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author | onefang | 2019-09-11 16:36:50 +1000 |
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committer | onefang | 2019-09-11 16:36:50 +1000 |
commit | 50cd1ffd32f69228e566f2b0b89f86ea0d9fe489 (patch) | |
tree | 52f2ab0c04f1a5d7d6ac5dc872981b4b156447e7 /OpenSim/Region/PhysicsModules/ubOdeMeshing/PrimMesher.cs | |
parent | Renamed branch to SledjChisl. (diff) | |
parent | Bump to release flavour, build 0. (diff) | |
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Merge branch 'SledjChisl'
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/PhysicsModules/ubOdeMeshing/PrimMesher.cs | 1707 |
1 files changed, 1707 insertions, 0 deletions
diff --git a/OpenSim/Region/PhysicsModules/ubOdeMeshing/PrimMesher.cs b/OpenSim/Region/PhysicsModules/ubOdeMeshing/PrimMesher.cs new file mode 100644 index 0000000..e93175f --- /dev/null +++ b/OpenSim/Region/PhysicsModules/ubOdeMeshing/PrimMesher.cs | |||
@@ -0,0 +1,1707 @@ | |||
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 | public Coord SurfaceNormal(List<Coord> coordList) | ||
247 | { | ||
248 | Coord c1 = coordList[this.v1]; | ||
249 | Coord c2 = coordList[this.v2]; | ||
250 | Coord c3 = coordList[this.v3]; | ||
251 | |||
252 | Coord edge1 = new Coord(c2.X - c1.X, c2.Y - c1.Y, c2.Z - c1.Z); | ||
253 | Coord edge2 = new Coord(c3.X - c1.X, c3.Y - c1.Y, c3.Z - c1.Z); | ||
254 | |||
255 | return Coord.Cross(edge1, edge2).Normalize(); | ||
256 | } | ||
257 | } | ||
258 | |||
259 | internal struct Angle | ||
260 | { | ||
261 | internal float angle; | ||
262 | internal float X; | ||
263 | internal float Y; | ||
264 | |||
265 | internal Angle(float angle, float x, float y) | ||
266 | { | ||
267 | this.angle = angle; | ||
268 | this.X = x; | ||
269 | this.Y = y; | ||
270 | } | ||
271 | } | ||
272 | |||
273 | internal class AngleList | ||
274 | { | ||
275 | private float iX, iY; // intersection point | ||
276 | |||
277 | private static Angle[] angles3 = | ||
278 | { | ||
279 | new Angle(0.0f, 1.0f, 0.0f), | ||
280 | new Angle(0.33333333333333333f, -0.5f, 0.86602540378443871f), | ||
281 | new Angle(0.66666666666666667f, -0.5f, -0.86602540378443837f), | ||
282 | new Angle(1.0f, 1.0f, 0.0f) | ||
283 | }; | ||
284 | |||
285 | private static Angle[] angles4 = | ||
286 | { | ||
287 | new Angle(0.0f, 1.0f, 0.0f), | ||
288 | new Angle(0.25f, 0.0f, 1.0f), | ||
289 | new Angle(0.5f, -1.0f, 0.0f), | ||
290 | new Angle(0.75f, 0.0f, -1.0f), | ||
291 | new Angle(1.0f, 1.0f, 0.0f) | ||
292 | }; | ||
293 | |||
294 | private static Angle[] angles6 = | ||
295 | { | ||
296 | new Angle(0.0f, 1.0f, 0.0f), | ||
297 | new Angle(0.16666666666666667f, 0.5f, 0.8660254037844386f), | ||
298 | new Angle(0.33333333333333333f, -0.5f, 0.86602540378443871f), | ||
299 | new Angle(0.5f, -1.0f, 0.0f), | ||
300 | new Angle(0.66666666666666667f, -0.5f, -0.86602540378443837f), | ||
301 | new Angle(0.83333333333333326f, 0.5f, -0.86602540378443904f), | ||
302 | new Angle(1.0f, 1.0f, 0.0f) | ||
303 | }; | ||
304 | |||
305 | private static Angle[] angles12 = | ||
306 | { | ||
307 | new Angle(0.0f, 1.0f, 0.0f), | ||
308 | new Angle(0.083333333333333329f, 0.86602540378443871f, 0.5f), | ||
309 | new Angle(0.16666666666666667f, 0.5f, 0.8660254037844386f), | ||
310 | new Angle(0.25f, 0.0f, 1.0f), | ||
311 | new Angle(0.33333333333333333f, -0.5f, 0.86602540378443871f), | ||
312 | new Angle(0.41666666666666663f, -0.86602540378443849f, 0.5f), | ||
313 | new Angle(0.5f, -1.0f, 0.0f), | ||
314 | new Angle(0.58333333333333326f, -0.86602540378443882f, -0.5f), | ||
315 | new Angle(0.66666666666666667f, -0.5f, -0.86602540378443837f), | ||
316 | new Angle(0.75f, 0.0f, -1.0f), | ||
317 | new Angle(0.83333333333333326f, 0.5f, -0.86602540378443904f), | ||
318 | new Angle(0.91666666666666663f, 0.86602540378443837f, -0.5f), | ||
319 | new Angle(1.0f, 1.0f, 0.0f) | ||
320 | }; | ||
321 | |||
322 | private static Angle[] angles24 = | ||
323 | { | ||
324 | new Angle(0.0f, 1.0f, 0.0f), | ||
325 | new Angle(0.041666666666666664f, 0.96592582628906831f, 0.25881904510252074f), | ||
326 | new Angle(0.083333333333333329f, 0.86602540378443871f, 0.5f), | ||
327 | new Angle(0.125f, 0.70710678118654757f, 0.70710678118654746f), | ||
328 | new Angle(0.16666666666666667f, 0.5f, 0.8660254037844386f), | ||
329 | new Angle(0.20833333333333331f, 0.25881904510252096f, 0.9659258262890682f), | ||
330 | new Angle(0.25f, 0.0f, 1.0f), | ||
331 | new Angle(0.29166666666666663f, -0.25881904510252063f, 0.96592582628906831f), | ||
332 | new Angle(0.33333333333333333f, -0.5f, 0.86602540378443871f), | ||
333 | new Angle(0.375f, -0.70710678118654746f, 0.70710678118654757f), | ||
334 | new Angle(0.41666666666666663f, -0.86602540378443849f, 0.5f), | ||
335 | new Angle(0.45833333333333331f, -0.9659258262890682f, 0.25881904510252102f), | ||
336 | new Angle(0.5f, -1.0f, 0.0f), | ||
337 | new Angle(0.54166666666666663f, -0.96592582628906842f, -0.25881904510252035f), | ||
338 | new Angle(0.58333333333333326f, -0.86602540378443882f, -0.5f), | ||
339 | new Angle(0.62499999999999989f, -0.70710678118654791f, -0.70710678118654713f), | ||
340 | new Angle(0.66666666666666667f, -0.5f, -0.86602540378443837f), | ||
341 | new Angle(0.70833333333333326f, -0.25881904510252152f, -0.96592582628906809f), | ||
342 | new Angle(0.75f, 0.0f, -1.0f), | ||
343 | new Angle(0.79166666666666663f, 0.2588190451025203f, -0.96592582628906842f), | ||
344 | new Angle(0.83333333333333326f, 0.5f, -0.86602540378443904f), | ||
345 | new Angle(0.875f, 0.70710678118654735f, -0.70710678118654768f), | ||
346 | new Angle(0.91666666666666663f, 0.86602540378443837f, -0.5f), | ||
347 | new Angle(0.95833333333333326f, 0.96592582628906809f, -0.25881904510252157f), | ||
348 | new Angle(1.0f, 1.0f, 0.0f) | ||
349 | }; | ||
350 | |||
351 | private Angle interpolatePoints(float newPoint, Angle p1, Angle p2) | ||
352 | { | ||
353 | float m = (newPoint - p1.angle) / (p2.angle - p1.angle); | ||
354 | return new Angle(newPoint, p1.X + m * (p2.X - p1.X), p1.Y + m * (p2.Y - p1.Y)); | ||
355 | } | ||
356 | |||
357 | private void intersection(double x1, double y1, double x2, double y2, double x3, double y3, double x4, double y4) | ||
358 | { // ref: http://local.wasp.uwa.edu.au/~pbourke/geometry/lineline2d/ | ||
359 | double denom = (y4 - y3) * (x2 - x1) - (x4 - x3) * (y2 - y1); | ||
360 | double uaNumerator = (x4 - x3) * (y1 - y3) - (y4 - y3) * (x1 - x3); | ||
361 | |||
362 | if (denom != 0.0) | ||
363 | { | ||
364 | double ua = uaNumerator / denom; | ||
365 | iX = (float)(x1 + ua * (x2 - x1)); | ||
366 | iY = (float)(y1 + ua * (y2 - y1)); | ||
367 | } | ||
368 | } | ||
369 | |||
370 | internal List<Angle> angles; | ||
371 | |||
372 | internal void makeAngles(int sides, float startAngle, float stopAngle, bool hasCut) | ||
373 | { | ||
374 | angles = new List<Angle>(); | ||
375 | |||
376 | const double twoPi = System.Math.PI * 2.0; | ||
377 | const float twoPiInv = (float)(1.0d / twoPi); | ||
378 | |||
379 | if (sides < 1) | ||
380 | throw new Exception("number of sides not greater than zero"); | ||
381 | if (stopAngle <= startAngle) | ||
382 | throw new Exception("stopAngle not greater than startAngle"); | ||
383 | |||
384 | if ((sides == 3 || sides == 4 || sides == 6 || sides == 12 || sides == 24)) | ||
385 | { | ||
386 | startAngle *= twoPiInv; | ||
387 | stopAngle *= twoPiInv; | ||
388 | |||
389 | Angle[] sourceAngles; | ||
390 | switch (sides) | ||
391 | { | ||
392 | case 3: | ||
393 | sourceAngles = angles3; | ||
394 | break; | ||
395 | case 4: | ||
396 | sourceAngles = angles4; | ||
397 | break; | ||
398 | case 6: | ||
399 | sourceAngles = angles6; | ||
400 | break; | ||
401 | case 12: | ||
402 | sourceAngles = angles12; | ||
403 | break; | ||
404 | default: | ||
405 | sourceAngles = angles24; | ||
406 | break; | ||
407 | } | ||
408 | |||
409 | int startAngleIndex = (int)(startAngle * sides); | ||
410 | int endAngleIndex = sourceAngles.Length - 1; | ||
411 | |||
412 | if (hasCut) | ||
413 | { | ||
414 | if (stopAngle < 1.0f) | ||
415 | endAngleIndex = (int)(stopAngle * sides) + 1; | ||
416 | if (endAngleIndex == startAngleIndex) | ||
417 | endAngleIndex++; | ||
418 | |||
419 | for (int angleIndex = startAngleIndex; angleIndex < endAngleIndex + 1; angleIndex++) | ||
420 | { | ||
421 | angles.Add(sourceAngles[angleIndex]); | ||
422 | } | ||
423 | |||
424 | if (startAngle > 0.0f) | ||
425 | angles[0] = interpolatePoints(startAngle, angles[0], angles[1]); | ||
426 | |||
427 | if (stopAngle < 1.0f) | ||
428 | { | ||
429 | int lastAngleIndex = angles.Count - 1; | ||
430 | angles[lastAngleIndex] = interpolatePoints(stopAngle, angles[lastAngleIndex - 1], angles[lastAngleIndex]); | ||
431 | } | ||
432 | } | ||
433 | else | ||
434 | { | ||
435 | for (int angleIndex = startAngleIndex; angleIndex < endAngleIndex; angleIndex++) | ||
436 | angles.Add(sourceAngles[angleIndex]); | ||
437 | } | ||
438 | } | ||
439 | else | ||
440 | { | ||
441 | double stepSize = twoPi / sides; | ||
442 | |||
443 | int startStep = (int)(startAngle / stepSize); | ||
444 | double angle = stepSize * startStep; | ||
445 | int step = startStep; | ||
446 | double stopAngleTest = stopAngle; | ||
447 | if (stopAngle < twoPi) | ||
448 | { | ||
449 | stopAngleTest = stepSize * ((int)(stopAngle / stepSize) + 1); | ||
450 | if (stopAngleTest < stopAngle) | ||
451 | stopAngleTest += stepSize; | ||
452 | if (stopAngleTest > twoPi) | ||
453 | stopAngleTest = twoPi; | ||
454 | } | ||
455 | |||
456 | while (angle <= stopAngleTest) | ||
457 | { | ||
458 | Angle newAngle; | ||
459 | newAngle.angle = (float)angle; | ||
460 | newAngle.X = (float)System.Math.Cos(angle); | ||
461 | newAngle.Y = (float)System.Math.Sin(angle); | ||
462 | angles.Add(newAngle); | ||
463 | step += 1; | ||
464 | angle = stepSize * step; | ||
465 | } | ||
466 | |||
467 | if (startAngle > angles[0].angle) | ||
468 | { | ||
469 | Angle newAngle; | ||
470 | 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)); | ||
471 | newAngle.angle = startAngle; | ||
472 | newAngle.X = iX; | ||
473 | newAngle.Y = iY; | ||
474 | angles[0] = newAngle; | ||
475 | } | ||
476 | |||
477 | int index = angles.Count - 1; | ||
478 | if (stopAngle < angles[index].angle) | ||
479 | { | ||
480 | Angle newAngle; | ||
481 | 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)); | ||
482 | newAngle.angle = stopAngle; | ||
483 | newAngle.X = iX; | ||
484 | newAngle.Y = iY; | ||
485 | angles[index] = newAngle; | ||
486 | } | ||
487 | } | ||
488 | } | ||
489 | } | ||
490 | |||
491 | /// <summary> | ||
492 | /// generates a profile for extrusion | ||
493 | /// </summary> | ||
494 | public class Profile | ||
495 | { | ||
496 | private const float twoPi = 2.0f * (float)Math.PI; | ||
497 | |||
498 | public string errorMessage = null; | ||
499 | |||
500 | public List<Coord> coords; | ||
501 | public List<Face> faces; | ||
502 | |||
503 | // use these for making individual meshes for each prim face | ||
504 | public List<int> outerCoordIndices = null; | ||
505 | public List<int> hollowCoordIndices = null; | ||
506 | |||
507 | public int numOuterVerts = 0; | ||
508 | public int numHollowVerts = 0; | ||
509 | |||
510 | public int outerFaceNumber = -1; | ||
511 | public int hollowFaceNumber = -1; | ||
512 | |||
513 | public int bottomFaceNumber = 0; | ||
514 | public int numPrimFaces = 0; | ||
515 | |||
516 | public Profile() | ||
517 | { | ||
518 | coords = new List<Coord>(); | ||
519 | faces = new List<Face>(); | ||
520 | } | ||
521 | |||
522 | public Profile(int sides, float profileStart, float profileEnd, float hollow, int hollowSides, bool hasProfileCut, bool createFaces) | ||
523 | { | ||
524 | const float halfSqr2 = 0.7071067811866f; | ||
525 | |||
526 | coords = new List<Coord>(); | ||
527 | faces = new List<Face>(); | ||
528 | |||
529 | List<Coord> hollowCoords = new List<Coord>(); | ||
530 | |||
531 | bool hasHollow = (hollow > 0.0f); | ||
532 | |||
533 | AngleList angles = new AngleList(); | ||
534 | AngleList hollowAngles = new AngleList(); | ||
535 | |||
536 | float xScale = 0.5f; | ||
537 | float yScale = 0.5f; | ||
538 | if (sides == 4) // corners of a square are sqrt(2) from center | ||
539 | { | ||
540 | xScale = halfSqr2; | ||
541 | yScale = halfSqr2; | ||
542 | } | ||
543 | |||
544 | float startAngle = profileStart * twoPi; | ||
545 | float stopAngle = profileEnd * twoPi; | ||
546 | |||
547 | try { angles.makeAngles(sides, startAngle, stopAngle,hasProfileCut); } | ||
548 | catch (Exception ex) | ||
549 | { | ||
550 | |||
551 | errorMessage = "makeAngles failed: Exception: " + ex.ToString() | ||
552 | + "\nsides: " + sides.ToString() + " startAngle: " + startAngle.ToString() + " stopAngle: " + stopAngle.ToString(); | ||
553 | |||
554 | return; | ||
555 | } | ||
556 | |||
557 | numOuterVerts = angles.angles.Count; | ||
558 | |||
559 | Angle angle; | ||
560 | Coord newVert = new Coord(); | ||
561 | |||
562 | // flag to create as few triangles as possible for 3 or 4 side profile | ||
563 | bool simpleFace = (sides < 5 && !hasHollow && !hasProfileCut); | ||
564 | |||
565 | if (hasHollow) | ||
566 | { | ||
567 | if (sides == hollowSides) | ||
568 | hollowAngles = angles; | ||
569 | else | ||
570 | { | ||
571 | try { hollowAngles.makeAngles(hollowSides, startAngle, stopAngle, hasProfileCut); } | ||
572 | catch (Exception ex) | ||
573 | { | ||
574 | errorMessage = "makeAngles failed: Exception: " + ex.ToString() | ||
575 | + "\nsides: " + sides.ToString() + " startAngle: " + startAngle.ToString() + " stopAngle: " + stopAngle.ToString(); | ||
576 | |||
577 | return; | ||
578 | } | ||
579 | |||
580 | int numHollowAngles = hollowAngles.angles.Count; | ||
581 | for (int i = 0; i < numHollowAngles; i++) | ||
582 | { | ||
583 | angle = hollowAngles.angles[i]; | ||
584 | newVert.X = hollow * xScale * angle.X; | ||
585 | newVert.Y = hollow * yScale * angle.Y; | ||
586 | newVert.Z = 0.0f; | ||
587 | |||
588 | hollowCoords.Add(newVert); | ||
589 | } | ||
590 | } | ||
591 | numHollowVerts = hollowAngles.angles.Count; | ||
592 | } | ||
593 | else if (!simpleFace) | ||
594 | { | ||
595 | Coord center = new Coord(0.0f, 0.0f, 0.0f); | ||
596 | this.coords.Add(center); | ||
597 | } | ||
598 | |||
599 | int numAngles = angles.angles.Count; | ||
600 | bool hollowsame = (hasHollow && hollowSides == sides); | ||
601 | |||
602 | for (int i = 0; i < numAngles; i++) | ||
603 | { | ||
604 | angle = angles.angles[i]; | ||
605 | newVert.X = angle.X * xScale; | ||
606 | newVert.Y = angle.Y * yScale; | ||
607 | newVert.Z = 0.0f; | ||
608 | coords.Add(newVert); | ||
609 | if (hollowsame) | ||
610 | { | ||
611 | newVert.X *= hollow; | ||
612 | newVert.Y *= hollow; | ||
613 | hollowCoords.Add(newVert); | ||
614 | } | ||
615 | } | ||
616 | |||
617 | if (hasHollow) | ||
618 | { | ||
619 | hollowCoords.Reverse(); | ||
620 | coords.AddRange(hollowCoords); | ||
621 | |||
622 | if (createFaces) | ||
623 | { | ||
624 | int numTotalVerts = numOuterVerts + numHollowVerts; | ||
625 | |||
626 | if (numOuterVerts == numHollowVerts) | ||
627 | { | ||
628 | Face newFace = new Face(); | ||
629 | |||
630 | for (int coordIndex = 0; coordIndex < numOuterVerts - 1; coordIndex++) | ||
631 | { | ||
632 | newFace.v1 = coordIndex; | ||
633 | newFace.v2 = coordIndex + 1; | ||
634 | newFace.v3 = numTotalVerts - coordIndex - 1; | ||
635 | faces.Add(newFace); | ||
636 | |||
637 | newFace.v1 = coordIndex + 1; | ||
638 | newFace.v2 = numTotalVerts - coordIndex - 2; | ||
639 | newFace.v3 = numTotalVerts - coordIndex - 1; | ||
640 | faces.Add(newFace); | ||
641 | } | ||
642 | if (!hasProfileCut) | ||
643 | { | ||
644 | newFace.v1 = numOuterVerts - 1; | ||
645 | newFace.v2 = 0; | ||
646 | newFace.v3 = numOuterVerts; | ||
647 | faces.Add(newFace); | ||
648 | |||
649 | newFace.v1 = 0; | ||
650 | newFace.v2 = numTotalVerts - 1; | ||
651 | newFace.v3 = numOuterVerts; | ||
652 | faces.Add(newFace); | ||
653 | } | ||
654 | } | ||
655 | else if (numOuterVerts < numHollowVerts) | ||
656 | { | ||
657 | Face newFace = new Face(); | ||
658 | int j = 0; // j is the index for outer vertices | ||
659 | int i; | ||
660 | int maxJ = numOuterVerts - 1; | ||
661 | float curHollowAngle = 0; | ||
662 | for (i = 0; i < numHollowVerts; i++) // i is the index for inner vertices | ||
663 | { | ||
664 | curHollowAngle = hollowAngles.angles[i].angle; | ||
665 | if (j < maxJ) | ||
666 | { | ||
667 | if (angles.angles[j + 1].angle - curHollowAngle < curHollowAngle - angles.angles[j].angle + 0.000001f) | ||
668 | { | ||
669 | newFace.v1 = numTotalVerts - i - 1; | ||
670 | newFace.v2 = j; | ||
671 | newFace.v3 = j + 1; | ||
672 | faces.Add(newFace); | ||
673 | j++; | ||
674 | } | ||
675 | } | ||
676 | else | ||
677 | { | ||
678 | if (1.0f - curHollowAngle < curHollowAngle - angles.angles[j].angle + 0.000001f) | ||
679 | break; | ||
680 | } | ||
681 | |||
682 | newFace.v1 = j; | ||
683 | newFace.v2 = numTotalVerts - i - 2; | ||
684 | newFace.v3 = numTotalVerts - i - 1; | ||
685 | |||
686 | faces.Add(newFace); | ||
687 | } | ||
688 | |||
689 | if (!hasProfileCut) | ||
690 | { | ||
691 | if (i == numHollowVerts) | ||
692 | { | ||
693 | newFace.v1 = numTotalVerts - numHollowVerts; | ||
694 | newFace.v2 = maxJ; | ||
695 | newFace.v3 = 0; | ||
696 | |||
697 | faces.Add(newFace); | ||
698 | } | ||
699 | else | ||
700 | { | ||
701 | if (1.0f - curHollowAngle < curHollowAngle - angles.angles[maxJ].angle + 0.000001f) | ||
702 | { | ||
703 | newFace.v1 = numTotalVerts - i - 1; | ||
704 | newFace.v2 = maxJ; | ||
705 | newFace.v3 = 0; | ||
706 | |||
707 | faces.Add(newFace); | ||
708 | } | ||
709 | |||
710 | for (; i < numHollowVerts - 1; i++) | ||
711 | { | ||
712 | newFace.v1 = 0; | ||
713 | newFace.v2 = numTotalVerts - i - 2; | ||
714 | newFace.v3 = numTotalVerts - i - 1; | ||
715 | |||
716 | faces.Add(newFace); | ||
717 | } | ||
718 | } | ||
719 | |||
720 | newFace.v1 = 0; | ||
721 | newFace.v2 = numTotalVerts - 1; | ||
722 | newFace.v3 = numTotalVerts - numHollowVerts; | ||
723 | faces.Add(newFace); | ||
724 | } | ||
725 | } | ||
726 | else // numHollowVerts < numOuterVerts | ||
727 | { | ||
728 | Face newFace = new Face(); | ||
729 | int j = 0; // j is the index for inner vertices | ||
730 | int maxJ = numHollowVerts - 1; | ||
731 | for (int i = 0; i < numOuterVerts; i++) | ||
732 | { | ||
733 | if (j < maxJ) | ||
734 | if (hollowAngles.angles[j + 1].angle - angles.angles[i].angle < angles.angles[i].angle - hollowAngles.angles[j].angle + 0.000001f) | ||
735 | { | ||
736 | newFace.v1 = i; | ||
737 | newFace.v2 = numTotalVerts - j - 2; | ||
738 | newFace.v3 = numTotalVerts - j - 1; | ||
739 | |||
740 | faces.Add(newFace); | ||
741 | j += 1; | ||
742 | } | ||
743 | |||
744 | newFace.v1 = numTotalVerts - j - 1; | ||
745 | newFace.v2 = i; | ||
746 | newFace.v3 = i + 1; | ||
747 | |||
748 | faces.Add(newFace); | ||
749 | } | ||
750 | |||
751 | if (!hasProfileCut) | ||
752 | { | ||
753 | int i = numOuterVerts - 1; | ||
754 | |||
755 | if (hollowAngles.angles[0].angle - angles.angles[i].angle < angles.angles[i].angle - hollowAngles.angles[maxJ].angle + 0.000001f) | ||
756 | { | ||
757 | newFace.v1 = 0; | ||
758 | newFace.v2 = numTotalVerts - 1; | ||
759 | newFace.v3 = numTotalVerts - maxJ - 1; | ||
760 | |||
761 | faces.Add(newFace); | ||
762 | } | ||
763 | |||
764 | newFace.v1 = numTotalVerts - maxJ - 1; | ||
765 | newFace.v2 = i; | ||
766 | newFace.v3 = 0; | ||
767 | |||
768 | faces.Add(newFace); | ||
769 | } | ||
770 | } | ||
771 | } | ||
772 | |||
773 | } | ||
774 | |||
775 | else if (createFaces) | ||
776 | { | ||
777 | if (simpleFace) | ||
778 | { | ||
779 | if (sides == 3) | ||
780 | faces.Add(new Face(0, 1, 2)); | ||
781 | else if (sides == 4) | ||
782 | { | ||
783 | faces.Add(new Face(0, 1, 2)); | ||
784 | faces.Add(new Face(0, 2, 3)); | ||
785 | } | ||
786 | } | ||
787 | else | ||
788 | { | ||
789 | for (int i = 1; i < numAngles ; i++) | ||
790 | { | ||
791 | Face newFace = new Face(); | ||
792 | newFace.v1 = 0; | ||
793 | newFace.v2 = i; | ||
794 | newFace.v3 = i + 1; | ||
795 | faces.Add(newFace); | ||
796 | } | ||
797 | if (!hasProfileCut) | ||
798 | { | ||
799 | Face newFace = new Face(); | ||
800 | newFace.v1 = 0; | ||
801 | newFace.v2 = numAngles; | ||
802 | newFace.v3 = 1; | ||
803 | faces.Add(newFace); | ||
804 | } | ||
805 | } | ||
806 | } | ||
807 | |||
808 | |||
809 | hollowCoords = null; | ||
810 | } | ||
811 | |||
812 | |||
813 | public Profile Copy() | ||
814 | { | ||
815 | return Copy(true); | ||
816 | } | ||
817 | |||
818 | public Profile Copy(bool needFaces) | ||
819 | { | ||
820 | Profile copy = new Profile(); | ||
821 | |||
822 | copy.coords.AddRange(coords); | ||
823 | |||
824 | if (needFaces) | ||
825 | copy.faces.AddRange(faces); | ||
826 | |||
827 | copy.numOuterVerts = numOuterVerts; | ||
828 | copy.numHollowVerts = numHollowVerts; | ||
829 | |||
830 | return copy; | ||
831 | } | ||
832 | |||
833 | public void AddPos(Coord v) | ||
834 | { | ||
835 | this.AddPos(v.X, v.Y, v.Z); | ||
836 | } | ||
837 | |||
838 | public void AddPos(float x, float y, float z) | ||
839 | { | ||
840 | int i; | ||
841 | int numVerts = coords.Count; | ||
842 | Coord vert; | ||
843 | |||
844 | for (i = 0; i < numVerts; i++) | ||
845 | { | ||
846 | vert = coords[i]; | ||
847 | vert.X += x; | ||
848 | vert.Y += y; | ||
849 | vert.Z += z; | ||
850 | this.coords[i] = vert; | ||
851 | } | ||
852 | } | ||
853 | |||
854 | public void AddRot(Quat q) | ||
855 | { | ||
856 | int i; | ||
857 | int numVerts = coords.Count; | ||
858 | |||
859 | for (i = 0; i < numVerts; i++) | ||
860 | coords[i] *= q; | ||
861 | } | ||
862 | |||
863 | public void Scale(float x, float y) | ||
864 | { | ||
865 | int i; | ||
866 | int numVerts = coords.Count; | ||
867 | Coord vert; | ||
868 | |||
869 | for (i = 0; i < numVerts; i++) | ||
870 | { | ||
871 | vert = coords[i]; | ||
872 | vert.X *= x; | ||
873 | vert.X = (float)Math.Round(vert.X,5); | ||
874 | vert.Y *= y; | ||
875 | vert.Y = (float)Math.Round(vert.Y,5); | ||
876 | coords[i] = vert; | ||
877 | } | ||
878 | |||
879 | if(x == 0f || y == 0f) | ||
880 | faces = new List<Face>(); | ||
881 | } | ||
882 | |||
883 | /// <summary> | ||
884 | /// Changes order of the vertex indices and negates the center vertex normal. Does not alter vertex normals of radial vertices | ||
885 | /// </summary> | ||
886 | public void FlipNormals() | ||
887 | { | ||
888 | int numFaces = faces.Count; | ||
889 | if(numFaces == 0) | ||
890 | return; | ||
891 | |||
892 | int i; | ||
893 | Face tmpFace; | ||
894 | int tmp; | ||
895 | |||
896 | for (i = 0; i < numFaces; i++) | ||
897 | { | ||
898 | tmpFace = faces[i]; | ||
899 | tmp = tmpFace.v3; | ||
900 | tmpFace.v3 = tmpFace.v1; | ||
901 | tmpFace.v1 = tmp; | ||
902 | faces[i] = tmpFace; | ||
903 | } | ||
904 | } | ||
905 | |||
906 | public void AddValue2FaceVertexIndices(int num) | ||
907 | { | ||
908 | int numFaces = faces.Count; | ||
909 | if(numFaces == 0) | ||
910 | return; | ||
911 | |||
912 | Face tmpFace; | ||
913 | |||
914 | for (int i = 0; i < numFaces; i++) | ||
915 | { | ||
916 | tmpFace = faces[i]; | ||
917 | tmpFace.v1 += num; | ||
918 | tmpFace.v2 += num; | ||
919 | tmpFace.v3 += num; | ||
920 | |||
921 | faces[i] = tmpFace; | ||
922 | } | ||
923 | } | ||
924 | |||
925 | public void DumpRaw(String path, String name, String title) | ||
926 | { | ||
927 | if (path == null) | ||
928 | return; | ||
929 | String fileName = name + "_" + title + ".raw"; | ||
930 | String completePath = System.IO.Path.Combine(path, fileName); | ||
931 | StreamWriter sw = new StreamWriter(completePath); | ||
932 | |||
933 | for (int i = 0; i < faces.Count; i++) | ||
934 | { | ||
935 | string s = coords[faces[i].v1].ToString(); | ||
936 | s += " " + coords[faces[i].v2].ToString(); | ||
937 | s += " " + coords[faces[i].v3].ToString(); | ||
938 | |||
939 | sw.WriteLine(s); | ||
940 | } | ||
941 | |||
942 | sw.Close(); | ||
943 | } | ||
944 | } | ||
945 | |||
946 | public struct PathNode | ||
947 | { | ||
948 | public Coord position; | ||
949 | public Quat rotation; | ||
950 | public float xScale; | ||
951 | public float yScale; | ||
952 | public float percentOfPath; | ||
953 | } | ||
954 | |||
955 | public enum PathType { Linear = 0, Circular = 1, Flexible = 2 } | ||
956 | |||
957 | public class Path | ||
958 | { | ||
959 | public List<PathNode> pathNodes = new List<PathNode>(); | ||
960 | |||
961 | public float twistBegin = 0.0f; | ||
962 | public float twistEnd = 0.0f; | ||
963 | public float topShearX = 0.0f; | ||
964 | public float topShearY = 0.0f; | ||
965 | public float pathCutBegin = 0.0f; | ||
966 | public float pathCutEnd = 1.0f; | ||
967 | public float dimpleBegin = 0.0f; | ||
968 | public float dimpleEnd = 1.0f; | ||
969 | public float skew = 0.0f; | ||
970 | public float holeSizeX = 1.0f; // called pathScaleX in pbs | ||
971 | public float holeSizeY = 0.25f; | ||
972 | public float taperX = 0.0f; | ||
973 | public float taperY = 0.0f; | ||
974 | public float radius = 0.0f; | ||
975 | public float revolutions = 1.0f; | ||
976 | public int stepsPerRevolution = 24; | ||
977 | |||
978 | private const float twoPi = 2.0f * (float)Math.PI; | ||
979 | |||
980 | public void Create(PathType pathType, int steps) | ||
981 | { | ||
982 | if (taperX > .9999f) | ||
983 | taperX = 1.0f; | ||
984 | else if (taperX < -.9999f) | ||
985 | taperX = -1.0f; | ||
986 | if (taperY > .9999f) | ||
987 | taperY = 1.0f; | ||
988 | else if (taperY < -.9999f) | ||
989 | taperY = -1.0f; | ||
990 | |||
991 | if (pathType == PathType.Linear || pathType == PathType.Flexible) | ||
992 | { | ||
993 | int step = 0; | ||
994 | |||
995 | float length = pathCutEnd - pathCutBegin; | ||
996 | float twistTotal = twistEnd - twistBegin; | ||
997 | float twistTotalAbs = Math.Abs(twistTotal); | ||
998 | if (twistTotalAbs > 0.01f) | ||
999 | steps += (int)(twistTotalAbs * 3.66); // dahlia's magic number | ||
1000 | |||
1001 | float start = -0.5f; | ||
1002 | float stepSize = length / (float)steps; | ||
1003 | float percentOfPathMultiplier = stepSize * 0.999999f; | ||
1004 | float xOffset = topShearX * pathCutBegin; | ||
1005 | float yOffset = topShearY * pathCutBegin; | ||
1006 | float zOffset = start; | ||
1007 | float xOffsetStepIncrement = topShearX * length / steps; | ||
1008 | float yOffsetStepIncrement = topShearY * length / steps; | ||
1009 | |||
1010 | float percentOfPath = pathCutBegin; | ||
1011 | zOffset += percentOfPath; | ||
1012 | |||
1013 | // sanity checks | ||
1014 | |||
1015 | bool done = false; | ||
1016 | |||
1017 | while (!done) | ||
1018 | { | ||
1019 | PathNode newNode = new PathNode(); | ||
1020 | |||
1021 | newNode.xScale = 1.0f; | ||
1022 | if (taperX > 0.0f) | ||
1023 | newNode.xScale -= percentOfPath * taperX; | ||
1024 | else if(taperX < 0.0f) | ||
1025 | newNode.xScale += (1.0f - percentOfPath) * taperX; | ||
1026 | |||
1027 | newNode.yScale = 1.0f; | ||
1028 | if (taperY > 0.0f) | ||
1029 | newNode.yScale -= percentOfPath * taperY; | ||
1030 | else if(taperY < 0.0f) | ||
1031 | newNode.yScale += (1.0f - percentOfPath) * taperY; | ||
1032 | |||
1033 | float twist = twistBegin + twistTotal * percentOfPath; | ||
1034 | |||
1035 | newNode.rotation = new Quat(new Coord(0.0f, 0.0f, 1.0f), twist); | ||
1036 | newNode.position = new Coord(xOffset, yOffset, zOffset); | ||
1037 | newNode.percentOfPath = percentOfPath; | ||
1038 | |||
1039 | pathNodes.Add(newNode); | ||
1040 | |||
1041 | if (step < steps) | ||
1042 | { | ||
1043 | step += 1; | ||
1044 | percentOfPath += percentOfPathMultiplier; | ||
1045 | xOffset += xOffsetStepIncrement; | ||
1046 | yOffset += yOffsetStepIncrement; | ||
1047 | zOffset += stepSize; | ||
1048 | if (percentOfPath > pathCutEnd) | ||
1049 | done = true; | ||
1050 | } | ||
1051 | else done = true; | ||
1052 | } | ||
1053 | } // end of linear path code | ||
1054 | |||
1055 | else // pathType == Circular | ||
1056 | { | ||
1057 | float twistTotal = twistEnd - twistBegin; | ||
1058 | |||
1059 | // if the profile has a lot of twist, add more layers otherwise the layers may overlap | ||
1060 | // and the resulting mesh may be quite inaccurate. This method is arbitrary and doesn't | ||
1061 | // accurately match the viewer | ||
1062 | float twistTotalAbs = Math.Abs(twistTotal); | ||
1063 | if (twistTotalAbs > 0.01f) | ||
1064 | { | ||
1065 | if (twistTotalAbs > Math.PI * 1.5f) | ||
1066 | steps *= 2; | ||
1067 | if (twistTotalAbs > Math.PI * 3.0f) | ||
1068 | steps *= 2; | ||
1069 | } | ||
1070 | |||
1071 | float yPathScale = holeSizeY * 0.5f; | ||
1072 | float pathLength = pathCutEnd - pathCutBegin; | ||
1073 | float totalSkew = skew * 2.0f * pathLength; | ||
1074 | float skewStart = pathCutBegin * 2.0f * skew - skew; | ||
1075 | float xOffsetTopShearXFactor = topShearX * (0.25f + 0.5f * (0.5f - holeSizeY)); | ||
1076 | float yShearCompensation = 1.0f + Math.Abs(topShearY) * 0.25f; | ||
1077 | |||
1078 | // It's not quite clear what pushY (Y top shear) does, but subtracting it from the start and end | ||
1079 | // angles appears to approximate it's effects on path cut. Likewise, adding it to the angle used | ||
1080 | // to calculate the sine for generating the path radius appears to approximate it's effects there | ||
1081 | // too, but there are some subtle differences in the radius which are noticeable as the prim size | ||
1082 | // increases and it may affect megaprims quite a bit. The effect of the Y top shear parameter on | ||
1083 | // the meshes generated with this technique appear nearly identical in shape to the same prims when | ||
1084 | // displayed by the viewer. | ||
1085 | |||
1086 | float startAngle = (twoPi * pathCutBegin * revolutions) - topShearY * 0.9f; | ||
1087 | float endAngle = (twoPi * pathCutEnd * revolutions) - topShearY * 0.9f; | ||
1088 | float stepSize = twoPi / stepsPerRevolution; | ||
1089 | |||
1090 | int step = (int)(startAngle / stepSize); | ||
1091 | float angle = startAngle; | ||
1092 | |||
1093 | bool done = false; | ||
1094 | while (!done) // loop through the length of the path and add the layers | ||
1095 | { | ||
1096 | PathNode newNode = new PathNode(); | ||
1097 | |||
1098 | float xProfileScale = (1.0f - Math.Abs(skew)) * holeSizeX; | ||
1099 | float yProfileScale = holeSizeY; | ||
1100 | |||
1101 | float percentOfPath = angle / (twoPi * revolutions); | ||
1102 | float percentOfAngles = (angle - startAngle) / (endAngle - startAngle); | ||
1103 | |||
1104 | if (taperX > 0.01f) | ||
1105 | xProfileScale *= 1.0f - percentOfPath * taperX; | ||
1106 | else if (taperX < -0.01f) | ||
1107 | xProfileScale *= 1.0f + (1.0f - percentOfPath) * taperX; | ||
1108 | |||
1109 | if (taperY > 0.01f) | ||
1110 | yProfileScale *= 1.0f - percentOfPath * taperY; | ||
1111 | else if (taperY < -0.01f) | ||
1112 | yProfileScale *= 1.0f + (1.0f - percentOfPath) * taperY; | ||
1113 | |||
1114 | newNode.xScale = xProfileScale; | ||
1115 | newNode.yScale = yProfileScale; | ||
1116 | |||
1117 | float radiusScale = 1.0f; | ||
1118 | if (radius > 0.001f) | ||
1119 | radiusScale = 1.0f - radius * percentOfPath; | ||
1120 | else if (radius < 0.001f) | ||
1121 | radiusScale = 1.0f + radius * (1.0f - percentOfPath); | ||
1122 | |||
1123 | float twist = twistBegin + twistTotal * percentOfPath; | ||
1124 | |||
1125 | float xOffset = 0.5f * (skewStart + totalSkew * percentOfAngles); | ||
1126 | xOffset += (float)Math.Sin(angle) * xOffsetTopShearXFactor; | ||
1127 | |||
1128 | float yOffset = yShearCompensation * (float)Math.Cos(angle) * (0.5f - yPathScale) * radiusScale; | ||
1129 | |||
1130 | float zOffset = (float)Math.Sin(angle + topShearY) * (0.5f - yPathScale) * radiusScale; | ||
1131 | |||
1132 | newNode.position = new Coord(xOffset, yOffset, zOffset); | ||
1133 | |||
1134 | // now orient the rotation of the profile layer relative to it's position on the path | ||
1135 | // adding taperY to the angle used to generate the quat appears to approximate the viewer | ||
1136 | |||
1137 | newNode.rotation = new Quat(new Coord(1.0f, 0.0f, 0.0f), angle + topShearY); | ||
1138 | |||
1139 | // next apply twist rotation to the profile layer | ||
1140 | if (twistTotal != 0.0f || twistBegin != 0.0f) | ||
1141 | newNode.rotation *= new Quat(new Coord(0.0f, 0.0f, 1.0f), twist); | ||
1142 | |||
1143 | newNode.percentOfPath = percentOfPath; | ||
1144 | |||
1145 | pathNodes.Add(newNode); | ||
1146 | |||
1147 | // calculate terms for next iteration | ||
1148 | // calculate the angle for the next iteration of the loop | ||
1149 | |||
1150 | if (angle >= endAngle - 0.01) | ||
1151 | done = true; | ||
1152 | else | ||
1153 | { | ||
1154 | step += 1; | ||
1155 | angle = stepSize * step; | ||
1156 | if (angle > endAngle) | ||
1157 | angle = endAngle; | ||
1158 | } | ||
1159 | } | ||
1160 | } | ||
1161 | } | ||
1162 | } | ||
1163 | |||
1164 | public class PrimMesh | ||
1165 | { | ||
1166 | public string errorMessage = ""; | ||
1167 | private const float twoPi = 2.0f * (float)Math.PI; | ||
1168 | |||
1169 | public List<Coord> coords; | ||
1170 | // public List<Coord> normals; | ||
1171 | public List<Face> faces; | ||
1172 | |||
1173 | private int sides = 4; | ||
1174 | private int hollowSides = 4; | ||
1175 | private float profileStart = 0.0f; | ||
1176 | private float profileEnd = 1.0f; | ||
1177 | private float hollow = 0.0f; | ||
1178 | public int twistBegin = 0; | ||
1179 | public int twistEnd = 0; | ||
1180 | public float topShearX = 0.0f; | ||
1181 | public float topShearY = 0.0f; | ||
1182 | public float pathCutBegin = 0.0f; | ||
1183 | public float pathCutEnd = 1.0f; | ||
1184 | public float dimpleBegin = 0.0f; | ||
1185 | public float dimpleEnd = 1.0f; | ||
1186 | public float skew = 0.0f; | ||
1187 | public float holeSizeX = 1.0f; // called pathScaleX in pbs | ||
1188 | public float holeSizeY = 0.25f; | ||
1189 | public float taperX = 0.0f; | ||
1190 | public float taperY = 0.0f; | ||
1191 | public float radius = 0.0f; | ||
1192 | public float revolutions = 1.0f; | ||
1193 | public int stepsPerRevolution = 24; | ||
1194 | |||
1195 | private bool hasProfileCut = false; | ||
1196 | private bool hasHollow = false; | ||
1197 | |||
1198 | public int numPrimFaces = 0; | ||
1199 | |||
1200 | /// <summary> | ||
1201 | /// Human readable string representation of the parameters used to create a mesh. | ||
1202 | /// </summary> | ||
1203 | /// <returns></returns> | ||
1204 | public string ParamsToDisplayString() | ||
1205 | { | ||
1206 | string s = ""; | ||
1207 | s += "sides..................: " + this.sides.ToString(); | ||
1208 | s += "\nhollowSides..........: " + this.hollowSides.ToString(); | ||
1209 | s += "\nprofileStart.........: " + this.profileStart.ToString(); | ||
1210 | s += "\nprofileEnd...........: " + this.profileEnd.ToString(); | ||
1211 | s += "\nhollow...............: " + this.hollow.ToString(); | ||
1212 | s += "\ntwistBegin...........: " + this.twistBegin.ToString(); | ||
1213 | s += "\ntwistEnd.............: " + this.twistEnd.ToString(); | ||
1214 | s += "\ntopShearX............: " + this.topShearX.ToString(); | ||
1215 | s += "\ntopShearY............: " + this.topShearY.ToString(); | ||
1216 | s += "\npathCutBegin.........: " + this.pathCutBegin.ToString(); | ||
1217 | s += "\npathCutEnd...........: " + this.pathCutEnd.ToString(); | ||
1218 | s += "\ndimpleBegin..........: " + this.dimpleBegin.ToString(); | ||
1219 | s += "\ndimpleEnd............: " + this.dimpleEnd.ToString(); | ||
1220 | s += "\nskew.................: " + this.skew.ToString(); | ||
1221 | s += "\nholeSizeX............: " + this.holeSizeX.ToString(); | ||
1222 | s += "\nholeSizeY............: " + this.holeSizeY.ToString(); | ||
1223 | s += "\ntaperX...............: " + this.taperX.ToString(); | ||
1224 | s += "\ntaperY...............: " + this.taperY.ToString(); | ||
1225 | s += "\nradius...............: " + this.radius.ToString(); | ||
1226 | s += "\nrevolutions..........: " + this.revolutions.ToString(); | ||
1227 | s += "\nstepsPerRevolution...: " + this.stepsPerRevolution.ToString(); | ||
1228 | s += "\nhasProfileCut........: " + this.hasProfileCut.ToString(); | ||
1229 | s += "\nhasHollow............: " + this.hasHollow.ToString(); | ||
1230 | |||
1231 | return s; | ||
1232 | } | ||
1233 | |||
1234 | public bool HasProfileCut | ||
1235 | { | ||
1236 | get { return hasProfileCut; } | ||
1237 | set { hasProfileCut = value; } | ||
1238 | } | ||
1239 | |||
1240 | public bool HasHollow | ||
1241 | { | ||
1242 | get { return hasHollow; } | ||
1243 | } | ||
1244 | |||
1245 | |||
1246 | /// <summary> | ||
1247 | /// Constructs a PrimMesh object and creates the profile for extrusion. | ||
1248 | /// </summary> | ||
1249 | /// <param name="sides"></param> | ||
1250 | /// <param name="profileStart"></param> | ||
1251 | /// <param name="profileEnd"></param> | ||
1252 | /// <param name="hollow"></param> | ||
1253 | /// <param name="hollowSides"></param> | ||
1254 | /// <param name="sphereMode"></param> | ||
1255 | public PrimMesh(int _sides, float _profileStart, float _profileEnd, float _hollow, int _hollowSides) | ||
1256 | { | ||
1257 | coords = new List<Coord>(); | ||
1258 | faces = new List<Face>(); | ||
1259 | |||
1260 | sides = _sides; | ||
1261 | profileStart = _profileStart; | ||
1262 | profileEnd = _profileEnd; | ||
1263 | hollow = _hollow; | ||
1264 | hollowSides = _hollowSides; | ||
1265 | |||
1266 | if (sides < 3) | ||
1267 | sides = 3; | ||
1268 | if (hollowSides < 3) | ||
1269 | hollowSides = 3; | ||
1270 | if (profileStart < 0.0f) | ||
1271 | profileStart = 0.0f; | ||
1272 | if (profileEnd > 1.0f) | ||
1273 | profileEnd = 1.0f; | ||
1274 | if (profileEnd < 0.02f) | ||
1275 | profileEnd = 0.02f; | ||
1276 | if (profileStart >= profileEnd) | ||
1277 | profileStart = profileEnd - 0.02f; | ||
1278 | if (hollow > 0.99f) | ||
1279 | hollow = 0.99f; | ||
1280 | if (hollow < 0.0f) | ||
1281 | hollow = 0.0f; | ||
1282 | } | ||
1283 | |||
1284 | /// <summary> | ||
1285 | /// Extrudes a profile along a path. | ||
1286 | /// </summary> | ||
1287 | public void Extrude(PathType pathType) | ||
1288 | { | ||
1289 | bool needEndFaces = false; | ||
1290 | |||
1291 | coords = new List<Coord>(); | ||
1292 | faces = new List<Face>(); | ||
1293 | |||
1294 | int steps = 1; | ||
1295 | |||
1296 | float length = pathCutEnd - pathCutBegin; | ||
1297 | |||
1298 | hasProfileCut = this.profileEnd - this.profileStart < 0.9999f; | ||
1299 | |||
1300 | hasHollow = (this.hollow > 0.001f); | ||
1301 | |||
1302 | float twistBegin = this.twistBegin / 360.0f * twoPi; | ||
1303 | float twistEnd = this.twistEnd / 360.0f * twoPi; | ||
1304 | float twistTotal = twistEnd - twistBegin; | ||
1305 | float twistTotalAbs = Math.Abs(twistTotal); | ||
1306 | if (twistTotalAbs > 0.01f) | ||
1307 | steps += (int)(twistTotalAbs * 3.66); // dahlia's magic number | ||
1308 | |||
1309 | float hollow = this.hollow; | ||
1310 | float initialProfileRot = 0.0f; | ||
1311 | |||
1312 | if (pathType == PathType.Circular) | ||
1313 | { | ||
1314 | needEndFaces = false; | ||
1315 | if (pathCutBegin != 0.0f || pathCutEnd != 1.0f) | ||
1316 | needEndFaces = true; | ||
1317 | else if (taperX != 0.0f || taperY != 0.0f) | ||
1318 | needEndFaces = true; | ||
1319 | else if (skew != 0.0f) | ||
1320 | needEndFaces = true; | ||
1321 | else if (twistTotal != 0.0f) | ||
1322 | needEndFaces = true; | ||
1323 | else if (radius != 0.0f) | ||
1324 | needEndFaces = true; | ||
1325 | } | ||
1326 | else needEndFaces = true; | ||
1327 | |||
1328 | if (pathType == PathType.Circular) | ||
1329 | { | ||
1330 | if (sides == 3) | ||
1331 | { | ||
1332 | initialProfileRot = (float)Math.PI; | ||
1333 | if (hollowSides == 4) | ||
1334 | { | ||
1335 | if (hollow > 0.7f) | ||
1336 | hollow = 0.7f; | ||
1337 | hollow *= 0.707f; | ||
1338 | } | ||
1339 | else hollow *= 0.5f; | ||
1340 | } | ||
1341 | else if (sides == 4) | ||
1342 | { | ||
1343 | initialProfileRot = 0.25f * (float)Math.PI; | ||
1344 | if (hollowSides != 4) | ||
1345 | hollow *= 0.707f; | ||
1346 | } | ||
1347 | else if (sides > 4) | ||
1348 | { | ||
1349 | initialProfileRot = (float)Math.PI; | ||
1350 | if (hollowSides == 4) | ||
1351 | { | ||
1352 | if (hollow > 0.7f) | ||
1353 | hollow = 0.7f; | ||
1354 | hollow /= 0.7f; | ||
1355 | } | ||
1356 | } | ||
1357 | } | ||
1358 | else | ||
1359 | { | ||
1360 | if (sides == 3) | ||
1361 | { | ||
1362 | if (hollowSides == 4) | ||
1363 | { | ||
1364 | if (hollow > 0.7f) | ||
1365 | hollow = 0.7f; | ||
1366 | hollow *= 0.707f; | ||
1367 | } | ||
1368 | else hollow *= 0.5f; | ||
1369 | } | ||
1370 | else if (sides == 4) | ||
1371 | { | ||
1372 | initialProfileRot = 1.25f * (float)Math.PI; | ||
1373 | if (hollowSides != 4) | ||
1374 | hollow *= 0.707f; | ||
1375 | } | ||
1376 | else if (sides == 24 && hollowSides == 4) | ||
1377 | hollow *= 1.414f; | ||
1378 | } | ||
1379 | |||
1380 | Profile profile = new Profile(sides, profileStart, profileEnd, hollow, hollowSides, | ||
1381 | HasProfileCut,true); | ||
1382 | errorMessage = profile.errorMessage; | ||
1383 | |||
1384 | numPrimFaces = profile.numPrimFaces; | ||
1385 | |||
1386 | if (initialProfileRot != 0.0f) | ||
1387 | { | ||
1388 | profile.AddRot(new Quat(new Coord(0.0f, 0.0f, 1.0f), initialProfileRot)); | ||
1389 | } | ||
1390 | |||
1391 | Path path = new Path(); | ||
1392 | path.twistBegin = twistBegin; | ||
1393 | path.twistEnd = twistEnd; | ||
1394 | path.topShearX = topShearX; | ||
1395 | path.topShearY = topShearY; | ||
1396 | path.pathCutBegin = pathCutBegin; | ||
1397 | path.pathCutEnd = pathCutEnd; | ||
1398 | path.dimpleBegin = dimpleBegin; | ||
1399 | path.dimpleEnd = dimpleEnd; | ||
1400 | path.skew = skew; | ||
1401 | path.holeSizeX = holeSizeX; | ||
1402 | path.holeSizeY = holeSizeY; | ||
1403 | path.taperX = taperX; | ||
1404 | path.taperY = taperY; | ||
1405 | path.radius = radius; | ||
1406 | path.revolutions = revolutions; | ||
1407 | path.stepsPerRevolution = stepsPerRevolution; | ||
1408 | |||
1409 | path.Create(pathType, steps); | ||
1410 | |||
1411 | int lastNode = path.pathNodes.Count - 1; | ||
1412 | |||
1413 | for (int nodeIndex = 0; nodeIndex < path.pathNodes.Count; nodeIndex++) | ||
1414 | { | ||
1415 | PathNode node = path.pathNodes[nodeIndex]; | ||
1416 | Profile newLayer = profile.Copy(); | ||
1417 | |||
1418 | newLayer.Scale(node.xScale, node.yScale); | ||
1419 | newLayer.AddRot(node.rotation); | ||
1420 | newLayer.AddPos(node.position); | ||
1421 | |||
1422 | // append this layer | ||
1423 | int coordsStart = coords.Count; | ||
1424 | coords.AddRange(newLayer.coords); | ||
1425 | |||
1426 | if (needEndFaces && nodeIndex == 0 && newLayer.faces.Count > 0) | ||
1427 | { | ||
1428 | newLayer.AddValue2FaceVertexIndices(coordsStart); | ||
1429 | newLayer.FlipNormals(); | ||
1430 | faces.AddRange(newLayer.faces); | ||
1431 | } | ||
1432 | |||
1433 | // fill faces between layers | ||
1434 | |||
1435 | List<Face> linkfaces = new List<Face>(); | ||
1436 | int numVerts = newLayer.coords.Count; | ||
1437 | Face newFace1 = new Face(); | ||
1438 | Face newFace2 = new Face(); | ||
1439 | |||
1440 | if (nodeIndex > 0) | ||
1441 | { | ||
1442 | int startVert = coordsStart; | ||
1443 | int endVert = coords.Count; | ||
1444 | if (!hasProfileCut) | ||
1445 | { | ||
1446 | if(numVerts > 5 && !hasHollow) | ||
1447 | startVert++; | ||
1448 | int i = startVert; | ||
1449 | for (int l = 0; l < profile.numOuterVerts - 1; l++) | ||
1450 | { | ||
1451 | newFace1.v1 = i; | ||
1452 | newFace1.v2 = i - numVerts; | ||
1453 | newFace1.v3 = i + 1; | ||
1454 | linkfaces.Add(newFace1); | ||
1455 | |||
1456 | newFace2.v1 = i + 1; | ||
1457 | newFace2.v2 = i - numVerts; | ||
1458 | newFace2.v3 = i + 1 - numVerts; | ||
1459 | linkfaces.Add(newFace2); | ||
1460 | i++; | ||
1461 | } | ||
1462 | |||
1463 | newFace1.v1 = i; | ||
1464 | newFace1.v2 = i - numVerts; | ||
1465 | newFace1.v3 = startVert; | ||
1466 | linkfaces.Add(newFace1); | ||
1467 | |||
1468 | newFace2.v1 = startVert; | ||
1469 | newFace2.v2 = i - numVerts; | ||
1470 | newFace2.v3 = startVert - numVerts; | ||
1471 | linkfaces.Add(newFace2); | ||
1472 | |||
1473 | if (hasHollow) | ||
1474 | { | ||
1475 | startVert = ++i; | ||
1476 | for (int l = 0; l < profile.numHollowVerts - 1; l++) | ||
1477 | { | ||
1478 | newFace1.v1 = i; | ||
1479 | newFace1.v2 = i - numVerts; | ||
1480 | newFace1.v3 = i + 1; | ||
1481 | linkfaces.Add(newFace1); | ||
1482 | |||
1483 | newFace2.v1 = i + 1; | ||
1484 | newFace2.v2 = i - numVerts; | ||
1485 | newFace2.v3 = i + 1 - numVerts; | ||
1486 | linkfaces.Add(newFace2); | ||
1487 | i++; | ||
1488 | } | ||
1489 | |||
1490 | newFace1.v1 = i; | ||
1491 | newFace1.v2 = i - numVerts; | ||
1492 | newFace1.v3 = startVert; | ||
1493 | linkfaces.Add(newFace1); | ||
1494 | |||
1495 | newFace2.v1 = startVert; | ||
1496 | newFace2.v2 = i - numVerts; | ||
1497 | newFace2.v3 = startVert - numVerts; | ||
1498 | linkfaces.Add(newFace2); | ||
1499 | } | ||
1500 | } | ||
1501 | else | ||
1502 | { | ||
1503 | for (int i = startVert; i < endVert; i++) | ||
1504 | { | ||
1505 | int iNext = i + 1; | ||
1506 | if (i == endVert - 1) | ||
1507 | iNext = startVert; | ||
1508 | |||
1509 | newFace1.v1 = i; | ||
1510 | newFace1.v2 = i - numVerts; | ||
1511 | newFace1.v3 = iNext; | ||
1512 | linkfaces.Add(newFace1); | ||
1513 | |||
1514 | newFace2.v1 = iNext; | ||
1515 | newFace2.v2 = i - numVerts; | ||
1516 | newFace2.v3 = iNext - numVerts; | ||
1517 | linkfaces.Add(newFace2); | ||
1518 | } | ||
1519 | } | ||
1520 | } | ||
1521 | |||
1522 | if(linkfaces.Count > 0) | ||
1523 | faces.AddRange(linkfaces); | ||
1524 | |||
1525 | if (needEndFaces && nodeIndex == lastNode && newLayer.faces.Count > 0) | ||
1526 | { | ||
1527 | newLayer.AddValue2FaceVertexIndices(coordsStart); | ||
1528 | faces.AddRange(newLayer.faces); | ||
1529 | } | ||
1530 | |||
1531 | } // for (int nodeIndex = 0; nodeIndex < path.pathNodes.Count; nodeIndex++) | ||
1532 | // more cleanup will be done at Meshmerizer.cs | ||
1533 | } | ||
1534 | |||
1535 | |||
1536 | /// <summary> | ||
1537 | /// DEPRICATED - use Extrude(PathType.Linear) instead | ||
1538 | /// Extrudes a profile along a straight line path. Used for prim types box, cylinder, and prism. | ||
1539 | /// </summary> | ||
1540 | /// | ||
1541 | public void ExtrudeLinear() | ||
1542 | { | ||
1543 | Extrude(PathType.Linear); | ||
1544 | } | ||
1545 | |||
1546 | |||
1547 | /// <summary> | ||
1548 | /// DEPRICATED - use Extrude(PathType.Circular) instead | ||
1549 | /// Extrude a profile into a circular path prim mesh. Used for prim types torus, tube, and ring. | ||
1550 | /// </summary> | ||
1551 | /// | ||
1552 | public void ExtrudeCircular() | ||
1553 | { | ||
1554 | Extrude(PathType.Circular); | ||
1555 | } | ||
1556 | |||
1557 | |||
1558 | private Coord SurfaceNormal(Coord c1, Coord c2, Coord c3) | ||
1559 | { | ||
1560 | Coord edge1 = new Coord(c2.X - c1.X, c2.Y - c1.Y, c2.Z - c1.Z); | ||
1561 | Coord edge2 = new Coord(c3.X - c1.X, c3.Y - c1.Y, c3.Z - c1.Z); | ||
1562 | |||
1563 | Coord normal = Coord.Cross(edge1, edge2); | ||
1564 | |||
1565 | normal.Normalize(); | ||
1566 | |||
1567 | return normal; | ||
1568 | } | ||
1569 | |||
1570 | private Coord SurfaceNormal(Face face) | ||
1571 | { | ||
1572 | return SurfaceNormal(this.coords[face.v1], this.coords[face.v2], this.coords[face.v3]); | ||
1573 | } | ||
1574 | |||
1575 | /// <summary> | ||
1576 | /// Calculate the surface normal for a face in the list of faces | ||
1577 | /// </summary> | ||
1578 | /// <param name="faceIndex"></param> | ||
1579 | /// <returns></returns> | ||
1580 | public Coord SurfaceNormal(int faceIndex) | ||
1581 | { | ||
1582 | int numFaces = this.faces.Count; | ||
1583 | if (faceIndex < 0 || faceIndex >= numFaces) | ||
1584 | throw new Exception("faceIndex out of range"); | ||
1585 | |||
1586 | return SurfaceNormal(this.faces[faceIndex]); | ||
1587 | } | ||
1588 | |||
1589 | /// <summary> | ||
1590 | /// Duplicates a PrimMesh object. All object properties are copied by value, including lists. | ||
1591 | /// </summary> | ||
1592 | /// <returns></returns> | ||
1593 | public PrimMesh Copy() | ||
1594 | { | ||
1595 | PrimMesh copy = new PrimMesh(this.sides, this.profileStart, this.profileEnd, this.hollow, this.hollowSides); | ||
1596 | copy.twistBegin = this.twistBegin; | ||
1597 | copy.twistEnd = this.twistEnd; | ||
1598 | copy.topShearX = this.topShearX; | ||
1599 | copy.topShearY = this.topShearY; | ||
1600 | copy.pathCutBegin = this.pathCutBegin; | ||
1601 | copy.pathCutEnd = this.pathCutEnd; | ||
1602 | copy.dimpleBegin = this.dimpleBegin; | ||
1603 | copy.dimpleEnd = this.dimpleEnd; | ||
1604 | copy.skew = this.skew; | ||
1605 | copy.holeSizeX = this.holeSizeX; | ||
1606 | copy.holeSizeY = this.holeSizeY; | ||
1607 | copy.taperX = this.taperX; | ||
1608 | copy.taperY = this.taperY; | ||
1609 | copy.radius = this.radius; | ||
1610 | copy.revolutions = this.revolutions; | ||
1611 | copy.stepsPerRevolution = this.stepsPerRevolution; | ||
1612 | |||
1613 | copy.numPrimFaces = this.numPrimFaces; | ||
1614 | copy.errorMessage = this.errorMessage; | ||
1615 | |||
1616 | copy.coords = new List<Coord>(this.coords); | ||
1617 | copy.faces = new List<Face>(this.faces); | ||
1618 | |||
1619 | return copy; | ||
1620 | } | ||
1621 | |||
1622 | /// <summary> | ||
1623 | /// Adds a value to each XYZ vertex coordinate in the mesh | ||
1624 | /// </summary> | ||
1625 | /// <param name="x"></param> | ||
1626 | /// <param name="y"></param> | ||
1627 | /// <param name="z"></param> | ||
1628 | public void AddPos(float x, float y, float z) | ||
1629 | { | ||
1630 | int i; | ||
1631 | int numVerts = this.coords.Count; | ||
1632 | Coord vert; | ||
1633 | |||
1634 | for (i = 0; i < numVerts; i++) | ||
1635 | { | ||
1636 | vert = this.coords[i]; | ||
1637 | vert.X += x; | ||
1638 | vert.Y += y; | ||
1639 | vert.Z += z; | ||
1640 | this.coords[i] = vert; | ||
1641 | } | ||
1642 | } | ||
1643 | |||
1644 | /// <summary> | ||
1645 | /// Rotates the mesh | ||
1646 | /// </summary> | ||
1647 | /// <param name="q"></param> | ||
1648 | public void AddRot(Quat q) | ||
1649 | { | ||
1650 | int i; | ||
1651 | int numVerts = this.coords.Count; | ||
1652 | |||
1653 | for (i = 0; i < numVerts; i++) | ||
1654 | this.coords[i] *= q; | ||
1655 | } | ||
1656 | |||
1657 | #if VERTEX_INDEXER | ||
1658 | public VertexIndexer GetVertexIndexer() | ||
1659 | { | ||
1660 | return null; | ||
1661 | } | ||
1662 | #endif | ||
1663 | |||
1664 | /// <summary> | ||
1665 | /// Scales the mesh | ||
1666 | /// </summary> | ||
1667 | /// <param name="x"></param> | ||
1668 | /// <param name="y"></param> | ||
1669 | /// <param name="z"></param> | ||
1670 | public void Scale(float x, float y, float z) | ||
1671 | { | ||
1672 | int i; | ||
1673 | int numVerts = this.coords.Count; | ||
1674 | //Coord vert; | ||
1675 | |||
1676 | Coord m = new Coord(x, y, z); | ||
1677 | for (i = 0; i < numVerts; i++) | ||
1678 | this.coords[i] *= m; | ||
1679 | } | ||
1680 | |||
1681 | /// <summary> | ||
1682 | /// Dumps the mesh to a Blender compatible "Raw" format file | ||
1683 | /// </summary> | ||
1684 | /// <param name="path"></param> | ||
1685 | /// <param name="name"></param> | ||
1686 | /// <param name="title"></param> | ||
1687 | public void DumpRaw(String path, String name, String title) | ||
1688 | { | ||
1689 | if (path == null) | ||
1690 | return; | ||
1691 | String fileName = name + "_" + title + ".raw"; | ||
1692 | String completePath = System.IO.Path.Combine(path, fileName); | ||
1693 | StreamWriter sw = new StreamWriter(completePath); | ||
1694 | |||
1695 | for (int i = 0; i < this.faces.Count; i++) | ||
1696 | { | ||
1697 | string s = this.coords[this.faces[i].v1].ToString(); | ||
1698 | s += " " + this.coords[this.faces[i].v2].ToString(); | ||
1699 | s += " " + this.coords[this.faces[i].v3].ToString(); | ||
1700 | |||
1701 | sw.WriteLine(s); | ||
1702 | } | ||
1703 | |||
1704 | sw.Close(); | ||
1705 | } | ||
1706 | } | ||
1707 | } | ||