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authorDahlia Trimble2008-08-23 08:33:00 +0000
committerDahlia Trimble2008-08-23 08:33:00 +0000
commitdf14889635cf0059b50b01a0b648de9ab92835a7 (patch)
tree50783c7c470a2ba46a96e769c5c14a1d4f0fb390 /OpenSim/Region/Physics/Meshing/PrimMesher.cs
parentSome complex re-ordering to make prebuild do what needed to be done. (diff)
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some initial work on new prim meshing routines (incomplete)
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-rw-r--r--OpenSim/Region/Physics/Meshing/PrimMesher.cs176
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diff --git a/OpenSim/Region/Physics/Meshing/PrimMesher.cs b/OpenSim/Region/Physics/Meshing/PrimMesher.cs
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1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSim Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using OpenSim.Framework;
31using OpenSim.Region.Physics.Manager;
32
33namespace OpenSim.Region.Physics.Meshing
34{
35 public struct vertex
36 {
37 public float X;
38 public float Y;
39 public float Z;
40
41 public vertex(float x, float y, float z)
42 {
43 this.X = x;
44 this.Y = y;
45 this.Z = z;
46 }
47 }
48
49 public struct face
50 {
51 public int v1;
52 public int v2;
53 public int v3;
54
55 public face(int v1, int v2, int v3)
56 {
57 this.v1 = v1;
58 this.v2 = v2;
59 this.v3 = v3;
60 }
61 }
62
63 internal struct Angle
64 {
65 internal float angle;
66 internal float X;
67 internal float Y;
68
69 internal Angle(float angle, float x, float y)
70 {
71 this.angle = angle;
72 this.X = x;
73 this.Y = y;
74 }
75 }
76
77 internal class AngleList
78 {
79 private float iX, iY; // intersection point
80 private void intersection( float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4)
81 { // ref: http://local.wasp.uwa.edu.au/~pbourke/geometry/lineline2d/
82 float denom = (y4 - y3) * (x2 - x1) - (x4 - x3) * (y2 - y1);
83 float uaNumerator = (x4 - x3) * (y1 - y3) - (y4 - y3) * (x1 - x3);
84
85 if (denom != 0.0)
86 {
87 float ua = uaNumerator / denom;
88 iX = x1 + ua * (x2 - x1);
89 iY = y1 + ua * (y2 - y1);
90 }
91 }
92
93 internal List<Angle> angles;
94
95 // this class should have a table of most commonly computed values
96 // instead of all the trig function calls
97 // most common would be for sides = 3, 4, or 24
98 AngleList( int sides, float startAngle, float stopAngle )
99 {
100 angles = new List<Angle>();
101 double twoPi = System.Math.PI * 2.0;
102 double stepSize = twoPi / sides;
103
104 int startStep = (int) (startAngle / stepSize);
105 double angle = stepSize * startStep;
106 int step = startStep;
107 double stopAngleTest = stopAngle;
108 if (stopAngle < twoPi)
109 {
110 stopAngleTest = stepSize * (int)(stopAngle / stepSize) + 1;
111 if (stopAngleTest < stopAngle)
112 stopAngleTest += stepSize;
113 if (stopAngleTest > twoPi)
114 stopAngleTest = twoPi;
115 }
116
117 while (angle <= stopAngleTest)
118 {
119 Angle newAngle;
120 newAngle.angle = (float) angle;
121 newAngle.X = (float) System.Math.Cos(angle);
122 newAngle.Y = (float) System.Math.Sin(angle);
123 angles.Add(newAngle);
124 step += 1;
125 angle = stepSize * step;
126 }
127
128 if (startAngle > angles[0].angle)
129 {
130 Angle newAngle;
131 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));
132 newAngle.angle = startAngle;
133 newAngle.X = iX;
134 newAngle.Y = iY;
135 angles[0] = newAngle;
136 }
137
138 int index = angles.Count - 1;
139 if (stopAngle < angles[index].angle)
140 {
141 Angle newAngle;
142 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));
143 newAngle.angle = stopAngle;
144 newAngle.X = iX;
145 newAngle.Y = iY;
146 angles[index] = newAngle;
147 }
148 }
149 }
150
151 internal class PrimProfile
152 {
153 internal List<vertex> vertices;
154 internal List<face> faces;
155
156 PrimProfile()
157 {
158 vertices = new List<vertex>();
159 faces = new List<face>();
160 }
161 }
162
163 public class PrimMesher
164 {
165 public List<vertex> vertices;
166 public List<face> faces;
167
168 PrimMesher()
169 {
170 vertices = new List<vertex>();
171 faces = new List<face>();
172
173
174 }
175 }
176}