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author | Robert Adams | 2015-09-08 06:15:46 -0700 |
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committer | Robert Adams | 2015-09-08 06:15:46 -0700 |
commit | 4dd17c4117ea413fb0c4418511956cb3abfe258c (patch) | |
tree | 6f31a583610f8bf074d1f0b4e7ab6ccef37dec9a /OpenSim/Region/PhysicsModules/UbitMeshing/PrimMesher.cs | |
parent | Merge of ubitworkvarnew with opensim/master as of 20150905. (diff) | |
download | opensim-SC_OLD-4dd17c4117ea413fb0c4418511956cb3abfe258c.zip opensim-SC_OLD-4dd17c4117ea413fb0c4418511956cb3abfe258c.tar.gz opensim-SC_OLD-4dd17c4117ea413fb0c4418511956cb3abfe258c.tar.bz2 opensim-SC_OLD-4dd17c4117ea413fb0c4418511956cb3abfe258c.tar.xz |
More 'everything is a module' merging.
Have most of UbitOde converted.
There are compile errors in OpenSimBase as the new modules stuff is not all there.
Removed ChOdePlugin as it's connection to OdePlugin was tangled.
Diffstat (limited to 'OpenSim/Region/PhysicsModules/UbitMeshing/PrimMesher.cs')
-rw-r--r-- | OpenSim/Region/PhysicsModules/UbitMeshing/PrimMesher.cs | 1708 |
1 files changed, 1708 insertions, 0 deletions
diff --git a/OpenSim/Region/PhysicsModules/UbitMeshing/PrimMesher.cs b/OpenSim/Region/PhysicsModules/UbitMeshing/PrimMesher.cs new file mode 100644 index 0000000..8eb136b --- /dev/null +++ b/OpenSim/Region/PhysicsModules/UbitMeshing/PrimMesher.cs | |||
@@ -0,0 +1,1708 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyright | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | |||
28 | using System; | ||
29 | using System.Collections.Generic; | ||
30 | using System.Text; | ||
31 | using System.IO; | ||
32 | |||
33 | namespace PrimMesher | ||
34 | { | ||
35 | public struct Quat | ||
36 | { | ||
37 | /// <summary>X value</summary> | ||
38 | public float X; | ||
39 | /// <summary>Y value</summary> | ||
40 | public float Y; | ||
41 | /// <summary>Z value</summary> | ||
42 | public float Z; | ||
43 | /// <summary>W value</summary> | ||
44 | public float W; | ||
45 | |||
46 | public Quat(float x, float y, float z, float w) | ||
47 | { | ||
48 | X = x; | ||
49 | Y = y; | ||
50 | Z = z; | ||
51 | W = w; | ||
52 | } | ||
53 | |||
54 | public Quat(Coord axis, float angle) | ||
55 | { | ||
56 | axis = axis.Normalize(); | ||
57 | |||
58 | angle *= 0.5f; | ||
59 | float c = (float)Math.Cos(angle); | ||
60 | float s = (float)Math.Sin(angle); | ||
61 | |||
62 | X = axis.X * s; | ||
63 | Y = axis.Y * s; | ||
64 | Z = axis.Z * s; | ||
65 | W = c; | ||
66 | |||
67 | Normalize(); | ||
68 | } | ||
69 | |||
70 | public float Length() | ||
71 | { | ||
72 | return (float)Math.Sqrt(X * X + Y * Y + Z * Z + W * W); | ||
73 | } | ||
74 | |||
75 | public Quat Normalize() | ||
76 | { | ||
77 | const float MAG_THRESHOLD = 0.0000001f; | ||
78 | float mag = Length(); | ||
79 | |||
80 | // Catch very small rounding errors when normalizing | ||
81 | if (mag > MAG_THRESHOLD) | ||
82 | { | ||
83 | float oomag = 1f / mag; | ||
84 | X *= oomag; | ||
85 | Y *= oomag; | ||
86 | Z *= oomag; | ||
87 | W *= oomag; | ||
88 | } | ||
89 | else | ||
90 | { | ||
91 | X = 0f; | ||
92 | Y = 0f; | ||
93 | Z = 0f; | ||
94 | W = 1f; | ||
95 | } | ||
96 | |||
97 | return this; | ||
98 | } | ||
99 | |||
100 | public static Quat operator *(Quat q1, Quat q2) | ||
101 | { | ||
102 | float x = q1.W * q2.X + q1.X * q2.W + q1.Y * q2.Z - q1.Z * q2.Y; | ||
103 | float y = q1.W * q2.Y - q1.X * q2.Z + q1.Y * q2.W + q1.Z * q2.X; | ||
104 | float z = q1.W * q2.Z + q1.X * q2.Y - q1.Y * q2.X + q1.Z * q2.W; | ||
105 | float w = q1.W * q2.W - q1.X * q2.X - q1.Y * q2.Y - q1.Z * q2.Z; | ||
106 | return new Quat(x, y, z, w); | ||
107 | } | ||
108 | |||
109 | public override string ToString() | ||
110 | { | ||
111 | return "< X: " + this.X.ToString() + ", Y: " + this.Y.ToString() + ", Z: " + this.Z.ToString() + ", W: " + this.W.ToString() + ">"; | ||
112 | } | ||
113 | } | ||
114 | |||
115 | public struct Coord | ||
116 | { | ||
117 | public float X; | ||
118 | public float Y; | ||
119 | public float Z; | ||
120 | |||
121 | public Coord(float x, float y, float z) | ||
122 | { | ||
123 | this.X = x; | ||
124 | this.Y = y; | ||
125 | this.Z = z; | ||
126 | } | ||
127 | |||
128 | public float Length() | ||
129 | { | ||
130 | return (float)Math.Sqrt(this.X * this.X + this.Y * this.Y + this.Z * this.Z); | ||
131 | } | ||
132 | |||
133 | public Coord Invert() | ||
134 | { | ||
135 | this.X = -this.X; | ||
136 | this.Y = -this.Y; | ||
137 | this.Z = -this.Z; | ||
138 | |||
139 | return this; | ||
140 | } | ||
141 | |||
142 | public Coord Normalize() | ||
143 | { | ||
144 | const float MAG_THRESHOLD = 0.0000001f; | ||
145 | float mag = Length(); | ||
146 | |||
147 | // Catch very small rounding errors when normalizing | ||
148 | if (mag > MAG_THRESHOLD) | ||
149 | { | ||
150 | float oomag = 1.0f / mag; | ||
151 | this.X *= oomag; | ||
152 | this.Y *= oomag; | ||
153 | this.Z *= oomag; | ||
154 | } | ||
155 | else | ||
156 | { | ||
157 | this.X = 0.0f; | ||
158 | this.Y = 0.0f; | ||
159 | this.Z = 0.0f; | ||
160 | } | ||
161 | |||
162 | return this; | ||
163 | } | ||
164 | |||
165 | public override string ToString() | ||
166 | { | ||
167 | return this.X.ToString() + " " + this.Y.ToString() + " " + this.Z.ToString(); | ||
168 | } | ||
169 | |||
170 | public static Coord Cross(Coord c1, Coord c2) | ||
171 | { | ||
172 | return new Coord( | ||
173 | c1.Y * c2.Z - c2.Y * c1.Z, | ||
174 | c1.Z * c2.X - c2.Z * c1.X, | ||
175 | c1.X * c2.Y - c2.X * c1.Y | ||
176 | ); | ||
177 | } | ||
178 | |||
179 | public static Coord operator +(Coord v, Coord a) | ||
180 | { | ||
181 | return new Coord(v.X + a.X, v.Y + a.Y, v.Z + a.Z); | ||
182 | } | ||
183 | |||
184 | public static Coord operator *(Coord v, Coord m) | ||
185 | { | ||
186 | return new Coord(v.X * m.X, v.Y * m.Y, v.Z * m.Z); | ||
187 | } | ||
188 | |||
189 | public static Coord operator *(Coord v, Quat q) | ||
190 | { | ||
191 | // From http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/transforms/ | ||
192 | |||
193 | Coord c2 = new Coord(0.0f, 0.0f, 0.0f); | ||
194 | |||
195 | c2.X = q.W * q.W * v.X + | ||
196 | 2f * q.Y * q.W * v.Z - | ||
197 | 2f * q.Z * q.W * v.Y + | ||
198 | q.X * q.X * v.X + | ||
199 | 2f * q.Y * q.X * v.Y + | ||
200 | 2f * q.Z * q.X * v.Z - | ||
201 | q.Z * q.Z * v.X - | ||
202 | q.Y * q.Y * v.X; | ||
203 | |||
204 | c2.Y = | ||
205 | 2f * q.X * q.Y * v.X + | ||
206 | q.Y * q.Y * v.Y + | ||
207 | 2f * q.Z * q.Y * v.Z + | ||
208 | 2f * q.W * q.Z * v.X - | ||
209 | q.Z * q.Z * v.Y + | ||
210 | q.W * q.W * v.Y - | ||
211 | 2f * q.X * q.W * v.Z - | ||
212 | q.X * q.X * v.Y; | ||
213 | |||
214 | c2.Z = | ||
215 | 2f * q.X * q.Z * v.X + | ||
216 | 2f * q.Y * q.Z * v.Y + | ||
217 | q.Z * q.Z * v.Z - | ||
218 | 2f * q.W * q.Y * v.X - | ||
219 | q.Y * q.Y * v.Z + | ||
220 | 2f * q.W * q.X * v.Y - | ||
221 | q.X * q.X * v.Z + | ||
222 | q.W * q.W * v.Z; | ||
223 | |||
224 | return c2; | ||
225 | } | ||
226 | } | ||
227 | |||
228 | public struct Face | ||
229 | { | ||
230 | public int primFace; | ||
231 | |||
232 | // vertices | ||
233 | public int v1; | ||
234 | public int v2; | ||
235 | public int v3; | ||
236 | |||
237 | public Face(int v1, int v2, int v3) | ||
238 | { | ||
239 | primFace = 0; | ||
240 | |||
241 | this.v1 = v1; | ||
242 | this.v2 = v2; | ||
243 | this.v3 = v3; | ||
244 | |||
245 | } | ||
246 | |||
247 | public Coord SurfaceNormal(List<Coord> coordList) | ||
248 | { | ||
249 | Coord c1 = coordList[this.v1]; | ||
250 | Coord c2 = coordList[this.v2]; | ||
251 | Coord c3 = coordList[this.v3]; | ||
252 | |||
253 | Coord edge1 = new Coord(c2.X - c1.X, c2.Y - c1.Y, c2.Z - c1.Z); | ||
254 | Coord edge2 = new Coord(c3.X - c1.X, c3.Y - c1.Y, c3.Z - c1.Z); | ||
255 | |||
256 | return Coord.Cross(edge1, edge2).Normalize(); | ||
257 | } | ||
258 | } | ||
259 | |||
260 | internal struct Angle | ||
261 | { | ||
262 | internal float angle; | ||
263 | internal float X; | ||
264 | internal float Y; | ||
265 | |||
266 | internal Angle(float angle, float x, float y) | ||
267 | { | ||
268 | this.angle = angle; | ||
269 | this.X = x; | ||
270 | this.Y = y; | ||
271 | } | ||
272 | } | ||
273 | |||
274 | internal class AngleList | ||
275 | { | ||
276 | private float iX, iY; // intersection point | ||
277 | |||
278 | private static Angle[] angles3 = | ||
279 | { | ||
280 | new Angle(0.0f, 1.0f, 0.0f), | ||
281 | new Angle(0.33333333333333333f, -0.5f, 0.86602540378443871f), | ||
282 | new Angle(0.66666666666666667f, -0.5f, -0.86602540378443837f), | ||
283 | new Angle(1.0f, 1.0f, 0.0f) | ||
284 | }; | ||
285 | |||
286 | private static Angle[] angles4 = | ||
287 | { | ||
288 | new Angle(0.0f, 1.0f, 0.0f), | ||
289 | new Angle(0.25f, 0.0f, 1.0f), | ||
290 | new Angle(0.5f, -1.0f, 0.0f), | ||
291 | new Angle(0.75f, 0.0f, -1.0f), | ||
292 | new Angle(1.0f, 1.0f, 0.0f) | ||
293 | }; | ||
294 | |||
295 | private static Angle[] angles6 = | ||
296 | { | ||
297 | new Angle(0.0f, 1.0f, 0.0f), | ||
298 | new Angle(0.16666666666666667f, 0.5f, 0.8660254037844386f), | ||
299 | new Angle(0.33333333333333333f, -0.5f, 0.86602540378443871f), | ||
300 | new Angle(0.5f, -1.0f, 0.0f), | ||
301 | new Angle(0.66666666666666667f, -0.5f, -0.86602540378443837f), | ||
302 | new Angle(0.83333333333333326f, 0.5f, -0.86602540378443904f), | ||
303 | new Angle(1.0f, 1.0f, 0.0f) | ||
304 | }; | ||
305 | |||
306 | private static Angle[] angles12 = | ||
307 | { | ||
308 | new Angle(0.0f, 1.0f, 0.0f), | ||
309 | new Angle(0.083333333333333329f, 0.86602540378443871f, 0.5f), | ||
310 | new Angle(0.16666666666666667f, 0.5f, 0.8660254037844386f), | ||
311 | new Angle(0.25f, 0.0f, 1.0f), | ||
312 | new Angle(0.33333333333333333f, -0.5f, 0.86602540378443871f), | ||
313 | new Angle(0.41666666666666663f, -0.86602540378443849f, 0.5f), | ||
314 | new Angle(0.5f, -1.0f, 0.0f), | ||
315 | new Angle(0.58333333333333326f, -0.86602540378443882f, -0.5f), | ||
316 | new Angle(0.66666666666666667f, -0.5f, -0.86602540378443837f), | ||
317 | new Angle(0.75f, 0.0f, -1.0f), | ||
318 | new Angle(0.83333333333333326f, 0.5f, -0.86602540378443904f), | ||
319 | new Angle(0.91666666666666663f, 0.86602540378443837f, -0.5f), | ||
320 | new Angle(1.0f, 1.0f, 0.0f) | ||
321 | }; | ||
322 | |||
323 | private static Angle[] angles24 = | ||
324 | { | ||
325 | new Angle(0.0f, 1.0f, 0.0f), | ||
326 | new Angle(0.041666666666666664f, 0.96592582628906831f, 0.25881904510252074f), | ||
327 | new Angle(0.083333333333333329f, 0.86602540378443871f, 0.5f), | ||
328 | new Angle(0.125f, 0.70710678118654757f, 0.70710678118654746f), | ||
329 | new Angle(0.16666666666666667f, 0.5f, 0.8660254037844386f), | ||
330 | new Angle(0.20833333333333331f, 0.25881904510252096f, 0.9659258262890682f), | ||
331 | new Angle(0.25f, 0.0f, 1.0f), | ||
332 | new Angle(0.29166666666666663f, -0.25881904510252063f, 0.96592582628906831f), | ||
333 | new Angle(0.33333333333333333f, -0.5f, 0.86602540378443871f), | ||
334 | new Angle(0.375f, -0.70710678118654746f, 0.70710678118654757f), | ||
335 | new Angle(0.41666666666666663f, -0.86602540378443849f, 0.5f), | ||
336 | new Angle(0.45833333333333331f, -0.9659258262890682f, 0.25881904510252102f), | ||
337 | new Angle(0.5f, -1.0f, 0.0f), | ||
338 | new Angle(0.54166666666666663f, -0.96592582628906842f, -0.25881904510252035f), | ||
339 | new Angle(0.58333333333333326f, -0.86602540378443882f, -0.5f), | ||
340 | new Angle(0.62499999999999989f, -0.70710678118654791f, -0.70710678118654713f), | ||
341 | new Angle(0.66666666666666667f, -0.5f, -0.86602540378443837f), | ||
342 | new Angle(0.70833333333333326f, -0.25881904510252152f, -0.96592582628906809f), | ||
343 | new Angle(0.75f, 0.0f, -1.0f), | ||
344 | new Angle(0.79166666666666663f, 0.2588190451025203f, -0.96592582628906842f), | ||
345 | new Angle(0.83333333333333326f, 0.5f, -0.86602540378443904f), | ||
346 | new Angle(0.875f, 0.70710678118654735f, -0.70710678118654768f), | ||
347 | new Angle(0.91666666666666663f, 0.86602540378443837f, -0.5f), | ||
348 | new Angle(0.95833333333333326f, 0.96592582628906809f, -0.25881904510252157f), | ||
349 | new Angle(1.0f, 1.0f, 0.0f) | ||
350 | }; | ||
351 | |||
352 | private Angle interpolatePoints(float newPoint, Angle p1, Angle p2) | ||
353 | { | ||
354 | float m = (newPoint - p1.angle) / (p2.angle - p1.angle); | ||
355 | return new Angle(newPoint, p1.X + m * (p2.X - p1.X), p1.Y + m * (p2.Y - p1.Y)); | ||
356 | } | ||
357 | |||
358 | private void intersection(double x1, double y1, double x2, double y2, double x3, double y3, double x4, double y4) | ||
359 | { // ref: http://local.wasp.uwa.edu.au/~pbourke/geometry/lineline2d/ | ||
360 | double denom = (y4 - y3) * (x2 - x1) - (x4 - x3) * (y2 - y1); | ||
361 | double uaNumerator = (x4 - x3) * (y1 - y3) - (y4 - y3) * (x1 - x3); | ||
362 | |||
363 | if (denom != 0.0) | ||
364 | { | ||
365 | double ua = uaNumerator / denom; | ||
366 | iX = (float)(x1 + ua * (x2 - x1)); | ||
367 | iY = (float)(y1 + ua * (y2 - y1)); | ||
368 | } | ||
369 | } | ||
370 | |||
371 | internal List<Angle> angles; | ||
372 | |||
373 | internal void makeAngles(int sides, float startAngle, float stopAngle, bool hasCut) | ||
374 | { | ||
375 | angles = new List<Angle>(); | ||
376 | |||
377 | const double twoPi = System.Math.PI * 2.0; | ||
378 | const float twoPiInv = (float)(1.0d / twoPi); | ||
379 | |||
380 | if (sides < 1) | ||
381 | throw new Exception("number of sides not greater than zero"); | ||
382 | if (stopAngle <= startAngle) | ||
383 | throw new Exception("stopAngle not greater than startAngle"); | ||
384 | |||
385 | if ((sides == 3 || sides == 4 || sides == 6 || sides == 12 || sides == 24)) | ||
386 | { | ||
387 | startAngle *= twoPiInv; | ||
388 | stopAngle *= twoPiInv; | ||
389 | |||
390 | Angle[] sourceAngles; | ||
391 | switch (sides) | ||
392 | { | ||
393 | case 3: | ||
394 | sourceAngles = angles3; | ||
395 | break; | ||
396 | case 4: | ||
397 | sourceAngles = angles4; | ||
398 | break; | ||
399 | case 6: | ||
400 | sourceAngles = angles6; | ||
401 | break; | ||
402 | case 12: | ||
403 | sourceAngles = angles12; | ||
404 | break; | ||
405 | default: | ||
406 | sourceAngles = angles24; | ||
407 | break; | ||
408 | } | ||
409 | |||
410 | int startAngleIndex = (int)(startAngle * sides); | ||
411 | int endAngleIndex = sourceAngles.Length - 1; | ||
412 | |||
413 | if (hasCut) | ||
414 | { | ||
415 | if (stopAngle < 1.0f) | ||
416 | endAngleIndex = (int)(stopAngle * sides) + 1; | ||
417 | if (endAngleIndex == startAngleIndex) | ||
418 | endAngleIndex++; | ||
419 | |||
420 | for (int angleIndex = startAngleIndex; angleIndex < endAngleIndex + 1; angleIndex++) | ||
421 | { | ||
422 | angles.Add(sourceAngles[angleIndex]); | ||
423 | } | ||
424 | |||
425 | if (startAngle > 0.0f) | ||
426 | angles[0] = interpolatePoints(startAngle, angles[0], angles[1]); | ||
427 | |||
428 | if (stopAngle < 1.0f) | ||
429 | { | ||
430 | int lastAngleIndex = angles.Count - 1; | ||
431 | angles[lastAngleIndex] = interpolatePoints(stopAngle, angles[lastAngleIndex - 1], angles[lastAngleIndex]); | ||
432 | } | ||
433 | } | ||
434 | else | ||
435 | { | ||
436 | for (int angleIndex = startAngleIndex; angleIndex < endAngleIndex; angleIndex++) | ||
437 | angles.Add(sourceAngles[angleIndex]); | ||
438 | } | ||
439 | } | ||
440 | else | ||
441 | { | ||
442 | double stepSize = twoPi / sides; | ||
443 | |||
444 | int startStep = (int)(startAngle / stepSize); | ||
445 | double angle = stepSize * startStep; | ||
446 | int step = startStep; | ||
447 | double stopAngleTest = stopAngle; | ||
448 | if (stopAngle < twoPi) | ||
449 | { | ||
450 | stopAngleTest = stepSize * ((int)(stopAngle / stepSize) + 1); | ||
451 | if (stopAngleTest < stopAngle) | ||
452 | stopAngleTest += stepSize; | ||
453 | if (stopAngleTest > twoPi) | ||
454 | stopAngleTest = twoPi; | ||
455 | } | ||
456 | |||
457 | while (angle <= stopAngleTest) | ||
458 | { | ||
459 | Angle newAngle; | ||
460 | newAngle.angle = (float)angle; | ||
461 | newAngle.X = (float)System.Math.Cos(angle); | ||
462 | newAngle.Y = (float)System.Math.Sin(angle); | ||
463 | angles.Add(newAngle); | ||
464 | step += 1; | ||
465 | angle = stepSize * step; | ||
466 | } | ||
467 | |||
468 | if (startAngle > angles[0].angle) | ||
469 | { | ||
470 | Angle newAngle; | ||
471 | intersection(angles[0].X, angles[0].Y, angles[1].X, angles[1].Y, 0.0f, 0.0f, (float)Math.Cos(startAngle), (float)Math.Sin(startAngle)); | ||
472 | newAngle.angle = startAngle; | ||
473 | newAngle.X = iX; | ||
474 | newAngle.Y = iY; | ||
475 | angles[0] = newAngle; | ||
476 | } | ||
477 | |||
478 | int index = angles.Count - 1; | ||
479 | if (stopAngle < angles[index].angle) | ||
480 | { | ||
481 | Angle newAngle; | ||
482 | intersection(angles[index - 1].X, angles[index - 1].Y, angles[index].X, angles[index].Y, 0.0f, 0.0f, (float)Math.Cos(stopAngle), (float)Math.Sin(stopAngle)); | ||
483 | newAngle.angle = stopAngle; | ||
484 | newAngle.X = iX; | ||
485 | newAngle.Y = iY; | ||
486 | angles[index] = newAngle; | ||
487 | } | ||
488 | } | ||
489 | } | ||
490 | } | ||
491 | |||
492 | /// <summary> | ||
493 | /// generates a profile for extrusion | ||
494 | /// </summary> | ||
495 | public class Profile | ||
496 | { | ||
497 | private const float twoPi = 2.0f * (float)Math.PI; | ||
498 | |||
499 | public string errorMessage = null; | ||
500 | |||
501 | public List<Coord> coords; | ||
502 | public List<Face> faces; | ||
503 | |||
504 | // use these for making individual meshes for each prim face | ||
505 | public List<int> outerCoordIndices = null; | ||
506 | public List<int> hollowCoordIndices = null; | ||
507 | |||
508 | public int numOuterVerts = 0; | ||
509 | public int numHollowVerts = 0; | ||
510 | |||
511 | public int outerFaceNumber = -1; | ||
512 | public int hollowFaceNumber = -1; | ||
513 | |||
514 | public int bottomFaceNumber = 0; | ||
515 | public int numPrimFaces = 0; | ||
516 | |||
517 | public Profile() | ||
518 | { | ||
519 | this.coords = new List<Coord>(); | ||
520 | this.faces = new List<Face>(); | ||
521 | } | ||
522 | |||
523 | public Profile(int sides, float profileStart, float profileEnd, float hollow, int hollowSides, bool hasProfileCut, bool createFaces) | ||
524 | { | ||
525 | const float halfSqr2 = 0.7071067811866f; | ||
526 | |||
527 | this.coords = new List<Coord>(); | ||
528 | this.faces = new List<Face>(); | ||
529 | |||
530 | List<Coord> hollowCoords = new List<Coord>(); | ||
531 | |||
532 | bool hasHollow = (hollow > 0.0f); | ||
533 | |||
534 | AngleList angles = new AngleList(); | ||
535 | AngleList hollowAngles = new AngleList(); | ||
536 | |||
537 | float xScale = 0.5f; | ||
538 | float yScale = 0.5f; | ||
539 | if (sides == 4) // corners of a square are sqrt(2) from center | ||
540 | { | ||
541 | xScale = halfSqr2; | ||
542 | yScale = halfSqr2; | ||
543 | } | ||
544 | |||
545 | float startAngle = profileStart * twoPi; | ||
546 | float stopAngle = profileEnd * twoPi; | ||
547 | |||
548 | try { angles.makeAngles(sides, startAngle, stopAngle,hasProfileCut); } | ||
549 | catch (Exception ex) | ||
550 | { | ||
551 | |||
552 | errorMessage = "makeAngles failed: Exception: " + ex.ToString() | ||
553 | + "\nsides: " + sides.ToString() + " startAngle: " + startAngle.ToString() + " stopAngle: " + stopAngle.ToString(); | ||
554 | |||
555 | return; | ||
556 | } | ||
557 | |||
558 | this.numOuterVerts = angles.angles.Count; | ||
559 | |||
560 | Angle angle; | ||
561 | Coord newVert = new Coord(); | ||
562 | |||
563 | // flag to create as few triangles as possible for 3 or 4 side profile | ||
564 | bool simpleFace = (sides < 5 && !hasHollow && !hasProfileCut); | ||
565 | |||
566 | if (hasHollow) | ||
567 | { | ||
568 | if (sides == hollowSides) | ||
569 | hollowAngles = angles; | ||
570 | else | ||
571 | { | ||
572 | try { hollowAngles.makeAngles(hollowSides, startAngle, stopAngle, hasProfileCut); } | ||
573 | catch (Exception ex) | ||
574 | { | ||
575 | errorMessage = "makeAngles failed: Exception: " + ex.ToString() | ||
576 | + "\nsides: " + sides.ToString() + " startAngle: " + startAngle.ToString() + " stopAngle: " + stopAngle.ToString(); | ||
577 | |||
578 | return; | ||
579 | } | ||
580 | |||
581 | int numHollowAngles = hollowAngles.angles.Count; | ||
582 | for (int i = 0; i < numHollowAngles; i++) | ||
583 | { | ||
584 | angle = hollowAngles.angles[i]; | ||
585 | newVert.X = hollow * xScale * angle.X; | ||
586 | newVert.Y = hollow * yScale * angle.Y; | ||
587 | newVert.Z = 0.0f; | ||
588 | |||
589 | hollowCoords.Add(newVert); | ||
590 | } | ||
591 | } | ||
592 | this.numHollowVerts = hollowAngles.angles.Count; | ||
593 | } | ||
594 | else if (!simpleFace) | ||
595 | { | ||
596 | Coord center = new Coord(0.0f, 0.0f, 0.0f); | ||
597 | this.coords.Add(center); | ||
598 | } | ||
599 | |||
600 | int numAngles = angles.angles.Count; | ||
601 | bool hollowsame = (hasHollow && hollowSides == sides); | ||
602 | |||
603 | for (int i = 0; i < numAngles; i++) | ||
604 | { | ||
605 | angle = angles.angles[i]; | ||
606 | newVert.X = angle.X * xScale; | ||
607 | newVert.Y = angle.Y * yScale; | ||
608 | newVert.Z = 0.0f; | ||
609 | this.coords.Add(newVert); | ||
610 | if (hollowsame) | ||
611 | { | ||
612 | newVert.X *= hollow; | ||
613 | newVert.Y *= hollow; | ||
614 | hollowCoords.Add(newVert); | ||
615 | } | ||
616 | } | ||
617 | |||
618 | if (hasHollow) | ||
619 | { | ||
620 | hollowCoords.Reverse(); | ||
621 | this.coords.AddRange(hollowCoords); | ||
622 | |||
623 | if (createFaces) | ||
624 | { | ||
625 | int numTotalVerts = this.numOuterVerts + this.numHollowVerts; | ||
626 | |||
627 | if (this.numOuterVerts == this.numHollowVerts) | ||
628 | { | ||
629 | Face newFace = new Face(); | ||
630 | |||
631 | for (int coordIndex = 0; coordIndex < this.numOuterVerts - 1; coordIndex++) | ||
632 | { | ||
633 | newFace.v1 = coordIndex; | ||
634 | newFace.v2 = coordIndex + 1; | ||
635 | newFace.v3 = numTotalVerts - coordIndex - 1; | ||
636 | this.faces.Add(newFace); | ||
637 | |||
638 | newFace.v1 = coordIndex + 1; | ||
639 | newFace.v2 = numTotalVerts - coordIndex - 2; | ||
640 | newFace.v3 = numTotalVerts - coordIndex - 1; | ||
641 | this.faces.Add(newFace); | ||
642 | } | ||
643 | if (!hasProfileCut) | ||
644 | { | ||
645 | newFace.v1 = this.numOuterVerts - 1; | ||
646 | newFace.v2 = 0; | ||
647 | newFace.v3 = this.numOuterVerts; | ||
648 | this.faces.Add(newFace); | ||
649 | |||
650 | newFace.v1 = 0; | ||
651 | newFace.v2 = numTotalVerts - 1; | ||
652 | newFace.v3 = this.numOuterVerts; | ||
653 | this.faces.Add(newFace); | ||
654 | } | ||
655 | } | ||
656 | else if (this.numOuterVerts < this.numHollowVerts) | ||
657 | { | ||
658 | Face newFace = new Face(); | ||
659 | int j = 0; // j is the index for outer vertices | ||
660 | int i; | ||
661 | int maxJ = this.numOuterVerts - 1; | ||
662 | float curHollowAngle = 0; | ||
663 | for (i = 0; i < this.numHollowVerts; i++) // i is the index for inner vertices | ||
664 | { | ||
665 | curHollowAngle = hollowAngles.angles[i].angle; | ||
666 | if (j < maxJ) | ||
667 | { | ||
668 | if (angles.angles[j + 1].angle - curHollowAngle < curHollowAngle - angles.angles[j].angle + 0.000001f) | ||
669 | { | ||
670 | newFace.v1 = numTotalVerts - i - 1; | ||
671 | newFace.v2 = j; | ||
672 | newFace.v3 = j + 1; | ||
673 | this.faces.Add(newFace); | ||
674 | j++; | ||
675 | } | ||
676 | } | ||
677 | else | ||
678 | { | ||
679 | if (1.0f - curHollowAngle < curHollowAngle - angles.angles[j].angle + 0.000001f) | ||
680 | break; | ||
681 | } | ||
682 | |||
683 | newFace.v1 = j; | ||
684 | newFace.v2 = numTotalVerts - i - 2; | ||
685 | newFace.v3 = numTotalVerts - i - 1; | ||
686 | |||
687 | this.faces.Add(newFace); | ||
688 | } | ||
689 | |||
690 | if (!hasProfileCut) | ||
691 | { | ||
692 | if (i == this.numHollowVerts) | ||
693 | { | ||
694 | newFace.v1 = numTotalVerts - this.numHollowVerts; | ||
695 | newFace.v2 = maxJ; | ||
696 | newFace.v3 = 0; | ||
697 | |||
698 | this.faces.Add(newFace); | ||
699 | } | ||
700 | else | ||
701 | { | ||
702 | if (1.0f - curHollowAngle < curHollowAngle - angles.angles[maxJ].angle + 0.000001f) | ||
703 | { | ||
704 | newFace.v1 = numTotalVerts - i - 1; | ||
705 | newFace.v2 = maxJ; | ||
706 | newFace.v3 = 0; | ||
707 | |||
708 | this.faces.Add(newFace); | ||
709 | } | ||
710 | |||
711 | for (; i < this.numHollowVerts - 1; i++) | ||
712 | { | ||
713 | newFace.v1 = 0; | ||
714 | newFace.v2 = numTotalVerts - i - 2; | ||
715 | newFace.v3 = numTotalVerts - i - 1; | ||
716 | |||
717 | this.faces.Add(newFace); | ||
718 | } | ||
719 | } | ||
720 | |||
721 | newFace.v1 = 0; | ||
722 | newFace.v2 = numTotalVerts - this.numHollowVerts; | ||
723 | newFace.v3 = numTotalVerts - 1; | ||
724 | this.faces.Add(newFace); | ||
725 | } | ||
726 | } | ||
727 | else // numHollowVerts < numOuterVerts | ||
728 | { | ||
729 | Face newFace = new Face(); | ||
730 | int j = 0; // j is the index for inner vertices | ||
731 | int maxJ = this.numHollowVerts - 1; | ||
732 | for (int i = 0; i < this.numOuterVerts; i++) | ||
733 | { | ||
734 | if (j < maxJ) | ||
735 | if (hollowAngles.angles[j + 1].angle - angles.angles[i].angle < angles.angles[i].angle - hollowAngles.angles[j].angle + 0.000001f) | ||
736 | { | ||
737 | newFace.v1 = i; | ||
738 | newFace.v2 = numTotalVerts - j - 2; | ||
739 | newFace.v3 = numTotalVerts - j - 1; | ||
740 | |||
741 | this.faces.Add(newFace); | ||
742 | j += 1; | ||
743 | } | ||
744 | |||
745 | newFace.v1 = numTotalVerts - j - 1; | ||
746 | newFace.v2 = i; | ||
747 | newFace.v3 = i + 1; | ||
748 | |||
749 | this.faces.Add(newFace); | ||
750 | } | ||
751 | |||
752 | if (!hasProfileCut) | ||
753 | { | ||
754 | int i = this.numOuterVerts - 1; | ||
755 | |||
756 | if (hollowAngles.angles[0].angle - angles.angles[i].angle < angles.angles[i].angle - hollowAngles.angles[maxJ].angle + 0.000001f) | ||
757 | { | ||
758 | newFace.v1 = 0; | ||
759 | newFace.v2 = numTotalVerts - maxJ - 1; | ||
760 | newFace.v3 = numTotalVerts - 1; | ||
761 | |||
762 | this.faces.Add(newFace); | ||
763 | } | ||
764 | |||
765 | newFace.v1 = numTotalVerts - maxJ - 1; | ||
766 | newFace.v2 = i; | ||
767 | newFace.v3 = 0; | ||
768 | |||
769 | this.faces.Add(newFace); | ||
770 | } | ||
771 | } | ||
772 | } | ||
773 | |||
774 | } | ||
775 | |||
776 | else if (createFaces) | ||
777 | { | ||
778 | if (simpleFace) | ||
779 | { | ||
780 | if (sides == 3) | ||
781 | this.faces.Add(new Face(0, 1, 2)); | ||
782 | else if (sides == 4) | ||
783 | { | ||
784 | this.faces.Add(new Face(0, 1, 2)); | ||
785 | this.faces.Add(new Face(0, 2, 3)); | ||
786 | } | ||
787 | } | ||
788 | else | ||
789 | { | ||
790 | for (int i = 1; i < numAngles ; i++) | ||
791 | { | ||
792 | Face newFace = new Face(); | ||
793 | newFace.v1 = 0; | ||
794 | newFace.v2 = i; | ||
795 | newFace.v3 = i + 1; | ||
796 | this.faces.Add(newFace); | ||
797 | } | ||
798 | if (!hasProfileCut) | ||
799 | { | ||
800 | Face newFace = new Face(); | ||
801 | newFace.v1 = 0; | ||
802 | newFace.v2 = numAngles; | ||
803 | newFace.v3 = 1; | ||
804 | this.faces.Add(newFace); | ||
805 | } | ||
806 | } | ||
807 | } | ||
808 | |||
809 | |||
810 | hollowCoords = null; | ||
811 | } | ||
812 | |||
813 | |||
814 | public Profile Copy() | ||
815 | { | ||
816 | return this.Copy(true); | ||
817 | } | ||
818 | |||
819 | public Profile Copy(bool needFaces) | ||
820 | { | ||
821 | Profile copy = new Profile(); | ||
822 | |||
823 | copy.coords.AddRange(this.coords); | ||
824 | |||
825 | if (needFaces) | ||
826 | copy.faces.AddRange(this.faces); | ||
827 | |||
828 | copy.numOuterVerts = this.numOuterVerts; | ||
829 | copy.numHollowVerts = this.numHollowVerts; | ||
830 | |||
831 | return copy; | ||
832 | } | ||
833 | |||
834 | public void AddPos(Coord v) | ||
835 | { | ||
836 | this.AddPos(v.X, v.Y, v.Z); | ||
837 | } | ||
838 | |||
839 | public void AddPos(float x, float y, float z) | ||
840 | { | ||
841 | int i; | ||
842 | int numVerts = this.coords.Count; | ||
843 | Coord vert; | ||
844 | |||
845 | for (i = 0; i < numVerts; i++) | ||
846 | { | ||
847 | vert = this.coords[i]; | ||
848 | vert.X += x; | ||
849 | vert.Y += y; | ||
850 | vert.Z += z; | ||
851 | this.coords[i] = vert; | ||
852 | } | ||
853 | } | ||
854 | |||
855 | public void AddRot(Quat q) | ||
856 | { | ||
857 | int i; | ||
858 | int numVerts = this.coords.Count; | ||
859 | |||
860 | for (i = 0; i < numVerts; i++) | ||
861 | this.coords[i] *= q; | ||
862 | } | ||
863 | |||
864 | public void Scale(float x, float y) | ||
865 | { | ||
866 | int i; | ||
867 | int numVerts = this.coords.Count; | ||
868 | Coord vert; | ||
869 | |||
870 | for (i = 0; i < numVerts; i++) | ||
871 | { | ||
872 | vert = this.coords[i]; | ||
873 | vert.X *= x; | ||
874 | vert.Y *= y; | ||
875 | this.coords[i] = vert; | ||
876 | } | ||
877 | } | ||
878 | |||
879 | /// <summary> | ||
880 | /// Changes order of the vertex indices and negates the center vertex normal. Does not alter vertex normals of radial vertices | ||
881 | /// </summary> | ||
882 | public void FlipNormals() | ||
883 | { | ||
884 | int i; | ||
885 | int numFaces = this.faces.Count; | ||
886 | Face tmpFace; | ||
887 | int tmp; | ||
888 | |||
889 | for (i = 0; i < numFaces; i++) | ||
890 | { | ||
891 | tmpFace = this.faces[i]; | ||
892 | tmp = tmpFace.v3; | ||
893 | tmpFace.v3 = tmpFace.v1; | ||
894 | tmpFace.v1 = tmp; | ||
895 | this.faces[i] = tmpFace; | ||
896 | } | ||
897 | } | ||
898 | |||
899 | public void AddValue2FaceVertexIndices(int num) | ||
900 | { | ||
901 | int numFaces = this.faces.Count; | ||
902 | Face tmpFace; | ||
903 | for (int i = 0; i < numFaces; i++) | ||
904 | { | ||
905 | tmpFace = this.faces[i]; | ||
906 | tmpFace.v1 += num; | ||
907 | tmpFace.v2 += num; | ||
908 | tmpFace.v3 += num; | ||
909 | |||
910 | this.faces[i] = tmpFace; | ||
911 | } | ||
912 | } | ||
913 | |||
914 | public void DumpRaw(String path, String name, String title) | ||
915 | { | ||
916 | if (path == null) | ||
917 | return; | ||
918 | String fileName = name + "_" + title + ".raw"; | ||
919 | String completePath = System.IO.Path.Combine(path, fileName); | ||
920 | StreamWriter sw = new StreamWriter(completePath); | ||
921 | |||
922 | for (int i = 0; i < this.faces.Count; i++) | ||
923 | { | ||
924 | string s = this.coords[this.faces[i].v1].ToString(); | ||
925 | s += " " + this.coords[this.faces[i].v2].ToString(); | ||
926 | s += " " + this.coords[this.faces[i].v3].ToString(); | ||
927 | |||
928 | sw.WriteLine(s); | ||
929 | } | ||
930 | |||
931 | sw.Close(); | ||
932 | } | ||
933 | } | ||
934 | |||
935 | public struct PathNode | ||
936 | { | ||
937 | public Coord position; | ||
938 | public Quat rotation; | ||
939 | public float xScale; | ||
940 | public float yScale; | ||
941 | public float percentOfPath; | ||
942 | } | ||
943 | |||
944 | public enum PathType { Linear = 0, Circular = 1, Flexible = 2 } | ||
945 | |||
946 | public class Path | ||
947 | { | ||
948 | public List<PathNode> pathNodes = new List<PathNode>(); | ||
949 | |||
950 | public float twistBegin = 0.0f; | ||
951 | public float twistEnd = 0.0f; | ||
952 | public float topShearX = 0.0f; | ||
953 | public float topShearY = 0.0f; | ||
954 | public float pathCutBegin = 0.0f; | ||
955 | public float pathCutEnd = 1.0f; | ||
956 | public float dimpleBegin = 0.0f; | ||
957 | public float dimpleEnd = 1.0f; | ||
958 | public float skew = 0.0f; | ||
959 | public float holeSizeX = 1.0f; // called pathScaleX in pbs | ||
960 | public float holeSizeY = 0.25f; | ||
961 | public float taperX = 0.0f; | ||
962 | public float taperY = 0.0f; | ||
963 | public float radius = 0.0f; | ||
964 | public float revolutions = 1.0f; | ||
965 | public int stepsPerRevolution = 24; | ||
966 | |||
967 | private const float twoPi = 2.0f * (float)Math.PI; | ||
968 | |||
969 | public void Create(PathType pathType, int steps) | ||
970 | { | ||
971 | if (this.taperX > 0.999f) | ||
972 | this.taperX = 0.999f; | ||
973 | if (this.taperX < -0.999f) | ||
974 | this.taperX = -0.999f; | ||
975 | if (this.taperY > 0.999f) | ||
976 | this.taperY = 0.999f; | ||
977 | if (this.taperY < -0.999f) | ||
978 | this.taperY = -0.999f; | ||
979 | |||
980 | if (pathType == PathType.Linear || pathType == PathType.Flexible) | ||
981 | { | ||
982 | int step = 0; | ||
983 | |||
984 | float length = this.pathCutEnd - this.pathCutBegin; | ||
985 | float twistTotal = twistEnd - twistBegin; | ||
986 | float twistTotalAbs = Math.Abs(twistTotal); | ||
987 | if (twistTotalAbs > 0.01f) | ||
988 | steps += (int)(twistTotalAbs * 3.66); // dahlia's magic number | ||
989 | |||
990 | float start = -0.5f; | ||
991 | float stepSize = length / (float)steps; | ||
992 | float percentOfPathMultiplier = stepSize * 0.999999f; | ||
993 | float xOffset = this.topShearX * this.pathCutBegin; | ||
994 | float yOffset = this.topShearY * this.pathCutBegin; | ||
995 | float zOffset = start; | ||
996 | float xOffsetStepIncrement = this.topShearX * length / steps; | ||
997 | float yOffsetStepIncrement = this.topShearY * length / steps; | ||
998 | |||
999 | float percentOfPath = this.pathCutBegin; | ||
1000 | zOffset += percentOfPath; | ||
1001 | |||
1002 | // sanity checks | ||
1003 | |||
1004 | bool done = false; | ||
1005 | |||
1006 | while (!done) | ||
1007 | { | ||
1008 | PathNode newNode = new PathNode(); | ||
1009 | |||
1010 | newNode.xScale = 1.0f; | ||
1011 | if (this.taperX == 0.0f) | ||
1012 | newNode.xScale = 1.0f; | ||
1013 | else if (this.taperX > 0.0f) | ||
1014 | newNode.xScale = 1.0f - percentOfPath * this.taperX; | ||
1015 | else newNode.xScale = 1.0f + (1.0f - percentOfPath) * this.taperX; | ||
1016 | |||
1017 | newNode.yScale = 1.0f; | ||
1018 | if (this.taperY == 0.0f) | ||
1019 | newNode.yScale = 1.0f; | ||
1020 | else if (this.taperY > 0.0f) | ||
1021 | newNode.yScale = 1.0f - percentOfPath * this.taperY; | ||
1022 | else newNode.yScale = 1.0f + (1.0f - percentOfPath) * this.taperY; | ||
1023 | |||
1024 | float twist = twistBegin + twistTotal * percentOfPath; | ||
1025 | |||
1026 | newNode.rotation = new Quat(new Coord(0.0f, 0.0f, 1.0f), twist); | ||
1027 | newNode.position = new Coord(xOffset, yOffset, zOffset); | ||
1028 | newNode.percentOfPath = percentOfPath; | ||
1029 | |||
1030 | pathNodes.Add(newNode); | ||
1031 | |||
1032 | if (step < steps) | ||
1033 | { | ||
1034 | step += 1; | ||
1035 | percentOfPath += percentOfPathMultiplier; | ||
1036 | xOffset += xOffsetStepIncrement; | ||
1037 | yOffset += yOffsetStepIncrement; | ||
1038 | zOffset += stepSize; | ||
1039 | if (percentOfPath > this.pathCutEnd) | ||
1040 | done = true; | ||
1041 | } | ||
1042 | else done = true; | ||
1043 | } | ||
1044 | } // end of linear path code | ||
1045 | |||
1046 | else // pathType == Circular | ||
1047 | { | ||
1048 | float twistTotal = twistEnd - twistBegin; | ||
1049 | |||
1050 | // if the profile has a lot of twist, add more layers otherwise the layers may overlap | ||
1051 | // and the resulting mesh may be quite inaccurate. This method is arbitrary and doesn't | ||
1052 | // accurately match the viewer | ||
1053 | float twistTotalAbs = Math.Abs(twistTotal); | ||
1054 | if (twistTotalAbs > 0.01f) | ||
1055 | { | ||
1056 | if (twistTotalAbs > Math.PI * 1.5f) | ||
1057 | steps *= 2; | ||
1058 | if (twistTotalAbs > Math.PI * 3.0f) | ||
1059 | steps *= 2; | ||
1060 | } | ||
1061 | |||
1062 | float yPathScale = this.holeSizeY * 0.5f; | ||
1063 | float pathLength = this.pathCutEnd - this.pathCutBegin; | ||
1064 | float totalSkew = this.skew * 2.0f * pathLength; | ||
1065 | float skewStart = this.pathCutBegin * 2.0f * this.skew - this.skew; | ||
1066 | float xOffsetTopShearXFactor = this.topShearX * (0.25f + 0.5f * (0.5f - this.holeSizeY)); | ||
1067 | float yShearCompensation = 1.0f + Math.Abs(this.topShearY) * 0.25f; | ||
1068 | |||
1069 | // It's not quite clear what pushY (Y top shear) does, but subtracting it from the start and end | ||
1070 | // angles appears to approximate it's effects on path cut. Likewise, adding it to the angle used | ||
1071 | // to calculate the sine for generating the path radius appears to approximate it's effects there | ||
1072 | // too, but there are some subtle differences in the radius which are noticeable as the prim size | ||
1073 | // increases and it may affect megaprims quite a bit. The effect of the Y top shear parameter on | ||
1074 | // the meshes generated with this technique appear nearly identical in shape to the same prims when | ||
1075 | // displayed by the viewer. | ||
1076 | |||
1077 | float startAngle = (twoPi * this.pathCutBegin * this.revolutions) - this.topShearY * 0.9f; | ||
1078 | float endAngle = (twoPi * this.pathCutEnd * this.revolutions) - this.topShearY * 0.9f; | ||
1079 | float stepSize = twoPi / this.stepsPerRevolution; | ||
1080 | |||
1081 | int step = (int)(startAngle / stepSize); | ||
1082 | float angle = startAngle; | ||
1083 | |||
1084 | bool done = false; | ||
1085 | while (!done) // loop through the length of the path and add the layers | ||
1086 | { | ||
1087 | PathNode newNode = new PathNode(); | ||
1088 | |||
1089 | float xProfileScale = (1.0f - Math.Abs(this.skew)) * this.holeSizeX; | ||
1090 | float yProfileScale = this.holeSizeY; | ||
1091 | |||
1092 | float percentOfPath = angle / (twoPi * this.revolutions); | ||
1093 | float percentOfAngles = (angle - startAngle) / (endAngle - startAngle); | ||
1094 | |||
1095 | if (this.taperX > 0.01f) | ||
1096 | xProfileScale *= 1.0f - percentOfPath * this.taperX; | ||
1097 | else if (this.taperX < -0.01f) | ||
1098 | xProfileScale *= 1.0f + (1.0f - percentOfPath) * this.taperX; | ||
1099 | |||
1100 | if (this.taperY > 0.01f) | ||
1101 | yProfileScale *= 1.0f - percentOfPath * this.taperY; | ||
1102 | else if (this.taperY < -0.01f) | ||
1103 | yProfileScale *= 1.0f + (1.0f - percentOfPath) * this.taperY; | ||
1104 | |||
1105 | newNode.xScale = xProfileScale; | ||
1106 | newNode.yScale = yProfileScale; | ||
1107 | |||
1108 | float radiusScale = 1.0f; | ||
1109 | if (this.radius > 0.001f) | ||
1110 | radiusScale = 1.0f - this.radius * percentOfPath; | ||
1111 | else if (this.radius < 0.001f) | ||
1112 | radiusScale = 1.0f + this.radius * (1.0f - percentOfPath); | ||
1113 | |||
1114 | float twist = twistBegin + twistTotal * percentOfPath; | ||
1115 | |||
1116 | float xOffset = 0.5f * (skewStart + totalSkew * percentOfAngles); | ||
1117 | xOffset += (float)Math.Sin(angle) * xOffsetTopShearXFactor; | ||
1118 | |||
1119 | float yOffset = yShearCompensation * (float)Math.Cos(angle) * (0.5f - yPathScale) * radiusScale; | ||
1120 | |||
1121 | float zOffset = (float)Math.Sin(angle + this.topShearY) * (0.5f - yPathScale) * radiusScale; | ||
1122 | |||
1123 | newNode.position = new Coord(xOffset, yOffset, zOffset); | ||
1124 | |||
1125 | // now orient the rotation of the profile layer relative to it's position on the path | ||
1126 | // adding taperY to the angle used to generate the quat appears to approximate the viewer | ||
1127 | |||
1128 | newNode.rotation = new Quat(new Coord(1.0f, 0.0f, 0.0f), angle + this.topShearY); | ||
1129 | |||
1130 | // next apply twist rotation to the profile layer | ||
1131 | if (twistTotal != 0.0f || twistBegin != 0.0f) | ||
1132 | newNode.rotation *= new Quat(new Coord(0.0f, 0.0f, 1.0f), twist); | ||
1133 | |||
1134 | newNode.percentOfPath = percentOfPath; | ||
1135 | |||
1136 | pathNodes.Add(newNode); | ||
1137 | |||
1138 | // calculate terms for next iteration | ||
1139 | // calculate the angle for the next iteration of the loop | ||
1140 | |||
1141 | if (angle >= endAngle - 0.01) | ||
1142 | done = true; | ||
1143 | else | ||
1144 | { | ||
1145 | step += 1; | ||
1146 | angle = stepSize * step; | ||
1147 | if (angle > endAngle) | ||
1148 | angle = endAngle; | ||
1149 | } | ||
1150 | } | ||
1151 | } | ||
1152 | } | ||
1153 | } | ||
1154 | |||
1155 | public class PrimMesh | ||
1156 | { | ||
1157 | public string errorMessage = ""; | ||
1158 | private const float twoPi = 2.0f * (float)Math.PI; | ||
1159 | |||
1160 | public List<Coord> coords; | ||
1161 | // public List<Coord> normals; | ||
1162 | public List<Face> faces; | ||
1163 | |||
1164 | private int sides = 4; | ||
1165 | private int hollowSides = 4; | ||
1166 | private float profileStart = 0.0f; | ||
1167 | private float profileEnd = 1.0f; | ||
1168 | private float hollow = 0.0f; | ||
1169 | public int twistBegin = 0; | ||
1170 | public int twistEnd = 0; | ||
1171 | public float topShearX = 0.0f; | ||
1172 | public float topShearY = 0.0f; | ||
1173 | public float pathCutBegin = 0.0f; | ||
1174 | public float pathCutEnd = 1.0f; | ||
1175 | public float dimpleBegin = 0.0f; | ||
1176 | public float dimpleEnd = 1.0f; | ||
1177 | public float skew = 0.0f; | ||
1178 | public float holeSizeX = 1.0f; // called pathScaleX in pbs | ||
1179 | public float holeSizeY = 0.25f; | ||
1180 | public float taperX = 0.0f; | ||
1181 | public float taperY = 0.0f; | ||
1182 | public float radius = 0.0f; | ||
1183 | public float revolutions = 1.0f; | ||
1184 | public int stepsPerRevolution = 24; | ||
1185 | |||
1186 | private bool hasProfileCut = false; | ||
1187 | private bool hasHollow = false; | ||
1188 | |||
1189 | public int numPrimFaces = 0; | ||
1190 | |||
1191 | /// <summary> | ||
1192 | /// Human readable string representation of the parameters used to create a mesh. | ||
1193 | /// </summary> | ||
1194 | /// <returns></returns> | ||
1195 | public string ParamsToDisplayString() | ||
1196 | { | ||
1197 | string s = ""; | ||
1198 | s += "sides..................: " + this.sides.ToString(); | ||
1199 | s += "\nhollowSides..........: " + this.hollowSides.ToString(); | ||
1200 | s += "\nprofileStart.........: " + this.profileStart.ToString(); | ||
1201 | s += "\nprofileEnd...........: " + this.profileEnd.ToString(); | ||
1202 | s += "\nhollow...............: " + this.hollow.ToString(); | ||
1203 | s += "\ntwistBegin...........: " + this.twistBegin.ToString(); | ||
1204 | s += "\ntwistEnd.............: " + this.twistEnd.ToString(); | ||
1205 | s += "\ntopShearX............: " + this.topShearX.ToString(); | ||
1206 | s += "\ntopShearY............: " + this.topShearY.ToString(); | ||
1207 | s += "\npathCutBegin.........: " + this.pathCutBegin.ToString(); | ||
1208 | s += "\npathCutEnd...........: " + this.pathCutEnd.ToString(); | ||
1209 | s += "\ndimpleBegin..........: " + this.dimpleBegin.ToString(); | ||
1210 | s += "\ndimpleEnd............: " + this.dimpleEnd.ToString(); | ||
1211 | s += "\nskew.................: " + this.skew.ToString(); | ||
1212 | s += "\nholeSizeX............: " + this.holeSizeX.ToString(); | ||
1213 | s += "\nholeSizeY............: " + this.holeSizeY.ToString(); | ||
1214 | s += "\ntaperX...............: " + this.taperX.ToString(); | ||
1215 | s += "\ntaperY...............: " + this.taperY.ToString(); | ||
1216 | s += "\nradius...............: " + this.radius.ToString(); | ||
1217 | s += "\nrevolutions..........: " + this.revolutions.ToString(); | ||
1218 | s += "\nstepsPerRevolution...: " + this.stepsPerRevolution.ToString(); | ||
1219 | s += "\nhasProfileCut........: " + this.hasProfileCut.ToString(); | ||
1220 | s += "\nhasHollow............: " + this.hasHollow.ToString(); | ||
1221 | |||
1222 | return s; | ||
1223 | } | ||
1224 | |||
1225 | public bool HasProfileCut | ||
1226 | { | ||
1227 | get { return hasProfileCut; } | ||
1228 | set { hasProfileCut = value; } | ||
1229 | } | ||
1230 | |||
1231 | public bool HasHollow | ||
1232 | { | ||
1233 | get { return hasHollow; } | ||
1234 | } | ||
1235 | |||
1236 | |||
1237 | /// <summary> | ||
1238 | /// Constructs a PrimMesh object and creates the profile for extrusion. | ||
1239 | /// </summary> | ||
1240 | /// <param name="sides"></param> | ||
1241 | /// <param name="profileStart"></param> | ||
1242 | /// <param name="profileEnd"></param> | ||
1243 | /// <param name="hollow"></param> | ||
1244 | /// <param name="hollowSides"></param> | ||
1245 | /// <param name="sphereMode"></param> | ||
1246 | public PrimMesh(int sides, float profileStart, float profileEnd, float hollow, int hollowSides) | ||
1247 | { | ||
1248 | this.coords = new List<Coord>(); | ||
1249 | this.faces = new List<Face>(); | ||
1250 | |||
1251 | this.sides = sides; | ||
1252 | this.profileStart = profileStart; | ||
1253 | this.profileEnd = profileEnd; | ||
1254 | this.hollow = hollow; | ||
1255 | this.hollowSides = hollowSides; | ||
1256 | |||
1257 | if (sides < 3) | ||
1258 | this.sides = 3; | ||
1259 | if (hollowSides < 3) | ||
1260 | this.hollowSides = 3; | ||
1261 | if (profileStart < 0.0f) | ||
1262 | this.profileStart = 0.0f; | ||
1263 | if (profileEnd > 1.0f) | ||
1264 | this.profileEnd = 1.0f; | ||
1265 | if (profileEnd < 0.02f) | ||
1266 | this.profileEnd = 0.02f; | ||
1267 | if (profileStart >= profileEnd) | ||
1268 | this.profileStart = profileEnd - 0.02f; | ||
1269 | if (hollow > 0.99f) | ||
1270 | this.hollow = 0.99f; | ||
1271 | if (hollow < 0.0f) | ||
1272 | this.hollow = 0.0f; | ||
1273 | } | ||
1274 | |||
1275 | /// <summary> | ||
1276 | /// Extrudes a profile along a path. | ||
1277 | /// </summary> | ||
1278 | public void Extrude(PathType pathType) | ||
1279 | { | ||
1280 | bool needEndFaces = false; | ||
1281 | |||
1282 | this.coords = new List<Coord>(); | ||
1283 | this.faces = new List<Face>(); | ||
1284 | |||
1285 | int steps = 1; | ||
1286 | |||
1287 | float length = this.pathCutEnd - this.pathCutBegin; | ||
1288 | |||
1289 | this.hasProfileCut = this.profileEnd - this.profileStart < 0.9999f; | ||
1290 | |||
1291 | this.hasHollow = (this.hollow > 0.001f); | ||
1292 | |||
1293 | float twistBegin = this.twistBegin / 360.0f * twoPi; | ||
1294 | float twistEnd = this.twistEnd / 360.0f * twoPi; | ||
1295 | float twistTotal = twistEnd - twistBegin; | ||
1296 | float twistTotalAbs = Math.Abs(twistTotal); | ||
1297 | if (twistTotalAbs > 0.01f) | ||
1298 | steps += (int)(twistTotalAbs * 3.66); // dahlia's magic number | ||
1299 | |||
1300 | float hollow = this.hollow; | ||
1301 | |||
1302 | if (pathType == PathType.Circular) | ||
1303 | { | ||
1304 | needEndFaces = false; | ||
1305 | if (this.pathCutBegin != 0.0f || this.pathCutEnd != 1.0f) | ||
1306 | needEndFaces = true; | ||
1307 | else if (this.taperX != 0.0f || this.taperY != 0.0f) | ||
1308 | needEndFaces = true; | ||
1309 | else if (this.skew != 0.0f) | ||
1310 | needEndFaces = true; | ||
1311 | else if (twistTotal != 0.0f) | ||
1312 | needEndFaces = true; | ||
1313 | else if (this.radius != 0.0f) | ||
1314 | needEndFaces = true; | ||
1315 | } | ||
1316 | else needEndFaces = true; | ||
1317 | |||
1318 | // sanity checks | ||
1319 | float initialProfileRot = 0.0f; | ||
1320 | if (pathType == PathType.Circular) | ||
1321 | { | ||
1322 | if (this.sides == 3) | ||
1323 | { | ||
1324 | initialProfileRot = (float)Math.PI; | ||
1325 | if (this.hollowSides == 4) | ||
1326 | { | ||
1327 | if (hollow > 0.7f) | ||
1328 | hollow = 0.7f; | ||
1329 | hollow *= 0.707f; | ||
1330 | } | ||
1331 | else hollow *= 0.5f; | ||
1332 | } | ||
1333 | else if (this.sides == 4) | ||
1334 | { | ||
1335 | initialProfileRot = 0.25f * (float)Math.PI; | ||
1336 | if (this.hollowSides != 4) | ||
1337 | hollow *= 0.707f; | ||
1338 | } | ||
1339 | else if (this.sides > 4) | ||
1340 | { | ||
1341 | initialProfileRot = (float)Math.PI; | ||
1342 | if (this.hollowSides == 4) | ||
1343 | { | ||
1344 | if (hollow > 0.7f) | ||
1345 | hollow = 0.7f; | ||
1346 | hollow /= 0.7f; | ||
1347 | } | ||
1348 | } | ||
1349 | } | ||
1350 | else | ||
1351 | { | ||
1352 | if (this.sides == 3) | ||
1353 | { | ||
1354 | if (this.hollowSides == 4) | ||
1355 | { | ||
1356 | if (hollow > 0.7f) | ||
1357 | hollow = 0.7f; | ||
1358 | hollow *= 0.707f; | ||
1359 | } | ||
1360 | else hollow *= 0.5f; | ||
1361 | } | ||
1362 | else if (this.sides == 4) | ||
1363 | { | ||
1364 | initialProfileRot = 1.25f * (float)Math.PI; | ||
1365 | if (this.hollowSides != 4) | ||
1366 | hollow *= 0.707f; | ||
1367 | } | ||
1368 | else if (this.sides == 24 && this.hollowSides == 4) | ||
1369 | hollow *= 1.414f; | ||
1370 | } | ||
1371 | |||
1372 | Profile profile = new Profile(this.sides, this.profileStart, this.profileEnd, hollow, this.hollowSides, this.hasProfileCut,true); | ||
1373 | this.errorMessage = profile.errorMessage; | ||
1374 | |||
1375 | this.numPrimFaces = profile.numPrimFaces; | ||
1376 | |||
1377 | if (initialProfileRot != 0.0f) | ||
1378 | { | ||
1379 | profile.AddRot(new Quat(new Coord(0.0f, 0.0f, 1.0f), initialProfileRot)); | ||
1380 | } | ||
1381 | |||
1382 | float thisV = 0.0f; | ||
1383 | float lastV = 0.0f; | ||
1384 | |||
1385 | Path path = new Path(); | ||
1386 | path.twistBegin = twistBegin; | ||
1387 | path.twistEnd = twistEnd; | ||
1388 | path.topShearX = topShearX; | ||
1389 | path.topShearY = topShearY; | ||
1390 | path.pathCutBegin = pathCutBegin; | ||
1391 | path.pathCutEnd = pathCutEnd; | ||
1392 | path.dimpleBegin = dimpleBegin; | ||
1393 | path.dimpleEnd = dimpleEnd; | ||
1394 | path.skew = skew; | ||
1395 | path.holeSizeX = holeSizeX; | ||
1396 | path.holeSizeY = holeSizeY; | ||
1397 | path.taperX = taperX; | ||
1398 | path.taperY = taperY; | ||
1399 | path.radius = radius; | ||
1400 | path.revolutions = revolutions; | ||
1401 | path.stepsPerRevolution = stepsPerRevolution; | ||
1402 | |||
1403 | path.Create(pathType, steps); | ||
1404 | |||
1405 | int lastNode = path.pathNodes.Count -1; | ||
1406 | |||
1407 | for (int nodeIndex = 0; nodeIndex < path.pathNodes.Count; nodeIndex++) | ||
1408 | { | ||
1409 | PathNode node = path.pathNodes[nodeIndex]; | ||
1410 | Profile newLayer = profile.Copy(); | ||
1411 | |||
1412 | newLayer.Scale(node.xScale, node.yScale); | ||
1413 | newLayer.AddRot(node.rotation); | ||
1414 | newLayer.AddPos(node.position); | ||
1415 | |||
1416 | if (needEndFaces && nodeIndex == 0) | ||
1417 | { | ||
1418 | newLayer.FlipNormals(); | ||
1419 | } // if (nodeIndex == 0) | ||
1420 | |||
1421 | // append this layer | ||
1422 | |||
1423 | int coordsLen = this.coords.Count; | ||
1424 | newLayer.AddValue2FaceVertexIndices(coordsLen); | ||
1425 | |||
1426 | this.coords.AddRange(newLayer.coords); | ||
1427 | |||
1428 | if (needEndFaces) | ||
1429 | { | ||
1430 | if (nodeIndex == 0) | ||
1431 | this.faces.AddRange(newLayer.faces); | ||
1432 | else if (nodeIndex == lastNode) | ||
1433 | { | ||
1434 | if (node.xScale > 1e-6 && node.yScale > 1e-6) | ||
1435 | this.faces.AddRange(newLayer.faces); | ||
1436 | } | ||
1437 | } | ||
1438 | |||
1439 | // fill faces between layers | ||
1440 | |||
1441 | int numVerts = newLayer.coords.Count; | ||
1442 | Face newFace1 = new Face(); | ||
1443 | Face newFace2 = new Face(); | ||
1444 | |||
1445 | thisV = 1.0f - node.percentOfPath; | ||
1446 | |||
1447 | if (nodeIndex > 0) | ||
1448 | { | ||
1449 | int startVert = coordsLen; | ||
1450 | int endVert = this.coords.Count; | ||
1451 | if (!this.hasProfileCut) | ||
1452 | { | ||
1453 | int i = startVert; | ||
1454 | for (int l = 0; l < profile.numOuterVerts - 1; l++) | ||
1455 | { | ||
1456 | newFace1.v1 = i; | ||
1457 | newFace1.v2 = i - numVerts; | ||
1458 | newFace1.v3 = i + 1; | ||
1459 | this.faces.Add(newFace1); | ||
1460 | |||
1461 | newFace2.v1 = i + 1; | ||
1462 | newFace2.v2 = i - numVerts; | ||
1463 | newFace2.v3 = i + 1 - numVerts; | ||
1464 | this.faces.Add(newFace2); | ||
1465 | i++; | ||
1466 | } | ||
1467 | |||
1468 | newFace1.v1 = i; | ||
1469 | newFace1.v2 = i - numVerts; | ||
1470 | newFace1.v3 = startVert; | ||
1471 | this.faces.Add(newFace1); | ||
1472 | |||
1473 | newFace2.v1 = startVert; | ||
1474 | newFace2.v2 = i - numVerts; | ||
1475 | newFace2.v3 = startVert - numVerts; | ||
1476 | this.faces.Add(newFace2); | ||
1477 | |||
1478 | if (this.hasHollow) | ||
1479 | { | ||
1480 | startVert = ++i; | ||
1481 | for (int l = 0; l < profile.numHollowVerts - 1; l++) | ||
1482 | { | ||
1483 | newFace1.v1 = i; | ||
1484 | newFace1.v2 = i - numVerts; | ||
1485 | newFace1.v3 = i + 1; | ||
1486 | this.faces.Add(newFace1); | ||
1487 | |||
1488 | newFace2.v1 = i + 1; | ||
1489 | newFace2.v2 = i - numVerts; | ||
1490 | newFace2.v3 = i + 1 - numVerts; | ||
1491 | this.faces.Add(newFace2); | ||
1492 | i++; | ||
1493 | } | ||
1494 | |||
1495 | newFace1.v1 = i; | ||
1496 | newFace1.v2 = i - numVerts; | ||
1497 | newFace1.v3 = startVert; | ||
1498 | this.faces.Add(newFace1); | ||
1499 | |||
1500 | newFace2.v1 = startVert; | ||
1501 | newFace2.v2 = i - numVerts; | ||
1502 | newFace2.v3 = startVert - numVerts; | ||
1503 | this.faces.Add(newFace2); | ||
1504 | } | ||
1505 | |||
1506 | |||
1507 | } | ||
1508 | else | ||
1509 | { | ||
1510 | for (int i = startVert; i < endVert; i++) | ||
1511 | { | ||
1512 | int iNext = i + 1; | ||
1513 | if (i == endVert - 1) | ||
1514 | iNext = startVert; | ||
1515 | |||
1516 | newFace1.v1 = i; | ||
1517 | newFace1.v2 = i - numVerts; | ||
1518 | newFace1.v3 = iNext; | ||
1519 | this.faces.Add(newFace1); | ||
1520 | |||
1521 | newFace2.v1 = iNext; | ||
1522 | newFace2.v2 = i - numVerts; | ||
1523 | newFace2.v3 = iNext - numVerts; | ||
1524 | this.faces.Add(newFace2); | ||
1525 | |||
1526 | } | ||
1527 | } | ||
1528 | } | ||
1529 | |||
1530 | lastV = thisV; | ||
1531 | |||
1532 | } // for (int nodeIndex = 0; nodeIndex < path.pathNodes.Count; nodeIndex++) | ||
1533 | |||
1534 | } | ||
1535 | |||
1536 | |||
1537 | /// <summary> | ||
1538 | /// DEPRICATED - use Extrude(PathType.Linear) instead | ||
1539 | /// Extrudes a profile along a straight line path. Used for prim types box, cylinder, and prism. | ||
1540 | /// </summary> | ||
1541 | /// | ||
1542 | public void ExtrudeLinear() | ||
1543 | { | ||
1544 | this.Extrude(PathType.Linear); | ||
1545 | } | ||
1546 | |||
1547 | |||
1548 | /// <summary> | ||
1549 | /// DEPRICATED - use Extrude(PathType.Circular) instead | ||
1550 | /// Extrude a profile into a circular path prim mesh. Used for prim types torus, tube, and ring. | ||
1551 | /// </summary> | ||
1552 | /// | ||
1553 | public void ExtrudeCircular() | ||
1554 | { | ||
1555 | this.Extrude(PathType.Circular); | ||
1556 | } | ||
1557 | |||
1558 | |||
1559 | private Coord SurfaceNormal(Coord c1, Coord c2, Coord c3) | ||
1560 | { | ||
1561 | Coord edge1 = new Coord(c2.X - c1.X, c2.Y - c1.Y, c2.Z - c1.Z); | ||
1562 | Coord edge2 = new Coord(c3.X - c1.X, c3.Y - c1.Y, c3.Z - c1.Z); | ||
1563 | |||
1564 | Coord normal = Coord.Cross(edge1, edge2); | ||
1565 | |||
1566 | normal.Normalize(); | ||
1567 | |||
1568 | return normal; | ||
1569 | } | ||
1570 | |||
1571 | private Coord SurfaceNormal(Face face) | ||
1572 | { | ||
1573 | return SurfaceNormal(this.coords[face.v1], this.coords[face.v2], this.coords[face.v3]); | ||
1574 | } | ||
1575 | |||
1576 | /// <summary> | ||
1577 | /// Calculate the surface normal for a face in the list of faces | ||
1578 | /// </summary> | ||
1579 | /// <param name="faceIndex"></param> | ||
1580 | /// <returns></returns> | ||
1581 | public Coord SurfaceNormal(int faceIndex) | ||
1582 | { | ||
1583 | int numFaces = this.faces.Count; | ||
1584 | if (faceIndex < 0 || faceIndex >= numFaces) | ||
1585 | throw new Exception("faceIndex out of range"); | ||
1586 | |||
1587 | return SurfaceNormal(this.faces[faceIndex]); | ||
1588 | } | ||
1589 | |||
1590 | /// <summary> | ||
1591 | /// Duplicates a PrimMesh object. All object properties are copied by value, including lists. | ||
1592 | /// </summary> | ||
1593 | /// <returns></returns> | ||
1594 | public PrimMesh Copy() | ||
1595 | { | ||
1596 | PrimMesh copy = new PrimMesh(this.sides, this.profileStart, this.profileEnd, this.hollow, this.hollowSides); | ||
1597 | copy.twistBegin = this.twistBegin; | ||
1598 | copy.twistEnd = this.twistEnd; | ||
1599 | copy.topShearX = this.topShearX; | ||
1600 | copy.topShearY = this.topShearY; | ||
1601 | copy.pathCutBegin = this.pathCutBegin; | ||
1602 | copy.pathCutEnd = this.pathCutEnd; | ||
1603 | copy.dimpleBegin = this.dimpleBegin; | ||
1604 | copy.dimpleEnd = this.dimpleEnd; | ||
1605 | copy.skew = this.skew; | ||
1606 | copy.holeSizeX = this.holeSizeX; | ||
1607 | copy.holeSizeY = this.holeSizeY; | ||
1608 | copy.taperX = this.taperX; | ||
1609 | copy.taperY = this.taperY; | ||
1610 | copy.radius = this.radius; | ||
1611 | copy.revolutions = this.revolutions; | ||
1612 | copy.stepsPerRevolution = this.stepsPerRevolution; | ||
1613 | |||
1614 | copy.numPrimFaces = this.numPrimFaces; | ||
1615 | copy.errorMessage = this.errorMessage; | ||
1616 | |||
1617 | copy.coords = new List<Coord>(this.coords); | ||
1618 | copy.faces = new List<Face>(this.faces); | ||
1619 | |||
1620 | return copy; | ||
1621 | } | ||
1622 | |||
1623 | /// <summary> | ||
1624 | /// Adds a value to each XYZ vertex coordinate in the mesh | ||
1625 | /// </summary> | ||
1626 | /// <param name="x"></param> | ||
1627 | /// <param name="y"></param> | ||
1628 | /// <param name="z"></param> | ||
1629 | public void AddPos(float x, float y, float z) | ||
1630 | { | ||
1631 | int i; | ||
1632 | int numVerts = this.coords.Count; | ||
1633 | Coord vert; | ||
1634 | |||
1635 | for (i = 0; i < numVerts; i++) | ||
1636 | { | ||
1637 | vert = this.coords[i]; | ||
1638 | vert.X += x; | ||
1639 | vert.Y += y; | ||
1640 | vert.Z += z; | ||
1641 | this.coords[i] = vert; | ||
1642 | } | ||
1643 | } | ||
1644 | |||
1645 | /// <summary> | ||
1646 | /// Rotates the mesh | ||
1647 | /// </summary> | ||
1648 | /// <param name="q"></param> | ||
1649 | public void AddRot(Quat q) | ||
1650 | { | ||
1651 | int i; | ||
1652 | int numVerts = this.coords.Count; | ||
1653 | |||
1654 | for (i = 0; i < numVerts; i++) | ||
1655 | this.coords[i] *= q; | ||
1656 | } | ||
1657 | |||
1658 | #if VERTEX_INDEXER | ||
1659 | public VertexIndexer GetVertexIndexer() | ||
1660 | { | ||
1661 | return null; | ||
1662 | } | ||
1663 | #endif | ||
1664 | |||
1665 | /// <summary> | ||
1666 | /// Scales the mesh | ||
1667 | /// </summary> | ||
1668 | /// <param name="x"></param> | ||
1669 | /// <param name="y"></param> | ||
1670 | /// <param name="z"></param> | ||
1671 | public void Scale(float x, float y, float z) | ||
1672 | { | ||
1673 | int i; | ||
1674 | int numVerts = this.coords.Count; | ||
1675 | //Coord vert; | ||
1676 | |||
1677 | Coord m = new Coord(x, y, z); | ||
1678 | for (i = 0; i < numVerts; i++) | ||
1679 | this.coords[i] *= m; | ||
1680 | } | ||
1681 | |||
1682 | /// <summary> | ||
1683 | /// Dumps the mesh to a Blender compatible "Raw" format file | ||
1684 | /// </summary> | ||
1685 | /// <param name="path"></param> | ||
1686 | /// <param name="name"></param> | ||
1687 | /// <param name="title"></param> | ||
1688 | public void DumpRaw(String path, String name, String title) | ||
1689 | { | ||
1690 | if (path == null) | ||
1691 | return; | ||
1692 | String fileName = name + "_" + title + ".raw"; | ||
1693 | String completePath = System.IO.Path.Combine(path, fileName); | ||
1694 | StreamWriter sw = new StreamWriter(completePath); | ||
1695 | |||
1696 | for (int i = 0; i < this.faces.Count; i++) | ||
1697 | { | ||
1698 | string s = this.coords[this.faces[i].v1].ToString(); | ||
1699 | s += " " + this.coords[this.faces[i].v2].ToString(); | ||
1700 | s += " " + this.coords[this.faces[i].v3].ToString(); | ||
1701 | |||
1702 | sw.WriteLine(s); | ||
1703 | } | ||
1704 | |||
1705 | sw.Close(); | ||
1706 | } | ||
1707 | } | ||
1708 | } | ||