333326f, -0.86602540378443882f, -0.5f), |
438 | new Angle(0.62499999999999989f, -0.70710678118654791f, -0.70710678118654713f), | 438 | new Angle(0.62499999999999989f, -0.70710678118654791f, -0.70710678118654713f), |
439 | new Angle(0.66666666666666667f, -0.5f, -0.86602540378443837f), | 439 | new Angle(0.66666666666666667f, -0.5f, -0.86602540378443837f), |
440 | new Angle(0.70833333333333326f, -0.25881904510252152f, -0.96592582628906809f), | 440 | new Angle(0.70833333333333326f, -0.25881904510252152f, -0.96592582628906809f), |
441 | new Angle(0.75f, 0.0f, -1.0f), | 441 | new Angle(0.75f, 0.0f, -1.0f), |
442 | new Angle(0.79166666666666663f, 0.2588190451025203f, -0.96592582628906842f), | 442 | new Angle(0.79166666666666663f, 0.2588190451025203f, -0.96592582628906842f), |
443 | new Angle(0.83333333333333326f, 0.5f, -0.86602540378443904f), | 443 | new Angle(0.83333333333333326f, 0.5f, -0.86602540378443904f), |
444 | new Angle(0.875f, 0.70710678118654735f, -0.70710678118654768f), | 444 | new Angle(0.875f, 0.70710678118654735f, -0.70710678118654768f), |
445 | new Angle(0.91666666666666663f, 0.86602540378443837f, -0.5f), | 445 | new Angle(0.91666666666666663f, 0.86602540378443837f, -0.5f), |
446 | new Angle(0.95833333333333326f, 0.96592582628906809f, -0.25881904510252157f), | 446 | new Angle(0.95833333333333326f, 0.96592582628906809f, -0.25881904510252157f), |
447 | new Angle(1.0f, 1.0f, 0.0f) | 447 | new Angle(1.0f, 1.0f, 0.0f) |
448 | }; | 448 | }; |
449 | 449 | ||
450 | private Angle interpolatePoints(float newPoint, Angle p1, Angle p2) | 450 | private Angle interpolatePoints(float newPoint, Angle p1, Angle p2) |
451 | { | 451 | { |
452 | float m = (newPoint - p1.angle) / (p2.angle - p1.angle); | 452 | float m = (newPoint - p1.angle) / (p2.angle - p1.angle); |
453 | return new Angle(newPoint, p1.X + m * (p2.X - p1.X), p1.Y + m * (p2.Y - p1.Y)); | 453 | return new Angle(newPoint, p1.X + m * (p2.X - p1.X), p1.Y + m * (p2.Y - p1.Y)); |
454 | } | 454 | } |
455 | 455 | ||
456 | private void intersection(double x1, double y1, double x2, double y2, double x3, double y3, double x4, double y4) | 456 | private void intersection(double x1, double y1, double x2, double y2, double x3, double y3, double x4, double y4) |
457 | { // ref: http://local.wasp.uwa.edu.au/~pbourke/geometry/lineline2d/ | 457 | { // ref: http://local.wasp.uwa.edu.au/~pbourke/geometry/lineline2d/ |
458 | double denom = (y4 - y3) * (x2 - x1) - (x4 - x3) * (y2 - y1); | 458 | double denom = (y4 - y3) * (x2 - x1) - (x4 - x3) * (y2 - y1); |
459 | double uaNumerator = (x4 - x3) * (y1 - y3) - (y4 - y3) * (x1 - x3); | 459 | double uaNumerator = (x4 - x3) * (y1 - y3) - (y4 - y3) * (x1 - x3); |
460 | 460 | ||
461 | if (denom != 0.0) | 461 | if (denom != 0.0) |
462 | { | 462 | { |
463 | double ua = uaNumerator / denom; | 463 | double ua = uaNumerator / denom; |
464 | iX = (float)(x1 + ua * (x2 - x1)); | 464 | iX = (float)(x1 + ua * (x2 - x1)); |
465 | iY = (float)(y1 + ua * (y2 - y1)); | 465 | iY = (float)(y1 + ua * (y2 - y1)); |
466 | } | 466 | } |
467 | } | 467 | } |
468 | 468 | ||
469 | internal List<Angle> angles; | 469 | internal List<Angle> angles; |
470 | internal List<Coord> normals; | 470 | internal List<Coord> normals; |
471 | 471 | ||
472 | internal void makeAngles(int sides, float startAngle, float stopAngle) | 472 | internal void makeAngles(int sides, float startAngle, float stopAngle) |
473 | { | 473 | { |
474 | angles = new List<Angle>(); | 474 | angles = new List<Angle>(); |
475 | normals = new List<Coord>(); | 475 | normals = new List<Coord>(); |
476 | 476 | ||
477 | double twoPi = System.Math.PI * 2.0; | 477 | double twoPi = System.Math.PI * 2.0; |
478 | float twoPiInv = 1.0f / (float)twoPi; | 478 | float twoPiInv = 1.0f / (float)twoPi; |
479 | 479 | ||
480 | if (sides < 1) | 480 | if (sides < 1) |
481 | throw new Exception("number of sides not greater than zero"); | 481 | throw new Exception("number of sides not greater than zero"); |
482 | if (stopAngle <= startAngle) | 482 | if (stopAngle <= startAngle) |
483 | throw new Exception("stopAngle not greater than startAngle"); | 483 | throw new Exception("stopAngle not greater than startAngle"); |
484 | 484 | ||
485 | if ((sides == 3 || sides == 4 || sides == 24)) | 485 | if ((sides == 3 || sides == 4 || sides == 24)) |
486 | { | 486 | { |
487 | startAngle *= twoPiInv; | 487 | startAngle *= twoPiInv; |
488 | stopAngle *= twoPiInv; | 488 | stopAngle *= twoPiInv; |
489 | 489 | ||
490 | Angle[] sourceAngles; | 490 | Angle[] sourceAngles; |
491 | if (sides == 3) | 491 | if (sides == 3) |
492 | sourceAngles = angles3; | 492 | sourceAngles = angles3; |
493 | else if (sides == 4) | 493 | else if (sides == 4) |
494 | sourceAngles = angles4; | 494 | sourceAngles = angles4; |
495 | else sourceAngles = angles24; | 495 | else sourceAngles = angles24; |
496 | 496 | ||
497 | int startAngleIndex = (int)(startAngle * sides); | 497 | int startAngleIndex = (int)(startAngle * sides); |
498 | int endAngleIndex = sourceAngles.Length - 1; | 498 | int endAngleIndex = sourceAngles.Length - 1; |
499 | if (stopAngle < 1.0f) | 499 | if (stopAngle < 1.0f) |
500 | endAngleIndex = (int)(stopAngle * sides) + 1; | 500 | endAngleIndex = (int)(stopAngle * sides) + 1; |
501 | if (endAngleIndex == startAngleIndex) | 501 | if (endAngleIndex == startAngleIndex) |
502 | endAngleIndex++; | 502 | endAngleIndex++; |
503 | 503 | ||
504 | for (int angleIndex = startAngleIndex; angleIndex < endAngleIndex + 1; angleIndex++) | 504 | for (int angleIndex = startAngleIndex; angleIndex < endAngleIndex + 1; angleIndex++) |
505 | { | 505 | { |
506 | angles.Add(sourceAngles[angleIndex]); | 506 | angles.Add(sourceAngles[angleIndex]); |
507 | if (sides == 3) | 507 | if (sides == 3) |
508 | normals.Add(normals3[angleIndex]); | 508 | normals.Add(normals3[angleIndex]); |
509 | else if (sides == 4) | 509 | else if (sides == 4) |
510 | normals.Add(normals4[angleIndex]); | 510 | normals.Add(normals4[angleIndex]); |
511 | } | 511 | } |
512 | 512 | ||
513 | if (startAngle > 0.0f) | 513 | if (startAngle > 0.0f) |
514 | angles[0] = interpolatePoints(startAngle, angles[0], angles[1]); | 514 | angles[0] = interpolatePoints(startAngle, angles[0], angles[1]); |
515 | 515 | ||
516 | if (stopAngle < 1.0f) | 516 | if (stopAngle < 1.0f) |
517 | { | 517 | { |
518 | int lastAngleIndex = angles.Count - 1; | 518 | int lastAngleIndex = angles.Count - 1; |
519 | angles[lastAngleIndex] = interpolatePoints(stopAngle, angles[lastAngleIndex - 1], angles[lastAngleIndex]); | 519 | angles[lastAngleIndex] = interpolatePoints(stopAngle, angles[lastAngleIndex - 1], angles[lastAngleIndex]); |
520 | } | 520 | } |
521 | } | 521 | } |
522 | else | 522 | else |
523 | { | 523 | { |
524 | double stepSize = twoPi / sides; | 524 | double stepSize = twoPi / sides; |
525 | 525 | ||
526 | int startStep = (int)(startAngle / stepSize); | 526 | int startStep = (int)(startAngle / stepSize); |
527 | double angle = stepSize * startStep; | 527 | double angle = stepSize * startStep; |
528 | int step = startStep; | 528 | int step = startStep; |
529 | double stopAngleTest = stopAngle; | 529 | double stopAngleTest = stopAngle; |
530 | if (stopAngle < twoPi) | 530 | if (stopAngle < twoPi) |
531 | { | 531 | { |
532 | stopAngleTest = stepSize * ((int)(stopAngle / stepSize) + 1); | 532 | stopAngleTest = stepSize * ((int)(stopAngle / stepSize) + 1); |
533 | if (stopAngleTest < stopAngle) | 533 | if (stopAngleTest < stopAngle) |
534 | stopAngleTest += stepSize; | 534 | stopAngleTest += stepSize; |
535 | if (stopAngleTest > twoPi) | 535 | if (stopAngleTest > twoPi) |
536 | stopAngleTest = twoPi; | 536 | stopAngleTest = twoPi; |
537 | } | 537 | } |
538 | 538 | ||
539 | while (angle <= stopAngleTest) | 539 | while (angle <= stopAngleTest) |
540 | { | 540 | { |
541 | Angle newAngle; | 541 | Angle newAngle; |
542 | newAngle.angle = (float)angle; | 542 | newAngle.angle = (float)angle; |
543 | newAngle.X = (float)System.Math.Cos(angle); | 543 | newAngle.X = (float)System.Math.Cos(angle); |
544 | newAngle.Y = (float)System.Math.Sin(angle); | 544 | newAngle.Y = (float)System.Math.Sin(angle); |
545 | angles.Add(newAngle); | 545 | angles.Add(newAngle); |
546 | step += 1; | 546 | step += 1; |
547 | angle = stepSize * step; | 547 | angle = stepSize * step; |
548 | } | 548 | } |
549 | 549 | ||
550 | if (startAngle > angles[0].angle) | 550 | if (startAngle > angles[0].angle) |
551 | { | 551 | { |
552 | Angle newAngle; | 552 | Angle newAngle; |
553 | 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)); | 553 | 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)); |
554 | newAngle.angle = startAngle; | 554 | newAngle.angle = startAngle; |
555 | newAngle.X = iX; | 555 | newAngle.X = iX; |
556 | newAngle.Y = iY; | 556 | newAngle.Y = iY; |
557 | angles[0] = newAngle; | 557 | angles[0] = newAngle; |
558 | } | 558 | } |
559 | 559 | ||
560 | int index = angles.Count - 1; | 560 | int index = angles.Count - 1; |
561 | if (stopAngle < angles[index].angle) | 561 | if (stopAngle < angles[index].angle) |
562 | { | 562 | { |
563 | Angle newAngle; | 563 | Angle newAngle; |
564 | 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)); | 564 | 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)); |
565 | newAngle.angle = stopAngle; | 565 | newAngle.angle = stopAngle; |
566 | newAngle.X = iX; | 566 | newAngle.X = iX; |
567 | newAngle.Y = iY; | 567 | newAngle.Y = iY; |
568 | angles[index] = newAngle; | 568 | angles[index] = newAngle; |
569 | } | 569 | } |
570 | } | 570 | } |
571 | } | 571 | } |
572 | } | 572 | } |
573 | 573 | ||
574 | /// <summary> | 574 | /// <summary> |
575 | /// generates a profile for extrusion | 575 | /// generates a profile for extrusion |
576 | /// </summary> | 576 | /// </summary> |
577 | internal class Profile | 577 | internal class Profile |
578 | { | 578 | { |
579 | private const float twoPi = 2.0f * (float)Math.PI; | 579 | private const float twoPi = 2.0f * (float)Math.PI; |
580 | 580 | ||
581 | internal List<Coord> coords; | 581 | internal List<Coord> coords; |
582 | internal List<Face> faces; | 582 | internal List<Face> faces; |
583 | internal List<Coord> vertexNormals; | 583 | internal List<Coord> vertexNormals; |
584 | internal List<float> us; | 584 | internal List<float> us; |
585 | internal List<UVCoord> faceUVs; | 585 | internal List<UVCoord> faceUVs; |
586 | internal List<int> faceNumbers; | 586 | internal List<int> faceNumbers; |
587 | 587 | ||
588 | internal Coord faceNormal = new Coord(0.0f, 0.0f, 1.0f); | 588 | internal Coord faceNormal = new Coord(0.0f, 0.0f, 1.0f); |
589 | internal Coord cutNormal1 = new Coord(); | 589 | internal Coord cutNormal1 = new Coord(); |
590 | internal Coord cutNormal2 = new Coord(); | 590 | internal Coord cutNormal2 = new Coord(); |
591 | 591 | ||
592 | internal int numOuterVerts = 0; | 592 | internal int numOuterVerts = 0; |
593 | internal int numHollowVerts = 0; | 593 | internal int numHollowVerts = 0; |
594 | 594 | ||
595 | internal bool calcVertexNormals = false; | 595 | internal bool calcVertexNormals = false; |
596 | internal int bottomFaceNumber = 0; | 596 | internal int bottomFaceNumber = 0; |
597 | internal int numPrimFaces = 0; | 597 | internal int numPrimFaces = 0; |
598 | 598 | ||
599 | internal Profile() | 599 | internal Profile() |
600 | { | 600 | { |
601 | this.coords = new List<Coord>(); | 601 | this.coords = new List<Coord>(); |
602 | this.faces = new List<Face>(); | 602 | this.faces = new List<Face>(); |
603 | this.vertexNormals = new List<Coord>(); | 603 | this.vertexNormals = new List<Coord>(); |
604 | this.us = new List<float>(); | 604 | this.us = new List<float>(); |
605 | this.faceUVs = new List<UVCoord>(); | 605 | this.faceUVs = new List<UVCoord>(); |
606 | this.faceNumbers = new List<int>(); | 606 | this.faceNumbers = new List<int>(); |
607 | } | 607 | } |
608 | 608 | ||
609 | internal Profile(int sides, float profileStart, float profileEnd, float hollow, int hollowSides, bool createFaces, bool calcVertexNormals) | 609 | internal Profile(int sides, float profileStart, float profileEnd, float hollow, int hollowSides, bool createFaces, bool calcVertexNormals) |
610 | { | 610 | { |
611 | this.calcVertexNormals = calcVertexNormals; | 611 | this.calcVertexNormals = calcVertexNormals; |
612 | this.coords = new List<Coord>(); | 612 | this.coords = new List<Coord>(); |
613 | this.faces = new List<Face>(); | 613 | this.faces = new List<Face>(); |
614 | this.vertexNormals = new List<Coord>(); | 614 | this.vertexNormals = new List<Coord>(); |
615 | this.us = new List<float>(); | 615 | this.us = new List<float>(); |
616 | this.faceUVs = new List<UVCoord>(); | 616 | this.faceUVs = new List<UVCoord>(); |
617 | this.faceNumbers = new List<int>(); | 617 | this.faceNumbers = new List<int>(); |
618 | 618 | ||
619 | Coord center = new Coord(0.0f, 0.0f, 0.0f); | 619 | Coord center = new Coord(0.0f, 0.0f, 0.0f); |
620 | 620 | ||
621 | List<Coord> hollowCoords = new List<Coord>(); | 621 | List<Coord> hollowCoords = new List<Coord>(); |
622 | List<Coord> hollowNormals = new List<Coord>(); | 622 | List<Coord> hollowNormals = new List<Coord>(); |
623 | List<float> hollowUs = new List<float>(); | 623 | List<float> hollowUs = new List<float>(); |
624 | 624 | ||
625 | bool hasHollow = (hollow > 0.0f); | 625 | bool hasHollow = (hollow > 0.0f); |
626 | 626 | ||
627 | bool hasProfileCut = (profileStart > 0.0f || profileEnd < 1.0f); | 627 | bool hasProfileCut = (profileStart > 0.0f || profileEnd < 1.0f); |
628 | 628 | ||
629 | AngleList angles = new AngleList(); | 629 | AngleList angles = new AngleList(); |
630 | AngleList hollowAngles = new AngleList(); | 630 | AngleList hollowAngles = new AngleList(); |
631 | 631 | ||
632 | float xScale = 0.5f; | 632 | float xScale = 0.5f; |
633 | float yScale = 0.5f; | 633 | float yScale = 0.5f; |
634 | if (sides == 4) // corners of a square are sqrt(2) from center | 634 | if (sides == 4) // corners of a square are sqrt(2) from center |
635 | { | 635 | { |
636 | xScale = 0.707f; | 636 | xScale = 0.707f; |
637 | yScale = 0.707f; | 637 | yScale = 0.707f; |
638 | } | 638 | } |
639 | 639 | ||
640 | float startAngle = profileStart * twoPi; | 640 | float startAngle = profileStart * twoPi; |
641 | float stopAngle = profileEnd * twoPi; | 641 | float stopAngle = profileEnd * twoPi; |
642 | 642 | ||
643 | try { angles.makeAngles(sides, startAngle, stopAngle); } | 643 | try { angles.makeAngles(sides, startAngle, stopAngle); } |
644 | catch (Exception ex) | 644 | catch (Exception ex) |
645 | { | 645 | { |
646 | Console.WriteLine("makeAngles failed: Exception: " + ex.ToString()); | 646 | Console.WriteLine("makeAngles failed: Exception: " + ex.ToString()); |
647 | Console.WriteLine("sides: " + sides.ToString() + " startAngle: " + startAngle.ToString() + " stopAngle: " + stopAngle.ToString()); | 647 | Console.WriteLine("sides: " + sides.ToString() + " startAngle: " + startAngle.ToString() + " stopAngle: " + stopAngle.ToString()); |
648 | return; | 648 | return; |
649 | } | 649 | } |
650 | 650 | ||
651 | this.numOuterVerts = angles.angles.Count; | 651 | this.numOuterVerts = angles.angles.Count; |
652 | 652 | ||
653 | // flag to create as few triangles as possible for 3 or 4 side profile | 653 | // flag to create as few triangles as possible for 3 or 4 side profile |
654 | bool simpleFace = (sides < 5 && !(hasHollow || hasProfileCut)); | 654 | bool simpleFace = (sides < 5 && !(hasHollow || hasProfileCut)); |
655 | 655 | ||
656 | if (hasHollow) | 656 | if (hasHollow) |
657 | { | 657 | { |
658 | if (sides == hollowSides) | 658 | if (sides == hollowSides) |
659 | hollowAngles = angles; | 659 | hollowAngles = angles; |
660 | else | 660 | else |
661 | { | 661 | { |
662 | try { hollowAngles.makeAngles(hollowSides, startAngle, stopAngle); } | 662 | try { hollowAngles.makeAngles(hollowSides, startAngle, stopAngle); } |
663 | catch (Exception ex) | 663 | catch (Exception ex) |
664 | { | 664 | { |
665 | Console.WriteLine("makeAngles failed: Exception: " + ex.ToString()); | 665 | Console.WriteLine("makeAngles failed: Exception: " + ex.ToString()); |
666 | Console.WriteLine("sides: " + sides.ToString() + " startAngle: " + startAngle.ToString() + " stopAngle: " + stopAngle.ToString()); | 666 | Console.WriteLine("sides: " + sides.ToString() + " startAngle: " + startAngle.ToString() + " stopAngle: " + stopAngle.ToString()); |
667 | return; | 667 | return; |
668 | } | 668 | } |
669 | } | 669 | } |
670 | this.numHollowVerts = hollowAngles.angles.Count; | 670 | this.numHollowVerts = hollowAngles.angles.Count; |
671 | } | 671 | } |
672 | else if (!simpleFace) | 672 | else if (!simpleFace) |
673 | { | 673 | { |
674 | this.coords.Add(center); | 674 | this.coords.Add(center); |
675 | if (this.calcVertexNormals) | 675 | if (this.calcVertexNormals) |
676 | this.vertexNormals.Add(new Coord(0.0f, 0.0f, 1.0f)); | 676 | this.vertexNormals.Add(new Coord(0.0f, 0.0f, 1.0f)); |
677 | this.us.Add(0.0f); | 677 | this.us.Add(0.0f); |
678 | } | 678 | } |
679 | 679 | ||
680 | float z = 0.0f; | 680 | float z = 0.0f; |
681 | 681 | ||
682 | Angle angle; | 682 | Angle angle; |
683 | Coord newVert = new Coord(); | 683 | Coord newVert = new Coord(); |
684 | if (hasHollow && hollowSides != sides) | 684 | if (hasHollow && hollowSides != sides) |
685 | { | 685 | { |
686 | int numHollowAngles = hollowAngles.angles.Count; | 686 | int numHollowAngles = hollowAngles.angles.Count; |
687 | for (int i = 0; i < numHollowAngles; i++) | 687 | for (int i = 0; i < numHollowAngles; i++) |
688 | { | 688 | { |
689 | angle = hollowAngles.angles[i]; | 689 | angle = hollowAngles.angles[i]; |
690 | newVert.X = hollow * xScale * angle.X; | 690 | newVert.X = hollow * xScale * angle.X; |
691 | newVert.Y = hollow * yScale * angle.Y; | 691 | newVert.Y = hollow * yScale * angle.Y; |
692 | newVert.Z = z; | 692 | newVert.Z = z; |
693 | 693 | ||
694 | hollowCoords.Add(newVert); | 694 | hollowCoords.Add(newVert); |
695 | if (this.calcVertexNormals) | 695 | if (this.calcVertexNormals) |
696 | { | 696 | { |
697 | if (hollowSides < 5) | 697 | if (hollowSides < 5) |
698 | hollowNormals.Add(hollowAngles.normals[i].Invert()); | 698 | hollowNormals.Add(hollowAngles.normals[i].Invert()); |
699 | else | 699 | else |
700 | hollowNormals.Add(new Coord(-angle.X, -angle.Y, 0.0f)); | 700 | hollowNormals.Add(new Coord(-angle.X, -angle.Y, 0.0f)); |
701 | 701 | ||
702 | hollowUs.Add(angle.angle * hollow); | 702 | hollowUs.Add(angle.angle * hollow); |
703 | } | 703 | } |
704 | } | 704 | } |
705 | } | 705 | } |
706 | 706 | ||
707 | int index = 0; | 707 | int index = 0; |
708 | int numAngles = angles.angles.Count; | 708 | int numAngles = angles.angles.Count; |
709 | 709 | ||
710 | for (int i = 0; i < numAngles; i++) | 710 | for (int i = 0; i < numAngles; i++) |
711 | { | 711 | { |
712 | int iNext = i == numAngles ? i + 1 : 0; | 712 | int iNext = i == numAngles ? i + 1 : 0; |
713 | angle = angles.angles[i]; | 713 | angle = angles.angles[i]; |
714 | newVert.X = angle.X * xScale; | 714 | newVert.X = angle.X * xScale; |
715 | newVert.Y = angle.Y * yScale; | 715 | newVert.Y = angle.Y * yScale; |
716 | newVert.Z = z; | 716 | newVert.Z = z; |
717 | this.coords.Add(newVert); | 717 | this.coords.Add(newVert); |
718 | if (this.calcVertexNormals) | 718 | if (this.calcVertexNormals) |
719 | { | 719 | { |
720 | 720 | ||
721 | if (sides < 5) | 721 | if (sides < 5) |
722 | { | 722 | { |
723 | this.vertexNormals.Add(angles.normals[i]); | 723 | this.vertexNormals.Add(angles.normals[i]); |
724 | float u = angle.angle; | 724 | float u = angle.angle; |
725 | this.us.Add(u); | 725 | this.us.Add(u); |
726 | } | 726 | } |
727 | else | 727 | else |
728 | { | 728 | { |
729 | this.vertexNormals.Add(new Coord(angle.X, angle.Y, 0.0f)); | 729 | this.vertexNormals.Add(new Coord(angle.X, angle.Y, 0.0f)); |
730 | this.us.Add(angle.angle); | 730 | this.us.Add(angle.angle); |
731 | } | 731 | } |
732 | } | 732 | } |
733 | 733 | ||
734 | if (hollow > 0.0f) | 734 | if (hollow > 0.0f) |
735 | { | 735 | { |
736 | if (hollowSides == sides) | 736 | if (hollowSides == sides) |
737 | { | 737 | { |
738 | newVert.X *= hollow; | 738 | newVert.X *= hollow; |
739 | newVert.Y *= hollow; | 739 | newVert.Y *= hollow; |
740 | newVert.Z = z; | 740 | newVert.Z = z; |
741 | hollowCoords.Add(newVert); | 741 | hollowCoords.Add(newVert); |
742 | if (this.calcVertexNormals) | 742 | if (this.calcVertexNormals) |
743 | { | 743 | { |
744 | if (sides < 5) | 744 | if (sides < 5) |
745 | { | 745 | { |
746 | hollowNormals.Add(angles.normals[i].Invert()); | 746 | hollowNormals.Add(angles.normals[i].Invert()); |
747 | } | 747 | } |
748 | 748 | ||
749 | else | 749 | else |
750 | hollowNormals.Add(new Coord(-angle.X, -angle.Y, 0.0f)); | 750 | hollowNormals.Add(new Coord(-angle.X, -angle.Y, 0.0f)); |
751 | 751 | ||
752 | hollowUs.Add(angle.angle * hollow); | 752 | hollowUs.Add(angle.angle * hollow); |
753 | } | 753 | } |
754 | } | 754 | } |
755 | } | 755 | } |
756 | else if (!simpleFace && createFaces && angle.angle > 0.0001f) | 756 | else if (!simpleFace && createFaces && angle.angle > 0.0001f) |
757 | { | 757 | { |
758 | Face newFace = new Face(); | 758 | Face newFace = new Face(); |
759 | newFace.v1 = 0; | 759 | newFace.v1 = 0; |
760 | newFace.v2 = index; | 760 | newFace.v2 = index; |
761 | newFace.v3 = index + 1; | 761 | newFace.v3 = index + 1; |
762 | 762 | ||
763 | this.faces.Add(newFace); | 763 | this.faces.Add(newFace); |
764 | } | 764 | } |
765 | index += 1; | 765 | index += 1; |
766 | } | 766 | } |
767 | 767 | ||
768 | if (hasHollow) | 768 | if (hasHollow) |
769 | { | 769 | { |
770 | hollowCoords.Reverse(); | 770 | hollowCoords.Reverse(); |
771 | if (this.calcVertexNormals) | 771 | if (this.calcVertexNormals) |
772 | { | 772 | { |
773 | hollowNormals.Reverse(); | 773 | hollowNormals.Reverse(); |
774 | hollowUs.Reverse(); | 774 | hollowUs.Reverse(); |
775 | } | 775 | } |
776 | 776 | ||
777 | if (createFaces) | 777 | if (createFaces) |
778 | { | 778 | { |
779 | int numOuterVerts = this.coords.Count; | 779 | int numOuterVerts = this.coords.Count; |
780 | int numHollowVerts = hollowCoords.Count; | 780 | int numHollowVerts = hollowCoords.Count; |
781 | int numTotalVerts = numOuterVerts + numHollowVerts; | 781 | int numTotalVerts = numOuterVerts + numHollowVerts; |
782 | 782 | ||
783 | if (numOuterVerts == numHollowVerts) | 783 | if (numOuterVerts == numHollowVerts) |
784 | { | 784 | { |
785 | Face newFace = new Face(); | 785 | Face newFace = new Face(); |
786 | 786 | ||
787 | for (int coordIndex = 0; coordIndex < numOuterVerts - 1; coordIndex++) | 787 | for (int coordIndex = 0; coordIndex < numOuterVerts - 1; coordIndex++) |
788 | { | 788 | { |
789 | newFace.v1 = coordIndex; | 789 | newFace.v1 = coordIndex; |
790 | newFace.v2 = coordIndex + 1; | 790 | newFace.v2 = coordIndex + 1; |
791 | newFace.v3 = numTotalVerts - coordIndex - 1; | 791 | newFace.v3 = numTotalVerts - coordIndex - 1; |
792 | this.faces.Add(newFace); | 792 | this.faces.Add(newFace); |
793 | 793 | ||
794 | newFace.v1 = coordIndex + 1; | 794 | newFace.v1 = coordIndex + 1; |
795 | newFace.v2 = numTotalVerts - coordIndex - 2; | 795 | newFace.v2 = numTotalVerts - coordIndex - 2; |
796 | newFace.v3 = numTotalVerts - coordIndex - 1; | 796 | newFace.v3 = numTotalVerts - coordIndex - 1; |
797 | this.faces.Add(newFace); | 797 | this.faces.Add(newFace); |
798 | } | 798 | } |
799 | } | 799 | } |
800 | else | 800 | else |
801 | { | 801 | { |
802 | if (numOuterVerts < numHollowVerts) | 802 | if (numOuterVerts < numHollowVerts) |
803 | { | 803 | { |
804 | Face newFace = new Face(); | 804 | Face newFace = new Face(); |
805 | int j = 0; // j is the index for outer vertices | 805 | int j = 0; // j is the index for outer vertices |
806 | int maxJ = numOuterVerts - 1; | 806 | int maxJ = numOuterVerts - 1; |
807 | for (int i = 0; i < numHollowVerts; i++) // i is the index for inner vertices | 807 | for (int i = 0; i < numHollowVerts; i++) // i is the index for inner vertices |
808 | { | 808 | { |
809 | if (j < maxJ) | 809 | if (j < maxJ) |
810 | if (angles.angles[j + 1].angle - hollowAngles.angles[i].angle <= hollowAngles.angles[i].angle - angles.angles[j].angle) | 810 | if (angles.angles[j + 1].angle - hollowAngles.angles[i].angle <= hollowAngles.angles[i].angle - angles.angles[j].angle) |
811 | { | 811 | { |
812 | newFace.v1 = numTotalVerts - i - 1; | 812 | newFace.v1 = numTotalVerts - i - 1; |
813 | newFace.v2 = j; | 813 | newFace.v2 = j; |
814 | newFace.v3 = j + 1; | 814 | newFace.v3 = j + 1; |
815 | 815 | ||
816 | this.faces.Add(newFace); | 816 | this.faces.Add(newFace); |
817 | j += 1; | 817 | j += 1; |
818 | } | 818 | } |
819 | 819 | ||
820 | newFace.v1 = j; | 820 | newFace.v1 = j; |
821 | newFace.v2 = numTotalVerts - i - 2; | 821 | newFace.v2 = numTotalVerts - i - 2; |
822 | newFace.v3 = numTotalVerts - i - 1; | 822 | newFace.v3 = numTotalVerts - i - 1; |
823 | 823 | ||
824 | this.faces.Add(newFace); | 824 | this.faces.Add(newFace); |
825 | } | 825 | } |
826 | } | 826 | } |
827 | else // numHollowVerts < numOuterVerts | 827 | else // numHollowVerts < numOuterVerts |
828 | { | 828 | { |
829 | Face newFace = new Face(); | 829 | Face newFace = new Face(); |
830 | int j = 0; // j is the index for inner vertices | 830 | int j = 0; // j is the index for inner vertices |
831 | int maxJ = numHollowVerts - 1; | 831 | int maxJ = numHollowVerts - 1; |
832 | for (int i = 0; i < numOuterVerts; i++) | 832 | for (int i = 0; i < numOuterVerts; i++) |
833 | { | 833 | { |
834 | if (j < maxJ) | 834 | if (j < maxJ) |
835 | if (hollowAngles.angles[j + 1].angle - angles.angles[i].angle <= angles.angles[i].angle - hollowAngles.angles[j].angle) | 835 | if (hollowAngles.angles[j + 1].angle - angles.angles[i].angle <= angles.angles[i].angle - hollowAngles.angles[j].angle) |
836 | { | 836 | { |
837 | newFace.v1 = i; | 837 | newFace.v1 = i; |
838 | newFace.v2 = numTotalVerts - j - 2; | 838 | newFace.v2 = numTotalVerts - j - 2; |
839 | newFace.v3 = numTotalVerts - j - 1; | 839 | newFace.v3 = numTotalVerts - j - 1; |
840 | 840 | ||
841 | this.faces.Add(newFace); | 841 | this.faces.Add(newFace); |
842 | j += 1; | 842 | j += 1; |
843 | } | 843 | } |
844 | 844 | ||
845 | newFace.v1 = numTotalVerts - j - 1; | 845 | newFace.v1 = numTotalVerts - j - 1; |
846 | newFace.v2 = i; | 846 | newFace.v2 = i; |
847 | newFace.v3 = i + 1; | 847 | newFace.v3 = i + 1; |
848 | 848 | ||
849 | this.faces.Add(newFace); | 849 | this.faces.Add(newFace); |
850 | } | 850 | } |
851 | } | 851 | } |
852 | } | 852 | } |
853 | } | 853 | } |
854 | 854 | ||
855 | this.coords.AddRange(hollowCoords); | 855 | this.coords.AddRange(hollowCoords); |
856 | if (this.calcVertexNormals) | 856 | if (this.calcVertexNormals) |
857 | { | 857 | { |
858 | this.vertexNormals.AddRange(hollowNormals); | 858 | this.vertexNormals.AddRange(hollowNormals); |
859 | this.us.AddRange(hollowUs); | 859 | this.us.AddRange(hollowUs); |
860 | 860 | ||
861 | } | 861 | } |
862 | } | 862 | } |
863 | 863 | ||
864 | if (simpleFace && createFaces) | 864 | if (simpleFace && createFaces) |
865 | { | 865 | { |
866 | if (sides == 3) | 866 | if (sides == 3) |
867 | this.faces.Add(new Face(0, 1, 2)); | 867 | this.faces.Add(new Face(0, 1, 2)); |
868 | else if (sides == 4) | 868 | else if (sides == 4) |
869 | { | 869 | { |
870 | this.faces.Add(new Face(0, 1, 2)); | 870 | this.faces.Add(new Face(0, 1, 2)); |
871 | this.faces.Add(new Face(0, 2, 3)); | 871 | this.faces.Add(new Face(0, 2, 3)); |
872 | } | 872 | } |
873 | } | 873 | } |
874 | 874 | ||
875 | if (calcVertexNormals && hasProfileCut) | 875 | if (calcVertexNormals && hasProfileCut) |
876 | { | 876 | { |
877 | if (hasHollow) | 877 | if (hasHollow) |
878 | { | 878 | { |
879 | int lastOuterVertIndex = this.numOuterVerts - 1; | 879 | int lastOuterVertIndex = this.numOuterVerts - 1; |
880 | 880 | ||
881 | this.cutNormal1.X = this.coords[0].Y - this.coords[this.coords.Count - 1].Y; | 881 | this.cutNormal1.X = this.coords[0].Y - this.coords[this.coords.Count - 1].Y; |
882 | this.cutNormal1.Y = -(this.coords[0].X - this.coords[this.coords.Count - 1].X); | 882 | this.cutNormal1.Y = -(this.coords[0].X - this.coords[this.coords.Count - 1].X); |
883 | 883 | ||
884 | this.cutNormal2.X = this.coords[lastOuterVertIndex + 1].Y - this.coords[lastOuterVertIndex].Y; | 884 | this.cutNormal2.X = this.coords[lastOuterVertIndex + 1].Y - this.coords[lastOuterVertIndex].Y; |
885 | this.cutNormal2.Y = -(this.coords[lastOuterVertIndex + 1].X - this.coords[lastOuterVertIndex].X); | 885 | this.cutNormal2.Y = -(this.coords[lastOuterVertIndex + 1].X - this.coords[lastOuterVertIndex].X); |
886 | } | 886 | } |
887 | 887 | ||
888 | else | 888 | else |
889 | { | 889 | { |
890 | this.cutNormal1.X = this.vertexNormals[1].Y; | 890 | this.cutNormal1.X = this.vertexNormals[1].Y; |
891 | this.cutNormal1.Y = -this.vertexNormals[1].X; | 891 | this.cutNormal1.Y = -this.vertexNormals[1].X; |
892 | 892 | ||
893 | this.cutNormal2.X = -this.vertexNormals[this.vertexNormals.Count - 2].Y; | 893 | this.cutNormal2.X = -this.vertexNormals[this.vertexNormals.Count - 2].Y; |
894 | this.cutNormal2.Y = this.vertexNormals[this.vertexNormals.Count - 2].X; | 894 | this.cutNormal2.Y = this.vertexNormals[this.vertexNormals.Count - 2].X; |
895 | 895 | ||
896 | } | 896 | } |
897 | this.cutNormal1.Normalize(); | 897 | this.cutNormal1.Normalize(); |
898 | this.cutNormal2.Normalize(); | 898 | this.cutNormal2.Normalize(); |
899 | } | 899 | } |
900 | 900 | ||
901 | this.MakeFaceUVs(); | 901 | this.MakeFaceUVs(); |
902 | 902 | ||
903 | hollowCoords = null; | 903 | hollowCoords = null; |
904 | hollowNormals = null; | 904 | hollowNormals = null; |
905 | hollowUs = null; | 905 | hollowUs = null; |
906 | 906 | ||
907 | if (calcVertexNormals) | 907 | if (calcVertexNormals) |
908 | { // calculate prim face numbers | 908 | { // calculate prim face numbers |
909 | // I know it's ugly but so is the whole concept of prim face numbers | 909 | // I know it's ugly but so is the whole concept of prim face numbers |
910 | int faceNum = 1; | 910 | int faceNum = 1; |
911 | int startVert = hasProfileCut && !hasHollow ? 1 : 0; | 911 | int startVert = hasProfileCut && !hasHollow ? 1 : 0; |
912 | if (startVert > 0) | 912 | if (startVert > 0) |
913 | this.faceNumbers.Add(0); | 913 | this.faceNumbers.Add(0); |
914 | for (int i = 0; i < numOuterVerts; i++) | 914 | for (int i = 0; i < numOuterVerts; i++) |
915 | this.faceNumbers.Add(sides < 5 ? faceNum++ : faceNum); | 915 | this.faceNumbers.Add(sides < 5 ? faceNum++ : faceNum); |
916 | if (sides > 4) | 916 | if (sides > 4) |
917 | faceNum++; | 917 | faceNum++; |
918 | if (hasProfileCut) | 918 | if (hasProfileCut) |
919 | this.faceNumbers.Add(0); | 919 | this.faceNumbers.Add(0); |
920 | for (int i = 0; i < numHollowVerts; i++) | 920 | for (int i = 0; i < numHollowVerts; i++) |
921 | this.faceNumbers.Add(faceNum++); | 921 | this.faceNumbers.Add(faceNum++); |
922 | this.bottomFaceNumber = faceNum++; | 922 | this.bottomFaceNumber = faceNum++; |
923 | if (hasHollow && hasProfileCut) | 923 | if (hasHollow && hasProfileCut) |
924 | this.faceNumbers.Add(faceNum++); | 924 | this.faceNumbers.Add(faceNum++); |
925 | for (int i = 0; i < this.faceNumbers.Count; i++) | 925 | for (int i = 0; i < this.faceNumbers.Count; i++) |
926 | if (this.faceNumbers[i] == 0) | 926 | if (this.faceNumbers[i] == 0) |
927 | this.faceNumbers[i] = faceNum++; | 927 | this.faceNumbers[i] = faceNum++; |
928 | 928 | ||
929 | this.numPrimFaces = faceNum; | 929 | this.numPrimFaces = faceNum; |
930 | } | 930 | } |
931 | 931 | ||
932 | } | 932 | } |
933 | 933 | ||
934 | internal void MakeFaceUVs() | 934 | internal void MakeFaceUVs() |
935 | { | 935 | { |
936 | this.faceUVs = new List<UVCoord>(); | 936 | this.faceUVs = new List<UVCoord>(); |
937 | foreach (Coord c in this.coords) | 937 | foreach (Coord c in this.coords) |
938 | this.faceUVs.Add(new UVCoord(1.0f - (0.5f + c.X), 1.0f - (0.5f - c.Y))); | 938 | this.faceUVs.Add(new UVCoord(1.0f - (0.5f + c.X), 1.0f - (0.5f - c.Y))); |
939 | } | 939 | } |
940 | 940 | ||
941 | internal Profile Clone() | 941 | internal Profile Clone() |
942 | { | 942 | { |
943 | return this.Clone(true); | 943 | return this.Clone(true); |
944 | } | 944 | } |
945 | 945 | ||
946 | internal Profile Clone(bool needFaces) | 946 | internal Profile Clone(bool needFaces) |
947 | { | 947 | { |
948 | Profile clone = new Profile(); | 948 | Profile clone = new Profile(); |
949 | 949 | ||
950 | clone.coords.AddRange(this.coords); | 950 | clone.coords.AddRange(this.coords); |
951 | clone.faceUVs.AddRange(this.faceUVs); | 951 | clone.faceUVs.AddRange(this.faceUVs); |
952 | 952 | ||
953 | if (needFaces) | 953 | if (needFaces) |
954 | clone.faces.AddRange(this.faces); | 954 | clone.faces.AddRange(this.faces); |
955 | if ((clone.calcVertexNormals = this.calcVertexNormals) == true) | 955 | if ((clone.calcVertexNormals = this.calcVertexNormals) == true) |
956 | { | 956 | { |
957 | clone.vertexNormals.AddRange(this.vertexNormals); | 957 | clone.vertexNormals.AddRange(this.vertexNormals); |
958 | clone.faceNormal = this.faceNormal; | 958 | clone.faceNormal = this.faceNormal; |
959 | clone.cutNormal1 = this.cutNormal1; | 959 | clone.cutNormal1 = this.cutNormal1; |
960 | clone.cutNormal2 = this.cutNormal2; | 960 | clone.cutNormal2 = this.cutNormal2; |
961 | clone.us.AddRange(this.us); | 961 | clone.us.AddRange(this.us); |
962 | clone.faceNumbers.AddRange(this.faceNumbers); | 962 | clone.faceNumbers.AddRange(this.faceNumbers); |
963 | } | 963 | } |
964 | clone.numOuterVerts = this.numOuterVerts; | 964 | clone.numOuterVerts = this.numOuterVerts; |
965 | clone.numHollowVerts = this.numHollowVerts; | 965 | clone.numHollowVerts = this.numHollowVerts; |
966 | 966 | ||
967 | return clone; | 967 | return clone; |
968 | } | 968 | } |
969 | 969 | ||
970 | internal void AddPos(Coord v) | 970 | internal void AddPos(Coord v) |
971 | { | 971 | { |
972 | this.AddPos(v.X, v.Y, v.Z); | 972 | this.AddPos(v.X, v.Y, v.Z); |
973 | } | 973 | } |
974 | 974 | ||
975 | internal void AddPos(float x, float y, float z) | 975 | internal void AddPos(float x, float y, float z) |
976 | { | 976 | { |
977 | int i; | 977 | int i; |
978 | int numVerts = this.coords.Count; | 978 | int numVerts = this.coords.Count; |
979 | Coord vert; | 979 | Coord vert; |
980 | 980 | ||
981 | for (i = 0; i < numVerts; i++) | 981 | for (i = 0; i < numVerts; i++) |
982 | { | 982 | { |
983 | vert = this.coords[i]; | 983 | vert = this.coords[i]; |
984 | vert.X += x; | 984 | vert.X += x; |
985 | vert.Y += y; | 985 | vert.Y += y; |
986 | vert.Z += z; | 986 | vert.Z += z; |
987 | this.coords[i] = vert; | 987 | this.coords[i] = vert; |
988 | } | 988 | } |
989 | } | 989 | } |
990 | 990 | ||
991 | internal void AddRot(Quat q) | 991 | internal void AddRot(Quat q) |
992 | { | 992 | { |
993 | int i; | 993 | int i; |
994 | int numVerts = this.coords.Count; | 994 | int numVerts = this.coords.Count; |
995 | 995 | ||
996 | for (i = 0; i < numVerts; i++) | 996 | for (i = 0; i < numVerts; i++) |
997 | this.coords[i] *= q; | 997 | this.coords[i] *= q; |
998 | 998 | ||
999 | if (this.calcVertexNormals) | 999 | if (this.calcVertexNormals) |
1000 | { | 1000 | { |
1001 | int numNormals = this.vertexNormals.Count; | 1001 | int numNormals = this.vertexNormals.Count; |
1002 | for (i = 0; i < numNormals; i++) | 1002 | for (i = 0; i < numNormals; i++) |
1003 | this.vertexNormals[i] *= q; | 1003 | this.vertexNormals[i] *= q; |
1004 | 1004 | ||
1005 | this.faceNormal *= q; | 1005 | this.faceNormal *= q; |
1006 | this.cutNormal1 *= q; | 1006 | this.cutNormal1 *= q; |
1007 | this.cutNormal2 *= q; | 1007 | this.cutNormal2 *= q; |
1008 | 1008 | ||
1009 | } | 1009 | } |
1010 | } | 1010 | } |
1011 | 1011 | ||
1012 | internal void Scale(float x, float y) | 1012 | internal void Scale(float x, float y) |
1013 | { | 1013 | { |
1014 | int i; | 1014 | int i; |
1015 | int numVerts = this.coords.Count; | 1015 | int numVerts = this.coords.Count; |
1016 | Coord vert; | 1016 | Coord vert; |
1017 | 1017 | ||
1018 | for (i = 0; i < numVerts; i++) | 1018 | for (i = 0; i < numVerts; i++) |
1019 | { | 1019 | { |
1020 | vert = this.coords[i]; | 1020 | vert = this.coords[i]; |
1021 | vert.X *= x; | 1021 | vert.X *= x; |
1022 | vert.Y *= y; | 1022 | vert.Y *= y; |
1023 | this.coords[i] = vert; | 1023 | this.coords[i] = vert; |
1024 | } | 1024 | } |
1025 | } | 1025 | } |
1026 | 1026 | ||
1027 | /// <summary> | 1027 | /// <summary> |
1028 | /// Changes order of the vertex indices and negates the center vertex normal. Does not alter vertex normals of radial vertices | 1028 | /// Changes order of the vertex indices and negates the center vertex normal. Does not alter vertex normals of radial vertices |
1029 | /// </summary> | 1029 | /// </summary> |
1030 | internal void FlipNormals() | 1030 | internal void FlipNormals() |
1031 | { | 1031 | { |
1032 | int i; | 1032 | int i; |
1033 | int numFaces = this.faces.Count; | 1033 | int numFaces = this.faces.Count; |
1034 | Face tmpFace; | 1034 | Face tmpFace; |
1035 | int tmp; | 1035 | int tmp; |
1036 | 1036 | ||
1037 | for (i = 0; i < numFaces; i++) | 1037 | for (i = 0; i < numFaces; i++) |
1038 | { | 1038 | { |
1039 | tmpFace = this.faces[i]; | 1039 | tmpFace = this.faces[i]; |
1040 | tmp = tmpFace.v3; | 1040 | tmp = tmpFace.v3; |
1041 | tmpFace.v3 = tmpFace.v1; | 1041 | tmpFace.v3 = tmpFace.v1; |
1042 | tmpFace.v1 = tmp; | 1042 | tmpFace.v1 = tmp; |
1043 | this.faces[i] = tmpFace; | 1043 | this.faces[i] = tmpFace; |
1044 | } | 1044 | } |
1045 | 1045 | ||
1046 | if (this.calcVertexNormals) | 1046 | if (this.calcVertexNormals) |
1047 | { | 1047 | { |
1048 | int normalCount = this.vertexNormals.Count; | 1048 | int normalCount = this.vertexNormals.Count; |
1049 | if (normalCount > 0) | 1049 | if (normalCount > 0) |
1050 | { | 1050 | { |
1051 | Coord n = this.vertexNormals[normalCount - 1]; | 1051 | Coord n = this.vertexNormals[normalCount - 1]; |
1052 | n.Z = -n.Z; | 1052 | n.Z = -n.Z; |
1053 | this.vertexNormals[normalCount - 1] = n; | 1053 | this.vertexNormals[normalCount - 1] = n; |
1054 | } | 1054 | } |
1055 | } | 1055 | } |
1056 | 1056 | ||
1057 | this.faceNormal.X = -this.faceNormal.X; | 1057 | this.faceNormal.X = -this.faceNormal.X; |
1058 | this.faceNormal.Y = -this.faceNormal.Y; | 1058 | this.faceNormal.Y = -this.faceNormal.Y; |
1059 | this.faceNormal.Z = -this.faceNormal.Z; | 1059 | this.faceNormal.Z = -this.faceNormal.Z; |
1060 | 1060 | ||
1061 | int numfaceUVs = this.faceUVs.Count; | 1061 | int numfaceUVs = this.faceUVs.Count; |
1062 | for (i = 0; i < numfaceUVs; i++) | 1062 | for (i = 0; i < numfaceUVs; i++) |
1063 | { | 1063 | { |
1064 | UVCoord uv = this.faceUVs[i]; | 1064 | UVCoord uv = this.faceUVs[i]; |
1065 | uv.V = 1.0f - uv.V; | 1065 | uv.V = 1.0f - uv.V; |
1066 | this.faceUVs[i] = uv; | 1066 | this.faceUVs[i] = uv; |
1067 | } | 1067 | } |
1068 | } | 1068 | } |
1069 | 1069 | ||
1070 | internal void AddValue2FaceVertexIndices(int num) | 1070 | internal void AddValue2FaceVertexIndices(int num) |
1071 | { | 1071 | { |
1072 | int numFaces = this.faces.Count; | 1072 | int numFaces = this.faces.Count; |
1073 | Face tmpFace; | 1073 | Face tmpFace; |
1074 | for (int i = 0; i < numFaces; i++) | 1074 | for (int i = 0; i < numFaces; i++) |
1075 | { | 1075 | { |
1076 | tmpFace = this.faces[i]; | 1076 | tmpFace = this.faces[i]; |
1077 | tmpFace.v1 += num; | 1077 | tmpFace.v1 += num; |
1078 | tmpFace.v2 += num; | 1078 | tmpFace.v2 += num; |
1079 | tmpFace.v3 += num; | 1079 | tmpFace.v3 += num; |
1080 | 1080 | ||
1081 | this.faces[i] = tmpFace; | 1081 | this.faces[i] = tmpFace; |
1082 | } | 1082 | } |
1083 | } | 1083 | } |
1084 | 1084 | ||
1085 | internal void AddValue2FaceNormalIndices(int num) | 1085 | internal void AddValue2FaceNormalIndices(int num) |
1086 | { | 1086 | { |
1087 | if (this.calcVertexNormals) | 1087 | if (this.calcVertexNormals) |
1088 | { | 1088 | { |
1089 | int numFaces = this.faces.Count; | 1089 | int numFaces = this.faces.Count; |
1090 | Face tmpFace; | 1090 | Face tmpFace; |
1091 | for (int i = 0; i < numFaces; i++) | 1091 | for (int i = 0; i < numFaces; i++) |
1092 | { | 1092 | { |
1093 | tmpFace = this.faces[i]; | 1093 | tmpFace = this.faces[i]; |
1094 | tmpFace.n1 += num; | 1094 | tmpFace.n1 += num; |
1095 | tmpFace.n2 += num; | 1095 | tmpFace.n2 += num; |
1096 | tmpFace.n3 += num; | 1096 | tmpFace.n3 += num; |
1097 | 1097 | ||
1098 | this.faces[i] = tmpFace; | 1098 | this.faces[i] = tmpFace; |
1099 | } | 1099 | } |
1100 | } | 1100 | } |
1101 | } | 1101 | } |
1102 | 1102 | ||
1103 | internal void DumpRaw(String path, String name, String title) | 1103 | internal void DumpRaw(String path, String name, String title) |
1104 | { | 1104 | { |
1105 | if (path == null) | 1105 | if (path == null) |
1106 | return; | 1106 | return; |
1107 | String fileName = name + "_" + title + ".raw"; | 1107 | String fileName = name + "_" + title + ".raw"; |
1108 | String completePath = Path.Combine(path, fileName); | 1108 | String completePath = Path.Combine(path, fileName); |
1109 | StreamWriter sw = new StreamWriter(completePath); | 1109 | StreamWriter sw = new StreamWriter(completePath); |
1110 | 1110 | ||
1111 | for (int i = 0; i < this.faces.Count; i++) | 1111 | for (int i = 0; i < this.faces.Count; i++) |
1112 | { | 1112 | { |
1113 | string s = this.coords[this.faces[i].v1].ToString(); | 1113 | string s = this.coords[this.faces[i].v1].ToString(); |
1114 | s += " " + this.coords[this.faces[i].v2].ToString(); | 1114 | s += " " + this.coords[this.faces[i].v2].ToString(); |
1115 | s += " " + this.coords[this.faces[i].v3].ToString(); | 1115 | s += " " + this.coords[this.faces[i].v3].ToString(); |
1116 | 1116 | ||
1117 | sw.WriteLine(s); | 1117 | sw.WriteLine(s); |
1118 | } | 1118 | } |
1119 | 1119 | ||
1120 | sw.Close(); | 1120 | sw.Close(); |
1121 | } | 1121 | } |
1122 | } | 1122 | } |
1123 | 1123 | ||
1124 | public class PrimMesh | 1124 | public class PrimMesh |
1125 | { | 1125 | { |
1126 | private const float twoPi = 2.0f * (float)Math.PI; | 1126 | private const float twoPi = 2.0f * (float)Math.PI; |
1127 | 1127 | ||
1128 | public List<Coord> coords; | 1128 | public List<Coord> coords; |
1129 | public List<Coord> normals; | 1129 | public List<Coord> normals; |
1130 | public List<Face> faces; | 1130 | public List<Face> faces; |
1131 | 1131 | ||
1132 | public List<ViewerFace> viewerFaces; | 1132 | public List<ViewerFace> viewerFaces; |
1133 | 1133 | ||
1134 | private int sides = 4; | 1134 | private int sides = 4; |
1135 | private int hollowSides = 4; | 1135 | private int hollowSides = 4; |
1136 | private float profileStart = 0.0f; | 1136 | private float profileStart = 0.0f; |
1137 | private float profileEnd = 1.0f; | 1137 | private float profileEnd = 1.0f; |
1138 | private float hollow = 0.0f; | 1138 | private float hollow = 0.0f; |
1139 | public int twistBegin = 0; | 1139 | public int twistBegin = 0; |
1140 | public int twistEnd = 0; | 1140 | public int twistEnd = 0; |
1141 | public float topShearX = 0.0f; | 1141 | public float topShearX = 0.0f; |
1142 | public float topShearY = 0.0f; | 1142 | public float topShearY = 0.0f; |
1143 | public float pathCutBegin = 0.0f; | 1143 | public float pathCutBegin = 0.0f; |
1144 | public float pathCutEnd = 1.0f; | 1144 | public float pathCutEnd = 1.0f; |
1145 | public float dimpleBegin = 0.0f; | 1145 | public float dimpleBegin = 0.0f; |
1146 | public float dimpleEnd = 1.0f; | 1146 | public float dimpleEnd = 1.0f; |
1147 | public float skew = 0.0f; | 1147 | public float skew = 0.0f; |
1148 | public float holeSizeX = 1.0f; // called pathScaleX in pbs | 1148 | public float holeSizeX = 1.0f; // called pathScaleX in pbs |
1149 | public float holeSizeY = 0.25f; | 1149 | public float holeSizeY = 0.25f; |
1150 | public float taperX = 0.0f; | 1150 | public float taperX = 0.0f; |
1151 | public float taperY = 0.0f; | 1151 | public float taperY = 0.0f; |
1152 | public float radius = 0.0f; | 1152 | public float radius = 0.0f; |
1153 | public float revolutions = 1.0f; | 1153 | public float revolutions = 1.0f; |
1154 | public int stepsPerRevolution = 24; | 1154 | public int stepsPerRevolution = 24; |
1155 | 1155 | ||
1156 | private bool hasProfileCut = false; | 1156 | private bool hasProfileCut = false; |
1157 | private bool hasHollow = false; | 1157 | private bool hasHollow = false; |
1158 | public bool calcVertexNormals = false; | 1158 | public bool calcVertexNormals = false; |
1159 | private bool normalsProcessed = false; | 1159 | private bool normalsProcessed = false; |
1160 | public bool viewerMode = false; | 1160 | public bool viewerMode = false; |
1161 | 1161 | ||
1162 | public int numPrimFaces = 0; | 1162 | public int numPrimFaces = 0; |
1163 | 1163 | ||
1164 | /// <summary> | 1164 | /// <summary> |
1165 | /// Human readable string representation of the parameters used to create a mesh. | 1165 | /// Human readable string representation of the parameters used to create a mesh. |
1166 | /// </summary> | 1166 | /// </summary> |
1167 | /// <returns></returns> | 1167 | /// <returns></returns> |
1168 | public string ParamsToDisplayString() | 1168 | public string ParamsToDisplayString() |
1169 | { | 1169 | { |
1170 | string s = ""; | 1170 | string s = ""; |
1171 | s += "sides..................: " + this.sides.ToString(); | 1171 | s += "sides..................: " + this.sides.ToString(); |
1172 | s += "\nhollowSides..........: " + this.hollowSides.ToString(); | 1172 | s += "\nhollowSides..........: " + this.hollowSides.ToString(); |
1173 | s += "\nprofileStart.........: " + this.profileStart.ToString(); | 1173 | s += "\nprofileStart.........: " + this.profileStart.ToString(); |
1174 | s += "\nprofileEnd...........: " + this.profileEnd.ToString(); | 1174 | s += "\nprofileEnd...........: " + this.profileEnd.ToString(); |
1175 | s += "\nhollow...............: " + this.hollow.ToString(); | 1175 | s += "\nhollow...............: " + this.hollow.ToString(); |
1176 | s += "\ntwistBegin...........: " + this.twistBegin.ToString(); | 1176 | s += "\ntwistBegin...........: " + this.twistBegin.ToString(); |
1177 | s += "\ntwistEnd.............: " + this.twistEnd.ToString(); | 1177 | s += "\ntwistEnd.............: " + this.twistEnd.ToString(); |
1178 | s += "\ntopShearX............: " + this.topShearX.ToString(); | 1178 | s += "\ntopShearX............: " + this.topShearX.ToString(); |
1179 | s += "\ntopShearY............: " + this.topShearY.ToString(); | 1179 | s += "\ntopShearY............: " + this.topShearY.ToString(); |
1180 | s += "\npathCutBegin.........: " + this.pathCutBegin.ToString(); | 1180 | s += "\npathCutBegin.........: " + this.pathCutBegin.ToString(); |
1181 | s += "\npathCutEnd...........: " + this.pathCutEnd.ToString(); | 1181 | s += "\npathCutEnd...........: " + this.pathCutEnd.ToString(); |
1182 | s += "\ndimpleBegin..........: " + this.dimpleBegin.ToString(); | 1182 | s += "\ndimpleBegin..........: " + this.dimpleBegin.ToString(); |
1183 | s += "\ndimpleEnd............: " + this.dimpleEnd.ToString(); | 1183 | s += "\ndimpleEnd............: " + this.dimpleEnd.ToString(); |
1184 | s += "\nskew.................: " + this.skew.ToString(); | 1184 | s += "\nskew.................: " + this.skew.ToString(); |
1185 | s += "\nholeSizeX............: " + this.holeSizeX.ToString(); | 1185 | s += "\nholeSizeX............: " + this.holeSizeX.ToString(); |
1186 | s += "\nholeSizeY............: " + this.holeSizeY.ToString(); | 1186 | s += "\nholeSizeY............: " + this.holeSizeY.ToString(); |
1187 | s += "\ntaperX...............: " + this.taperX.ToString(); | 1187 | s += "\ntaperX...............: " + this.taperX.ToString(); |
1188 | s += "\ntaperY...............: " + this.taperY.ToString(); | 1188 | s += "\ntaperY...............: " + this.taperY.ToString(); |
1189 | s += "\nradius...............: " + this.radius.ToString(); | 1189 | s += "\nradius...............: " + this.radius.ToString(); |
1190 | s += "\nrevolutions..........: " + this.revolutions.ToString(); | 1190 | s += "\nrevolutions..........: " + this.revolutions.ToString(); |
1191 | s += "\nstepsPerRevolution...: " + this.stepsPerRevolution.ToString(); | 1191 | s += "\nstepsPerRevolution...: " + this.stepsPerRevolution.ToString(); |
1192 | 1192 | ||
1193 | return s; | 1193 | return s; |
1194 | } | 1194 | } |
1195 | 1195 | ||
1196 | /// <summary> | 1196 | /// <summary> |
1197 | /// Constructs a PrimMesh object and creates the profile for extrusion. | 1197 | /// Constructs a PrimMesh object and creates the profile for extrusion. |
1198 | /// </summary> | 1198 | /// </summary> |
1199 | /// <param name="sides"></param> | 1199 | /// <param name="sides"></param> |
1200 | /// <param name="profileStart"></param> | 1200 | /// <param name="profileStart"></param> |
1201 | /// <param name="profileEnd"></param> | 1201 | /// <param name="profileEnd"></param> |
1202 | /// <param name="hollow"></param> | 1202 | /// <param name="hollow"></param> |
1203 | /// <param name="hollowSides"></param> | 1203 | /// <param name="hollowSides"></param> |
1204 | public PrimMesh(int sides, float profileStart, float profileEnd, float hollow, int hollowSides) | 1204 | public PrimMesh(int sides, float profileStart, float profileEnd, float hollow, int hollowSides) |
1205 | { | 1205 | { |
1206 | this.coords = new List<Coord>(); | 1206 | this.coords = new List<Coord>(); |
1207 | this.faces = new List<Face>(); | 1207 | this.faces = new List<Face>(); |
1208 | 1208 | ||
1209 | this.sides = sides; | 1209 | this.sides = sides; |
1210 | this.profileStart = profileStart; | 1210 | this.profileStart = profileStart; |
1211 | this.profileEnd = profileEnd; | 1211 | this.profileEnd = profileEnd; |
1212 | this.hollow = hollow; | 1212 | this.hollow = hollow; |
1213 | this.hollowSides = hollowSides; | 1213 | this.hollowSides = hollowSides; |
1214 | 1214 | ||
1215 | if (sides < 3) | 1215 | if (sides < 3) |
1216 | this.sides = 3; | 1216 | this.sides = 3; |
1217 | if (hollowSides < 3) | 1217 | if (hollowSides < 3) |
1218 | this.hollowSides = 3; | 1218 | this.hollowSides = 3; |
1219 | if (profileStart < 0.0f) | 1219 | if (profileStart < 0.0f) |
1220 | this.profileStart = 0.0f; | 1220 | this.profileStart = 0.0f; |
1221 | if (profileEnd > 1.0f) | 1221 | if (profileEnd > 1.0f) |
1222 | this.profileEnd = 1.0f; | 1222 | this.profileEnd = 1.0f; |
1223 | if (profileEnd < 0.02f) | 1223 | if (profileEnd < 0.02f) |
1224 | this.profileEnd = 0.02f; | 1224 | this.profileEnd = 0.02f; |
1225 | if (profileStart >= profileEnd) | 1225 | if (profileStart >= profileEnd) |
1226 | this.profileStart = profileEnd - 0.02f; | 1226 | this.profileStart = profileEnd - 0.02f; |
1227 | if (hollow > 1.0f) | 1227 | if (hollow > 1.0f) |
1228 | this.hollow = 1.0f; | 1228 | this.hollow = 1.0f; |
1229 | if (hollow < 0.0f) | 1229 | if (hollow < 0.0f) |
1230 | this.hollow = 0.0f; | 1230 | this.hollow = 0.0f; |
1231 | 1231 | ||
1232 | this.hasProfileCut = (this.profileStart > 0.0f || this.profileEnd < 1.0f); | 1232 | this.hasProfileCut = (this.profileStart > 0.0f || this.profileEnd < 1.0f); |
1233 | this.hasHollow = (this.hollow > 0.001f); | 1233 | this.hasHollow = (this.hollow > 0.001f); |
1234 | } | 1234 | } |
1235 | 1235 | ||
1236 | /// <summary> | 1236 | /// <summary> |
1237 | /// Extrudes a profile along a straight line path. Used for prim types box, cylinder, and prism. | 1237 | /// Extrudes a profile along a straight line path. Used for prim types box, cylinder, and prism. |
1238 | /// </summary> | 1238 | /// </summary> |
1239 | public void ExtrudeLinear() | 1239 | public void ExtrudeLinear() |
1240 | { | 1240 | { |
1241 | this.coords = new List<Coord>(); | 1241 | this.coords = new List<Coord>(); |
1242 | this.faces = new List<Face>(); | 1242 | this.faces = new List<Face>(); |
1243 | 1243 | ||
1244 | if (this.viewerMode) | 1244 | if (this.viewerMode) |
1245 | { | 1245 | { |
1246 | this.viewerFaces = new List<ViewerFace>(); | 1246 | this.viewerFaces = new List<ViewerFace>(); |
1247 | this.calcVertexNormals = true; | 1247 | this.calcVertexNormals = true; |
1248 | } | 1248 | } |
1249 | 1249 | ||
1250 | if (this.calcVertexNormals) | 1250 | if (this.calcVertexNormals) |
1251 | this.normals = new List<Coord>(); | 1251 | this.normals = new List<Coord>(); |
1252 | 1252 | ||
1253 | int step = 0; | 1253 | int step = 0; |
1254 | int steps = 1; | 1254 | int steps = 1; |
1255 | 1255 | ||
1256 | float length = this.pathCutEnd - this.pathCutBegin; | 1256 | float length = this.pathCutEnd - this.pathCutBegin; |
1257 | normalsProcessed = false; | 1257 | normalsProcessed = false; |
1258 | 1258 | ||
1259 | if (this.viewerMode && this.sides == 3) | 1259 | if (this.viewerMode && this.sides == 3) |
1260 | { | 1260 | { |
1261 | // prisms don't taper well so add some vertical resolution | 1261 | // prisms don't taper well so add some vertical resolution |
1262 | // other prims may benefit from this but just do prisms for now | 1262 | // other prims may benefit from this but just do prisms for now |
1263 | if (Math.Abs(this.taperX) > 0.01 || Math.Abs(this.taperY) > 0.01) | 1263 | if (Math.Abs(this.taperX) > 0.01 || Math.Abs(this.taperY) > 0.01) |
1264 | steps = (int)(steps * 4.5 * length); | 1264 | steps = (int)(steps * 4.5 * length); |
1265 | } | 1265 | } |
1266 | 1266 | ||
1267 | 1267 | ||
1268 | float twistBegin = this.twistBegin / 360.0f * twoPi; | 1268 | float twistBegin = this.twistBegin / 360.0f * twoPi; |
1269 | float twistEnd = this.twistEnd / 360.0f * twoPi; | 1269 | float twistEnd = this.twistEnd / 360.0f * twoPi; |
1270 | float twistTotal = twistEnd - twistBegin; | 1270 | float twistTotal = twistEnd - twistBegin; |
1271 | float twistTotalAbs = Math.Abs(twistTotal); | 1271 | float twistTotalAbs = Math.Abs(twistTotal); |
1272 | if (twistTotalAbs > 0.01f) | 1272 | if (twistTotalAbs > 0.01f) |
1273 | steps += (int)(twistTotalAbs * 3.66); // dahlia's magic number | 1273 | steps += (int)(twistTotalAbs * 3.66); // dahlia's magic number |
1274 | 1274 | ||
1275 | float start = -0.5f; | 1275 | float start = -0.5f; |
1276 | float stepSize = length / (float)steps; | 1276 | float stepSize = length / (float)steps; |
1277 | float percentOfPathMultiplier = stepSize; | 1277 | float percentOfPathMultiplier = stepSize; |
1278 | float xProfileScale = 1.0f; | 1278 | float xProfileScale = 1.0f; |
1279 | float yProfileScale = 1.0f; | 1279 | float yProfileScale = 1.0f; |
1280 | float xOffset = 0.0f; | 1280 | float xOffset = 0.0f; |
1281 | float yOffset = 0.0f; | 1281 | float yOffset = 0.0f; |
1282 | float zOffset = start; | 1282 | float zOffset = start; |
1283 | float xOffsetStepIncrement = this.topShearX / steps; | 1283 | float xOffsetStepIncrement = this.topShearX / steps; |
1284 | float yOffsetStepIncrement = this.topShearY / steps; | 1284 | float yOffsetStepIncrement = this.topShearY / steps; |
1285 | 1285 | ||
1286 | float percentOfPath = this.pathCutBegin; | 1286 | float percentOfPath = this.pathCutBegin; |
1287 | zOffset += percentOfPath; | 1287 | zOffset += percentOfPath; |
1288 | 1288 | ||
1289 | float hollow = this.hollow; | 1289 | float hollow = this.hollow; |
1290 | 1290 | ||
1291 | // sanity checks | 1291 | // sanity checks |
1292 | float initialProfileRot = 0.0f; | 1292 | float initialProfileRot = 0.0f; |
1293 | if (this.sides == 3) | 1293 | if (this.sides == 3) |
1294 | { | 1294 | { |
1295 | if (this.hollowSides == 4) | 1295 | if (this.hollowSides == 4) |
1296 | { | 1296 | { |
1297 | if (hollow > 0.7f) | 1297 | if (hollow > 0.7f) |
1298 | hollow = 0.7f; | 1298 | hollow = 0.7f; |
1299 | hollow *= 0.707f; | 1299 | hollow *= 0.707f; |
1300 | } | 1300 | } |
1301 | else hollow *= 0.5f; | 1301 | else hollow *= 0.5f; |
1302 | } | 1302 | } |
1303 | else if (this.sides == 4) | 1303 | else if (this.sides == 4) |
1304 | { | 1304 | { |
1305 | initialProfileRot = 1.25f * (float)Math.PI; | 1305 | initialProfileRot = 1.25f * (float)Math.PI; |
1306 | if (this.hollowSides != 4) | 1306 | if (this.hollowSides != 4) |
1307 | hollow *= 0.707f; | 1307 | hollow *= 0.707f; |
1308 | } | 1308 | } |
1309 | else if (this.sides == 24 && this.hollowSides == 4) | 1309 | else if (this.sides == 24 && this.hollowSides == 4) |
1310 | hollow *= 1.414f; | 1310 | hollow *= 1.414f; |
1311 | 1311 | ||
1312 | Profile profile = new Profile(this.sides, this.profileStart, this.profileEnd, hollow, this.hollowSides, true, calcVertexNormals); | 1312 | Profile profile = new Profile(this.sides, this.profileStart, this.profileEnd, hollow, this.hollowSides, true, calcVertexNormals); |
1313 | this.numPrimFaces = profile.numPrimFaces; | 1313 | this.numPrimFaces = profile.numPrimFaces; |
1314 | 1314 | ||
1315 | int cut1Vert = -1; | 1315 | int cut1Vert = -1; |
1316 | int cut2Vert = -1; | 1316 | int cut2Vert = -1; |
1317 | if (hasProfileCut) | 1317 | if (hasProfileCut) |
1318 | { | 1318 | { |
1319 | cut1Vert = hasHollow ? profile.coords.Count - 1 : 0; | 1319 | cut1Vert = hasHollow ? profile.coords.Count - 1 : 0; |
1320 | cut2Vert = hasHollow ? profile.numOuterVerts - 1 : profile.numOuterVerts; | 1320 | cut2Vert = hasHollow ? profile.numOuterVerts - 1 : profile.numOuterVerts; |
1321 | } | 1321 | } |
1322 | 1322 | ||
1323 | if (initialProfileRot != 0.0f) | 1323 | if (initialProfileRot != 0.0f) |
1324 | { | 1324 | { |
1325 | profile.AddRot(new Quat(new Coord(0.0f, 0.0f, 1.0f), initialProfileRot)); | 1325 | profile.AddRot(new Quat(new Coord(0.0f, 0.0f, 1.0f), initialProfileRot)); |
1326 | if (viewerMode) | 1326 | if (viewerMode) |
1327 | profile.MakeFaceUVs(); | 1327 | profile.MakeFaceUVs(); |
1328 | } | 1328 | } |
1329 | 1329 | ||
1330 | 1330 | ||
1331 | Coord lastCutNormal1 = new Coord(); | 1331 | Coord lastCutNormal1 = new Coord(); |
1332 | Coord lastCutNormal2 = new Coord(); | 1332 | Coord lastCutNormal2 = new Coord(); |
1333 | float lastV = 1.0f; | 1333 | float lastV = 1.0f; |
1334 | 1334 | ||
1335 | bool done = false; | 1335 | bool done = false; |
1336 | while (!done) | 1336 | while (!done) |
1337 | { | 1337 | { |
1338 | Profile newLayer = profile.Clone(); | 1338 | Profile newLayer = profile.Clone(); |
1339 | 1339 | ||
1340 | if (this.taperX == 0.0f) | 1340 | if (this.taperX == 0.0f) |
1341 | xProfileScale = 1.0f; | 1341 | xProfileScale = 1.0f; |
1342 | else if (this.taperX > 0.0f) | 1342 | else if (this.taperX > 0.0f) |
1343 | xProfileScale = 1.0f - percentOfPath * this.taperX; | 1343 | xProfileScale = 1.0f - percentOfPath * this.taperX; |
1344 | else xProfileScale = 1.0f + (1.0f - percentOfPath) * this.taperX; | 1344 | else xProfileScale = 1.0f + (1.0f - percentOfPath) * this.taperX; |
1345 | 1345 | ||
1346 | if (this.taperY == 0.0f) | 1346 | if (this.taperY == 0.0f) |
1347 | yProfileScale = 1.0f; | 1347 | yProfileScale = 1.0f; |
1348 | else if (this.taperY > 0.0f) | 1348 | else if (this.taperY > 0.0f) |
1349 | yProfileScale = 1.0f - percentOfPath * this.taperY; | 1349 | yProfileScale = 1.0f - percentOfPath * this.taperY; |
1350 | else yProfileScale = 1.0f + (1.0f - percentOfPath) * this.taperY; | 1350 | else yProfileScale = 1.0f + (1.0f - percentOfPath) * this.taperY; |
1351 | 1351 | ||
1352 | if (xProfileScale != 1.0f || yProfileScale != 1.0f) | 1352 | if (xProfileScale != 1.0f || yProfileScale != 1.0f) |
1353 | newLayer.Scale(xProfileScale, yProfileScale); | 1353 | newLayer.Scale(xProfileScale, yProfileScale); |
1354 | 1354 | ||
1355 | float twist = twistBegin + twistTotal * percentOfPath; | 1355 | float twist = twistBegin + twistTotal * percentOfPath; |
1356 | if (twist != 0.0f) | 1356 | if (twist != 0.0f) |
1357 | newLayer.AddRot(new Quat(new Coord(0.0f, 0.0f, 1.0f), twist)); | 1357 | newLayer.AddRot(new Quat(new Coord(0.0f, 0.0f, 1.0f), twist)); |
1358 | 1358 | ||
1359 | newLayer.AddPos(xOffset, yOffset, zOffset); | 1359 | newLayer.AddPos(xOffset, yOffset, zOffset); |
1360 | 1360 | ||
1361 | if (step == 0) | 1361 | if (step == 0) |
1362 | { | 1362 | { |
1363 | newLayer.FlipNormals(); | 1363 | newLayer.FlipNormals(); |
1364 | 1364 | ||
1365 | // add the top faces to the viewerFaces list here | 1365 | // add the top faces to the viewerFaces list here |
1366 | if (this.viewerMode) | 1366 | if (this.viewerMode) |
1367 | { | 1367 | { |
1368 | Coord faceNormal = newLayer.faceNormal; | 1368 | Coord faceNormal = newLayer.faceNormal; |
1369 | ViewerFace newViewerFace = new ViewerFace(0); | 1369 | ViewerFace newViewerFace = new ViewerFace(0); |
1370 | foreach (Face face in newLayer.faces) | 1370 | foreach (Face face in newLayer.faces) |
1371 | { | 1371 | { |
1372 | newViewerFace.v1 = newLayer.coords[face.v1]; | 1372 | newViewerFace.v1 = newLayer.coords[face.v1]; |
1373 | newViewerFace.v2 = newLayer.coords[face.v2]; | 1373 | newViewerFace.v2 = newLayer.coords[face.v2]; |
1374 | newViewerFace.v3 = newLayer.coords[face.v3]; | 1374 | newViewerFace.v3 = newLayer.coords[face.v3]; |
1375 | 1375 | ||
1376 | newViewerFace.n1 = faceNormal; | 1376 | newViewerFace.n1 = faceNormal; |
1377 | newViewerFace.n2 = faceNormal; | 1377 | newViewerFace.n2 = faceNormal; |
1378 | newViewerFace.n3 = faceNormal; | 1378 | newViewerFace.n3 = faceNormal; |
1379 | 1379 | ||
1380 | newViewerFace.uv1 = newLayer.faceUVs[face.v1]; | 1380 | newViewerFace.uv1 = newLayer.faceUVs[face.v1]; |
1381 | newViewerFace.uv2 = newLayer.faceUVs[face.v2]; | 1381 | newViewerFace.uv2 = newLayer.faceUVs[face.v2]; |
1382 | newViewerFace.uv3 = newLayer.faceUVs[face.v3]; | 1382 | newViewerFace.uv3 = newLayer.faceUVs[face.v3]; |
1383 | 1383 | ||
1384 | this.viewerFaces.Add(newViewerFace); | 1384 | this.viewerFaces.Add(newViewerFace); |
1385 | } | 1385 | } |
1386 | } | 1386 | } |
1387 | } | 1387 | } |
1388 | 1388 | ||
1389 | // append this layer | 1389 | // append this layer |
1390 | 1390 | ||
1391 | int coordsLen = this.coords.Count; | 1391 | int coordsLen = this.coords.Count; |
1392 | newLayer.AddValue2FaceVertexIndices(coordsLen); | 1392 | newLayer.AddValue2FaceVertexIndices(coordsLen); |
1393 | 1393 | ||
1394 | this.coords.AddRange(newLayer.coords); | 1394 | this.coords.AddRange(newLayer.coords); |
1395 | 1395 | ||
1396 | if (this.calcVertexNormals) | 1396 | if (this.calcVertexNormals) |
1397 | { | 1397 | { |
1398 | newLayer.AddValue2FaceNormalIndices(this.normals.Count); | 1398 | newLayer.AddValue2FaceNormalIndices(this.normals.Count); |
1399 | this.normals.AddRange(newLayer.vertexNormals); | 1399 | this.normals.AddRange(newLayer.vertexNormals); |
1400 | } | 1400 | } |
1401 | 1401 | ||
1402 | if (percentOfPath < this.pathCutBegin + 0.01f || percentOfPath > this.pathCutEnd - 0.01f) | 1402 | if (percentOfPath < this.pathCutBegin + 0.01f || percentOfPath > this.pathCutEnd - 0.01f) |
1403 | this.faces.AddRange(newLayer.faces); | 1403 | this.faces.AddRange(newLayer.faces); |
1404 | 1404 | ||
1405 | // fill faces between layers | 1405 | // fill faces between layers |
1406 | 1406 | ||
1407 | int numVerts = newLayer.coords.Count; | 1407 | int numVerts = newLayer.coords.Count; |
1408 | Face newFace = new Face(); | 1408 | Face newFace = new Face(); |
1409 | 1409 | ||
1410 | if (step > 0) | 1410 | if (step > 0) |
1411 | { | 1411 | { |
1412 | int startVert = coordsLen + 1; | 1412 | int startVert = coordsLen + 1; |
1413 | int endVert = this.coords.Count; | 1413 | int endVert = this.coords.Count; |
1414 | 1414 | ||
1415 | if (sides < 5 || this.hasProfileCut || hollow > 0.0f) | 1415 | if (sides < 5 || this.hasProfileCut || hollow > 0.0f) |
1416 | startVert--; | 1416 | startVert--; |
1417 | 1417 | ||
1418 | for (int i = startVert; i < endVert; i++) | 1418 | for (int i = startVert; i < endVert; i++) |
1419 | { | 1419 | { |
1420 | int iNext = i + 1; | 1420 | int iNext = i + 1; |
1421 | if (i == endVert - 1) | 1421 | if (i == endVert - 1) |
1422 | iNext = startVert; | 1422 | iNext = startVert; |
1423 | 1423 | ||
1424 | int whichVert = i - startVert; | 1424 | int whichVert = i - startVert; |
1425 | 1425 | ||
1426 | newFace.v1 = i; | 1426 | newFace.v1 = i; |
1427 | newFace.v2 = i - numVerts; | 1427 | newFace.v2 = i - numVerts; |
1428 | newFace.v3 = iNext - numVerts; | 1428 | newFace.v3 = iNext - numVerts; |
1429 | this.faces.Add(newFace); | 1429 | this.faces.Add(newFace); |
1430 | 1430 | ||
1431 | newFace.v2 = iNext - numVerts; | 1431 | newFace.v2 = iNext - numVerts; |
1432 | newFace.v3 = iNext; | 1432 | newFace.v3 = iNext; |
1433 | this.faces.Add(newFace); | 1433 | this.faces.Add(newFace); |
1434 | 1434 | ||
1435 | if (this.viewerMode) | 1435 | if (this.viewerMode) |
1436 | { | 1436 | { |
1437 | // add the side faces to the list of viewerFaces here | 1437 | // add the side faces to the list of viewerFaces here |
1438 | int primFaceNum = 1; | 1438 | int primFaceNum = 1; |
1439 | if (whichVert >= sides) | 1439 | if (whichVert >= sides) |
1440 | primFaceNum = 2; | 1440 | primFaceNum = 2; |
1441 | ViewerFace newViewerFace1 = new ViewerFace(primFaceNum); | 1441 | ViewerFace newViewerFace1 = new ViewerFace(primFaceNum); |
1442 | ViewerFace newViewerFace2 = new ViewerFace(primFaceNum); | 1442 | ViewerFace newViewerFace2 = new ViewerFace(primFaceNum); |
1443 | 1443 | ||
1444 | float u1 = newLayer.us[whichVert]; | 1444 | float u1 = newLayer.us[whichVert]; |
1445 | float u2 = 1.0f; | 1445 | float u2 = 1.0f; |
1446 | if (whichVert < newLayer.us.Count - 1) | 1446 | if (whichVert < newLayer.us.Count - 1) |
1447 | u2 = newLayer.us[whichVert + 1]; | 1447 | u2 = newLayer.us[whichVert + 1]; |
1448 | 1448 | ||
1449 | if (whichVert == cut1Vert || whichVert == cut2Vert) | 1449 | if (whichVert == cut1Vert || whichVert == cut2Vert) |
1450 | { | 1450 | { |
1451 | u1 = 0.0f; | 1451 | u1 = 0.0f; |
1452 | u2 = 1.0f; | 1452 | u2 = 1.0f; |
1453 | } | 1453 | } |
1454 | else if (sides < 5) | 1454 | else if (sides < 5) |
1455 | { // boxes and prisms have one texture face per side of the prim, so the U values have to be scaled | 1455 | { // boxes and prisms have one texture face per side of the prim, so the U values have to be scaled |
1456 | // to reflect the entire texture width | 1456 | // to reflect the entire texture width |
1457 | u1 *= sides; | 1457 | u1 *= sides; |
1458 | u2 *= sides; | 1458 | u2 *= sides; |
1459 | u2 -= (int)u1; | 1459 | u2 -= (int)u1; |
1460 | u1 -= (int)u1; | 1460 | u1 -= (int)u1; |
1461 | if (u2 < 0.1f) | 1461 | if (u2 < 0.1f) |
1462 | u2 = 1.0f; | 1462 | u2 = 1.0f; |
1463 | 1463 | ||
1464 | //newViewerFace2.primFaceNumber = newViewerFace1.primFaceNumber = whichVert + 1; | 1464 | //newViewerFace2.primFaceNumber = newViewerFace1.primFaceNumber = whichVert + 1; |
1465 | } | 1465 | } |
1466 | 1466 | ||
1467 | newViewerFace1.uv1.U = u1; | 1467 | newViewerFace1.uv1.U = u1; |
1468 | newViewerFace1.uv2.U = u1; | 1468 | newViewerFace1.uv2.U = u1; |
1469 | newViewerFace1.uv3.U = u2; | 1469 | newViewerFace1.uv3.U = u2; |
1470 | 1470 | ||
1471 | newViewerFace1.uv1.V = 1.0f - percentOfPath; | 1471 | newViewerFace1.uv1.V = 1.0f - percentOfPath; |
1472 | newViewerFace1.uv2.V = lastV; | 1472 | newViewerFace1.uv2.V = lastV; |
1473 | newViewerFace1.uv3.V = lastV; | 1473 | newViewerFace1.uv3.V = lastV; |
1474 | 1474 | ||
1475 | newViewerFace2.uv1.U = u1; | 1475 | newViewerFace2.uv1.U = u1; |
1476 | newViewerFace2.uv2.U = u2; | 1476 | newViewerFace2.uv2.U = u2; |
1477 | newViewerFace2.uv3.U = u2; | 1477 | newViewerFace2.uv3.U = u2; |
1478 | 1478 | ||
1479 | newViewerFace2.uv1.V = 1.0f - percentOfPath; | 1479 | newViewerFace2.uv1.V = 1.0f - percentOfPath; |
1480 | newViewerFace2.uv2.V = lastV; | 1480 | newViewerFace2.uv2.V = lastV; |
1481 | newViewerFace2.uv3.V = 1.0f - percentOfPath; | 1481 | newViewerFace2.uv3.V = 1.0f - percentOfPath; |
1482 | 1482 | ||
1483 | newViewerFace1.v1 = this.coords[i]; | 1483 | newViewerFace1.v1 = this.coords[i]; |
1484 | newViewerFace1.v2 = this.coords[i - numVerts]; | 1484 | newViewerFace1.v2 = this.coords[i - numVerts]; |
1485 | newViewerFace1.v3 = this.coords[iNext - numVerts]; | 1485 | newViewerFace1.v3 = this.coords[iNext - numVerts]; |
1486 | 1486 | ||
1487 | newViewerFace2.v1 = this.coords[i]; | 1487 | newViewerFace2.v1 = this.coords[i]; |
1488 | newViewerFace2.v2 = this.coords[iNext - numVerts]; | 1488 | newViewerFace2.v2 = this.coords[iNext - numVerts]; |
1489 | newViewerFace2.v3 = this.coords[iNext]; | 1489 | newViewerFace2.v3 = this.coords[iNext]; |
1490 | 1490 | ||
1491 | // profile cut faces | 1491 | // profile cut faces |
1492 | if (whichVert == cut1Vert) | 1492 | if (whichVert == cut1Vert) |
1493 | { | 1493 | { |
1494 | newViewerFace1.n1 = newLayer.cutNormal1; | 1494 | newViewerFace1.n1 = newLayer.cutNormal1; |
1495 | newViewerFace1.n2 = newViewerFace1.n3 = lastCutNormal1; | 1495 | newViewerFace1.n2 = newViewerFace1.n3 = lastCutNormal1; |
1496 | 1496 | ||
1497 | newViewerFace2.n1 = newViewerFace2.n3 = newLayer.cutNormal1; | 1497 | newViewerFace2.n1 = newViewerFace2.n3 = newLayer.cutNormal1; |
1498 | newViewerFace2.n2 = lastCutNormal1; | 1498 | newViewerFace2.n2 = lastCutNormal1; |
1499 | } | 1499 | } |
1500 | else if (whichVert == cut2Vert) | 1500 | else if (whichVert == cut2Vert) |
1501 | { | 1501 | { |
1502 | newViewerFace1.n1 = newLayer.cutNormal2; | 1502 | newViewerFace1.n1 = newLayer.cutNormal2; |
1503 | newViewerFace1.n2 = newViewerFace1.n3 = lastCutNormal2; | 1503 | newViewerFace1.n2 = newViewerFace1.n3 = lastCutNormal2; |
1504 | 1504 | ||
1505 | newViewerFace2.n1 = newViewerFace2.n3 = newLayer.cutNormal2; | 1505 | newViewerFace2.n1 = newViewerFace2.n3 = newLayer.cutNormal2; |
1506 | newViewerFace2.n2 = lastCutNormal2; | 1506 | newViewerFace2.n2 = lastCutNormal2; |
1507 | } | 1507 | } |
1508 | 1508 | ||
1509 | else // outer and hollow faces | 1509 | else // outer and hollow faces |
1510 | { | 1510 | { |
1511 | if ((sides < 5 && whichVert < newLayer.numOuterVerts) || (hollowSides < 5 && whichVert >= newLayer.numOuterVerts)) | 1511 | if ((sides < 5 && whichVert < newLayer.numOuterVerts) || (hollowSides < 5 && whichVert >= newLayer.numOuterVerts)) |
1512 | { | 1512 | { |
1513 | newViewerFace1.CalcSurfaceNormal(); | 1513 | newViewerFace1.CalcSurfaceNormal(); |
1514 | newViewerFace2.CalcSurfaceNormal(); | 1514 | newViewerFace2.CalcSurfaceNormal(); |
1515 | } | 1515 | } |
1516 | else | 1516 | else |
1517 | { | 1517 | { |
1518 | newViewerFace1.n1 = this.normals[i]; | 1518 | newViewerFace1.n1 = this.normals[i]; |
1519 | newViewerFace1.n2 = this.normals[i - numVerts]; | 1519 | newViewerFace1.n2 = this.normals[i - numVerts]; |
1520 | newViewerFace1.n3 = this.normals[iNext - numVerts]; | 1520 | newViewerFace1.n3 = this.normals[iNext - numVerts]; |
1521 | 1521 | ||
1522 | newViewerFace2.n1 = this.normals[i]; | 1522 | newViewerFace2.n1 = this.normals[i]; |
1523 | newViewerFace2.n2 = this.normals[iNext - numVerts]; | 1523 | newViewerFace2.n2 = this.normals[iNext - numVerts]; |
1524 | newViewerFace2.n3 = this.normals[iNext]; | 1524 | newViewerFace2.n3 = this.normals[iNext]; |
1525 | } | 1525 | } |
1526 | } | 1526 | } |
1527 | 1527 | ||
1528 | newViewerFace2.primFaceNumber = newViewerFace1.primFaceNumber = newLayer.faceNumbers[whichVert]; | 1528 | newViewerFace2.primFaceNumber = newViewerFace1.primFaceNumber = newLayer.faceNumbers[whichVert]; |
1529 | 1529 | ||
1530 | this.viewerFaces.Add(newViewerFace1); | 1530 | this.viewerFaces.Add(newViewerFace1); |
1531 | this.viewerFaces.Add(newViewerFace2); | 1531 | this.viewerFaces.Add(newViewerFace2); |
1532 | 1532 | ||
1533 | } | 1533 | } |
1534 | } | 1534 | } |
1535 | } | 1535 | } |
1536 | 1536 | ||
1537 | lastCutNormal1 = newLayer.cutNormal1; | 1537 | lastCutNormal1 = newLayer.cutNormal1; |
1538 | lastCutNormal2 = newLayer.cutNormal2; | 1538 | lastCutNormal2 = newLayer.cutNormal2; |
1539 | lastV = 1.0f - percentOfPath; | 1539 | lastV = 1.0f - percentOfPath; |
1540 | 1540 | ||
1541 | // calc the step for the next iteration of the loop | 1541 | // calc the step for the next iteration of the loop |
1542 | 1542 | ||
1543 | if (step < steps) | 1543 | if (step < steps) |
1544 | { | 1544 | { |
1545 | step += 1; | 1545 | step += 1; |
1546 | percentOfPath += percentOfPathMultiplier; | 1546 | percentOfPath += percentOfPathMultiplier; |
1547 | xOffset += xOffsetStepIncrement; | 1547 | xOffset += xOffsetStepIncrement; |
1548 | yOffset += yOffsetStepIncrement; | 1548 | yOffset += yOffsetStepIncrement; |
1549 | zOffset += stepSize; | 1549 | zOffset += stepSize; |
1550 | if (percentOfPath > this.pathCutEnd) | 1550 | if (percentOfPath > this.pathCutEnd) |
1551 | done = true; | 1551 | done = true; |
1552 | } | 1552 | } |
1553 | else done = true; | 1553 | else done = true; |
1554 | 1554 | ||
1555 | if (done && viewerMode) | 1555 | if (done && viewerMode) |
1556 | { | 1556 | { |
1557 | // add the top faces to the viewerFaces list here | 1557 | // add the top faces to the viewerFaces list here |
1558 | Coord faceNormal = newLayer.faceNormal; | 1558 | Coord faceNormal = newLayer.faceNormal; |
1559 | ViewerFace newViewerFace = new ViewerFace(); | 1559 | ViewerFace newViewerFace = new ViewerFace(); |
1560 | newViewerFace.primFaceNumber = newLayer.bottomFaceNumber; | 1560 | newViewerFace.primFaceNumber = newLayer.bottomFaceNumber; |
1561 | foreach (Face face in newLayer.faces) | 1561 | foreach (Face face in newLayer.faces) |
1562 | { | 1562 | { |
1563 | newViewerFace.v1 = newLayer.coords[face.v1 - coordsLen]; | 1563 | newViewerFace.v1 = newLayer.coords[face.v1 - coordsLen]; |
1564 | newViewerFace.v2 = newLayer.coords[face.v2 - coordsLen]; | 1564 | newViewerFace.v2 = newLayer.coords[face.v2 - coordsLen]; |
1565 | newViewerFace.v3 = newLayer.coords[face.v3 - coordsLen]; | 1565 | newViewerFace.v3 = newLayer.coords[face.v3 - coordsLen]; |
1566 | 1566 | ||
1567 | newViewerFace.n1 = faceNormal; | 1567 | newViewerFace.n1 = faceNormal; |
1568 | newViewerFace.n2 = faceNormal; | 1568 | newViewerFace.n2 = faceNormal; |
1569 | newViewerFace.n3 = faceNormal; | 1569 | newViewerFace.n3 = faceNormal; |
1570 | 1570 | ||
1571 | newViewerFace.uv1 = newLayer.faceUVs[face.v1 - coordsLen]; | 1571 | newViewerFace.uv1 = newLayer.faceUVs[face.v1 - coordsLen]; |
1572 | newViewerFace.uv2 = newLayer.faceUVs[face.v2 - coordsLen]; | 1572 | newViewerFace.uv2 = newLayer.faceUVs[face.v2 - coordsLen]; |
1573 | newViewerFace.uv3 = newLayer.faceUVs[face.v3 - coordsLen]; | 1573 | newViewerFace.uv3 = newLayer.faceUVs[face.v3 - coordsLen]; |
1574 | 1574 | ||
1575 | this.viewerFaces.Add(newViewerFace); | 1575 | this.viewerFaces.Add(newViewerFace); |
1576 | } | 1576 | } |
1577 | } | 1577 | } |
1578 | } | 1578 | } |
1579 | } | 1579 | } |
1580 | 1580 | ||
1581 | /// <summary> | 1581 | /// <summary> |
1582 | /// Extrude a profile into a circular path prim mesh. Used for prim types torus, tube, and ring. | 1582 | /// Extrude a profile into a circular path prim mesh. Used for prim types torus, tube, and ring. |
1583 | /// </summary> | 1583 | /// </summary> |
1584 | public void ExtrudeCircular() | 1584 | public void ExtrudeCircular() |
1585 | { | 1585 | { |
1586 | this.coords = new List<Coord>(); | 1586 | this.coords = new List<Coord>(); |
1587 | this.faces = new List<Face>(); | 1587 | this.faces = new List<Face>(); |
1588 | 1588 | ||
1589 | if (this.viewerMode) | 1589 | if (this.viewerMode) |
1590 | { | 1590 | { |
1591 | this.viewerFaces = new List<ViewerFace>(); | 1591 | this.viewerFaces = new List<ViewerFace>(); |
1592 | this.calcVertexNormals = true; | 1592 | this.calcVertexNormals = true; |
1593 | } | 1593 | } |
1594 | 1594 | ||
1595 | if (this.calcVertexNormals) | 1595 | if (this.calcVertexNormals) |
1596 | this.normals = new List<Coord>(); | 1596 | this.normals = new List<Coord>(); |
1597 | 1597 | ||
1598 | int step = 0; | 1598 | int step = 0; |
1599 | int steps = 24; | 1599 | int steps = 24; |
1600 | 1600 | ||
1601 | normalsProcessed = false; | 1601 | normalsProcessed = false; |
1602 | 1602 | ||
1603 | float twistBegin = this.twistBegin / 360.0f * twoPi; | 1603 | float twistBegin = this.twistBegin / 360.0f * twoPi; |
1604 | float twistEnd = this.twistEnd / 360.0f * twoPi; | 1604 | float twistEnd = this.twistEnd / 360.0f * twoPi; |
1605 | float twistTotal = twistEnd - twistBegin; | 1605 | float twistTotal = twistEnd - twistBegin; |
1606 | 1606 | ||
1607 | // if the profile has a lot of twist, add more layers otherwise the layers may overlap | 1607 | // if the profile has a lot of twist, add more layers otherwise the layers may overlap |
1608 | // and the resulting mesh may be quite inaccurate. This method is arbitrary and doesn't | 1608 | // and the resulting mesh may be quite inaccurate. This method is arbitrary and doesn't |
1609 | // accurately match the viewer | 1609 | // accurately match the viewer |
1610 | float twistTotalAbs = Math.Abs(twistTotal); | 1610 | float twistTotalAbs = Math.Abs(twistTotal); |
1611 | if (twistTotalAbs > 0.01f) | 1611 | if (twistTotalAbs > 0.01f) |
1612 | { | 1612 | { |
1613 | if (twistTotalAbs > Math.PI * 1.5f) | 1613 | if (twistTotalAbs > Math.PI * 1.5f) |
1614 | steps *= 2; | 1614 | steps *= 2; |
1615 | if (twistTotalAbs > Math.PI * 3.0f) | 1615 | if (twistTotalAbs > Math.PI * 3.0f) |
1616 | steps *= 2; | 1616 | steps *= 2; |
1617 | } | 1617 | } |
1618 | 1618 | ||
1619 | float yPathScale = this.holeSizeY * 0.5f; | 1619 | float yPathScale = this.holeSizeY * 0.5f; |
1620 | float pathLength = this.pathCutEnd - this.pathCutBegin; | 1620 | float pathLength = this.pathCutEnd - this.pathCutBegin; |
1621 | float totalSkew = this.skew * 2.0f * pathLength; | 1621 | float totalSkew = this.skew * 2.0f * pathLength; |
1622 | float skewStart = this.pathCutBegin * 2.0f * this.skew - this.skew; | 1622 | float skewStart = this.pathCutBegin * 2.0f * this.skew - this.skew; |
1623 | float xOffsetTopShearXFactor = this.topShearX * (0.25f + 0.5f * (0.5f - this.holeSizeY)); | 1623 | float xOffsetTopShearXFactor = this.topShearX * (0.25f + 0.5f * (0.5f - this.holeSizeY)); |
1624 | float yShearCompensation = 1.0f + Math.Abs(this.topShearY) * 0.25f; | 1624 | float yShearCompensation = 1.0f + Math.Abs(this.topShearY) * 0.25f; |
1625 | 1625 | ||
1626 | // It's not quite clear what pushY (Y top shear) does, but subtracting it from the start and end | 1626 | // It's not quite clear what pushY (Y top shear) does, but subtracting it from the start and end |
1627 | // angles appears to approximate it's effects on path cut. Likewise, adding it to the angle used | 1627 | // angles appears to approximate it's effects on path cut. Likewise, adding it to the angle used |
1628 | // to calculate the sine for generating the path radius appears to approximate it's effects there | 1628 | // to calculate the sine for generating the path radius appears to approximate it's effects there |
1629 | // too, but there are some subtle differences in the radius which are noticeable as the prim size | 1629 | // too, but there are some subtle differences in the radius which are noticeable as the prim size |
1630 | // increases and it may affect megaprims quite a bit. The effect of the Y top shear parameter on | 1630 | // increases and it may affect megaprims quite a bit. The effect of the Y top shear parameter on |
1631 | // the meshes generated with this technique appear nearly identical in shape to the same prims when | 1631 | // the meshes generated with this technique appear nearly identical in shape to the same prims when |
1632 | // displayed by the viewer. | 1632 | // displayed by the viewer. |
1633 | 1633 | ||
1634 | float startAngle = (twoPi * this.pathCutBegin * this.revolutions) - this.topShearY * 0.9f; | 1634 | float startAngle = (twoPi * this.pathCutBegin * this.revolutions) - this.topShearY * 0.9f; |
1635 | float endAngle = (twoPi * this.pathCutEnd * this.revolutions) - this.topShearY * 0.9f; | 1635 | float endAngle = (twoPi * this.pathCutEnd * this.revolutions) - this.topShearY * 0.9f; |
1636 | float stepSize = twoPi / this.stepsPerRevolution; | 1636 | float stepSize = twoPi / this.stepsPerRevolution; |
1637 | 1637 | ||
1638 | step = (int)(startAngle / stepSize); | 1638 | step = (int)(startAngle / stepSize); |
1639 | int firstStep = step; | 1639 | int firstStep = step; |
1640 | float angle = startAngle; | 1640 | float angle = startAngle; |
1641 | float hollow = this.hollow; | 1641 | float hollow = this.hollow; |
1642 | 1642 | ||
1643 | // sanity checks | 1643 | // sanity checks |
1644 | float initialProfileRot = 0.0f; | 1644 | float initialProfileRot = 0.0f; |
1645 | if (this.sides == 3) | 1645 | if (this.sides == 3) |
1646 | { | 1646 | { |
1647 | initialProfileRot = (float)Math.PI; | 1647 | initialProfileRot = (float)Math.PI; |
1648 | if (this.hollowSides == 4) | 1648 | if (this.hollowSides == 4) |
1649 | { | 1649 | { |
1650 | if (hollow > 0.7f) | 1650 | if (hollow > 0.7f) |
1651 | hollow = 0.7f; | 1651 | hollow = 0.7f; |
1652 | hollow *= 0.707f; | 1652 | hollow *= 0.707f; |
1653 | } | 1653 | } |
1654 | else hollow *= 0.5f; | 1654 | else hollow *= 0.5f; |
1655 | } | 1655 | } |
1656 | else if (this.sides == 4) | 1656 | else if (this.sides == 4) |
1657 | { | 1657 | { |
1658 | initialProfileRot = 0.25f * (float)Math.PI; | 1658 | initialProfileRot = 0.25f * (float)Math.PI; |
1659 | if (this.hollowSides != 4) | 1659 | if (this.hollowSides != 4) |
1660 | hollow *= 0.707f; | 1660 | hollow *= 0.707f; |
1661 | } | 1661 | } |
1662 | else if (this.sides > 4) | 1662 | else if (this.sides > 4) |
1663 | { | 1663 | { |
1664 | initialProfileRot = (float)Math.PI; | 1664 | initialProfileRot = (float)Math.PI; |
1665 | if (this.hollowSides == 4) | 1665 | if (this.hollowSides == 4) |
1666 | { | 1666 | { |
1667 | if (hollow > 0.7f) | 1667 | if (hollow > 0.7f) |
1668 | hollow = 0.7f; | 1668 | hollow = 0.7f; |
1669 | hollow /= 0.7f; | 1669 | hollow /= 0.7f; |
1670 | } | 1670 | } |
1671 | } | 1671 | } |
1672 | 1672 | ||
1673 | bool needEndFaces = false; | 1673 | bool needEndFaces = false; |
1674 | if (this.pathCutBegin != 0.0f || this.pathCutEnd != 1.0f) | 1674 | if (this.pathCutBegin != 0.0f || this.pathCutEnd != 1.0f) |
1675 | needEndFaces = true; | 1675 | needEndFaces = true; |
1676 | else if (this.taperX != 0.0f || this.taperY != 0.0f) | 1676 | else if (this.taperX != 0.0f || this.taperY != 0.0f) |
1677 | needEndFaces = true; | 1677 | needEndFaces = true; |
1678 | else if (this.skew != 0.0f) | 1678 | else if (this.skew != 0.0f) |
1679 | needEndFaces = true; | 1679 | needEndFaces = true; |
1680 | else if (twistTotal != 0.0f) | 1680 | else if (twistTotal != 0.0f) |
1681 | needEndFaces = true; | 1681 | needEndFaces = true; |
1682 | else if (this.radius != 0.0f) | 1682 | else if (this.radius != 0.0f) |
1683 | needEndFaces = true; | 1683 | needEndFaces = true; |
1684 | 1684 | ||
1685 | Profile profile = new Profile(this.sides, this.profileStart, this.profileEnd, hollow, this.hollowSides, needEndFaces, calcVertexNormals); | 1685 | Profile profile = new Profile(this.sides, this.profileStart, this.profileEnd, hollow, this.hollowSides, needEndFaces, calcVertexNormals); |
1686 | this.numPrimFaces = profile.numPrimFaces; | 1686 | this.numPrimFaces = profile.numPrimFaces; |
1687 | 1687 | ||
1688 | int cut1Vert = -1; | 1688 | int cut1Vert = -1; |
1689 | int cut2Vert = -1; | 1689 | int cut2Vert = -1; |
1690 | if (hasProfileCut) | 1690 | if (hasProfileCut) |
1691 | { | 1691 | { |
1692 | cut1Vert = hasHollow ? profile.coords.Count - 1 : 0; | 1692 | cut1Vert = hasHollow ? profile.coords.Count - 1 : 0; |
1693 | cut2Vert = hasHollow ? profile.numOuterVerts - 1 : profile.numOuterVerts; | 1693 | cut2Vert = hasHollow ? profile.numOuterVerts - 1 : profile.numOuterVerts; |
1694 | } | 1694 | } |
1695 | 1695 | ||
1696 | if (initialProfileRot != 0.0f) | 1696 | if (initialProfileRot != 0.0f) |
1697 | { | 1697 | { |
1698 | profile.AddRot(new Quat(new Coord(0.0f, 0.0f, 1.0f), initialProfileRot)); | 1698 | profile.AddRot(new Quat(new Coord(0.0f, 0.0f, 1.0f), initialProfileRot)); |
1699 | if (viewerMode) | 1699 | if (viewerMode) |
1700 | profile.MakeFaceUVs(); | 1700 | profile.MakeFaceUVs(); |
1701 | } | 1701 | } |
1702 | 1702 | ||
1703 | Coord lastCutNormal1 = new Coord(); | 1703 | Coord lastCutNormal1 = new Coord(); |
1704 | Coord lastCutNormal2 = new Coord(); | 1704 | Coord lastCutNormal2 = new Coord(); |
1705 | float lastV = 1.0f; | 1705 | float lastV = 1.0f; |
1706 | 1706 | ||
1707 | bool done = false; | 1707 | bool done = false; |
1708 | while (!done) // loop through the length of the path and add the layers | 1708 | while (!done) // loop through the length of the path and add the layers |
1709 | { | 1709 | { |
1710 | bool isEndLayer = false; | 1710 | bool isEndLayer = false; |
1711 | if (angle <= startAngle + .01f || angle >= endAngle - .01f) | 1711 | if (angle <= startAngle + .01f || angle >= endAngle - .01f) |
1712 | isEndLayer = true; | 1712 | isEndLayer = true; |
1713 | 1713 | ||
1714 | //Profile newLayer = profile.Clone(isEndLayer && needEndFaces); | 1714 | //Profile newLayer = profile.Clone(isEndLayer && needEndFaces); |
1715 | Profile newLayer = profile.Clone(); | 1715 | Profile newLayer = profile.Clone(); |
1716 | 1716 | ||
1717 | float xProfileScale = (1.0f - Math.Abs(this.skew)) * this.holeSizeX; | 1717 | float xProfileScale = (1.0f - Math.Abs(this.skew)) * this.holeSizeX; |
1718 | float yProfileScale = this.holeSizeY; | 1718 | float yProfileScale = this.holeSizeY; |
1719 | 1719 | ||
1720 | float percentOfPath = angle / (twoPi * this.revolutions); | 1720 | float percentOfPath = angle / (twoPi * this.revolutions); |
1721 | float percentOfAngles = (angle - startAngle) / (endAngle - startAngle); | 1721 | float percentOfAngles = (angle - startAngle) / (endAngle - startAngle); |
1722 | 1722 | ||
1723 | if (this.taperX > 0.01f) | 1723 | if (this.taperX > 0.01f) |
1724 | xProfileScale *= 1.0f - percentOfPath * this.taperX; | 1724 | xProfileScale *= 1.0f - percentOfPath * this.taperX; |
1725 | else if (this.taperX < -0.01f) | 1725 | else if (this.taperX < -0.01f) |
1726 | xProfileScale *= 1.0f + (1.0f - percentOfPath) * this.taperX; | 1726 | xProfileScale *= 1.0f + (1.0f - percentOfPath) * this.taperX; |
1727 | 1727 | ||
1728 | if (this.taperY > 0.01f) | 1728 | if (this.taperY > 0.01f) |
1729 | yProfileScale *= 1.0f - percentOfPath * this.taperY; | 1729 | yProfileScale *= 1.0f - percentOfPath * this.taperY; |
1730 | else if (this.taperY < -0.01f) | 1730 | else if (this.taperY < -0.01f) |
1731 | yProfileScale *= 1.0f + (1.0f - percentOfPath) * this.taperY; | 1731 | yProfileScale *= 1.0f + (1.0f - percentOfPath) * this.taperY; |
1732 | 1732 | ||
1733 | if (xProfileScale != 1.0f || yProfileScale != 1.0f) | 1733 | if (xProfileScale != 1.0f || yProfileScale != 1.0f) |
1734 | newLayer.Scale(xProfileScale, yProfileScale); | 1734 | newLayer.Scale(xProfileScale, yProfileScale); |
1735 | 1735 | ||
1736 | float radiusScale = 1.0f; | 1736 | float radiusScale = 1.0f; |
1737 | if (this.radius > 0.001f) | 1737 | if (this.radius > 0.001f) |
1738 | radiusScale = 1.0f - this.radius * percentOfPath; | 1738 | radiusScale = 1.0f - this.radius * percentOfPath; |
1739 | else if (this.radius < 0.001f) | 1739 | else if (this.radius < 0.001f) |
1740 | radiusScale = 1.0f + this.radius * (1.0f - percentOfPath); | 1740 | radiusScale = 1.0f + this.radius * (1.0f - percentOfPath); |
1741 | 1741 | ||
1742 | float twist = twistBegin + twistTotal * percentOfPath; | 1742 | float twist = twistBegin + twistTotal * percentOfPath; |
1743 | 1743 | ||
1744 | float xOffset = 0.5f * (skewStart + totalSkew * percentOfAngles); | 1744 | float xOffset = 0.5f * (skewStart + totalSkew * percentOfAngles); |
1745 | xOffset += (float)Math.Sin(angle) * xOffsetTopShearXFactor; | 1745 | xOffset += (float)Math.Sin(angle) * xOffsetTopShearXFactor; |
1746 | 1746 | ||
1747 | float yOffset = yShearCompensation * (float)Math.Cos(angle) * (0.5f - yPathScale) * radiusScale; | 1747 | float yOffset = yShearCompensation * (float)Math.Cos(angle) * (0.5f - yPathScale) * radiusScale; |
1748 | 1748 | ||
1749 | float zOffset = (float)Math.Sin(angle + this.topShearY) * (0.5f - yPathScale) * radiusScale; | 1749 | float zOffset = (float)Math.Sin(angle + this.topShearY) * (0.5f - yPathScale) * radiusScale; |
1750 | 1750 | ||
1751 | // next apply twist rotation to the profile layer | 1751 | // next apply twist rotation to the profile layer |
1752 | if (twistTotal != 0.0f || twistBegin != 0.0f) | 1752 | if (twistTotal != 0.0f || twistBegin != 0.0f) |
1753 | newLayer.AddRot(new Quat(new Coord(0.0f, 0.0f, 1.0f), twist)); | 1753 | newLayer.AddRot(new Quat(new Coord(0.0f, 0.0f, 1.0f), twist)); |
1754 | 1754 | ||
1755 | // now orient the rotation of the profile layer relative to it's position on the path | 1755 | // now orient the rotation of the profile layer relative to it's position on the path |
1756 | // adding taperY to the angle used to generate the quat appears to approximate the viewer | 1756 | // adding taperY to the angle used to generate the quat appears to approximate the viewer |
1757 | newLayer.AddRot(new Quat(new Coord(1.0f, 0.0f, 0.0f), angle + this.topShearY)); | 1757 | newLayer.AddRot(new Quat(new Coord(1.0f, 0.0f, 0.0f), angle + this.topShearY)); |
1758 | newLayer.AddPos(xOffset, yOffset, zOffset); | 1758 | newLayer.AddPos(xOffset, yOffset, zOffset); |
1759 | 1759 | ||
1760 | if (isEndLayer && angle <= startAngle + .01f) | 1760 | if (isEndLayer && angle <= startAngle + .01f) |
1761 | { | 1761 | { |
1762 | newLayer.FlipNormals(); | 1762 | newLayer.FlipNormals(); |
1763 | 1763 | ||
1764 | // add the top faces to the viewerFaces list here | 1764 | // add the top faces to the viewerFaces list here |
1765 | if (this.viewerMode && needEndFaces) | 1765 | if (this.viewerMode && needEndFaces) |
1766 | { | 1766 | { |
1767 | Coord faceNormal = newLayer.faceNormal; | 1767 | Coord faceNormal = newLayer.faceNormal; |
1768 | ViewerFace newViewerFace = new ViewerFace(); | 1768 | ViewerFace newViewerFace = new ViewerFace(); |
1769 | newViewerFace.primFaceNumber = 0; | 1769 | newViewerFace.primFaceNumber = 0; |
1770 | foreach (Face face in newLayer.faces) | 1770 | foreach (Face face in newLayer.faces) |
1771 | { | 1771 | { |
1772 | newViewerFace.v1 = newLayer.coords[face.v1]; | 1772 | newViewerFace.v1 = newLayer.coords[face.v1]; |
1773 | newViewerFace.v2 = newLayer.coords[face.v2]; | 1773 | newViewerFace.v2 = newLayer.coords[face.v2]; |
1774 | newViewerFace.v3 = newLayer.coords[face.v3]; | 1774 | newViewerFace.v3 = newLayer.coords[face.v3]; |
1775 | 1775 | ||
1776 | newViewerFace.n1 = faceNormal; | 1776 | newViewerFace.n1 = faceNormal; |
1777 | newViewerFace.n2 = faceNormal; | 1777 | newViewerFace.n2 = faceNormal; |
1778 | newViewerFace.n3 = faceNormal; | 1778 | newViewerFace.n3 = faceNormal; |
1779 | 1779 | ||
1780 | newViewerFace.uv1 = newLayer.faceUVs[face.v1]; | 1780 | newViewerFace.uv1 = newLayer.faceUVs[face.v1]; |
1781 | newViewerFace.uv2 = newLayer.faceUVs[face.v2]; | 1781 | newViewerFace.uv2 = newLayer.faceUVs[face.v2]; |
1782 | newViewerFace.uv3 = newLayer.faceUVs[face.v3]; | 1782 | newViewerFace.uv3 = newLayer.faceUVs[face.v3]; |
1783 | 1783 | ||
1784 | this.viewerFaces.Add(newViewerFace); | 1784 | this.viewerFaces.Add(newViewerFace); |
1785 | } | 1785 | } |
1786 | } | 1786 | } |
1787 | } | 1787 | } |
1788 | 1788 | ||
1789 | // append the layer and fill in the sides | 1789 | // append the layer and fill in the sides |
1790 | 1790 | ||
1791 | int coordsLen = this.coords.Count; | 1791 | int coordsLen = this.coords.Count; |
1792 | newLayer.AddValue2FaceVertexIndices(coordsLen); | 1792 | newLayer.AddValue2FaceVertexIndices(coordsLen); |
1793 | 1793 | ||
1794 | this.coords.AddRange(newLayer.coords); | 1794 | this.coords.AddRange(newLayer.coords); |
1795 | 1795 | ||
1796 | if (this.calcVertexNormals) | 1796 | if (this.calcVertexNormals) |
1797 | { | 1797 | { |
1798 | newLayer.AddValue2FaceNormalIndices(this.normals.Count); | 1798 | newLayer.AddValue2FaceNormalIndices(this.normals.Count); |
1799 | this.normals.AddRange(newLayer.vertexNormals); | 1799 | this.normals.AddRange(newLayer.vertexNormals); |
1800 | } | 1800 | } |
1801 | 1801 | ||
1802 | if (isEndLayer) | 1802 | if (isEndLayer) |
1803 | this.faces.AddRange(newLayer.faces); | 1803 | this.faces.AddRange(newLayer.faces); |
1804 | 1804 | ||
1805 | // fill faces between layers | 1805 | // fill faces between layers |
1806 | 1806 | ||
1807 | int numVerts = newLayer.coords.Count; | 1807 | int numVerts = newLayer.coords.Count; |
1808 | Face newFace = new Face(); | 1808 | Face newFace = new Face(); |
1809 | if (step > firstStep) | 1809 | if (step > firstStep) |
1810 | { | 1810 | { |
1811 | int startVert = coordsLen + 1; | 1811 | int startVert = coordsLen + 1; |
1812 | int endVert = this.coords.Count; | 1812 | int endVert = this.coords.Count; |
1813 | 1813 | ||
1814 | if (sides < 5 || this.hasProfileCut || hollow > 0.0f) | 1814 | if (sides < 5 || this.hasProfileCut || hollow > 0.0f) |
1815 | startVert--; | 1815 | startVert--; |
1816 | 1816 | ||
1817 | for (int i = startVert; i < endVert; i++) | 1817 | for (int i = startVert; i < endVert; i++) |
1818 | { | 1818 | { |
1819 | int iNext = i + 1; | 1819 | int iNext = i + 1; |
1820 | if (i == endVert - 1) | 1820 | if (i == endVert - 1) |
1821 | iNext = startVert; | 1821 | iNext = startVert; |
1822 | 1822 | ||
1823 | int whichVert = i - startVert; | 1823 | int whichVert = i - startVert; |
1824 | 1824 | ||
1825 | newFace.v1 = i; | 1825 | newFace.v1 = i; |
1826 | newFace.v2 = i - numVerts; | 1826 | newFace.v2 = i - numVerts; |
1827 | newFace.v3 = iNext - numVerts; | 1827 | newFace.v3 = iNext - numVerts; |
1828 | this.faces.Add(newFace); | 1828 | this.faces.Add(newFace); |
1829 | 1829 | ||
1830 | newFace.v2 = iNext - numVerts; | 1830 | newFace.v2 = iNext - numVerts; |
1831 | newFace.v3 = iNext; | 1831 | newFace.v3 = iNext; |
1832 | this.faces.Add(newFace); | 1832 | this.faces.Add(newFace); |
1833 | 1833 | ||
1834 | if (this.viewerMode) | 1834 | if (this.viewerMode) |
1835 | { | 1835 | { |
1836 | // add the side faces to the list of viewerFaces here | 1836 | // add the side faces to the list of viewerFaces here |
1837 | ViewerFace newViewerFace1 = new ViewerFace(); | 1837 | ViewerFace newViewerFace1 = new ViewerFace(); |
1838 | ViewerFace newViewerFace2 = new ViewerFace(); | 1838 | ViewerFace newViewerFace2 = new ViewerFace(); |
1839 | float u1 = newLayer.us[whichVert]; | 1839 | float u1 = newLayer.us[whichVert]; |
1840 | float u2 = 1.0f; | 1840 | float u2 = 1.0f; |
1841 | if (whichVert < newLayer.us.Count - 1) | 1841 | if (whichVert < newLayer.us.Count - 1) |
1842 | u2 = newLayer.us[whichVert + 1]; | 1842 | u2 = newLayer.us[whichVert + 1]; |
1843 | 1843 | ||
1844 | if (whichVert == cut1Vert || whichVert == cut2Vert) | 1844 | if (whichVert == cut1Vert || whichVert == cut2Vert) |
1845 | { | 1845 | { |
1846 | u1 = 0.0f; | 1846 | u1 = 0.0f; |
1847 | u2 = 1.0f; | 1847 | u2 = 1.0f; |
1848 | } | 1848 | } |
1849 | else if (sides < 5) | 1849 | else if (sides < 5) |
1850 | { // boxes and prisms have one texture face per side of the prim, so the U values have to be scaled | 1850 | { // boxes and prisms have one texture face per side of the prim, so the U values have to be scaled |
1851 | // to reflect the entire texture width | 1851 | // to reflect the entire texture width |
1852 | u1 *= sides; | 1852 | u1 *= sides; |
1853 | u2 *= sides; | 1853 | u2 *= sides; |
1854 | u2 -= (int)u1; | 1854 | u2 -= (int)u1; |
1855 | u1 -= (int)u1; | 1855 | u1 -= (int)u1; |
1856 | if (u2 < 0.1f) | 1856 | if (u2 < 0.1f) |
1857 | u2 = 1.0f; | 1857 | u2 = 1.0f; |
1858 | 1858 | ||
1859 | //newViewerFace2.primFaceNumber = newViewerFace1.primFaceNumber = whichVert + 1; | 1859 | //newViewerFace2.primFaceNumber = newViewerFace1.primFaceNumber = whichVert + 1; |
1860 | } | 1860 | } |
1861 | 1861 | ||
1862 | newViewerFace1.uv1.U = u1; | 1862 | newViewerFace1.uv1.U = u1; |
1863 | newViewerFace1.uv2.U = u1; | 1863 | newViewerFace1.uv2.U = u1; |
1864 | newViewerFace1.uv3.U = u2; | 1864 | newViewerFace1.uv3.U = u2; |
1865 | 1865 | ||
1866 | newViewerFace1.uv1.V = 1.0f - percentOfPath; | 1866 | newViewerFace1.uv1.V = 1.0f - percentOfPath; |
1867 | newViewerFace1.uv2.V = lastV; | 1867 | newViewerFace1.uv2.V = lastV; |
1868 | newViewerFace1.uv3.V = lastV; | 1868 | newViewerFace1.uv3.V = lastV; |
1869 | 1869 | ||
1870 | newViewerFace2.uv1.U = u1; | 1870 | newViewerFace2.uv1.U = u1; |
1871 | newViewerFace2.uv2.U = u2; | 1871 | newViewerFace2.uv2.U = u2; |
1872 | newViewerFace2.uv3.U = u2; | 1872 | newViewerFace2.uv3.U = u2; |
1873 | 1873 | ||
1874 | newViewerFace2.uv1.V = 1.0f - percentOfPath; | 1874 | newViewerFace2.uv1.V = 1.0f - percentOfPath; |
1875 | newViewerFace2.uv2.V = lastV; | 1875 | newViewerFace2.uv2.V = lastV; |
1876 | newViewerFace2.uv3.V = 1.0f - percentOfPath; | 1876 | newViewerFace2.uv3.V = 1.0f - percentOfPath; |
1877 | 1877 | ||
1878 | newViewerFace1.v1 = this.coords[i]; | 1878 | newViewerFace1.v1 = this.coords[i]; |
1879 | newViewerFace1.v2 = this.coords[i - numVerts]; | 1879 | newViewerFace1.v2 = this.coords[i - numVerts]; |
1880 | newViewerFace1.v3 = this.coords[iNext - numVerts]; | 1880 | newViewerFace1.v3 = this.coords[iNext - numVerts]; |
1881 | 1881 | ||
1882 | newViewerFace2.v1 = this.coords[i]; | 1882 | newViewerFace2.v1 = this.coords[i]; |
1883 | newViewerFace2.v2 = this.coords[iNext - numVerts]; | 1883 | newViewerFace2.v2 = this.coords[iNext - numVerts]; |
1884 | newViewerFace2.v3 = this.coords[iNext]; | 1884 | newViewerFace2.v3 = this.coords[iNext]; |
1885 | 1885 | ||
1886 | // profile cut faces | 1886 | // profile cut faces |
1887 | if (whichVert == cut1Vert) | 1887 | if (whichVert == cut1Vert) |
1888 | { | 1888 | { |
1889 | newViewerFace1.n1 = newLayer.cutNormal1; | 1889 | newViewerFace1.n1 = newLayer.cutNormal1; |
1890 | newViewerFace1.n2 = newViewerFace1.n3 = lastCutNormal1; | 1890 | newViewerFace1.n2 = newViewerFace1.n3 = lastCutNormal1; |
1891 | 1891 | ||
1892 | newViewerFace2.n1 = newViewerFace2.n3 = newLayer.cutNormal1; | 1892 | newViewerFace2.n1 = newViewerFace2.n3 = newLayer.cutNormal1; |
1893 | newViewerFace2.n2 = lastCutNormal1; | 1893 | newViewerFace2.n2 = lastCutNormal1; |
1894 | } | 1894 | } |
1895 | else if (whichVert == cut2Vert) | 1895 | else if (whichVert == cut2Vert) |
1896 | { | 1896 | { |
1897 | newViewerFace1.n1 = newLayer.cutNormal2; | 1897 | newViewerFace1.n1 = newLayer.cutNormal2; |
1898 | newViewerFace1.n2 = newViewerFace1.n3 = lastCutNormal2; | 1898 | newViewerFace1.n2 = newViewerFace1.n3 = lastCutNormal2; |
1899 | 1899 | ||
1900 | newViewerFace2.n1 = newViewerFace2.n3 = newLayer.cutNormal2; | 1900 | newViewerFace2.n1 = newViewerFace2.n3 = newLayer.cutNormal2; |
1901 | newViewerFace2.n2 = lastCutNormal2; | 1901 | newViewerFace2.n2 = lastCutNormal2; |
1902 | } | 1902 | } |
1903 | else // periphery faces | 1903 | else // periphery faces |
1904 | { | 1904 | { |
1905 | if (sides < 5 && whichVert < newLayer.numOuterVerts) | 1905 | if (sides < 5 && whichVert < newLayer.numOuterVerts) |
1906 | { | 1906 | { |
1907 | newViewerFace1.n1 = this.normals[i]; | 1907 | newViewerFace1.n1 = this.normals[i]; |
1908 | newViewerFace1.n2 = this.normals[i - numVerts]; | 1908 | newViewerFace1.n2 = this.normals[i - numVerts]; |
1909 | newViewerFace1.n3 = this.normals[i - numVerts]; | 1909 | newViewerFace1.n3 = this.normals[i - numVerts]; |
1910 | 1910 | ||
1911 | newViewerFace2.n1 = this.normals[i]; | 1911 | newViewerFace2.n1 = this.normals[i]; |
1912 | newViewerFace2.n2 = this.normals[i - numVerts]; | 1912 | newViewerFace2.n2 = this.normals[i - numVerts]; |
1913 | newViewerFace2.n3 = this.normals[i]; | 1913 | newViewerFace2.n3 = this.normals[i]; |
1914 | } | 1914 | } |
1915 | else if (hollowSides < 5 && whichVert >= newLayer.numOuterVerts) | 1915 | else if (hollowSides < 5 && whichVert >= newLayer.numOuterVerts) |
1916 | { | 1916 | { |
1917 | newViewerFace1.n1 = this.normals[iNext]; | 1917 | newViewerFace1.n1 = this.normals[iNext]; |
1918 | newViewerFace1.n2 = this.normals[iNext - numVerts]; | 1918 | newViewerFace1.n2 = this.normals[iNext - numVerts]; |
1919 | newViewerFace1.n3 = this.normals[iNext - numVerts]; | 1919 | newViewerFace1.n3 = this.normals[iNext - numVerts]; |
1920 | 1920 | ||
1921 | newViewerFace2.n1 = this.normals[iNext]; | 1921 | newViewerFace2.n1 = this.normals[iNext]; |
1922 | newViewerFace2.n2 = this.normals[iNext - numVerts]; | 1922 | newViewerFace2.n2 = this.normals[iNext - numVerts]; |
1923 | newViewerFace2.n3 = this.normals[iNext]; | 1923 | newViewerFace2.n3 = this.normals[iNext]; |
1924 | } | 1924 | } |
1925 | else | 1925 | else |
1926 | { | 1926 | { |
1927 | newViewerFace1.n1 = this.normals[i]; | 1927 | newViewerFace1.n1 = this.normals[i]; |
1928 | newViewerFace1.n2 = this.normals[i - numVerts]; | 1928 | newViewerFace1.n2 = this.normals[i - numVerts]; |
1929 | newViewerFace1.n3 = this.normals[iNext - numVerts]; | 1929 | newViewerFace1.n3 = this.normals[iNext - numVerts]; |
1930 | 1930 | ||
1931 | newViewerFace2.n1 = this.normals[i]; | 1931 | newViewerFace2.n1 = this.normals[i]; |
1932 | newViewerFace2.n2 = this.normals[iNext - numVerts]; | 1932 | newViewerFace2.n2 = this.normals[iNext - numVerts]; |
1933 | newViewerFace2.n3 = this.normals[iNext]; | 1933 | newViewerFace2.n3 = this.normals[iNext]; |
1934 | } | 1934 | } |
1935 | } | 1935 | } |
1936 | 1936 | ||
1937 | newViewerFace1.primFaceNumber = newViewerFace2.primFaceNumber = newLayer.faceNumbers[whichVert]; | 1937 | newViewerFace1.primFaceNumber = newViewerFace2.primFaceNumber = newLayer.faceNumbers[whichVert]; |
1938 | this.viewerFaces.Add(newViewerFace1); | 1938 | this.viewerFaces.Add(newViewerFace1); |
1939 | this.viewerFaces.Add(newViewerFace2); | 1939 | this.viewerFaces.Add(newViewerFace2); |
1940 | 1940 | ||
1941 | } | 1941 | } |
1942 | } | 1942 | } |
1943 | } | 1943 | } |
1944 | 1944 | ||
1945 | lastCutNormal1 = newLayer.cutNormal1; | 1945 | lastCutNormal1 = newLayer.cutNormal1; |
1946 | lastCutNormal2 = newLayer.cutNormal2; | 1946 | lastCutNormal2 = newLayer.cutNormal2; |
1947 | lastV = 1.0f - percentOfPath; | 1947 | lastV = 1.0f - percentOfPath; |
1948 | 1948 | ||
1949 | // calculate terms for next iteration | 1949 | // calculate terms for next iteration |
1950 | // calculate the angle for the next iteration of the loop | 1950 | // calculate the angle for the next iteration of the loop |
1951 | 1951 | ||
1952 | if (angle >= endAngle) | 1952 | if (angle >= endAngle) |
1953 | done = true; | 1953 | done = true; |
1954 | else | 1954 | else |
1955 | { | 1955 | { |
1956 | step += 1; | 1956 | step += 1; |
1957 | angle = stepSize * step; | 1957 | angle = stepSize * step; |
1958 | if (angle > endAngle) | 1958 | if (angle > endAngle) |
1959 | angle = endAngle; | 1959 | angle = endAngle; |
1960 | } | 1960 | } |
1961 | 1961 | ||
1962 | if (done && viewerMode && needEndFaces) | 1962 | if (done && viewerMode && needEndFaces) |
1963 | { | 1963 | { |
1964 | // add the bottom faces to the viewerFaces list here | 1964 | // add the bottom faces to the viewerFaces list here |
1965 | Coord faceNormal = newLayer.faceNormal; | 1965 | Coord faceNormal = newLayer.faceNormal; |
1966 | ViewerFace newViewerFace = new ViewerFace(); | 1966 | ViewerFace newViewerFace = new ViewerFace(); |
1967 | newViewerFace.primFaceNumber = newLayer.bottomFaceNumber; | 1967 | newViewerFace.primFaceNumber = newLayer.bottomFaceNumber; |
1968 | foreach (Face face in newLayer.faces) | 1968 | foreach (Face face in newLayer.faces) |
1969 | { | 1969 | { |
1970 | newViewerFace.v1 = newLayer.coords[face.v1 - coordsLen]; | 1970 | newViewerFace.v1 = newLayer.coords[face.v1 - coordsLen]; |
1971 | newViewerFace.v2 = newLayer.coords[face.v2 - coordsLen]; | 1971 | newViewerFace.v2 = newLayer.coords[face.v2 - coordsLen]; |
1972 | newViewerFace.v3 = newLayer.coords[face.v3 - coordsLen]; | 1972 | newViewerFace.v3 = newLayer.coords[face.v3 - coordsLen]; |
1973 | 1973 | ||
1974 | newViewerFace.n1 = faceNormal; | 1974 | newViewerFace.n1 = faceNormal; |
1975 | newViewerFace.n2 = faceNormal; | 1975 | newViewerFace.n2 = faceNormal; |
1976 | newViewerFace.n3 = faceNormal; | 1976 | newViewerFace.n3 = faceNormal; |
1977 | 1977 | ||
1978 | newViewerFace.uv1 = newLayer.faceUVs[face.v1 - coordsLen]; | 1978 | newViewerFace.uv1 = newLayer.faceUVs[face.v1 - coordsLen]; |
1979 | newViewerFace.uv2 = newLayer.faceUVs[face.v2 - coordsLen]; | 1979 | newViewerFace.uv2 = newLayer.faceUVs[face.v2 - coordsLen]; |
1980 | newViewerFace.uv3 = newLayer.faceUVs[face.v3 - coordsLen]; | 1980 | newViewerFace.uv3 = newLayer.faceUVs[face.v3 - coordsLen]; |
1981 | 1981 | ||
1982 | this.viewerFaces.Add(newViewerFace); | 1982 | this.viewerFaces.Add(newViewerFace); |
1983 | } | 1983 | } |
1984 | } | 1984 | } |
1985 | } | 1985 | } |
1986 | } | 1986 | } |
1987 | 1987 | ||
1988 | private Coord SurfaceNormal(Coord c1, Coord c2, Coord c3) | 1988 | private Coord SurfaceNormal(Coord c1, Coord c2, Coord c3) |
1989 | { | 1989 | { |
1990 | Coord edge1 = new Coord(c2.X - c1.X, c2.Y - c1.Y, c2.Z - c1.Z); | 1990 | Coord edge1 = new Coord(c2.X - c1.X, c2.Y - c1.Y, c2.Z - c1.Z); |
1991 | Coord edge2 = new Coord(c3.X - c1.X, c3.Y - c1.Y, c3.Z - c1.Z); | 1991 | Coord edge2 = new Coord(c3.X - c1.X, c3.Y - c1.Y, c3.Z - c1.Z); |
1992 | 1992 | ||
1993 | Coord normal = Coord.Cross(edge1, edge2); | 1993 | Coord normal = Coord.Cross(edge1, edge2); |
1994 | 1994 | ||
1995 | normal.Normalize(); | 1995 | normal.Normalize(); |
1996 | 1996 | ||
1997 | return normal; | 1997 | return normal; |
1998 | } | 1998 | } |
1999 | 1999 | ||
2000 | private Coord SurfaceNormal(Face face) | 2000 | private Coord SurfaceNormal(Face face) |
2001 | { | 2001 | { |
2002 | return SurfaceNormal(this.coords[face.v1], this.coords[face.v2], this.coords[face.v3]); | 2002 | return SurfaceNormal(this.coords[face.v1], this.coords[face.v2], this.coords[face.v3]); |
2003 | } | 2003 | } |
2004 | 2004 | ||
2005 | /// <summary> | 2005 | /// <summary> |
2006 | /// Calculate the surface normal for a face in the list of faces | 2006 | /// Calculate the surface normal for a face in the list of faces |
2007 | /// </summary> | 2007 | /// </summary> |
2008 | /// <param name="faceIndex"></param> | 2008 | /// <param name="faceIndex"></param> |
2009 | /// <returns></returns> | 2009 | /// <returns></returns> |
2010 | public Coord SurfaceNormal(int faceIndex) | 2010 | public Coord SurfaceNormal(int faceIndex) |
2011 | { | 2011 | { |
2012 | int numFaces = this.faces.Count; | 2012 | int numFaces = this.faces.Count; |
2013 | if (faceIndex < 0 || faceIndex >= numFaces) | 2013 | if (faceIndex < 0 || faceIndex >= numFaces) |
2014 | throw new Exception("faceIndex out of range"); | 2014 | throw new Exception("faceIndex out of range"); |
2015 | 2015 | ||
2016 | return SurfaceNormal(this.faces[faceIndex]); | 2016 | return SurfaceNormal(this.faces[faceIndex]); |
2017 | } | 2017 | } |
2018 | 2018 | ||
2019 | /// <summary> | 2019 | /// <summary> |
2020 | /// Calculate surface normals for all of the faces in the list of faces in this mesh | 2020 | /// Calculate surface normals for all of the faces in the list of faces in this mesh |
2021 | /// </summary> | 2021 | /// </summary> |
2022 | public void CalcNormals() | 2022 | public void CalcNormals() |
2023 | { | 2023 | { |
2024 | if (normalsProcessed) | 2024 | if (normalsProcessed) |
2025 | return; | 2025 | return; |
2026 | 2026 | ||
2027 | normalsProcessed = true; | 2027 | normalsProcessed = true; |
2028 | 2028 | ||
2029 | int numFaces = faces.Count; | 2029 | int numFaces = faces.Count; |
2030 | 2030 | ||
2031 | if (!this.calcVertexNormals) | 2031 | if (!this.calcVertexNormals) |
2032 | this.normals = new List<Coord>(); | 2032 | this.normals = new List<Coord>(); |
2033 | 2033 | ||
2034 | for (int i = 0; i < numFaces; i++) | 2034 | for (int i = 0; i < numFaces; i++) |
2035 | { | 2035 | { |
2036 | Face face = faces[i]; | 2036 | Face face = faces[i]; |
2037 | 2037 | ||
2038 | this.normals.Add(SurfaceNormal(i).Normalize()); | 2038 | this.normals.Add(SurfaceNormal(i).Normalize()); |
2039 | 2039 | ||
2040 | int normIndex = normals.Count - 1; | 2040 | int normIndex = normals.Count - 1; |
2041 | face.n1 = normIndex; | 2041 | face.n1 = normIndex; |
2042 | face.n2 = normIndex; | 2042 | face.n2 = normIndex; |
2043 | face.n3 = normIndex; | 2043 | face.n3 = normIndex; |
2044 | 2044 | ||
2045 | this.faces[i] = face; | 2045 | this.faces[i] = face; |
2046 | } | 2046 | } |
2047 | } | 2047 | } |
2048 | 2048 | ||
2049 | /// <summary> | 2049 | /// <summary> |
2050 | /// Adds a value to each XYZ vertex coordinate in the mesh | 2050 | /// Adds a value to each XYZ vertex coordinate in the mesh |
2051 | /// </summary> | 2051 | /// </summary> |
2052 | /// <param name="x"></param> | 2052 | /// <param name="x"></param> |
2053 | /// <param name="y"></param> | 2053 | /// <param name="y"></param> |
2054 | /// <param name="z"></param> | 2054 | /// <param name="z"></param> |
2055 | public void AddPos(float x, float y, float z) | 2055 | public void AddPos(float x, float y, float z) |
2056 | { | 2056 | { |
2057 | int i; | 2057 | int i; |
2058 | int numVerts = this.coords.Count; | 2058 | int numVerts = this.coords.Count; |
2059 | Coord vert; | 2059 | Coord vert; |
2060 | 2060 | ||
2061 | for (i = 0; i < numVerts; i++) | 2061 | for (i = 0; i < numVerts; i++) |
2062 | { | 2062 | { |
2063 | vert = this.coords[i]; | 2063 | vert = this.coords[i]; |
2064 | vert.X += x; | 2064 | vert.X += x; |
2065 | vert.Y += y; | 2065 | vert.Y += y; |
2066 | vert.Z += z; | 2066 | vert.Z += z; |
2067 | this.coords[i] = vert; | 2067 | this.coords[i] = vert; |
2068 | } | 2068 | } |
2069 | } | 2069 | } |
2070 | 2070 | ||
2071 | /// <summary> | 2071 | /// <summary> |
2072 | /// Rotates the mesh | 2072 | /// Rotates the mesh |
2073 | /// </summary> | 2073 | /// </summary> |
2074 | /// <param name="q"></param> | 2074 | /// <param name="q"></param> |
2075 | public void AddRot(Quat q) | 2075 | public void AddRot(Quat q) |
2076 | { | 2076 | { |
2077 | int i; | 2077 | int i; |
2078 | int numVerts = this.coords.Count; | 2078 | int numVerts = this.coords.Count; |
2079 | 2079 | ||
2080 | for (i = 0; i < numVerts; i++) | 2080 | for (i = 0; i < numVerts; i++) |
2081 | this.coords[i] *= q; | 2081 | this.coords[i] *= q; |
2082 | 2082 | ||
2083 | if (this.normals != null) | 2083 | if (this.normals != null) |
2084 | { | 2084 | { |
2085 | int numNormals = this.normals.Count; | 2085 | int numNormals = this.normals.Count; |
2086 | for (i = 0; i < numNormals; i++) | 2086 | for (i = 0; i < numNormals; i++) |
2087 | this.normals[i] *= q; | 2087 | this.normals[i] *= q; |
2088 | } | 2088 | } |
2089 | 2089 | ||
2090 | if (this.viewerFaces != null) | 2090 | if (this.viewerFaces != null) |
2091 | { | 2091 | { |
2092 | int numViewerFaces = this.viewerFaces.Count; | 2092 | int numViewerFaces = this.viewerFaces.Count; |
2093 | 2093 | ||
2094 | for (i = 0; i < numViewerFaces; i++) | 2094 | for (i = 0; i < numViewerFaces; i++) |
2095 | { | 2095 | { |
2096 | ViewerFace v = this.viewerFaces[i]; | 2096 | ViewerFace v = this.viewerFaces[i]; |
2097 | v.v1 *= q; | 2097 | v.v1 *= q; |
2098 | v.v2 *= q; | 2098 | v.v2 *= q; |
2099 | v.v3 *= q; | 2099 | v.v3 *= q; |
2100 | 2100 | ||
2101 | v.n1 *= q; | 2101 | v.n1 *= q; |
2102 | v.n2 *= q; | 2102 | v.n2 *= q; |
2103 | v.n3 *= q; | 2103 | v.n3 *= q; |
2104 | this.viewerFaces[i] = v; | 2104 | this.viewerFaces[i] = v; |
2105 | } | 2105 | } |
2106 | } | 2106 | } |
2107 | 2107 | ||
2108 | } | 2108 | } |
2109 | 2109 | ||
2110 | /// <summary> | 2110 | /// <summary> |
2111 | /// Scales the mesh | 2111 | /// Scales the mesh |
2112 | /// </summary> | 2112 | /// </summary> |
2113 | /// <param name="x"></param> | 2113 | /// <param name="x"></param> |
2114 | /// <param name="y"></param> | 2114 | /// <param name="y"></param> |
2115 | /// <param name="z"></param> | 2115 | /// <param name="z"></param> |
2116 | public void Scale(float x, float y, float z) | 2116 | public void Scale(float x, float y, float z) |
2117 | { | 2117 | { |
2118 | int i; | 2118 | int i; |
2119 | int numVerts = this.coords.Count; | 2119 | int numVerts = this.coords.Count; |
2120 | //Coord vert; | 2120 | //Coord vert; |
2121 | 2121 | ||
2122 | Coord m = new Coord(x, y, z); | 2122 | Coord m = new Coord(x, y, z); |
2123 | for (i = 0; i < numVerts; i++) | 2123 | for (i = 0; i < numVerts; i++) |
2124 | this.coords[i] *= m; | 2124 | this.coords[i] *= m; |
2125 | 2125 | ||
2126 | if (this.viewerFaces != null) | 2126 | if (this.viewerFaces != null) |
2127 | { | 2127 | { |
2128 | int numViewerFaces = this.viewerFaces.Count; | 2128 | int numViewerFaces = this.viewerFaces.Count; |
2129 | for (i = 0; i < numViewerFaces; i++) | 2129 | for (i = 0; i < numViewerFaces; i++) |
2130 | { | 2130 | { |
2131 | ViewerFace v = this.viewerFaces[i]; | 2131 | ViewerFace v = this.viewerFaces[i]; |
2132 | v.v1 *= m; | 2132 | v.v1 *= m; |
2133 | v.v2 *= m; | 2133 | v.v2 *= m; |
2134 | v.v3 *= m; | 2134 | v.v3 *= m; |
2135 | this.viewerFaces[i] = v; | 2135 | this.viewerFaces[i] = v; |
2136 | } | 2136 | } |
2137 | 2137 | ||
2138 | } | 2138 | } |
2139 | 2139 | ||
2140 | } | 2140 | } |
2141 | 2141 | ||
2142 | /// <summary> | 2142 | /// <summary> |
2143 | /// Dumps the mesh to a Blender compatible "Raw" format file | 2143 | /// Dumps the mesh to a Blender compatible "Raw" format file |
2144 | /// </summary> | 2144 | /// </summary> |
2145 | /// <param name="path"></param> | 2145 | /// <param name="path"></param> |
2146 | /// <param name="name"></param> | 2146 | /// <param name="name"></param> |
2147 | /// <param name="title"></param> | 2147 | /// <param name="title"></param> |
2148 | public void DumpRaw(String path, String name, String title) | 2148 | public void DumpRaw(String path, String name, String title) |
2149 | { | 2149 | { |
2150 | if (path == null) | 2150 | if (path == null) |
2151 | return; | 2151 | return; |
2152 | String fileName = name + "_" + title + ".raw"; | 2152 | String fileName = name + "_" + title + ".raw"; |
2153 | String completePath = Path.Combine(path, fileName); | 2153 | String completePath = Path.Combine(path, fileName); |
2154 | StreamWriter sw = new StreamWriter(completePath); | 2154 | StreamWriter sw = new StreamWriter(completePath); |
2155 | 2155 | ||
2156 | for (int i = 0; i < this.faces.Count; i++) | 2156 | for (int i = 0; i < this.faces.Count; i++) |
2157 | { | 2157 | { |
2158 | string s = this.coords[this.faces[i].v1].ToString(); | 2158 | string s = this.coords[this.faces[i].v1].ToString(); |
2159 | s += " " + this.coords[this.faces[i].v2].ToString(); | 2159 | s += " " + this.coords[this.faces[i].v2].ToString(); |
2160 | s += " " + this.coords[this.faces[i].v3].ToString(); | 2160 | s += " " + this.coords[this.faces[i].v3].ToString(); |
2161 | 2161 | ||
2162 | sw.WriteLine(s); | 2162 | sw.WriteLine(s); |
2163 | } | 2163 | } |
2164 | 2164 | ||
2165 | sw.Close(); | 2165 | sw.Close(); |
2166 | } | 2166 | } |
2167 | } | 2167 | } |
2168 | } | 2168 | } |