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author | Melanie | 2010-03-18 20:09:04 +0000 |
---|---|---|
committer | Melanie | 2010-03-18 20:09:04 +0000 |
commit | 4c2a51b1b5e2169e0f336c56a023c35bcc334cbd (patch) | |
tree | 9fbaf708764f315034a283fd8fedc8afe0864d75 /OpenSim/Region | |
parent | Merge branch 'careminster' into careminster-presence-refactor (diff) | |
parent | Flesh out the new permission method (diff) | |
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Merge branch 'master' into careminster-presence-refactor
Diffstat (limited to 'OpenSim/Region')
27 files changed, 3313 insertions, 3180 deletions
diff --git a/OpenSim/Region/Application/OpenSim.cs b/OpenSim/Region/Application/OpenSim.cs index 7e81650..38b2084 100755 --- a/OpenSim/Region/Application/OpenSim.cs +++ b/OpenSim/Region/Application/OpenSim.cs | |||
@@ -897,7 +897,7 @@ namespace OpenSim | |||
897 | { | 897 | { |
898 | connections.AppendFormat("{0}: {1} ({2}) from {3} on circuit {4}\n", | 898 | connections.AppendFormat("{0}: {1} ({2}) from {3} on circuit {4}\n", |
899 | scene.RegionInfo.RegionName, client.Name, client.AgentId, client.RemoteEndPoint, client.CircuitCode); | 899 | scene.RegionInfo.RegionName, client.Name, client.AgentId, client.RemoteEndPoint, client.CircuitCode); |
900 | }, false | 900 | } |
901 | ); | 901 | ); |
902 | } | 902 | } |
903 | ); | 903 | ); |
diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs index 36d24e8..850474d 100644 --- a/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs +++ b/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs | |||
@@ -1020,7 +1020,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP | |||
1020 | 1020 | ||
1021 | // Handle outgoing packets, resends, acknowledgements, and pings for each | 1021 | // Handle outgoing packets, resends, acknowledgements, and pings for each |
1022 | // client. m_packetSent will be set to true if a packet is sent | 1022 | // client. m_packetSent will be set to true if a packet is sent |
1023 | m_scene.ForEachClient(clientPacketHandler, false); | 1023 | m_scene.ForEachClient(clientPacketHandler); |
1024 | 1024 | ||
1025 | // If nothing was sent, sleep for the minimum amount of time before a | 1025 | // If nothing was sent, sleep for the minimum amount of time before a |
1026 | // token bucket could get more tokens | 1026 | // token bucket could get more tokens |
diff --git a/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs b/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs index 967c0a1..37cdaae 100644 --- a/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs +++ b/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs | |||
@@ -642,7 +642,7 @@ namespace Flotsam.RegionModules.AssetCache | |||
642 | { | 642 | { |
643 | UuidGatherer gatherer = new UuidGatherer(m_AssetService); | 643 | UuidGatherer gatherer = new UuidGatherer(m_AssetService); |
644 | 644 | ||
645 | Dictionary<UUID, int> assets = new Dictionary<UUID, int>(); | 645 | Dictionary<UUID, AssetType> assets = new Dictionary<UUID, AssetType>(); |
646 | foreach (Scene s in m_Scenes) | 646 | foreach (Scene s in m_Scenes) |
647 | { | 647 | { |
648 | StampRegionStatusFile(s.RegionInfo.RegionID); | 648 | StampRegionStatusFile(s.RegionInfo.RegionID); |
diff --git a/OpenSim/Region/CoreModules/Avatar/Combat/CombatModule.cs b/OpenSim/Region/CoreModules/Avatar/Combat/CombatModule.cs index 3614915..9df6074 100644 --- a/OpenSim/Region/CoreModules/Avatar/Combat/CombatModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/Combat/CombatModule.cs | |||
@@ -89,60 +89,57 @@ namespace OpenSim.Region.CoreModules.Avatar.Combat.CombatModule | |||
89 | get { return true; } | 89 | get { return true; } |
90 | } | 90 | } |
91 | 91 | ||
92 | private void KillAvatar(uint killerObjectLocalID, ScenePresence DeadAvatar) | 92 | private void KillAvatar(uint killerObjectLocalID, ScenePresence deadAvatar) |
93 | { | 93 | { |
94 | string deadAvatarMessage; | ||
95 | ScenePresence killingAvatar = null; | ||
96 | string killingAvatarMessage; | ||
97 | |||
94 | if (killerObjectLocalID == 0) | 98 | if (killerObjectLocalID == 0) |
95 | DeadAvatar.ControllingClient.SendAgentAlertMessage("You committed suicide!", true); | 99 | deadAvatarMessage = "You committed suicide!"; |
96 | else | 100 | else |
97 | { | 101 | { |
98 | bool foundResult = false; | 102 | // Try to get the avatar responsible for the killing |
99 | string resultstring = String.Empty; | 103 | killingAvatar = deadAvatar.Scene.GetScenePresence(killerObjectLocalID); |
100 | ScenePresence[] allav = DeadAvatar.Scene.GetScenePresences(); | 104 | if (killingAvatar == null) |
101 | try | ||
102 | { | 105 | { |
103 | for (int i = 0; i < allav.Length; i++) | 106 | // Try to get the object which was responsible for the killing |
107 | SceneObjectPart part = deadAvatar.Scene.GetSceneObjectPart(killerObjectLocalID); | ||
108 | if (part == null) | ||
104 | { | 109 | { |
105 | ScenePresence av = allav[i]; | 110 | // Cause of death: Unknown |
106 | 111 | deadAvatarMessage = "You died!"; | |
107 | if (av.LocalId == killerObjectLocalID) | ||
108 | { | ||
109 | av.ControllingClient.SendAlertMessage("You fragged " + DeadAvatar.Firstname + " " + DeadAvatar.Lastname); | ||
110 | resultstring = av.Firstname + " " + av.Lastname; | ||
111 | foundResult = true; | ||
112 | } | ||
113 | } | 112 | } |
114 | } catch (InvalidOperationException) | 113 | else |
115 | { | ||
116 | |||
117 | } | ||
118 | |||
119 | if (!foundResult) | ||
120 | { | ||
121 | SceneObjectPart part = DeadAvatar.Scene.GetSceneObjectPart(killerObjectLocalID); | ||
122 | if (part != null) | ||
123 | { | 114 | { |
124 | ScenePresence av = DeadAvatar.Scene.GetScenePresence(part.OwnerID); | 115 | // Try to find the avatar wielding the killing object |
125 | if (av != null) | 116 | killingAvatar = deadAvatar.Scene.GetScenePresence(part.OwnerID); |
126 | { | 117 | if (killingAvatar == null) |
127 | av.ControllingClient.SendAlertMessage("You fragged " + DeadAvatar.Firstname + " " + DeadAvatar.Lastname); | 118 | deadAvatarMessage = String.Format("You impaled yourself on {0} owned by {1}!", part.Name, deadAvatar.Scene.GetUserName(part.OwnerID)); |
128 | resultstring = av.Firstname + " " + av.Lastname; | ||
129 | DeadAvatar.ControllingClient.SendAgentAlertMessage("You got killed by " + resultstring + "!", true); | ||
130 | } | ||
131 | else | 119 | else |
132 | { | 120 | { |
133 | string killer = DeadAvatar.Scene.GetUserName(part.OwnerID); | 121 | killingAvatarMessage = String.Format("You fragged {0}!", deadAvatar.Name); |
134 | DeadAvatar.ControllingClient.SendAgentAlertMessage("You impaled yourself on " + part.Name + " owned by " + killer +"!", true); | 122 | deadAvatarMessage = String.Format("You got killed by {0}!", killingAvatar.Name); |
135 | } | 123 | } |
136 | //DeadAvatar.Scene. part.ObjectOwner | ||
137 | } | ||
138 | else | ||
139 | { | ||
140 | DeadAvatar.ControllingClient.SendAgentAlertMessage("You died!", true); | ||
141 | } | 124 | } |
142 | } | 125 | } |
126 | else | ||
127 | { | ||
128 | killingAvatarMessage = String.Format("You fragged {0}!", deadAvatar.Name); | ||
129 | deadAvatarMessage = String.Format("You got killed by {0}!", killingAvatar.Name); | ||
130 | } | ||
143 | } | 131 | } |
144 | DeadAvatar.Health = 100; | 132 | try |
145 | DeadAvatar.Scene.TeleportClientHome(DeadAvatar.UUID, DeadAvatar.ControllingClient); | 133 | { |
134 | deadAvatar.ControllingClient.SendAgentAlertMessage(deadAvatarMessage, true); | ||
135 | if(killingAvatar != null) | ||
136 | killingAvatar.ControllingClient.SendAlertMessage("You fragged " + deadAvatar.Firstname + " " + deadAvatar.Lastname); | ||
137 | } | ||
138 | catch (InvalidOperationException) | ||
139 | { } | ||
140 | |||
141 | deadAvatar.Health = 100; | ||
142 | deadAvatar.Scene.TeleportClientHome(deadAvatar.UUID, deadAvatar.ControllingClient); | ||
146 | } | 143 | } |
147 | 144 | ||
148 | private void AvatarEnteringParcel(ScenePresence avatar, int localLandID, UUID regionID) | 145 | private void AvatarEnteringParcel(ScenePresence avatar, int localLandID, UUID regionID) |
diff --git a/OpenSim/Region/CoreModules/Avatar/Dialog/DialogModule.cs b/OpenSim/Region/CoreModules/Avatar/Dialog/DialogModule.cs index b8e013c..c31266c 100644 --- a/OpenSim/Region/CoreModules/Avatar/Dialog/DialogModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/Dialog/DialogModule.cs | |||
@@ -87,31 +87,18 @@ namespace OpenSim.Region.CoreModules.Avatar.Dialog | |||
87 | 87 | ||
88 | public void SendAlertToUser(string firstName, string lastName, string message, bool modal) | 88 | public void SendAlertToUser(string firstName, string lastName, string message, bool modal) |
89 | { | 89 | { |
90 | ScenePresence[] presenceList = m_scene.GetScenePresences(); | 90 | ScenePresence presence = m_scene.GetScenePresence(firstName, lastName); |
91 | 91 | if(presence != null) | |
92 | for (int i = 0; i < presenceList.Length; i++) | 92 | presence.ControllingClient.SendAgentAlertMessage(message, modal); |
93 | { | ||
94 | ScenePresence presence = presenceList[i]; | ||
95 | |||
96 | if (presence.Firstname == firstName && presence.Lastname == lastName) | ||
97 | { | ||
98 | presence.ControllingClient.SendAgentAlertMessage(message, modal); | ||
99 | break; | ||
100 | } | ||
101 | } | ||
102 | } | 93 | } |
103 | 94 | ||
104 | public void SendGeneralAlert(string message) | 95 | public void SendGeneralAlert(string message) |
105 | { | 96 | { |
106 | ScenePresence[] presenceList = m_scene.GetScenePresences(); | 97 | m_scene.ForEachScenePresence(delegate(ScenePresence presence) |
107 | |||
108 | for (int i = 0; i < presenceList.Length; i++) | ||
109 | { | 98 | { |
110 | ScenePresence presence = presenceList[i]; | ||
111 | |||
112 | if (!presence.IsChildAgent) | 99 | if (!presence.IsChildAgent) |
113 | presence.ControllingClient.SendAlertMessage(message); | 100 | presence.ControllingClient.SendAlertMessage(message); |
114 | } | 101 | }); |
115 | } | 102 | } |
116 | 103 | ||
117 | public void SendDialogToUser( | 104 | public void SendDialogToUser( |
@@ -179,14 +166,11 @@ namespace OpenSim.Region.CoreModules.Avatar.Dialog | |||
179 | public void SendNotificationToUsersInRegion( | 166 | public void SendNotificationToUsersInRegion( |
180 | UUID fromAvatarID, string fromAvatarName, string message) | 167 | UUID fromAvatarID, string fromAvatarName, string message) |
181 | { | 168 | { |
182 | ScenePresence[] presences = m_scene.GetScenePresences(); | 169 | m_scene.ForEachScenePresence(delegate(ScenePresence presence) |
183 | |||
184 | for (int i = 0; i < presences.Length; i++) | ||
185 | { | 170 | { |
186 | ScenePresence presence = presences[i]; | ||
187 | if (!presence.IsChildAgent) | 171 | if (!presence.IsChildAgent) |
188 | presence.ControllingClient.SendBlueBoxMessage(fromAvatarID, fromAvatarName, message); | 172 | presence.ControllingClient.SendBlueBoxMessage(fromAvatarID, fromAvatarName, message); |
189 | } | 173 | }); |
190 | } | 174 | } |
191 | 175 | ||
192 | /// <summary> | 176 | /// <summary> |
diff --git a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveWriteRequest.cs b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveWriteRequest.cs index ef10104..cfe3caa 100644 --- a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveWriteRequest.cs +++ b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveWriteRequest.cs | |||
@@ -73,7 +73,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver | |||
73 | /// <value> | 73 | /// <value> |
74 | /// Used to collect the uuids of the assets that we need to save into the archive | 74 | /// Used to collect the uuids of the assets that we need to save into the archive |
75 | /// </value> | 75 | /// </value> |
76 | protected Dictionary<UUID, int> m_assetUuids = new Dictionary<UUID, int>(); | 76 | protected Dictionary<UUID, AssetType> m_assetUuids = new Dictionary<UUID, AssetType>(); |
77 | 77 | ||
78 | /// <value> | 78 | /// <value> |
79 | /// Used to collect the uuids of the users that we need to save into the archive | 79 | /// Used to collect the uuids of the users that we need to save into the archive |
@@ -305,7 +305,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver | |||
305 | } | 305 | } |
306 | 306 | ||
307 | new AssetsRequest( | 307 | new AssetsRequest( |
308 | new AssetsArchiver(m_archiveWriter), m_assetUuids.Keys, | 308 | new AssetsArchiver(m_archiveWriter), m_assetUuids, |
309 | m_scene.AssetService, ReceivedAllAssets).Execute(); | 309 | m_scene.AssetService, ReceivedAllAssets).Execute(); |
310 | } | 310 | } |
311 | 311 | ||
diff --git a/OpenSim/Region/CoreModules/Framework/InventoryAccess/HGAssetMapper.cs b/OpenSim/Region/CoreModules/Framework/InventoryAccess/HGAssetMapper.cs index 664f38d..58ce550 100644 --- a/OpenSim/Region/CoreModules/Framework/InventoryAccess/HGAssetMapper.cs +++ b/OpenSim/Region/CoreModules/Framework/InventoryAccess/HGAssetMapper.cs | |||
@@ -150,7 +150,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess | |||
150 | if (asset != null) | 150 | if (asset != null) |
151 | { | 151 | { |
152 | // OK, now fetch the inside. | 152 | // OK, now fetch the inside. |
153 | Dictionary<UUID, int> ids = new Dictionary<UUID, int>(); | 153 | Dictionary<UUID, AssetType> ids = new Dictionary<UUID, AssetType>(); |
154 | HGUuidGatherer uuidGatherer = new HGUuidGatherer(this, m_scene.AssetService, userAssetURL); | 154 | HGUuidGatherer uuidGatherer = new HGUuidGatherer(this, m_scene.AssetService, userAssetURL); |
155 | uuidGatherer.GatherAssetUuids(asset.FullID, (AssetType)asset.Type, ids); | 155 | uuidGatherer.GatherAssetUuids(asset.FullID, (AssetType)asset.Type, ids); |
156 | foreach (UUID uuid in ids.Keys) | 156 | foreach (UUID uuid in ids.Keys) |
@@ -173,7 +173,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess | |||
173 | AssetBase asset = m_scene.AssetService.Get(assetID.ToString()); | 173 | AssetBase asset = m_scene.AssetService.Get(assetID.ToString()); |
174 | if (asset != null) | 174 | if (asset != null) |
175 | { | 175 | { |
176 | Dictionary<UUID, int> ids = new Dictionary<UUID, int>(); | 176 | Dictionary<UUID, AssetType> ids = new Dictionary<UUID, AssetType>(); |
177 | HGUuidGatherer uuidGatherer = new HGUuidGatherer(this, m_scene.AssetService, string.Empty); | 177 | HGUuidGatherer uuidGatherer = new HGUuidGatherer(this, m_scene.AssetService, string.Empty); |
178 | uuidGatherer.GatherAssetUuids(asset.FullID, (AssetType)asset.Type, ids); | 178 | uuidGatherer.GatherAssetUuids(asset.FullID, (AssetType)asset.Type, ids); |
179 | foreach (UUID uuid in ids.Keys) | 179 | foreach (UUID uuid in ids.Keys) |
diff --git a/OpenSim/Region/CoreModules/Scripting/DynamicTexture/DynamicTextureModule.cs b/OpenSim/Region/CoreModules/Scripting/DynamicTexture/DynamicTextureModule.cs index 643764f..678e772 100644 --- a/OpenSim/Region/CoreModules/Scripting/DynamicTexture/DynamicTextureModule.cs +++ b/OpenSim/Region/CoreModules/Scripting/DynamicTexture/DynamicTextureModule.cs | |||
@@ -285,24 +285,22 @@ namespace OpenSim.Region.CoreModules.Scripting.DynamicTexture | |||
285 | return; | 285 | return; |
286 | } | 286 | } |
287 | 287 | ||
288 | byte[] assetData; | 288 | byte[] assetData = null; |
289 | AssetBase oldAsset = null; | 289 | AssetBase oldAsset = null; |
290 | 290 | ||
291 | if (BlendWithOldTexture) | 291 | if (BlendWithOldTexture) |
292 | { | 292 | { |
293 | UUID lastTextureID = part.Shape.Textures.DefaultTexture.TextureID; | 293 | Primitive.TextureEntryFace defaultFace = part.Shape.Textures.DefaultTexture; |
294 | oldAsset = scene.AssetService.Get(lastTextureID.ToString()); | 294 | if (defaultFace != null) |
295 | if (oldAsset != null) | ||
296 | { | ||
297 | assetData = BlendTextures(data, oldAsset.Data, SetNewFrontAlpha, FrontAlpha); | ||
298 | } | ||
299 | else | ||
300 | { | 295 | { |
301 | assetData = new byte[data.Length]; | 296 | oldAsset = scene.AssetService.Get(defaultFace.TextureID.ToString()); |
302 | Array.Copy(data, assetData, data.Length); | 297 | |
298 | if (oldAsset != null) | ||
299 | assetData = BlendTextures(data, oldAsset.Data, SetNewFrontAlpha, FrontAlpha); | ||
303 | } | 300 | } |
304 | } | 301 | } |
305 | else | 302 | |
303 | if (assetData == null) | ||
306 | { | 304 | { |
307 | assetData = new byte[data.Length]; | 305 | assetData = new byte[data.Length]; |
308 | Array.Copy(data, assetData, data.Length); | 306 | Array.Copy(data, assetData, data.Length); |
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs index 783d606..e32dbb3 100644 --- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs +++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs | |||
@@ -166,6 +166,11 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation | |||
166 | return m_sceneList[0]; | 166 | return m_sceneList[0]; |
167 | } | 167 | } |
168 | 168 | ||
169 | public ISimulationService GetInnerService() | ||
170 | { | ||
171 | return this; | ||
172 | } | ||
173 | |||
169 | /** | 174 | /** |
170 | * Agent-related communications | 175 | * Agent-related communications |
171 | */ | 176 | */ |
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs index 4d82a05..9e8454f 100644 --- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs +++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs | |||
@@ -156,6 +156,11 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation | |||
156 | return m_localBackend.GetScene(handle); | 156 | return m_localBackend.GetScene(handle); |
157 | } | 157 | } |
158 | 158 | ||
159 | public ISimulationService GetInnerService() | ||
160 | { | ||
161 | return m_localBackend; | ||
162 | } | ||
163 | |||
159 | /** | 164 | /** |
160 | * Agent-related communications | 165 | * Agent-related communications |
161 | */ | 166 | */ |
diff --git a/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequestPreparation.cs b/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequestPreparation.cs index b61b341..b25636f 100644 --- a/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequestPreparation.cs +++ b/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequestPreparation.cs | |||
@@ -100,7 +100,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver | |||
100 | /// <exception cref="System.IO.IOException">if there was an io problem with creating the file</exception> | 100 | /// <exception cref="System.IO.IOException">if there was an io problem with creating the file</exception> |
101 | public void ArchiveRegion() | 101 | public void ArchiveRegion() |
102 | { | 102 | { |
103 | Dictionary<UUID, int> assetUuids = new Dictionary<UUID, int>(); | 103 | Dictionary<UUID, AssetType> assetUuids = new Dictionary<UUID, AssetType>(); |
104 | 104 | ||
105 | List<EntityBase> entities = m_scene.GetEntities(); | 105 | List<EntityBase> entities = m_scene.GetEntities(); |
106 | List<SceneObjectGroup> sceneObjects = new List<SceneObjectGroup>(); | 106 | List<SceneObjectGroup> sceneObjects = new List<SceneObjectGroup>(); |
@@ -142,18 +142,18 @@ namespace OpenSim.Region.CoreModules.World.Archiver | |||
142 | 142 | ||
143 | // Make sure that we also request terrain texture assets | 143 | // Make sure that we also request terrain texture assets |
144 | RegionSettings regionSettings = m_scene.RegionInfo.RegionSettings; | 144 | RegionSettings regionSettings = m_scene.RegionInfo.RegionSettings; |
145 | 145 | ||
146 | if (regionSettings.TerrainTexture1 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_1) | 146 | if (regionSettings.TerrainTexture1 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_1) |
147 | assetUuids[regionSettings.TerrainTexture1] = 1; | 147 | assetUuids[regionSettings.TerrainTexture1] = AssetType.Texture; |
148 | 148 | ||
149 | if (regionSettings.TerrainTexture2 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_2) | 149 | if (regionSettings.TerrainTexture2 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_2) |
150 | assetUuids[regionSettings.TerrainTexture2] = 1; | 150 | assetUuids[regionSettings.TerrainTexture2] = AssetType.Texture; |
151 | 151 | ||
152 | if (regionSettings.TerrainTexture3 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_3) | 152 | if (regionSettings.TerrainTexture3 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_3) |
153 | assetUuids[regionSettings.TerrainTexture3] = 1; | 153 | assetUuids[regionSettings.TerrainTexture3] = AssetType.Texture; |
154 | 154 | ||
155 | if (regionSettings.TerrainTexture4 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_4) | 155 | if (regionSettings.TerrainTexture4 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_4) |
156 | assetUuids[regionSettings.TerrainTexture4] = 1; | 156 | assetUuids[regionSettings.TerrainTexture4] = AssetType.Texture; |
157 | 157 | ||
158 | TarArchiveWriter archiveWriter = new TarArchiveWriter(m_saveStream); | 158 | TarArchiveWriter archiveWriter = new TarArchiveWriter(m_saveStream); |
159 | 159 | ||
@@ -168,7 +168,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver | |||
168 | m_requestId); | 168 | m_requestId); |
169 | 169 | ||
170 | new AssetsRequest( | 170 | new AssetsRequest( |
171 | new AssetsArchiver(archiveWriter), assetUuids.Keys, | 171 | new AssetsArchiver(archiveWriter), assetUuids, |
172 | m_scene.AssetService, awre.ReceivedAllAssets).Execute(); | 172 | m_scene.AssetService, awre.ReceivedAllAssets).Execute(); |
173 | } | 173 | } |
174 | } | 174 | } |
diff --git a/OpenSim/Region/CoreModules/World/Archiver/AssetsRequest.cs b/OpenSim/Region/CoreModules/World/Archiver/AssetsRequest.cs index c9fce91..4215f97 100644 --- a/OpenSim/Region/CoreModules/World/Archiver/AssetsRequest.cs +++ b/OpenSim/Region/CoreModules/World/Archiver/AssetsRequest.cs | |||
@@ -74,7 +74,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver | |||
74 | /// <value> | 74 | /// <value> |
75 | /// uuids to request | 75 | /// uuids to request |
76 | /// </value> | 76 | /// </value> |
77 | protected ICollection<UUID> m_uuids; | 77 | protected IDictionary<UUID, AssetType> m_uuids; |
78 | 78 | ||
79 | /// <value> | 79 | /// <value> |
80 | /// Callback used when all the assets requested have been received. | 80 | /// Callback used when all the assets requested have been received. |
@@ -104,7 +104,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver | |||
104 | protected AssetsArchiver m_assetsArchiver; | 104 | protected AssetsArchiver m_assetsArchiver; |
105 | 105 | ||
106 | protected internal AssetsRequest( | 106 | protected internal AssetsRequest( |
107 | AssetsArchiver assetsArchiver, ICollection<UUID> uuids, | 107 | AssetsArchiver assetsArchiver, IDictionary<UUID, AssetType> uuids, |
108 | IAssetService assetService, AssetsRequestCallback assetsRequestCallback) | 108 | IAssetService assetService, AssetsRequestCallback assetsRequestCallback) |
109 | { | 109 | { |
110 | m_assetsArchiver = assetsArchiver; | 110 | m_assetsArchiver = assetsArchiver; |
@@ -132,9 +132,9 @@ namespace OpenSim.Region.CoreModules.World.Archiver | |||
132 | return; | 132 | return; |
133 | } | 133 | } |
134 | 134 | ||
135 | foreach (UUID uuid in m_uuids) | 135 | foreach (KeyValuePair<UUID, AssetType> kvp in m_uuids) |
136 | { | 136 | { |
137 | m_assetService.Get(uuid.ToString(), this, AssetRequestCallback); | 137 | m_assetService.Get(kvp.Key.ToString(), kvp.Value, PreAssetRequestCallback); |
138 | } | 138 | } |
139 | 139 | ||
140 | m_requestCallbackTimer.Enabled = true; | 140 | m_requestCallbackTimer.Enabled = true; |
@@ -157,7 +157,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver | |||
157 | // Calculate which uuids were not found. This is an expensive way of doing it, but this is a failure | 157 | // Calculate which uuids were not found. This is an expensive way of doing it, but this is a failure |
158 | // case anyway. | 158 | // case anyway. |
159 | List<UUID> uuids = new List<UUID>(); | 159 | List<UUID> uuids = new List<UUID>(); |
160 | foreach (UUID uuid in m_uuids) | 160 | foreach (UUID uuid in m_uuids.Keys) |
161 | { | 161 | { |
162 | uuids.Add(uuid); | 162 | uuids.Add(uuid); |
163 | } | 163 | } |
@@ -200,6 +200,19 @@ namespace OpenSim.Region.CoreModules.World.Archiver | |||
200 | } | 200 | } |
201 | } | 201 | } |
202 | 202 | ||
203 | protected void PreAssetRequestCallback(string fetchedAssetID, object assetType, AssetBase fetchedAsset) | ||
204 | { | ||
205 | // Check for broken asset types and fix them with the AssetType gleaned by UuidGatherer | ||
206 | if (fetchedAsset != null && fetchedAsset.Type == (sbyte)AssetType.Unknown) | ||
207 | { | ||
208 | AssetType type = (AssetType)assetType; | ||
209 | m_log.InfoFormat("[ARCHIVER]: Rewriting broken asset type for {0} to {1}", fetchedAsset.ID, type); | ||
210 | fetchedAsset.Type = (sbyte)type; | ||
211 | } | ||
212 | |||
213 | AssetRequestCallback(fetchedAssetID, this, fetchedAsset); | ||
214 | } | ||
215 | |||
203 | /// <summary> | 216 | /// <summary> |
204 | /// Called back by the asset cache when it has the asset | 217 | /// Called back by the asset cache when it has the asset |
205 | /// </summary> | 218 | /// </summary> |
diff --git a/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs b/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs index e3bab2d..464d922 100644 --- a/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs +++ b/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs | |||
@@ -469,12 +469,10 @@ namespace OpenSim.Region.CoreModules.World.Estate | |||
469 | private void handleEstateTeleportAllUsersHomeRequest(IClientAPI remover_client, UUID invoice, UUID senderID) | 469 | private void handleEstateTeleportAllUsersHomeRequest(IClientAPI remover_client, UUID invoice, UUID senderID) |
470 | { | 470 | { |
471 | // Get a fresh list that will not change as people get teleported away | 471 | // Get a fresh list that will not change as people get teleported away |
472 | ScenePresence[] presences = m_scene.GetScenePresences(); | 472 | List<ScenePresence> presences = m_scene.GetScenePresences(); |
473 | 473 | ||
474 | for (int i = 0; i < presences.Length; i++) | 474 | foreach(ScenePresence p in presences) |
475 | { | 475 | { |
476 | ScenePresence p = presences[i]; | ||
477 | |||
478 | if (p.UUID != senderID) | 476 | if (p.UUID != senderID) |
479 | { | 477 | { |
480 | // make sure they are still there, we could be working down a long list | 478 | // make sure they are still there, we could be working down a long list |
diff --git a/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs b/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs index 38fc250..4dbdb01 100644 --- a/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs +++ b/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs | |||
@@ -1276,13 +1276,104 @@ namespace OpenSim.Region.CoreModules.World.Permissions | |||
1276 | 1276 | ||
1277 | private bool CanReturnObjects(ILandObject land, UUID user, List<SceneObjectGroup> objects, Scene scene) | 1277 | private bool CanReturnObjects(ILandObject land, UUID user, List<SceneObjectGroup> objects, Scene scene) |
1278 | { | 1278 | { |
1279 | if (objects.Count == 0) | ||
1280 | return false; | ||
1281 | |||
1282 | DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name); | 1279 | DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name); |
1283 | if (m_bypassPermissions) return m_bypassPermissionsValue; | 1280 | if (m_bypassPermissions) return m_bypassPermissionsValue; |
1284 | 1281 | ||
1285 | return GenericObjectPermission(user, objects[0].UUID, false); | 1282 | GroupPowers powers; |
1283 | ILandObject l; | ||
1284 | |||
1285 | ScenePresence sp = scene.GetScenePresence(user); | ||
1286 | if (sp == null) | ||
1287 | return false; | ||
1288 | |||
1289 | IClientAPI client = sp.ControllingClient; | ||
1290 | |||
1291 | foreach (SceneObjectGroup g in new List<SceneObjectGroup>(objects)) | ||
1292 | { | ||
1293 | // Any user can return their own objects at any time | ||
1294 | // | ||
1295 | if (GenericObjectPermission(user, g.UUID, false)) | ||
1296 | continue; | ||
1297 | |||
1298 | // This is a short cut for efficiency. If land is non-null, | ||
1299 | // then all objects are on that parcel and we can save | ||
1300 | // ourselves the checking for each prim. Much faster. | ||
1301 | // | ||
1302 | if (land != null) | ||
1303 | { | ||
1304 | l = land; | ||
1305 | } | ||
1306 | else | ||
1307 | { | ||
1308 | Vector3 pos = g.AbsolutePosition; | ||
1309 | |||
1310 | l = scene.LandChannel.GetLandObject(pos.X, pos.Y); | ||
1311 | } | ||
1312 | |||
1313 | // If it's not over any land, then we can't do a thing | ||
1314 | if (l == null) | ||
1315 | { | ||
1316 | objects.Remove(g); | ||
1317 | continue; | ||
1318 | } | ||
1319 | |||
1320 | // If we own the land outright, then allow | ||
1321 | // | ||
1322 | if (l.LandData.OwnerID == user) | ||
1323 | continue; | ||
1324 | |||
1325 | // Group voodoo | ||
1326 | // | ||
1327 | if (land.LandData.IsGroupOwned) | ||
1328 | { | ||
1329 | powers = (GroupPowers)client.GetGroupPowers(land.LandData.GroupID); | ||
1330 | // Not a group member, or no rights at all | ||
1331 | // | ||
1332 | if (powers == (GroupPowers)0) | ||
1333 | { | ||
1334 | objects.Remove(g); | ||
1335 | continue; | ||
1336 | } | ||
1337 | |||
1338 | // Group deeded object? | ||
1339 | // | ||
1340 | if (g.OwnerID == l.LandData.GroupID && | ||
1341 | (powers & GroupPowers.ReturnGroupOwned) == (GroupPowers)0) | ||
1342 | { | ||
1343 | objects.Remove(g); | ||
1344 | continue; | ||
1345 | } | ||
1346 | |||
1347 | // Group set object? | ||
1348 | // | ||
1349 | if (g.GroupID == l.LandData.GroupID && | ||
1350 | (powers & GroupPowers.ReturnGroupSet) == (GroupPowers)0) | ||
1351 | { | ||
1352 | objects.Remove(g); | ||
1353 | continue; | ||
1354 | } | ||
1355 | |||
1356 | if ((powers & GroupPowers.ReturnNonGroup) == (GroupPowers)0) | ||
1357 | { | ||
1358 | objects.Remove(g); | ||
1359 | continue; | ||
1360 | } | ||
1361 | |||
1362 | // So we can remove all objects from this group land. | ||
1363 | // Fine. | ||
1364 | // | ||
1365 | continue; | ||
1366 | } | ||
1367 | |||
1368 | // By default, we can't remove | ||
1369 | // | ||
1370 | objects.Remove(g); | ||
1371 | } | ||
1372 | |||
1373 | if (objects.Count == 0) | ||
1374 | return false; | ||
1375 | |||
1376 | return true; | ||
1286 | } | 1377 | } |
1287 | 1378 | ||
1288 | private bool CanRezObject(int objectCount, UUID owner, Vector3 objectPosition, Scene scene) | 1379 | private bool CanRezObject(int objectCount, UUID owner, Vector3 objectPosition, Scene scene) |
diff --git a/OpenSim/Region/CoreModules/World/WorldMap/MapImageModule.cs b/OpenSim/Region/CoreModules/World/WorldMap/MapImageModule.cs index 285d36a..b71b5f6 100644 --- a/OpenSim/Region/CoreModules/World/WorldMap/MapImageModule.cs +++ b/OpenSim/Region/CoreModules/World/WorldMap/MapImageModule.cs | |||
@@ -251,13 +251,12 @@ namespace OpenSim.Region.CoreModules.World.WorldMap | |||
251 | // if you want tree blocks on the map comment the above line and uncomment the below line | 251 | // if you want tree blocks on the map comment the above line and uncomment the below line |
252 | //mapdotspot = Color.PaleGreen; | 252 | //mapdotspot = Color.PaleGreen; |
253 | 253 | ||
254 | if (part.Shape.Textures == null) | 254 | Primitive.TextureEntry textureEntry = part.Shape.Textures; |
255 | continue; | ||
256 | 255 | ||
257 | if (part.Shape.Textures.DefaultTexture == null) | 256 | if (textureEntry == null || textureEntry.DefaultTexture == null) |
258 | continue; | 257 | continue; |
259 | 258 | ||
260 | Color4 texcolor = part.Shape.Textures.DefaultTexture.RGBA; | 259 | Color4 texcolor = textureEntry.DefaultTexture.RGBA; |
261 | 260 | ||
262 | // Not sure why some of these are null, oh well. | 261 | // Not sure why some of these are null, oh well. |
263 | 262 | ||
diff --git a/OpenSim/Region/DataSnapshot/ObjectSnapshot.cs b/OpenSim/Region/DataSnapshot/ObjectSnapshot.cs index 76dac61..f441aa9 100644 --- a/OpenSim/Region/DataSnapshot/ObjectSnapshot.cs +++ b/OpenSim/Region/DataSnapshot/ObjectSnapshot.cs | |||
@@ -203,44 +203,54 @@ namespace OpenSim.Region.DataSnapshot.Providers | |||
203 | { | 203 | { |
204 | string bestguess = string.Empty; | 204 | string bestguess = string.Empty; |
205 | Dictionary<UUID, int> counts = new Dictionary<UUID, int>(); | 205 | Dictionary<UUID, int> counts = new Dictionary<UUID, int>(); |
206 | if (sog.RootPart.Shape != null && sog.RootPart.Shape.ProfileShape == ProfileShape.Square && | 206 | |
207 | sog.RootPart.Shape.Textures != null && sog.RootPart.Shape.Textures.FaceTextures != null) | 207 | PrimitiveBaseShape shape = sog.RootPart.Shape; |
208 | if (shape != null && shape.ProfileShape == ProfileShape.Square) | ||
208 | { | 209 | { |
209 | if (sog.RootPart.Shape.Textures.DefaultTexture.TextureID != UUID.Zero && | 210 | Primitive.TextureEntry textures = shape.Textures; |
210 | sog.RootPart.Shape.Textures.DefaultTexture.TextureID != m_DefaultImage && | 211 | if (textures != null) |
211 | sog.RootPart.Shape.Textures.DefaultTexture.TextureID != m_BlankImage && | ||
212 | sog.RootPart.Shape.Textures.DefaultTexture.RGBA.A < 50) | ||
213 | { | 212 | { |
214 | counts[sog.RootPart.Shape.Textures.DefaultTexture.TextureID] = 8; | 213 | if (textures.DefaultTexture != null && |
215 | } | 214 | textures.DefaultTexture.TextureID != UUID.Zero && |
215 | textures.DefaultTexture.TextureID != m_DefaultImage && | ||
216 | textures.DefaultTexture.TextureID != m_BlankImage && | ||
217 | textures.DefaultTexture.RGBA.A < 50f) | ||
218 | { | ||
219 | counts[textures.DefaultTexture.TextureID] = 8; | ||
220 | } | ||
216 | 221 | ||
217 | foreach (Primitive.TextureEntryFace tentry in sog.RootPart.Shape.Textures.FaceTextures) | 222 | if (textures.FaceTextures != null) |
218 | { | ||
219 | if (tentry != null) | ||
220 | { | 223 | { |
221 | if (tentry.TextureID != UUID.Zero && tentry.TextureID != m_DefaultImage && tentry.TextureID != m_BlankImage && tentry.RGBA.A < 50) | 224 | foreach (Primitive.TextureEntryFace tentry in textures.FaceTextures) |
222 | { | 225 | { |
223 | int c = 0; | 226 | if (tentry != null) |
224 | counts.TryGetValue(tentry.TextureID, out c); | 227 | { |
225 | counts[tentry.TextureID] = c + 1; | 228 | if (tentry.TextureID != UUID.Zero && tentry.TextureID != m_DefaultImage && tentry.TextureID != m_BlankImage && tentry.RGBA.A < 50) |
226 | // decrease the default texture count | 229 | { |
227 | if (counts.ContainsKey(sog.RootPart.Shape.Textures.DefaultTexture.TextureID)) | 230 | int c = 0; |
228 | counts[sog.RootPart.Shape.Textures.DefaultTexture.TextureID] = counts[sog.RootPart.Shape.Textures.DefaultTexture.TextureID] - 1; | 231 | counts.TryGetValue(tentry.TextureID, out c); |
232 | counts[tentry.TextureID] = c + 1; | ||
233 | // decrease the default texture count | ||
234 | if (counts.ContainsKey(textures.DefaultTexture.TextureID)) | ||
235 | counts[textures.DefaultTexture.TextureID] = counts[textures.DefaultTexture.TextureID] - 1; | ||
236 | } | ||
237 | } | ||
229 | } | 238 | } |
230 | } | 239 | } |
231 | } | ||
232 | 240 | ||
233 | // Let's pick the most unique texture | 241 | // Let's pick the most unique texture |
234 | int min = 9999; | 242 | int min = 9999; |
235 | foreach (KeyValuePair<UUID, int> kv in counts) | 243 | foreach (KeyValuePair<UUID, int> kv in counts) |
236 | { | ||
237 | if (kv.Value < min && kv.Value >= 1) | ||
238 | { | 244 | { |
239 | bestguess = kv.Key.ToString(); | 245 | if (kv.Value < min && kv.Value >= 1) |
240 | min = kv.Value; | 246 | { |
247 | bestguess = kv.Key.ToString(); | ||
248 | min = kv.Value; | ||
249 | } | ||
241 | } | 250 | } |
242 | } | 251 | } |
243 | } | 252 | } |
253 | |||
244 | return bestguess; | 254 | return bestguess; |
245 | } | 255 | } |
246 | } | 256 | } |
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index 03f1ee2..b2c8dfd 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs | |||
@@ -131,7 +131,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
131 | private readonly Timer m_restartTimer = new Timer(15000); // Wait before firing | 131 | private readonly Timer m_restartTimer = new Timer(15000); // Wait before firing |
132 | private int m_incrementsof15seconds; | 132 | private int m_incrementsof15seconds; |
133 | private volatile bool m_backingup; | 133 | private volatile bool m_backingup; |
134 | private bool m_useAsyncWhenPossible; | ||
135 | 134 | ||
136 | private Dictionary<UUID, ReturnInfo> m_returns = new Dictionary<UUID, ReturnInfo>(); | 135 | private Dictionary<UUID, ReturnInfo> m_returns = new Dictionary<UUID, ReturnInfo>(); |
137 | private Dictionary<UUID, SceneObjectGroup> m_groupsWithTargets = new Dictionary<UUID, SceneObjectGroup>(); | 136 | private Dictionary<UUID, SceneObjectGroup> m_groupsWithTargets = new Dictionary<UUID, SceneObjectGroup>(); |
@@ -656,9 +655,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
656 | // | 655 | // |
657 | IConfig startupConfig = m_config.Configs["Startup"]; | 656 | IConfig startupConfig = m_config.Configs["Startup"]; |
658 | 657 | ||
659 | // Should we try to run loops synchronously or asynchronously? | ||
660 | m_useAsyncWhenPossible = startupConfig.GetBoolean("use_async_when_possible", false); | ||
661 | |||
662 | //Animation states | 658 | //Animation states |
663 | m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false); | 659 | m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false); |
664 | // TODO: Change default to true once the feature is supported | 660 | // TODO: Change default to true once the feature is supported |
@@ -3636,9 +3632,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3636 | public virtual void AgentCrossing(UUID agentID, Vector3 position, bool isFlying) | 3632 | public virtual void AgentCrossing(UUID agentID, Vector3 position, bool isFlying) |
3637 | { | 3633 | { |
3638 | ScenePresence presence; | 3634 | ScenePresence presence; |
3639 | m_sceneGraph.TryGetAvatar(agentID, out presence); | 3635 | if(m_sceneGraph.TryGetAvatar(agentID, out presence)) |
3640 | |||
3641 | if (presence != null) | ||
3642 | { | 3636 | { |
3643 | try | 3637 | try |
3644 | { | 3638 | { |
@@ -3813,9 +3807,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3813 | Vector3 lookAt, uint teleportFlags) | 3807 | Vector3 lookAt, uint teleportFlags) |
3814 | { | 3808 | { |
3815 | ScenePresence sp; | 3809 | ScenePresence sp; |
3816 | m_sceneGraph.TryGetAvatar(remoteClient.AgentId, out sp); | 3810 | if(m_sceneGraph.TryGetAvatar(remoteClient.AgentId, out sp)) |
3817 | |||
3818 | if (sp != null) | ||
3819 | { | 3811 | { |
3820 | uint regionX = m_regInfo.RegionLocX; | 3812 | uint regionX = m_regInfo.RegionLocX; |
3821 | uint regionY = m_regInfo.RegionLocY; | 3813 | uint regionY = m_regInfo.RegionLocY; |
@@ -4171,6 +4163,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
4171 | 4163 | ||
4172 | //The idea is to have a group of method that return a list of avatars meeting some requirement | 4164 | //The idea is to have a group of method that return a list of avatars meeting some requirement |
4173 | // ie it could be all m_scenePresences within a certain range of the calling prim/avatar. | 4165 | // ie it could be all m_scenePresences within a certain range of the calling prim/avatar. |
4166 | // | ||
4167 | // GetAvatars returns a new list of all root agent presences in the scene | ||
4168 | // GetScenePresences returns a new list of all presences in the scene or a filter may be passed. | ||
4169 | // GetScenePresence returns the presence with matching UUID or first/last name. | ||
4170 | // ForEachScenePresence requests the Scene to run a delegate function against all presences. | ||
4174 | 4171 | ||
4175 | /// <summary> | 4172 | /// <summary> |
4176 | /// Return a list of all avatars in this region. | 4173 | /// Return a list of all avatars in this region. |
@@ -4187,7 +4184,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
4187 | /// This list is a new object, so it can be iterated over without locking. | 4184 | /// This list is a new object, so it can be iterated over without locking. |
4188 | /// </summary> | 4185 | /// </summary> |
4189 | /// <returns></returns> | 4186 | /// <returns></returns> |
4190 | public ScenePresence[] GetScenePresences() | 4187 | public List<ScenePresence> GetScenePresences() |
4191 | { | 4188 | { |
4192 | return m_sceneGraph.GetScenePresences(); | 4189 | return m_sceneGraph.GetScenePresences(); |
4193 | } | 4190 | } |
@@ -4213,6 +4210,28 @@ namespace OpenSim.Region.Framework.Scenes | |||
4213 | return m_sceneGraph.GetScenePresence(avatarID); | 4210 | return m_sceneGraph.GetScenePresence(avatarID); |
4214 | } | 4211 | } |
4215 | 4212 | ||
4213 | /// <summary> | ||
4214 | /// Request the ScenePresence in this region by first/last name. | ||
4215 | /// Should normally only be a single match, but first is always returned | ||
4216 | /// </summary> | ||
4217 | /// <param name="firstName"></param> | ||
4218 | /// <param name="lastName"></param> | ||
4219 | /// <returns></returns> | ||
4220 | public ScenePresence GetScenePresence(string firstName, string lastName) | ||
4221 | { | ||
4222 | return m_sceneGraph.GetScenePresence(firstName, lastName); | ||
4223 | } | ||
4224 | |||
4225 | /// <summary> | ||
4226 | /// Request the ScenePresence in this region by localID. | ||
4227 | /// </summary> | ||
4228 | /// <param name="localID"></param> | ||
4229 | /// <returns></returns> | ||
4230 | public ScenePresence GetScenePresence(uint localID) | ||
4231 | { | ||
4232 | return m_sceneGraph.GetScenePresence(localID); | ||
4233 | } | ||
4234 | |||
4216 | public override bool PresenceChildStatus(UUID avatarID) | 4235 | public override bool PresenceChildStatus(UUID avatarID) |
4217 | { | 4236 | { |
4218 | ScenePresence cp = GetScenePresence(avatarID); | 4237 | ScenePresence cp = GetScenePresence(avatarID); |
@@ -4228,25 +4247,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
4228 | } | 4247 | } |
4229 | 4248 | ||
4230 | /// <summary> | 4249 | /// <summary> |
4231 | /// | 4250 | /// Performs action on all scene presences. |
4232 | /// </summary> | 4251 | /// </summary> |
4233 | /// <param name="action"></param> | 4252 | /// <param name="action"></param> |
4234 | public void ForEachScenePresence(Action<ScenePresence> action) | 4253 | public void ForEachScenePresence(Action<ScenePresence> action) |
4235 | { | 4254 | { |
4236 | // We don't want to try to send messages if there are no avatars. | ||
4237 | if (m_sceneGraph != null) | 4255 | if (m_sceneGraph != null) |
4238 | { | 4256 | { |
4239 | try | 4257 | m_sceneGraph.ForEachScenePresence(action); |
4240 | { | ||
4241 | ScenePresence[] presences = GetScenePresences(); | ||
4242 | for (int i = 0; i < presences.Length; i++) | ||
4243 | action(presences[i]); | ||
4244 | } | ||
4245 | catch (Exception e) | ||
4246 | { | ||
4247 | m_log.Info("[BUG] in " + RegionInfo.RegionName + ": " + e.ToString()); | ||
4248 | m_log.Info("[BUG] Stack Trace: " + e.StackTrace); | ||
4249 | } | ||
4250 | } | 4258 | } |
4251 | } | 4259 | } |
4252 | 4260 | ||
@@ -4322,20 +4330,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
4322 | 4330 | ||
4323 | public void ForEachClient(Action<IClientAPI> action) | 4331 | public void ForEachClient(Action<IClientAPI> action) |
4324 | { | 4332 | { |
4325 | ForEachClient(action, m_useAsyncWhenPossible); | ||
4326 | } | ||
4327 | |||
4328 | public void ForEachClient(Action<IClientAPI> action, bool doAsynchronous) | ||
4329 | { | ||
4330 | // FIXME: Asynchronous iteration is disabled until we have a threading model that | ||
4331 | // can support calling this function from an async packet handler without | ||
4332 | // potentially deadlocking | ||
4333 | m_clientManager.ForEachSync(action); | 4333 | m_clientManager.ForEachSync(action); |
4334 | |||
4335 | //if (doAsynchronous) | ||
4336 | // m_clientManager.ForEach(action); | ||
4337 | //else | ||
4338 | // m_clientManager.ForEachSync(action); | ||
4339 | } | 4334 | } |
4340 | 4335 | ||
4341 | public bool TryGetClient(UUID avatarID, out IClientAPI client) | 4336 | public bool TryGetClient(UUID avatarID, out IClientAPI client) |
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs index db70d6a..19298d2 100644 --- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs +++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs | |||
@@ -165,9 +165,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
165 | 165 | ||
166 | protected internal void UpdatePresences() | 166 | protected internal void UpdatePresences() |
167 | { | 167 | { |
168 | ScenePresence[] updateScenePresences = GetScenePresences(); | 168 | ForEachScenePresence(delegate(ScenePresence presence) |
169 | for (int i = 0; i < updateScenePresences.Length; i++) | 169 | { |
170 | updateScenePresences[i].Update(); | 170 | presence.Update(); |
171 | }); | ||
171 | } | 172 | } |
172 | 173 | ||
173 | protected internal float UpdatePhysics(double elapsed) | 174 | protected internal float UpdatePhysics(double elapsed) |
@@ -196,9 +197,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
196 | 197 | ||
197 | protected internal void UpdateScenePresenceMovement() | 198 | protected internal void UpdateScenePresenceMovement() |
198 | { | 199 | { |
199 | ScenePresence[] moveEntities = GetScenePresences(); | 200 | ForEachScenePresence(delegate(ScenePresence presence) |
200 | for (int i = 0; i < moveEntities.Length; i++) | 201 | { |
201 | moveEntities[i].UpdateMovement(); | 202 | presence.UpdateMovement(); |
203 | }); | ||
202 | } | 204 | } |
203 | 205 | ||
204 | #endregion | 206 | #endregion |
@@ -640,18 +642,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
640 | 642 | ||
641 | public void RecalculateStats() | 643 | public void RecalculateStats() |
642 | { | 644 | { |
643 | ScenePresence[] presences = GetScenePresences(); | ||
644 | int rootcount = 0; | 645 | int rootcount = 0; |
645 | int childcount = 0; | 646 | int childcount = 0; |
646 | 647 | ||
647 | for (int i = 0; i < presences.Length; i++) | 648 | ForEachScenePresence(delegate(ScenePresence presence) |
648 | { | 649 | { |
649 | ScenePresence user = presences[i]; | 650 | if (presence.IsChildAgent) |
650 | if (user.IsChildAgent) | ||
651 | ++childcount; | 651 | ++childcount; |
652 | else | 652 | else |
653 | ++rootcount; | 653 | ++rootcount; |
654 | } | 654 | }); |
655 | 655 | ||
656 | m_numRootAgents = rootcount; | 656 | m_numRootAgents = rootcount; |
657 | m_numChildAgents = childcount; | 657 | m_numChildAgents = childcount; |
@@ -698,25 +698,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
698 | #endregion | 698 | #endregion |
699 | 699 | ||
700 | #region Get Methods | 700 | #region Get Methods |
701 | |||
702 | /// <summary> | ||
703 | /// Request a List of all scene presences in this scene. This is a new list, so no | ||
704 | /// locking is required to iterate over it. | ||
705 | /// </summary> | ||
706 | /// <returns></returns> | ||
707 | protected internal ScenePresence[] GetScenePresences() | ||
708 | { | ||
709 | return m_scenePresenceArray; | ||
710 | } | ||
711 | |||
712 | protected internal List<ScenePresence> GetAvatars() | ||
713 | { | ||
714 | List<ScenePresence> result = | ||
715 | GetScenePresences(delegate(ScenePresence scenePresence) { return !scenePresence.IsChildAgent; }); | ||
716 | |||
717 | return result; | ||
718 | } | ||
719 | |||
720 | /// <summary> | 701 | /// <summary> |
721 | /// Get the controlling client for the given avatar, if there is one. | 702 | /// Get the controlling client for the given avatar, if there is one. |
722 | /// | 703 | /// |
@@ -742,45 +723,119 @@ namespace OpenSim.Region.Framework.Scenes | |||
742 | return null; | 723 | return null; |
743 | } | 724 | } |
744 | 725 | ||
726 | // The idea is to have a group of method that return a list of avatars meeting some requirement | ||
727 | // ie it could be all m_scenePresences within a certain range of the calling prim/avatar. | ||
728 | // | ||
729 | // GetAvatars returns a new list of all root agent presences in the scene | ||
730 | // GetScenePresences returns a new list of all presences in the scene or a filter may be passed. | ||
731 | // GetScenePresence returns the presence with matching UUID or the first presence matching the passed filter. | ||
732 | // ForEachScenePresence requests the Scene to run a delegate function against all presences. | ||
733 | |||
734 | /// <summary> | ||
735 | /// Request a list of all avatars in this region (no child agents) | ||
736 | /// This list is a new object, so it can be iterated over without locking. | ||
737 | /// </summary> | ||
738 | /// <returns></returns> | ||
739 | public List<ScenePresence> GetAvatars() | ||
740 | { | ||
741 | return GetScenePresences(delegate(ScenePresence scenePresence) | ||
742 | { | ||
743 | return !scenePresence.IsChildAgent; | ||
744 | }); | ||
745 | } | ||
746 | |||
747 | /// <summary> | ||
748 | /// Request a list of m_scenePresences in this World | ||
749 | /// Returns a copy so it can be iterated without a lock. | ||
750 | /// There is no guarantee that presences will remain in the scene after the list is returned. | ||
751 | /// </summary> | ||
752 | /// <returns></returns> | ||
753 | protected internal List<ScenePresence> GetScenePresences() | ||
754 | { | ||
755 | List<ScenePresence> result; | ||
756 | lock (m_scenePresences) | ||
757 | { | ||
758 | result = new List<ScenePresence>(m_scenePresenceArray.Length); | ||
759 | result.AddRange(m_scenePresenceArray); | ||
760 | } | ||
761 | return result; | ||
762 | } | ||
763 | |||
745 | /// <summary> | 764 | /// <summary> |
746 | /// Request a filtered list of m_scenePresences in this World | 765 | /// Request a filtered list of m_scenePresences in this World |
766 | /// Returns a copy so it can be iterated without a lock. | ||
767 | /// There is no guarantee that presences will remain in the scene after the list is returned. | ||
747 | /// </summary> | 768 | /// </summary> |
748 | /// <returns></returns> | 769 | /// <returns></returns> |
749 | protected internal List<ScenePresence> GetScenePresences(FilterAvatarList filter) | 770 | protected internal List<ScenePresence> GetScenePresences(FilterAvatarList filter) |
750 | { | 771 | { |
751 | // No locking of scene presences here since we're passing back a list... | ||
752 | |||
753 | List<ScenePresence> result = new List<ScenePresence>(); | 772 | List<ScenePresence> result = new List<ScenePresence>(); |
754 | ScenePresence[] scenePresences = GetScenePresences(); | 773 | // Check each ScenePresence against the filter |
774 | ForEachScenePresence(delegate(ScenePresence presence) | ||
775 | { | ||
776 | if (filter(presence)) | ||
777 | result.Add(presence); | ||
778 | }); | ||
779 | return result; | ||
780 | } | ||
755 | 781 | ||
756 | for (int i = 0; i < scenePresences.Length; i++) | 782 | /// <summary> |
783 | /// Request the ScenePresence in this region matching filter. | ||
784 | /// Only the first match is returned. | ||
785 | /// | ||
786 | /// </summary> | ||
787 | /// <param name="filter"></param> | ||
788 | /// <returns></returns> | ||
789 | protected internal ScenePresence GetScenePresence(FilterAvatarList filter) | ||
790 | { | ||
791 | ScenePresence result = null; | ||
792 | // Get all of the ScenePresences | ||
793 | List<ScenePresence> presences = GetScenePresences(); | ||
794 | foreach (ScenePresence presence in presences) | ||
757 | { | 795 | { |
758 | ScenePresence avatar = scenePresences[i]; | 796 | if (filter(presence)) |
759 | if (filter(avatar)) | 797 | { |
760 | result.Add(avatar); | 798 | result = presence; |
799 | break; | ||
800 | } | ||
761 | } | 801 | } |
762 | |||
763 | return result; | 802 | return result; |
764 | } | 803 | } |
765 | 804 | ||
805 | protected internal ScenePresence GetScenePresence(string firstName, string lastName) | ||
806 | { | ||
807 | return GetScenePresence(delegate(ScenePresence presence) | ||
808 | { | ||
809 | return(presence.Firstname == firstName && presence.Lastname == lastName); | ||
810 | }); | ||
811 | } | ||
812 | |||
766 | /// <summary> | 813 | /// <summary> |
767 | /// Request a scene presence by UUID | 814 | /// Request a scene presence by UUID |
768 | /// </summary> | 815 | /// </summary> |
769 | /// <param name="avatarID"></param> | 816 | /// <param name="agentID"></param> |
770 | /// <returns>null if the agent was not found</returns> | 817 | /// <returns>null if the agent was not found</returns> |
771 | protected internal ScenePresence GetScenePresence(UUID agentID) | 818 | protected internal ScenePresence GetScenePresence(UUID agentID) |
772 | { | 819 | { |
773 | ScenePresence sp; | 820 | ScenePresence sp; |
774 | 821 | TryGetAvatar(agentID, out sp); | |
775 | lock (m_scenePresences) | ||
776 | { | ||
777 | m_scenePresences.TryGetValue(agentID, out sp); | ||
778 | } | ||
779 | |||
780 | return sp; | 822 | return sp; |
781 | } | 823 | } |
782 | 824 | ||
783 | /// <summary> | 825 | /// <summary> |
826 | /// Request the ScenePresence in this region by localID. | ||
827 | /// </summary> | ||
828 | /// <param name="localID"></param> | ||
829 | /// <returns></returns> | ||
830 | protected internal ScenePresence GetScenePresence(uint localID) | ||
831 | { | ||
832 | return GetScenePresence(delegate(ScenePresence presence) | ||
833 | { | ||
834 | return (presence.LocalId == localID); | ||
835 | }); | ||
836 | } | ||
837 | |||
838 | /// <summary> | ||
784 | /// Get a scene object group that contains the prim with the given local id | 839 | /// Get a scene object group that contains the prim with the given local id |
785 | /// </summary> | 840 | /// </summary> |
786 | /// <param name="localID"></param> | 841 | /// <param name="localID"></param> |
@@ -934,29 +989,19 @@ namespace OpenSim.Region.Framework.Scenes | |||
934 | protected internal bool TryGetAvatar(UUID avatarId, out ScenePresence avatar) | 989 | protected internal bool TryGetAvatar(UUID avatarId, out ScenePresence avatar) |
935 | { | 990 | { |
936 | lock (m_scenePresences) | 991 | lock (m_scenePresences) |
937 | return m_scenePresences.TryGetValue(avatarId, out avatar); | 992 | { |
993 | m_scenePresences.TryGetValue(avatarId, out avatar); | ||
994 | } | ||
995 | return (avatar != null); | ||
938 | } | 996 | } |
939 | 997 | ||
940 | protected internal bool TryGetAvatarByName(string avatarName, out ScenePresence avatar) | 998 | protected internal bool TryGetAvatarByName(string avatarName, out ScenePresence avatar) |
941 | { | 999 | { |
942 | ScenePresence[] presences = GetScenePresences(); | 1000 | avatar = GetScenePresence(delegate(ScenePresence presence) |
943 | |||
944 | for (int i = 0; i < presences.Length; i++) | ||
945 | { | 1001 | { |
946 | ScenePresence presence = presences[i]; | 1002 | return (String.Compare(avatarName, presence.ControllingClient.Name, true) == 0); |
947 | 1003 | }); | |
948 | if (!presence.IsChildAgent) | 1004 | return (avatar != null); |
949 | { | ||
950 | if (String.Compare(avatarName, presence.ControllingClient.Name, true) == 0) | ||
951 | { | ||
952 | avatar = presence; | ||
953 | return true; | ||
954 | } | ||
955 | } | ||
956 | } | ||
957 | |||
958 | avatar = null; | ||
959 | return false; | ||
960 | } | 1005 | } |
961 | 1006 | ||
962 | /// <summary> | 1007 | /// <summary> |
@@ -1037,6 +1082,28 @@ namespace OpenSim.Region.Framework.Scenes | |||
1037 | } | 1082 | } |
1038 | } | 1083 | } |
1039 | } | 1084 | } |
1085 | |||
1086 | |||
1087 | /// <summary> | ||
1088 | /// Performs action on all scene presences. | ||
1089 | /// </summary> | ||
1090 | /// <param name="action"></param> | ||
1091 | public void ForEachScenePresence(Action<ScenePresence> action) | ||
1092 | { | ||
1093 | List<ScenePresence> presences = GetScenePresences(); | ||
1094 | try | ||
1095 | { | ||
1096 | foreach(ScenePresence presence in presences) | ||
1097 | { | ||
1098 | action(presence); | ||
1099 | } | ||
1100 | } | ||
1101 | catch (Exception e) | ||
1102 | { | ||
1103 | m_log.Info("[BUG] in " + m_parentScene.RegionInfo.RegionName + ": " + e.ToString()); | ||
1104 | m_log.Info("[BUG] Stack Trace: " + e.StackTrace); | ||
1105 | } | ||
1106 | } | ||
1040 | 1107 | ||
1041 | #endregion | 1108 | #endregion |
1042 | 1109 | ||
diff --git a/OpenSim/Region/Framework/Scenes/SceneManager.cs b/OpenSim/Region/Framework/Scenes/SceneManager.cs index 680c39a..a955532 100644 --- a/OpenSim/Region/Framework/Scenes/SceneManager.cs +++ b/OpenSim/Region/Framework/Scenes/SceneManager.cs | |||
@@ -414,12 +414,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
414 | ForEachCurrentScene( | 414 | ForEachCurrentScene( |
415 | delegate(Scene scene) | 415 | delegate(Scene scene) |
416 | { | 416 | { |
417 | ScenePresence[] scenePresences = scene.GetScenePresences(); | 417 | scene.ForEachScenePresence(delegate(ScenePresence scenePresence) |
418 | |||
419 | for (int i = 0; i < scenePresences.Length; i++) | ||
420 | { | 418 | { |
421 | ScenePresence scenePresence = scenePresences[i]; | ||
422 | |||
423 | if (!scenePresence.IsChildAgent) | 419 | if (!scenePresence.IsChildAgent) |
424 | { | 420 | { |
425 | m_log.DebugFormat("Packet debug for {0} {1} set to {2}", | 421 | m_log.DebugFormat("Packet debug for {0} {1} set to {2}", |
@@ -429,7 +425,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
429 | 425 | ||
430 | scenePresence.ControllingClient.SetDebugPacketLevel(newDebug); | 426 | scenePresence.ControllingClient.SetDebugPacketLevel(newDebug); |
431 | } | 427 | } |
432 | } | 428 | }); |
433 | } | 429 | } |
434 | ); | 430 | ); |
435 | } | 431 | } |
@@ -441,14 +437,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
441 | ForEachCurrentScene( | 437 | ForEachCurrentScene( |
442 | delegate(Scene scene) | 438 | delegate(Scene scene) |
443 | { | 439 | { |
444 | ScenePresence[] scenePresences = scene.GetScenePresences(); | 440 | scene.ForEachScenePresence(delegate(ScenePresence scenePresence) |
445 | |||
446 | for (int i = 0; i < scenePresences.Length; i++) | ||
447 | { | 441 | { |
448 | ScenePresence scenePresence = scenePresences[i]; | ||
449 | if (!scenePresence.IsChildAgent) | 442 | if (!scenePresence.IsChildAgent) |
450 | avatars.Add(scenePresence); | 443 | avatars.Add(scenePresence); |
451 | } | 444 | }); |
452 | } | 445 | } |
453 | ); | 446 | ); |
454 | 447 | ||
@@ -461,7 +454,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
461 | 454 | ||
462 | ForEachCurrentScene(delegate(Scene scene) | 455 | ForEachCurrentScene(delegate(Scene scene) |
463 | { | 456 | { |
464 | ScenePresence[] scenePresences = scene.GetScenePresences(); | 457 | List<ScenePresence> scenePresences = scene.GetScenePresences(); |
465 | presences.AddRange(scenePresences); | 458 | presences.AddRange(scenePresences); |
466 | }); | 459 | }); |
467 | 460 | ||
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs index d083119..3895d93 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | |||
@@ -1370,8 +1370,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
1370 | { | 1370 | { |
1371 | // part.Inventory.RemoveScriptInstances(); | 1371 | // part.Inventory.RemoveScriptInstances(); |
1372 | 1372 | ||
1373 | ScenePresence[] avatars = Scene.GetScenePresences(); | 1373 | List<ScenePresence> avatars = Scene.GetScenePresences(); |
1374 | for (int i = 0; i < avatars.Length; i++) | 1374 | for (int i = 0; i < avatars.Count; i++) |
1375 | { | 1375 | { |
1376 | if (avatars[i].ParentID == LocalId) | 1376 | if (avatars[i].ParentID == LocalId) |
1377 | { | 1377 | { |
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index 48e34ee..539f2b1 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | |||
@@ -1208,15 +1208,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
1208 | 1208 | ||
1209 | private void SendObjectPropertiesToClient(UUID AgentID) | 1209 | private void SendObjectPropertiesToClient(UUID AgentID) |
1210 | { | 1210 | { |
1211 | ScenePresence[] avatars = m_parentGroup.Scene.GetScenePresences(); | 1211 | m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar) |
1212 | for (int i = 0; i < avatars.Length; i++) | ||
1213 | { | 1212 | { |
1214 | // Ugly reference :( | 1213 | // Ugly reference :( |
1215 | if (avatars[i].UUID == AgentID) | 1214 | if (avatar.UUID == AgentID) |
1216 | { | 1215 | { |
1217 | m_parentGroup.GetProperties(avatars[i].ControllingClient); | 1216 | m_parentGroup.GetProperties(avatar.ControllingClient); |
1218 | } | 1217 | } |
1219 | } | 1218 | }); |
1220 | } | 1219 | } |
1221 | 1220 | ||
1222 | // TODO: unused: | 1221 | // TODO: unused: |
@@ -1271,11 +1270,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
1271 | /// </summary> | 1270 | /// </summary> |
1272 | public void AddFullUpdateToAllAvatars() | 1271 | public void AddFullUpdateToAllAvatars() |
1273 | { | 1272 | { |
1274 | ScenePresence[] avatars = m_parentGroup.Scene.GetScenePresences(); | 1273 | m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar) |
1275 | for (int i = 0; i < avatars.Length; i++) | ||
1276 | { | 1274 | { |
1277 | avatars[i].SceneViewer.QueuePartForUpdate(this); | 1275 | avatar.SceneViewer.QueuePartForUpdate(this); |
1278 | } | 1276 | }); |
1279 | } | 1277 | } |
1280 | 1278 | ||
1281 | public void AddFullUpdateToAvatar(ScenePresence presence) | 1279 | public void AddFullUpdateToAvatar(ScenePresence presence) |
@@ -1296,11 +1294,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
1296 | /// Terse updates | 1294 | /// Terse updates |
1297 | public void AddTerseUpdateToAllAvatars() | 1295 | public void AddTerseUpdateToAllAvatars() |
1298 | { | 1296 | { |
1299 | ScenePresence[] avatars = m_parentGroup.Scene.GetScenePresences(); | 1297 | m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar) |
1300 | for (int i = 0; i < avatars.Length; i++) | ||
1301 | { | 1298 | { |
1302 | avatars[i].SceneViewer.QueuePartForUpdate(this); | 1299 | avatar.SceneViewer.QueuePartForUpdate(this); |
1303 | } | 1300 | }); |
1304 | } | 1301 | } |
1305 | 1302 | ||
1306 | public void AddTerseUpdateToAvatar(ScenePresence presence) | 1303 | public void AddTerseUpdateToAvatar(ScenePresence presence) |
@@ -2137,17 +2134,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
2137 | } | 2134 | } |
2138 | else | 2135 | else |
2139 | { | 2136 | { |
2140 | ScenePresence[] avlist = m_parentGroup.Scene.GetScenePresences(); | 2137 | m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence av) |
2141 | |||
2142 | for (int i = 0; i < avlist.Length; i++) | ||
2143 | { | 2138 | { |
2144 | ScenePresence av = avlist[i]; | ||
2145 | |||
2146 | if (av.LocalId == localId) | 2139 | if (av.LocalId == localId) |
2147 | { | 2140 | { |
2148 | if (m_parentGroup.RootPart.CollisionFilter.ContainsValue(av.UUID.ToString()) || m_parentGroup.RootPart.CollisionFilter.ContainsValue(av.Name)) | 2141 | if (m_parentGroup.RootPart.CollisionFilter.ContainsValue(av.UUID.ToString()) || m_parentGroup.RootPart.CollisionFilter.ContainsValue(av.Name)) |
2149 | { | 2142 | { |
2150 | bool found = m_parentGroup.RootPart.CollisionFilter.TryGetValue(1,out data); | 2143 | bool found = m_parentGroup.RootPart.CollisionFilter.TryGetValue(1, out data); |
2151 | //If it is 1, it is to accept ONLY collisions from this avatar | 2144 | //If it is 1, it is to accept ONLY collisions from this avatar |
2152 | if (found) | 2145 | if (found) |
2153 | { | 2146 | { |
@@ -2169,7 +2162,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2169 | } | 2162 | } |
2170 | else | 2163 | else |
2171 | { | 2164 | { |
2172 | bool found = m_parentGroup.RootPart.CollisionFilter.TryGetValue(1,out data); | 2165 | bool found = m_parentGroup.RootPart.CollisionFilter.TryGetValue(1, out data); |
2173 | //If it is 1, it is to accept ONLY collisions from this avatar, so this other avatar will not work | 2166 | //If it is 1, it is to accept ONLY collisions from this avatar, so this other avatar will not work |
2174 | if (!found) | 2167 | if (!found) |
2175 | { | 2168 | { |
@@ -2187,7 +2180,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2187 | } | 2180 | } |
2188 | 2181 | ||
2189 | } | 2182 | } |
2190 | } | 2183 | }); |
2191 | } | 2184 | } |
2192 | } | 2185 | } |
2193 | if (colliding.Count > 0) | 2186 | if (colliding.Count > 0) |
@@ -2273,17 +2266,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
2273 | } | 2266 | } |
2274 | else | 2267 | else |
2275 | { | 2268 | { |
2276 | ScenePresence[] avlist = m_parentGroup.Scene.GetScenePresences(); | 2269 | m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence av) |
2277 | |||
2278 | for (int i = 0; i < avlist.Length; i++) | ||
2279 | { | 2270 | { |
2280 | ScenePresence av = avlist[i]; | ||
2281 | |||
2282 | if (av.LocalId == localId) | 2271 | if (av.LocalId == localId) |
2283 | { | 2272 | { |
2284 | if (m_parentGroup.RootPart.CollisionFilter.ContainsValue(av.UUID.ToString()) || m_parentGroup.RootPart.CollisionFilter.ContainsValue(av.Name)) | 2273 | if (m_parentGroup.RootPart.CollisionFilter.ContainsValue(av.UUID.ToString()) || m_parentGroup.RootPart.CollisionFilter.ContainsValue(av.Name)) |
2285 | { | 2274 | { |
2286 | bool found = m_parentGroup.RootPart.CollisionFilter.TryGetValue(1,out data); | 2275 | bool found = m_parentGroup.RootPart.CollisionFilter.TryGetValue(1, out data); |
2287 | //If it is 1, it is to accept ONLY collisions from this avatar | 2276 | //If it is 1, it is to accept ONLY collisions from this avatar |
2288 | if (found) | 2277 | if (found) |
2289 | { | 2278 | { |
@@ -2305,7 +2294,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2305 | } | 2294 | } |
2306 | else | 2295 | else |
2307 | { | 2296 | { |
2308 | bool found = m_parentGroup.RootPart.CollisionFilter.TryGetValue(1,out data); | 2297 | bool found = m_parentGroup.RootPart.CollisionFilter.TryGetValue(1, out data); |
2309 | //If it is 1, it is to accept ONLY collisions from this avatar, so this other avatar will not work | 2298 | //If it is 1, it is to accept ONLY collisions from this avatar, so this other avatar will not work |
2310 | if (!found) | 2299 | if (!found) |
2311 | { | 2300 | { |
@@ -2323,7 +2312,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2323 | } | 2312 | } |
2324 | 2313 | ||
2325 | } | 2314 | } |
2326 | } | 2315 | }); |
2327 | } | 2316 | } |
2328 | } | 2317 | } |
2329 | if (colliding.Count > 0) | 2318 | if (colliding.Count > 0) |
@@ -2404,17 +2393,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
2404 | } | 2393 | } |
2405 | else | 2394 | else |
2406 | { | 2395 | { |
2407 | ScenePresence[] avlist = m_parentGroup.Scene.GetScenePresences(); | 2396 | m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence av) |
2408 | |||
2409 | for (int i = 0; i < avlist.Length; i++) | ||
2410 | { | 2397 | { |
2411 | ScenePresence av = avlist[i]; | ||
2412 | |||
2413 | if (av.LocalId == localId) | 2398 | if (av.LocalId == localId) |
2414 | { | 2399 | { |
2415 | if (m_parentGroup.RootPart.CollisionFilter.ContainsValue(av.UUID.ToString()) || m_parentGroup.RootPart.CollisionFilter.ContainsValue(av.Name)) | 2400 | if (m_parentGroup.RootPart.CollisionFilter.ContainsValue(av.UUID.ToString()) || m_parentGroup.RootPart.CollisionFilter.ContainsValue(av.Name)) |
2416 | { | 2401 | { |
2417 | bool found = m_parentGroup.RootPart.CollisionFilter.TryGetValue(1,out data); | 2402 | bool found = m_parentGroup.RootPart.CollisionFilter.TryGetValue(1, out data); |
2418 | //If it is 1, it is to accept ONLY collisions from this avatar | 2403 | //If it is 1, it is to accept ONLY collisions from this avatar |
2419 | if (found) | 2404 | if (found) |
2420 | { | 2405 | { |
@@ -2436,7 +2421,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2436 | } | 2421 | } |
2437 | else | 2422 | else |
2438 | { | 2423 | { |
2439 | bool found = m_parentGroup.RootPart.CollisionFilter.TryGetValue(1,out data); | 2424 | bool found = m_parentGroup.RootPart.CollisionFilter.TryGetValue(1, out data); |
2440 | //If it is 1, it is to accept ONLY collisions from this avatar, so this other avatar will not work | 2425 | //If it is 1, it is to accept ONLY collisions from this avatar, so this other avatar will not work |
2441 | if (!found) | 2426 | if (!found) |
2442 | { | 2427 | { |
@@ -2454,7 +2439,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2454 | } | 2439 | } |
2455 | 2440 | ||
2456 | } | 2441 | } |
2457 | } | 2442 | }); |
2458 | } | 2443 | } |
2459 | } | 2444 | } |
2460 | 2445 | ||
@@ -2863,11 +2848,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
2863 | /// </summary> | 2848 | /// </summary> |
2864 | public void SendFullUpdateToAllClients() | 2849 | public void SendFullUpdateToAllClients() |
2865 | { | 2850 | { |
2866 | ScenePresence[] avatars = m_parentGroup.Scene.GetScenePresences(); | 2851 | m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar) |
2867 | for (int i = 0; i < avatars.Length; i++) | ||
2868 | { | 2852 | { |
2869 | SendFullUpdate(avatars[i].ControllingClient, avatars[i].GenerateClientFlags(UUID)); | 2853 | SendFullUpdate(avatar.ControllingClient, avatar.GenerateClientFlags(UUID)); |
2870 | } | 2854 | }); |
2871 | } | 2855 | } |
2872 | 2856 | ||
2873 | /// <summary> | 2857 | /// <summary> |
@@ -2876,13 +2860,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
2876 | /// <param name="agentID"></param> | 2860 | /// <param name="agentID"></param> |
2877 | public void SendFullUpdateToAllClientsExcept(UUID agentID) | 2861 | public void SendFullUpdateToAllClientsExcept(UUID agentID) |
2878 | { | 2862 | { |
2879 | ScenePresence[] avatars = m_parentGroup.Scene.GetScenePresences(); | 2863 | m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar) |
2880 | for (int i = 0; i < avatars.Length; i++) | ||
2881 | { | 2864 | { |
2882 | // Ugly reference :( | 2865 | // Ugly reference :( |
2883 | if (avatars[i].UUID != agentID) | 2866 | if (avatar.UUID != agentID) |
2884 | SendFullUpdate(avatars[i].ControllingClient, avatars[i].GenerateClientFlags(UUID)); | 2867 | SendFullUpdate(avatar.ControllingClient, avatar.GenerateClientFlags(UUID)); |
2885 | } | 2868 | }); |
2886 | } | 2869 | } |
2887 | 2870 | ||
2888 | /// <summary> | 2871 | /// <summary> |
@@ -3083,11 +3066,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
3083 | /// </summary> | 3066 | /// </summary> |
3084 | public void SendTerseUpdateToAllClients() | 3067 | public void SendTerseUpdateToAllClients() |
3085 | { | 3068 | { |
3086 | ScenePresence[] avatars = m_parentGroup.Scene.GetScenePresences(); | 3069 | m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar) |
3087 | for (int i = 0; i < avatars.Length; i++) | ||
3088 | { | 3070 | { |
3089 | SendTerseUpdateToClient(avatars[i].ControllingClient); | 3071 | SendTerseUpdateToClient(avatar.ControllingClient); |
3090 | } | 3072 | }); |
3091 | } | 3073 | } |
3092 | 3074 | ||
3093 | public void SetAttachmentPoint(uint AttachmentPoint) | 3075 | public void SetAttachmentPoint(uint AttachmentPoint) |
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 2661dc3..b3e7d67 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs | |||
@@ -957,14 +957,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
957 | 957 | ||
958 | m_isChildAgent = false; | 958 | m_isChildAgent = false; |
959 | 959 | ||
960 | ScenePresence[] animAgents = m_scene.GetScenePresences(); | 960 | m_scene.ForEachScenePresence(delegate(ScenePresence presence) |
961 | for (int i = 0; i < animAgents.Length; i++) | ||
962 | { | 961 | { |
963 | ScenePresence presence = animAgents[i]; | ||
964 | |||
965 | if (presence != this) | 962 | if (presence != this) |
966 | presence.Animator.SendAnimPackToClient(ControllingClient); | 963 | presence.Animator.SendAnimPackToClient(ControllingClient); |
967 | } | 964 | }); |
968 | 965 | ||
969 | m_scene.EventManager.TriggerOnMakeRootAgent(this); | 966 | m_scene.EventManager.TriggerOnMakeRootAgent(this); |
970 | } | 967 | } |
@@ -2666,13 +2663,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
2666 | public void SendInitialFullUpdateToAllClients() | 2663 | public void SendInitialFullUpdateToAllClients() |
2667 | { | 2664 | { |
2668 | m_perfMonMS = Util.EnvironmentTickCount(); | 2665 | m_perfMonMS = Util.EnvironmentTickCount(); |
2669 | 2666 | int avUpdates = 0; | |
2670 | ScenePresence[] avatars = m_scene.GetScenePresences(); | 2667 | m_scene.ForEachScenePresence(delegate(ScenePresence avatar) |
2671 | |||
2672 | for (int i = 0; i < avatars.Length; i++) | ||
2673 | { | 2668 | { |
2674 | ScenePresence avatar = avatars[i]; | 2669 | ++avUpdates; |
2675 | |||
2676 | // only send if this is the root (children are only "listening posts" in a foreign region) | 2670 | // only send if this is the root (children are only "listening posts" in a foreign region) |
2677 | if (!IsChildAgent) | 2671 | if (!IsChildAgent) |
2678 | { | 2672 | { |
@@ -2688,9 +2682,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
2688 | avatar.Animator.SendAnimPackToClient(ControllingClient); | 2682 | avatar.Animator.SendAnimPackToClient(ControllingClient); |
2689 | } | 2683 | } |
2690 | } | 2684 | } |
2691 | } | 2685 | }); |
2692 | 2686 | ||
2693 | m_scene.StatsReporter.AddAgentUpdates(avatars.Length); | 2687 | m_scene.StatsReporter.AddAgentUpdates(avUpdates); |
2694 | m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS)); | 2688 | m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS)); |
2695 | 2689 | ||
2696 | //Animator.SendAnimPack(); | 2690 | //Animator.SendAnimPack(); |
diff --git a/OpenSim/Region/Framework/Scenes/Tests/UuidGathererTests.cs b/OpenSim/Region/Framework/Scenes/Tests/UuidGathererTests.cs index 6686264..8b80ebe 100644 --- a/OpenSim/Region/Framework/Scenes/Tests/UuidGathererTests.cs +++ b/OpenSim/Region/Framework/Scenes/Tests/UuidGathererTests.cs | |||
@@ -61,7 +61,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests | |||
61 | AssetBase corruptAsset = AssetHelpers.CreateAsset(corruptAssetUuid, "CORRUPT ASSET", UUID.Zero); | 61 | AssetBase corruptAsset = AssetHelpers.CreateAsset(corruptAssetUuid, "CORRUPT ASSET", UUID.Zero); |
62 | m_assetService.Store(corruptAsset); | 62 | m_assetService.Store(corruptAsset); |
63 | 63 | ||
64 | IDictionary<UUID, int> foundAssetUuids = new Dictionary<UUID, int>(); | 64 | IDictionary<UUID, AssetType> foundAssetUuids = new Dictionary<UUID, AssetType>(); |
65 | m_uuidGatherer.GatherAssetUuids(corruptAssetUuid, AssetType.Object, foundAssetUuids); | 65 | m_uuidGatherer.GatherAssetUuids(corruptAssetUuid, AssetType.Object, foundAssetUuids); |
66 | 66 | ||
67 | // We count the uuid as gathered even if the asset itself is corrupt. | 67 | // We count the uuid as gathered even if the asset itself is corrupt. |
@@ -77,7 +77,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests | |||
77 | TestHelper.InMethod(); | 77 | TestHelper.InMethod(); |
78 | 78 | ||
79 | UUID missingAssetUuid = UUID.Parse("00000000-0000-0000-0000-000000000666"); | 79 | UUID missingAssetUuid = UUID.Parse("00000000-0000-0000-0000-000000000666"); |
80 | IDictionary<UUID, int> foundAssetUuids = new Dictionary<UUID, int>(); | 80 | IDictionary<UUID, AssetType> foundAssetUuids = new Dictionary<UUID, AssetType>(); |
81 | 81 | ||
82 | m_uuidGatherer.GatherAssetUuids(missingAssetUuid, AssetType.Object, foundAssetUuids); | 82 | m_uuidGatherer.GatherAssetUuids(missingAssetUuid, AssetType.Object, foundAssetUuids); |
83 | 83 | ||
diff --git a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs index 3edb677..0ec3cc3 100644 --- a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs +++ b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs | |||
@@ -84,9 +84,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
84 | /// <param name="assetUuid">The uuid of the asset for which to gather referenced assets</param> | 84 | /// <param name="assetUuid">The uuid of the asset for which to gather referenced assets</param> |
85 | /// <param name="assetType">The type of the asset for the uuid given</param> | 85 | /// <param name="assetType">The type of the asset for the uuid given</param> |
86 | /// <param name="assetUuids">The assets gathered</param> | 86 | /// <param name="assetUuids">The assets gathered</param> |
87 | public void GatherAssetUuids(UUID assetUuid, AssetType assetType, IDictionary<UUID, int> assetUuids) | 87 | public void GatherAssetUuids(UUID assetUuid, AssetType assetType, IDictionary<UUID, AssetType> assetUuids) |
88 | { | 88 | { |
89 | assetUuids[assetUuid] = 1; | 89 | assetUuids[assetUuid] = assetType; |
90 | 90 | ||
91 | if (AssetType.Bodypart == assetType || AssetType.Clothing == assetType) | 91 | if (AssetType.Bodypart == assetType || AssetType.Clothing == assetType) |
92 | { | 92 | { |
@@ -116,7 +116,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
116 | /// | 116 | /// |
117 | /// <param name="sceneObject">The scene object for which to gather assets</param> | 117 | /// <param name="sceneObject">The scene object for which to gather assets</param> |
118 | /// <param name="assetUuids">The assets gathered</param> | 118 | /// <param name="assetUuids">The assets gathered</param> |
119 | public void GatherAssetUuids(SceneObjectGroup sceneObject, IDictionary<UUID, int> assetUuids) | 119 | public void GatherAssetUuids(SceneObjectGroup sceneObject, IDictionary<UUID, AssetType> assetUuids) |
120 | { | 120 | { |
121 | // m_log.DebugFormat( | 121 | // m_log.DebugFormat( |
122 | // "[ASSET GATHERER]: Getting assets for object {0}, {1}", sceneObject.Name, sceneObject.UUID); | 122 | // "[ASSET GATHERER]: Getting assets for object {0}, {1}", sceneObject.Name, sceneObject.UUID); |
@@ -129,25 +129,26 @@ namespace OpenSim.Region.Framework.Scenes | |||
129 | try | 129 | try |
130 | { | 130 | { |
131 | Primitive.TextureEntry textureEntry = part.Shape.Textures; | 131 | Primitive.TextureEntry textureEntry = part.Shape.Textures; |
132 | 132 | if (textureEntry != null) | |
133 | // Get the prim's default texture. This will be used for faces which don't have their own texture | ||
134 | assetUuids[textureEntry.DefaultTexture.TextureID] = 1; | ||
135 | |||
136 | // XXX: Not a great way to iterate through face textures, but there's no | ||
137 | // other method available to tell how many faces there actually are | ||
138 | //int i = 0; | ||
139 | foreach (Primitive.TextureEntryFace texture in textureEntry.FaceTextures) | ||
140 | { | 133 | { |
141 | if (texture != null) | 134 | // Get the prim's default texture. This will be used for faces which don't have their own texture |
135 | if (textureEntry.DefaultTexture != null) | ||
136 | assetUuids[textureEntry.DefaultTexture.TextureID] = AssetType.Texture; | ||
137 | |||
138 | if (textureEntry.FaceTextures != null) | ||
142 | { | 139 | { |
143 | //m_log.DebugFormat("[ARCHIVER]: Got face {0}", i++); | 140 | // Loop through the rest of the texture faces (a non-null face means the face is different from DefaultTexture) |
144 | assetUuids[texture.TextureID] = 1; | 141 | foreach (Primitive.TextureEntryFace texture in textureEntry.FaceTextures) |
142 | { | ||
143 | if (texture != null) | ||
144 | assetUuids[texture.TextureID] = AssetType.Texture; | ||
145 | } | ||
145 | } | 146 | } |
146 | } | 147 | } |
147 | 148 | ||
148 | // If the prim is a sculpt then preserve this information too | 149 | // If the prim is a sculpt then preserve this information too |
149 | if (part.Shape.SculptTexture != UUID.Zero) | 150 | if (part.Shape.SculptTexture != UUID.Zero) |
150 | assetUuids[part.Shape.SculptTexture] = 1; | 151 | assetUuids[part.Shape.SculptTexture] = AssetType.Texture; |
151 | 152 | ||
152 | TaskInventoryDictionary taskDictionary = (TaskInventoryDictionary)part.TaskInventory.Clone(); | 153 | TaskInventoryDictionary taskDictionary = (TaskInventoryDictionary)part.TaskInventory.Clone(); |
153 | 154 | ||
@@ -217,7 +218,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
217 | /// </summary> | 218 | /// </summary> |
218 | /// <param name="scriptUuid"></param> | 219 | /// <param name="scriptUuid"></param> |
219 | /// <param name="assetUuids">Dictionary in which to record the references</param> | 220 | /// <param name="assetUuids">Dictionary in which to record the references</param> |
220 | protected void GetScriptAssetUuids(UUID scriptUuid, IDictionary<UUID, int> assetUuids) | 221 | protected void GetScriptAssetUuids(UUID scriptUuid, IDictionary<UUID, AssetType> assetUuids) |
221 | { | 222 | { |
222 | AssetBase scriptAsset = GetAsset(scriptUuid); | 223 | AssetBase scriptAsset = GetAsset(scriptUuid); |
223 | 224 | ||
@@ -232,7 +233,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
232 | { | 233 | { |
233 | UUID uuid = new UUID(uuidMatch.Value); | 234 | UUID uuid = new UUID(uuidMatch.Value); |
234 | //m_log.DebugFormat("[ARCHIVER]: Recording {0} in script", uuid); | 235 | //m_log.DebugFormat("[ARCHIVER]: Recording {0} in script", uuid); |
235 | assetUuids[uuid] = 1; | 236 | |
237 | // Assume AssetIDs embedded in scripts are textures | ||
238 | assetUuids[uuid] = AssetType.Texture; | ||
236 | } | 239 | } |
237 | } | 240 | } |
238 | } | 241 | } |
@@ -242,7 +245,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
242 | /// </summary> | 245 | /// </summary> |
243 | /// <param name="wearableAssetUuid"></param> | 246 | /// <param name="wearableAssetUuid"></param> |
244 | /// <param name="assetUuids">Dictionary in which to record the references</param> | 247 | /// <param name="assetUuids">Dictionary in which to record the references</param> |
245 | protected void GetWearableAssetUuids(UUID wearableAssetUuid, IDictionary<UUID, int> assetUuids) | 248 | protected void GetWearableAssetUuids(UUID wearableAssetUuid, IDictionary<UUID, AssetType> assetUuids) |
246 | { | 249 | { |
247 | AssetBase assetBase = GetAsset(wearableAssetUuid); | 250 | AssetBase assetBase = GetAsset(wearableAssetUuid); |
248 | 251 | ||
@@ -257,8 +260,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
257 | 260 | ||
258 | foreach (UUID uuid in wearableAsset.Textures.Values) | 261 | foreach (UUID uuid in wearableAsset.Textures.Values) |
259 | { | 262 | { |
260 | //m_log.DebugFormat("[ARCHIVER]: Got bodypart uuid {0}", uuid); | 263 | assetUuids[uuid] = AssetType.Texture; |
261 | assetUuids[uuid] = 1; | ||
262 | } | 264 | } |
263 | } | 265 | } |
264 | } | 266 | } |
@@ -270,7 +272,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
270 | /// </summary> | 272 | /// </summary> |
271 | /// <param name="sceneObject"></param> | 273 | /// <param name="sceneObject"></param> |
272 | /// <param name="assetUuids"></param> | 274 | /// <param name="assetUuids"></param> |
273 | protected void GetSceneObjectAssetUuids(UUID sceneObjectUuid, IDictionary<UUID, int> assetUuids) | 275 | protected void GetSceneObjectAssetUuids(UUID sceneObjectUuid, IDictionary<UUID, AssetType> assetUuids) |
274 | { | 276 | { |
275 | AssetBase objectAsset = GetAsset(sceneObjectUuid); | 277 | AssetBase objectAsset = GetAsset(sceneObjectUuid); |
276 | 278 | ||
@@ -284,7 +286,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
284 | } | 286 | } |
285 | } | 287 | } |
286 | 288 | ||
287 | protected void GetGestureAssetUuids(UUID gestureUuid, IDictionary<UUID, int> assetUuids) | 289 | protected void GetGestureAssetUuids(UUID gestureUuid, IDictionary<UUID, AssetType> assetUuids) |
288 | { | 290 | { |
289 | AssetBase assetBase = GetAsset(gestureUuid); | 291 | AssetBase assetBase = GetAsset(gestureUuid); |
290 | 292 | ||
@@ -316,7 +318,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
316 | // If it can be parsed as a UUID, it is an asset ID | 318 | // If it can be parsed as a UUID, it is an asset ID |
317 | UUID uuid; | 319 | UUID uuid; |
318 | if (UUID.TryParse(id, out uuid)) | 320 | if (UUID.TryParse(id, out uuid)) |
319 | assetUuids[uuid] = 1; | 321 | assetUuids[uuid] = AssetType.Animation; |
320 | } | 322 | } |
321 | } | 323 | } |
322 | } | 324 | } |
diff --git a/OpenSim/Region/Physics/Meshing/PrimMesher.cs b/OpenSim/Region/Physics/Meshing/PrimMesher.cs index 6e9654b..932943c 100644 --- a/OpenSim/Region/Physics/Meshing/PrimMesher.cs +++ b/OpenSim/Region/Physics/Meshing/PrimMesher.cs | |||
@@ -1,2201 +1,2201 @@ | |||
1 | /* | 1 | /* |
2 | * Copyright (c) Contributors | 2 | * Copyright (c) Contributors |
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | 3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. |
4 | * | 4 | * |
5 | * Redistribution and use in source and binary forms, with or without | 5 | * Redistribution and use in source and binary forms, with or without |
6 | * modification, are permitted provided that the following conditions are met: | 6 | * modification, are permitted provided that the following conditions are met: |
7 | * * Redistributions of source code must retain the above copyright | 7 | * * Redistributions of source code must retain the above copyright |
8 | * notice, this list of conditions and the following disclaimer. | 8 | * notice, this list of conditions and the following disclaimer. |
9 | * * Redistributions in binary form must reproduce the above copyright | 9 | * * Redistributions in binary form must reproduce the above copyright |
10 | * notice, this list of conditions and the following disclaimer in the | 10 | * notice, this list of conditions and the following disclaimer in the |
11 | * documentation and/or other materials provided with the distribution. | 11 | * documentation and/or other materials provided with the distribution. |
12 | * * Neither the name of the OpenSimulator Project nor the | 12 | * * Neither the name of the OpenSimulator Project nor the |
13 | * names of its contributors may be used to endorse or promote products | 13 | * names of its contributors may be used to endorse or promote products |
14 | * derived from this software without specific prior written permission. | 14 | * derived from this software without specific prior written permission. |
15 | * | 15 | * |
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | 16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY |
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | 17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED |
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | 18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE |
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | 19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY |
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | 20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES |
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | 21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; |
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | 22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND |
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | 23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | 24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS |
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | 25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
26 | */ | 26 | */ |
27 | 27 | ||
28 | using System; | 28 | using System; |
29 | using System.Collections.Generic; | 29 | using System.Collections.Generic; |
30 | using System.Text; | 30 | using System.Text; |
31 | using System.IO; | 31 | using System.IO; |
32 | 32 | ||
33 | namespace PrimMesher | 33 | namespace PrimMesher |
34 | { | 34 | { |
35 | public struct Quat | 35 | public struct Quat |
36 | { | 36 | { |
37 | /// <summary>X value</summary> | 37 | /// <summary>X value</summary> |
38 | public float X; | 38 | public float X; |
39 | /// <summary>Y value</summary> | 39 | /// <summary>Y value</summary> |
40 | public float Y; | 40 | public float Y; |
41 | /// <summary>Z value</summary> | 41 | /// <summary>Z value</summary> |
42 | public float Z; | 42 | public float Z; |
43 | /// <summary>W value</summary> | 43 | /// <summary>W value</summary> |
44 | public float W; | 44 | public float W; |
45 | 45 | ||
46 | public Quat(float x, float y, float z, float w) | 46 | public Quat(float x, float y, float z, float w) |
47 | { | 47 | { |
48 | X = x; | 48 | X = x; |
49 | Y = y; | 49 | Y = y; |
50 | Z = z; | 50 | Z = z; |
51 | W = w; | 51 | W = w; |
52 | } | 52 | } |
53 | 53 | ||
54 | public Quat(Coord axis, float angle) | 54 | public Quat(Coord axis, float angle) |
55 | { | 55 | { |
56 | axis = axis.Normalize(); | 56 | axis = axis.Normalize(); |
57 | 57 | ||
58 | angle *= 0.5f; | 58 | angle *= 0.5f; |
59 | float c = (float)Math.Cos(angle); | 59 | float c = (float)Math.Cos(angle); |
60 | float s = (float)Math.Sin(angle); | 60 | float s = (float)Math.Sin(angle); |
61 | 61 | ||
62 | X = axis.X * s; | 62 | X = axis.X * s; |
63 | Y = axis.Y * s; | 63 | Y = axis.Y * s; |
64 | Z = axis.Z * s; | 64 | Z = axis.Z * s; |
65 | W = c; | 65 | W = c; |
66 | 66 | ||
67 | Normalize(); | 67 | Normalize(); |
68 | } | 68 | } |
69 | 69 | ||
70 | public float Length() | 70 | public float Length() |
71 | { | 71 | { |
72 | return (float)Math.Sqrt(X * X + Y * Y + Z * Z + W * W); | 72 | return (float)Math.Sqrt(X * X + Y * Y + Z * Z + W * W); |
73 | } | 73 | } |
74 | 74 | ||
75 | public Quat Normalize() | 75 | public Quat Normalize() |
76 | { | 76 | { |
77 | const float MAG_THRESHOLD = 0.0000001f; | 77 | const float MAG_THRESHOLD = 0.0000001f; |
78 | float mag = Length(); | 78 | float mag = Length(); |
79 | 79 | ||
80 | // Catch very small rounding errors when normalizing | 80 | // Catch very small rounding errors when normalizing |
81 | if (mag > MAG_THRESHOLD) | 81 | if (mag > MAG_THRESHOLD) |
82 | { | 82 | { |
83 | float oomag = 1f / mag; | 83 | float oomag = 1f / mag; |
84 | X *= oomag; | 84 | X *= oomag; |
85 | Y *= oomag; | 85 | Y *= oomag; |
86 | Z *= oomag; | 86 | Z *= oomag; |
87 | W *= oomag; | 87 | W *= oomag; |
88 | } | 88 | } |
89 | else | 89 | else |
90 | { | 90 | { |
91 | X = 0f; | 91 | X = 0f; |
92 | Y = 0f; | 92 | Y = 0f; |
93 | Z = 0f; | 93 | Z = 0f; |
94 | W = 1f; | 94 | W = 1f; |
95 | } | 95 | } |
96 | 96 | ||
97 | return this; | 97 | return this; |
98 | } | 98 | } |
99 | 99 | ||
100 | public static Quat operator *(Quat q1, Quat q2) | 100 | public static Quat operator *(Quat q1, Quat q2) |
101 | { | 101 | { |
102 | float x = q1.W * q2.X + q1.X * q2.W + q1.Y * q2.Z - q1.Z * q2.Y; | 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; | 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; | 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; | 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); | 106 | return new Quat(x, y, z, w); |
107 | } | 107 | } |
108 | 108 | ||
109 | public override string ToString() | 109 | public override string ToString() |
110 | { | 110 | { |
111 | return "< X: " + this.X.ToString() + ", Y: " + this.Y.ToString() + ", Z: " + this.Z.ToString() + ", W: " + this.W.ToString() + ">"; | 111 | return "< X: " + this.X.ToString() + ", Y: " + this.Y.ToString() + ", Z: " + this.Z.ToString() + ", W: " + this.W.ToString() + ">"; |
112 | } | 112 | } |
113 | } | 113 | } |
114 | 114 | ||
115 | public struct Coord | 115 | public struct Coord |
116 | { | 116 | { |
117 | public float X; | 117 | public float X; |
118 | public float Y; | 118 | public float Y; |
119 | public float Z; | 119 | public float Z; |
120 | 120 | ||
121 | public Coord(float x, float y, float z) | 121 | public Coord(float x, float y, float z) |
122 | { | 122 | { |
123 | this.X = x; | 123 | this.X = x; |
124 | this.Y = y; | 124 | this.Y = y; |
125 | this.Z = z; | 125 | this.Z = z; |
126 | } | 126 | } |
127 | 127 | ||
128 | public float Length() | 128 | public float Length() |
129 | { | 129 | { |
130 | return (float)Math.Sqrt(this.X * this.X + this.Y * this.Y + this.Z * this.Z); | 130 | return (float)Math.Sqrt(this.X * this.X + this.Y * this.Y + this.Z * this.Z); |
131 | } | 131 | } |
132 | 132 | ||
133 | public Coord Invert() | 133 | public Coord Invert() |
134 | { | 134 | { |
135 | this.X = -this.X; | 135 | this.X = -this.X; |
136 | this.Y = -this.Y; | 136 | this.Y = -this.Y; |
137 | this.Z = -this.Z; | 137 | this.Z = -this.Z; |
138 | 138 | ||
139 | return this; | 139 | return this; |
140 | } | 140 | } |
141 | 141 | ||
142 | public Coord Normalize() | 142 | public Coord Normalize() |
143 | { | 143 | { |
144 | const float MAG_THRESHOLD = 0.0000001f; | 144 | const float MAG_THRESHOLD = 0.0000001f; |
145 | float mag = Length(); | 145 | float mag = Length(); |
146 | 146 | ||
147 | // Catch very small rounding errors when normalizing | 147 | // Catch very small rounding errors when normalizing |
148 | if (mag > MAG_THRESHOLD) | 148 | if (mag > MAG_THRESHOLD) |
149 | { | 149 | { |
150 | float oomag = 1.0f / mag; | 150 | float oomag = 1.0f / mag; |
151 | this.X *= oomag; | 151 | this.X *= oomag; |
152 | this.Y *= oomag; | 152 | this.Y *= oomag; |
153 | this.Z *= oomag; | 153 | this.Z *= oomag; |
154 | } | 154 | } |
155 | else | 155 | else |
156 | { | 156 | { |
157 | this.X = 0.0f; | 157 | this.X = 0.0f; |
158 | this.Y = 0.0f; | 158 | this.Y = 0.0f; |
159 | this.Z = 0.0f; | 159 | this.Z = 0.0f; |
160 | } | 160 | } |
161 | 161 | ||
162 | return this; | 162 | return this; |
163 | } | 163 | } |
164 | 164 | ||
165 | public override string ToString() | 165 | public override string ToString() |
166 | { | 166 | { |
167 | return this.X.ToString() + " " + this.Y.ToString() + " " + this.Z.ToString(); | 167 | return this.X.ToString() + " " + this.Y.ToString() + " " + this.Z.ToString(); |
168 | } | 168 | } |
169 | 169 | ||
170 | public static Coord Cross(Coord c1, Coord c2) | 170 | public static Coord Cross(Coord c1, Coord c2) |
171 | { | 171 | { |
172 | return new Coord( | 172 | return new Coord( |
173 | c1.Y * c2.Z - c2.Y * c1.Z, | 173 | c1.Y * c2.Z - c2.Y * c1.Z, |
174 | c1.Z * c2.X - c2.Z * c1.X, | 174 | c1.Z * c2.X - c2.Z * c1.X, |
175 | c1.X * c2.Y - c2.X * c1.Y | 175 | c1.X * c2.Y - c2.X * c1.Y |
176 | ); | 176 | ); |
177 | } | 177 | } |
178 | 178 | ||
179 | public static Coord operator +(Coord v, Coord a) | 179 | public static Coord operator +(Coord v, Coord a) |
180 | { | 180 | { |
181 | return new Coord(v.X + a.X, v.Y + a.Y, v.Z + a.Z); | 181 | return new Coord(v.X + a.X, v.Y + a.Y, v.Z + a.Z); |
182 | } | 182 | } |
183 | 183 | ||
184 | public static Coord operator *(Coord v, Coord m) | 184 | public static Coord operator *(Coord v, Coord m) |
185 | { | 185 | { |
186 | return new Coord(v.X * m.X, v.Y * m.Y, v.Z * m.Z); | 186 | return new Coord(v.X * m.X, v.Y * m.Y, v.Z * m.Z); |
187 | } | 187 | } |
188 | 188 | ||
189 | public static Coord operator *(Coord v, Quat q) | 189 | public static Coord operator *(Coord v, Quat q) |
190 | { | 190 | { |
191 | // From http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/transforms/ | 191 | // From http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/transforms/ |
192 | 192 | ||
193 | Coord c2 = new Coord(0.0f, 0.0f, 0.0f); | 193 | Coord c2 = new Coord(0.0f, 0.0f, 0.0f); |
194 | 194 | ||
195 | c2.X = q.W * q.W * v.X + | 195 | c2.X = q.W * q.W * v.X + |
196 | 2f * q.Y * q.W * v.Z - | 196 | 2f * q.Y * q.W * v.Z - |
197 | 2f * q.Z * q.W * v.Y + | 197 | 2f * q.Z * q.W * v.Y + |
198 | q.X * q.X * v.X + | 198 | q.X * q.X * v.X + |
199 | 2f * q.Y * q.X * v.Y + | 199 | 2f * q.Y * q.X * v.Y + |
200 | 2f * q.Z * q.X * v.Z - | 200 | 2f * q.Z * q.X * v.Z - |
201 | q.Z * q.Z * v.X - | 201 | q.Z * q.Z * v.X - |
202 | q.Y * q.Y * v.X; | 202 | q.Y * q.Y * v.X; |
203 | 203 | ||
204 | c2.Y = | 204 | c2.Y = |
205 | 2f * q.X * q.Y * v.X + | 205 | 2f * q.X * q.Y * v.X + |
206 | q.Y * q.Y * v.Y + | 206 | q.Y * q.Y * v.Y + |
207 | 2f * q.Z * q.Y * v.Z + | 207 | 2f * q.Z * q.Y * v.Z + |
208 | 2f * q.W * q.Z * v.X - | 208 | 2f * q.W * q.Z * v.X - |
209 | q.Z * q.Z * v.Y + | 209 | q.Z * q.Z * v.Y + |
210 | q.W * q.W * v.Y - | 210 | q.W * q.W * v.Y - |
211 | 2f * q.X * q.W * v.Z - | 211 | 2f * q.X * q.W * v.Z - |
212 | q.X * q.X * v.Y; | 212 | q.X * q.X * v.Y; |
213 | 213 | ||
214 | c2.Z = | 214 | c2.Z = |
215 | 2f * q.X * q.Z * v.X + | 215 | 2f * q.X * q.Z * v.X + |
216 | 2f * q.Y * q.Z * v.Y + | 216 | 2f * q.Y * q.Z * v.Y + |
217 | q.Z * q.Z * v.Z - | 217 | q.Z * q.Z * v.Z - |
218 | 2f * q.W * q.Y * v.X - | 218 | 2f * q.W * q.Y * v.X - |
219 | q.Y * q.Y * v.Z + | 219 | q.Y * q.Y * v.Z + |
220 | 2f * q.W * q.X * v.Y - | 220 | 2f * q.W * q.X * v.Y - |
221 | q.X * q.X * v.Z + | 221 | q.X * q.X * v.Z + |
222 | q.W * q.W * v.Z; | 222 | q.W * q.W * v.Z; |
223 | 223 | ||
224 | return c2; | 224 | return c2; |
225 | } | 225 | } |
226 | } | 226 | } |
227 | 227 | ||
228 | public struct UVCoord | 228 | public struct UVCoord |
229 | { | 229 | { |
230 | public float U; | 230 | public float U; |
231 | public float V; | 231 | public float V; |
232 | 232 | ||
233 | 233 | ||
234 | public UVCoord(float u, float v) | 234 | public UVCoord(float u, float v) |
235 | { | 235 | { |
236 | this.U = u; | 236 | this.U = u; |
237 | this.V = v; | 237 | this.V = v; |
238 | } | 238 | } |
239 | } | 239 | } |
240 | 240 | ||
241 | public struct Face | 241 | public struct Face |
242 | { | 242 | { |
243 | public int primFace; | 243 | public int primFace; |
244 | 244 | ||
245 | // vertices | 245 | // vertices |
246 | public int v1; | 246 | public int v1; |
247 | public int v2; | 247 | public int v2; |
248 | public int v3; | 248 | public int v3; |
249 | 249 | ||
250 | //normals | 250 | //normals |
251 | public int n1; | 251 | public int n1; |
252 | public int n2; | 252 | public int n2; |
253 | public int n3; | 253 | public int n3; |
254 | 254 | ||
255 | // uvs | 255 | // uvs |
256 | public int uv1; | 256 | public int uv1; |
257 | public int uv2; | 257 | public int uv2; |
258 | public int uv3; | 258 | public int uv3; |
259 | 259 | ||
260 | 260 | ||
261 | public Face(int v1, int v2, int v3) | 261 | public Face(int v1, int v2, int v3) |
262 | { | 262 | { |
263 | primFace = 0; | 263 | primFace = 0; |
264 | 264 | ||
265 | this.v1 = v1; | 265 | this.v1 = v1; |
266 | this.v2 = v2; | 266 | this.v2 = v2; |
267 | this.v3 = v3; | 267 | this.v3 = v3; |
268 | 268 | ||
269 | this.n1 = 0; | 269 | this.n1 = 0; |
270 | this.n2 = 0; | 270 | this.n2 = 0; |
271 | this.n3 = 0; | 271 | this.n3 = 0; |
272 | 272 | ||
273 | this.uv1 = 0; | 273 | this.uv1 = 0; |
274 | this.uv2 = 0; | 274 | this.uv2 = 0; |
275 | this.uv3 = 0; | 275 | this.uv3 = 0; |
276 | 276 | ||
277 | } | 277 | } |
278 | 278 | ||
279 | public Face(int v1, int v2, int v3, int n1, int n2, int n3) | 279 | public Face(int v1, int v2, int v3, int n1, int n2, int n3) |
280 | { | 280 | { |
281 | primFace = 0; | 281 | primFace = 0; |
282 | 282 | ||
283 | this.v1 = v1; | 283 | this.v1 = v1; |
284 | this.v2 = v2; | 284 | this.v2 = v2; |
285 | this.v3 = v3; | 285 | this.v3 = v3; |
286 | 286 | ||
287 | this.n1 = n1; | 287 | this.n1 = n1; |
288 | this.n2 = n2; | 288 | this.n2 = n2; |
289 | this.n3 = n3; | 289 | this.n3 = n3; |
290 | 290 | ||
291 | this.uv1 = 0; | 291 | this.uv1 = 0; |
292 | this.uv2 = 0; | 292 | this.uv2 = 0; |
293 | this.uv3 = 0; | 293 | this.uv3 = 0; |
294 | } | 294 | } |
295 | 295 | ||
296 | public Coord SurfaceNormal(List<Coord> coordList) | 296 | public Coord SurfaceNormal(List<Coord> coordList) |
297 | { | 297 | { |
298 | Coord c1 = coordList[this.v1]; | 298 | Coord c1 = coordList[this.v1]; |
299 | Coord c2 = coordList[this.v2]; | 299 | Coord c2 = coordList[this.v2]; |
300 | Coord c3 = coordList[this.v3]; | 300 | Coord c3 = coordList[this.v3]; |
301 | 301 | ||
302 | Coord edge1 = new Coord(c2.X - c1.X, c2.Y - c1.Y, c2.Z - c1.Z); | 302 | Coord edge1 = new Coord(c2.X - c1.X, c2.Y - c1.Y, c2.Z - c1.Z); |
303 | Coord edge2 = new Coord(c3.X - c1.X, c3.Y - c1.Y, c3.Z - c1.Z); | 303 | Coord edge2 = new Coord(c3.X - c1.X, c3.Y - c1.Y, c3.Z - c1.Z); |
304 | 304 | ||
305 | return Coord.Cross(edge1, edge2).Normalize(); | 305 | return Coord.Cross(edge1, edge2).Normalize(); |
306 | } | 306 | } |
307 | } | 307 | } |
308 | 308 | ||
309 | public struct ViewerFace | 309 | public struct ViewerFace |
310 | { | 310 | { |
311 | public int primFaceNumber; | 311 | public int primFaceNumber; |
312 | 312 | ||
313 | public Coord v1; | 313 | public Coord v1; |
314 | public Coord v2; | 314 | public Coord v2; |
315 | public Coord v3; | 315 | public Coord v3; |
316 | 316 | ||
317 | public int coordIndex1; | 317 | public int coordIndex1; |
318 | public int coordIndex2; | 318 | public int coordIndex2; |
319 | public int coordIndex3; | 319 | public int coordIndex3; |
320 | 320 | ||
321 | public Coord n1; | 321 | public Coord n1; |
322 | public Coord n2; | 322 | public Coord n2; |
323 | public Coord n3; | 323 | public Coord n3; |
324 | 324 | ||
325 | public UVCoord uv1; | 325 | public UVCoord uv1; |
326 | public UVCoord uv2; | 326 | public UVCoord uv2; |
327 | public UVCoord uv3; | 327 | public UVCoord uv3; |
328 | 328 | ||
329 | public ViewerFace(int primFaceNumber) | 329 | public ViewerFace(int primFaceNumber) |
330 | { | 330 | { |
331 | this.primFaceNumber = primFaceNumber; | 331 | this.primFaceNumber = primFaceNumber; |
332 | 332 | ||
333 | this.v1 = new Coord(); | 333 | this.v1 = new Coord(); |
334 | this.v2 = new Coord(); | 334 | this.v2 = new Coord(); |
335 | this.v3 = new Coord(); | 335 | this.v3 = new Coord(); |
336 | 336 | ||
337 | this.coordIndex1 = this.coordIndex2 = this.coordIndex3 = -1; // -1 means not assigned yet | 337 | this.coordIndex1 = this.coordIndex2 = this.coordIndex3 = -1; // -1 means not assigned yet |
338 | 338 | ||
339 | this.n1 = new Coord(); | 339 | this.n1 = new Coord(); |
340 | this.n2 = new Coord(); | 340 | this.n2 = new Coord(); |
341 | this.n3 = new Coord(); | 341 | this.n3 = new Coord(); |
342 | 342 | ||
343 | this.uv1 = new UVCoord(); | 343 | this.uv1 = new UVCoord(); |
344 | this.uv2 = new UVCoord(); | 344 | this.uv2 = new UVCoord(); |
345 | this.uv3 = new UVCoord(); | 345 | this.uv3 = new UVCoord(); |
346 | } | 346 | } |
347 | 347 | ||
348 | public void Scale(float x, float y, float z) | 348 | public void Scale(float x, float y, float z) |
349 | { | 349 | { |
350 | this.v1.X *= x; | 350 | this.v1.X *= x; |
351 | this.v1.Y *= y; | 351 | this.v1.Y *= y; |
352 | this.v1.Z *= z; | 352 | this.v1.Z *= z; |
353 | 353 | ||
354 | this.v2.X *= x; | 354 | this.v2.X *= x; |
355 | this.v2.Y *= y; | 355 | this.v2.Y *= y; |
356 | this.v2.Z *= z; | 356 | this.v2.Z *= z; |
357 | 357 | ||
358 | this.v3.X *= x; | 358 | this.v3.X *= x; |
359 | this.v3.Y *= y; | 359 | this.v3.Y *= y; |
360 | this.v3.Z *= z; | 360 | this.v3.Z *= z; |
361 | } | 361 | } |
362 | 362 | ||
363 | public void AddPos(float x, float y, float z) | 363 | public void AddPos(float x, float y, float z) |
364 | { | 364 | { |
365 | this.v1.X += x; | 365 | this.v1.X += x; |
366 | this.v2.X += x; | 366 | this.v2.X += x; |
367 | this.v3.X += x; | 367 | this.v3.X += x; |
368 | 368 | ||
369 | this.v1.Y += y; | 369 | this.v1.Y += y; |
370 | this.v2.Y += y; | 370 | this.v2.Y += y; |
371 | this.v3.Y += y; | 371 | this.v3.Y += y; |
372 | 372 | ||
373 | this.v1.Z += z; | 373 | this.v1.Z += z; |
374 | this.v2.Z += z; | 374 | this.v2.Z += z; |
375 | this.v3.Z += z; | 375 | this.v3.Z += z; |
376 | } | 376 | } |
377 | 377 | ||
378 | public void AddRot(Quat q) | 378 | public void AddRot(Quat q) |
379 | { | 379 | { |
380 | this.v1 *= q; | 380 | this.v1 *= q; |
381 | this.v2 *= q; | 381 | this.v2 *= q; |
382 | this.v3 *= q; | 382 | this.v3 *= q; |
383 | 383 | ||
384 | this.n1 *= q; | 384 | this.n1 *= q; |
385 | this.n2 *= q; | 385 | this.n2 *= q; |
386 | this.n3 *= q; | 386 | this.n3 *= q; |
387 | } | 387 | } |
388 | 388 | ||
389 | public void CalcSurfaceNormal() | 389 | public void CalcSurfaceNormal() |
390 | { | 390 | { |
391 | 391 | ||
392 | Coord edge1 = new Coord(this.v2.X - this.v1.X, this.v2.Y - this.v1.Y, this.v2.Z - this.v1.Z); | 392 | Coord edge1 = new Coord(this.v2.X - this.v1.X, this.v2.Y - this.v1.Y, this.v2.Z - this.v1.Z); |
393 | Coord edge2 = new Coord(this.v3.X - this.v1.X, this.v3.Y - this.v1.Y, this.v3.Z - this.v1.Z); | 393 | Coord edge2 = new Coord(this.v3.X - this.v1.X, this.v3.Y - this.v1.Y, this.v3.Z - this.v1.Z); |
394 | 394 | ||
395 | this.n1 = this.n2 = this.n3 = Coord.Cross(edge1, edge2).Normalize(); | 395 | this.n1 = this.n2 = this.n3 = Coord.Cross(edge1, edge2).Normalize(); |
396 | } | 396 | } |
397 | } | 397 | } |
398 | 398 | ||
399 | internal struct Angle | 399 | internal struct Angle |
400 | { | 400 | { |
401 | internal float angle; | 401 | internal float angle; |
402 | internal float X; | 402 | internal float X; |
403 | internal float Y; | 403 | internal float Y; |
404 | 404 | ||
405 | internal Angle(float angle, float x, float y) | 405 | internal Angle(float angle, float x, float y) |
406 | { | 406 | { |
407 | this.angle = angle; | 407 | this.angle = angle; |
408 | this.X = x; | 408 | this.X = x; |
409 | this.Y = y; | 409 | this.Y = y; |
410 | } | 410 | } |
411 | } | 411 | } |
412 | 412 | ||
413 | internal class AngleList | 413 | internal class AngleList |
414 | { | 414 | { |
415 | private float iX, iY; // intersection point | 415 | private float iX, iY; // intersection point |
416 | 416 | ||
417 | private static Angle[] angles3 = | 417 | private static Angle[] angles3 = |
418 | { | 418 | { |
419 | new Angle(0.0f, 1.0f, 0.0f), | 419 | new Angle(0.0f, 1.0f, 0.0f), |
420 | new Angle(0.33333333333333333f, -0.5f, 0.86602540378443871f), | 420 | new Angle(0.33333333333333333f, -0.5f, 0.86602540378443871f), |
421 | new Angle(0.66666666666666667f, -0.5f, -0.86602540378443837f), | 421 | new Angle(0.66666666666666667f, -0.5f, -0.86602540378443837f), |
422 | new Angle(1.0f, 1.0f, 0.0f) | 422 | new Angle(1.0f, 1.0f, 0.0f) |
423 | }; | 423 | }; |
424 | 424 | ||
425 | private static Coord[] normals3 = | 425 | private static Coord[] normals3 = |
426 | { | 426 | { |
427 | new Coord(0.25f, 0.4330127019f, 0.0f).Normalize(), | 427 | new Coord(0.25f, 0.4330127019f, 0.0f).Normalize(), |
428 | new Coord(-0.5f, 0.0f, 0.0f).Normalize(), | 428 | new Coord(-0.5f, 0.0f, 0.0f).Normalize(), |
429 | new Coord(0.25f, -0.4330127019f, 0.0f).Normalize(), | 429 | new Coord(0.25f, -0.4330127019f, 0.0f).Normalize(), |
430 | new Coord(0.25f, 0.4330127019f, 0.0f).Normalize() | 430 | new Coord(0.25f, 0.4330127019f, 0.0f).Normalize() |
431 | }; | 431 | }; |
432 | 432 | ||
433 | private static Angle[] angles4 = | 433 | private static Angle[] angles4 = |
434 | { | 434 | { |
435 | new Angle(0.0f, 1.0f, 0.0f), | 435 | new Angle(0.0f, 1.0f, 0.0f), |
436 | new Angle(0.25f, 0.0f, 1.0f), | 436 | new Angle(0.25f, 0.0f, 1.0f), |
437 | new Angle(0.5f, -1.0f, 0.0f), | 437 | new Angle(0.5f, -1.0f, 0.0f), |
438 | new Angle(0.75f, 0.0f, -1.0f), | 438 | new Angle(0.75f, 0.0f, -1.0f), |
439 | new Angle(1.0f, 1.0f, 0.0f) | 439 | new Angle(1.0f, 1.0f, 0.0f) |
440 | }; | 440 | }; |
441 | 441 | ||
442 | private static Coord[] normals4 = | 442 | private static Coord[] normals4 = |
443 | { | 443 | { |
444 | new Coord(0.5f, 0.5f, 0.0f).Normalize(), | 444 | new Coord(0.5f, 0.5f, 0.0f).Normalize(), |
445 | new Coord(-0.5f, 0.5f, 0.0f).Normalize(), | 445 | new Coord(-0.5f, 0.5f, 0.0f).Normalize(), |
446 | new Coord(-0.5f, -0.5f, 0.0f).Normalize(), | 446 | new Coord(-0.5f, -0.5f, 0.0f).Normalize(), |
447 | new Coord(0.5f, -0.5f, 0.0f).Normalize(), | 447 | new Coord(0.5f, -0.5f, 0.0f).Normalize(), |
448 | new Coord(0.5f, 0.5f, 0.0f).Normalize() | 448 | new Coord(0.5f, 0.5f, 0.0f).Normalize() |
449 | }; | 449 | }; |
450 | 450 | ||
451 | private static Angle[] angles24 = | 451 | private static Angle[] angles24 = |
452 | { | 452 | { |
453 | new Angle(0.0f, 1.0f, 0.0f), | 453 | new Angle(0.0f, 1.0f, 0.0f), |
454 | new Angle(0.041666666666666664f, 0.96592582628906831f, 0.25881904510252074f), | 454 | new Angle(0.041666666666666664f, 0.96592582628906831f, 0.25881904510252074f), |
455 | new Angle(0.083333333333333329f, 0.86602540378443871f, 0.5f), | 455 | new Angle(0.083333333333333329f, 0.86602540378443871f, 0.5f), |
456 | new Angle(0.125f, 0.70710678118654757f, 0.70710678118654746f), | 456 | new Angle(0.125f, 0.70710678118654757f, 0.70710678118654746f), |
457 | new Angle(0.16666666666666667f, 0.5f, 0.8660254037844386f), | 457 | new Angle(0.16666666666666667f, 0.5f, 0.8660254037844386f), |
458 | new Angle(0.20833333333333331f, 0.25881904510252096f, 0.9659258262890682f), | 458 | new Angle(0.20833333333333331f, 0.25881904510252096f, 0.9659258262890682f), |
459 | new Angle(0.25f, 0.0f, 1.0f), | 459 | new Angle(0.25f, 0.0f, 1.0f), |
460 | new Angle(0.29166666666666663f, -0.25881904510252063f, 0.96592582628906831f), | 460 | new Angle(0.29166666666666663f, -0.25881904510252063f, 0.96592582628906831f), |
461 | new Angle(0.33333333333333333f, -0.5f, 0.86602540378443871f), | 461 | new Angle(0.33333333333333333f, -0.5f, 0.86602540378443871f), |
462 | new Angle(0.375f, -0.70710678118654746f, 0.70710678118654757f), | 462 | new Angle(0.375f, -0.70710678118654746f, 0.70710678118654757f), |
463 | new Angle(0.41666666666666663f, -0.86602540378443849f, 0.5f), | 463 | new Angle(0.41666666666666663f, -0.86602540378443849f, 0.5f), |
464 | new Angle(0.45833333333333331f, -0.9659258262890682f, 0.25881904510252102f), | 464 | new Angle(0.45833333333333331f, -0.9659258262890682f, 0.25881904510252102f), |
465 | new Angle(0.5f, -1.0f, 0.0f), | 465 | new Angle(0.5f, -1.0f, 0.0f), |
466 | new Angle(0.54166666666666663f, -0.96592582628906842f, -0.25881904510252035f), | 466 | new Angle(0.54166666666666663f, -0.96592582628906842f, -0.25881904510252035f), |
467 | new Angle(0.58333333333333326f, -0.86602540378443882f, -0.5f), | 467 | new Angle(0.58333333333333326f, -0.86602540378443882f, -0.5f), |
468 | new Angle(0.62499999999999989f, -0.70710678118654791f, -0.70710678118654713f), | 468 | new Angle(0.62499999999999989f, -0.70710678118654791f, -0.70710678118654713f), |
469 | new Angle(0.66666666666666667f, -0.5f, -0.86602540378443837f), | 469 | new Angle(0.66666666666666667f, -0.5f, -0.86602540378443837f), |
470 | new Angle(0.70833333333333326f, -0.25881904510252152f, -0.96592582628906809f), | 470 | new Angle(0.70833333333333326f, -0.25881904510252152f, -0.96592582628906809f), |
471 | new Angle(0.75f, 0.0f, -1.0f), | 471 | new Angle(0.75f, 0.0f, -1.0f), |
472 | new Angle(0.79166666666666663f, 0.2588190451025203f, -0.96592582628906842f), | 472 | new Angle(0.79166666666666663f, 0.2588190451025203f, -0.96592582628906842f), |
473 | new Angle(0.83333333333333326f, 0.5f, -0.86602540378443904f), | 473 | new Angle(0.83333333333333326f, 0.5f, -0.86602540378443904f), |
474 | new Angle(0.875f, 0.70710678118654735f, -0.70710678118654768f), | 474 | new Angle(0.875f, 0.70710678118654735f, -0.70710678118654768f), |
475 | new Angle(0.91666666666666663f, 0.86602540378443837f, -0.5f), | 475 | new Angle(0.91666666666666663f, 0.86602540378443837f, -0.5f), |
476 | new Angle(0.95833333333333326f, 0.96592582628906809f, -0.25881904510252157f), | 476 | new Angle(0.95833333333333326f, 0.96592582628906809f, -0.25881904510252157f), |
477 | new Angle(1.0f, 1.0f, 0.0f) | 477 | new Angle(1.0f, 1.0f, 0.0f) |
478 | }; | 478 | }; |
479 | 479 | ||
480 | private Angle interpolatePoints(float newPoint, Angle p1, Angle p2) | 480 | private Angle interpolatePoints(float newPoint, Angle p1, Angle p2) |
481 | { | 481 | { |
482 | float m = (newPoint - p1.angle) / (p2.angle - p1.angle); | 482 | float m = (newPoint - p1.angle) / (p2.angle - p1.angle); |
483 | return new Angle(newPoint, p1.X + m * (p2.X - p1.X), p1.Y + m * (p2.Y - p1.Y)); | 483 | return new Angle(newPoint, p1.X + m * (p2.X - p1.X), p1.Y + m * (p2.Y - p1.Y)); |
484 | } | 484 | } |
485 | 485 | ||
486 | private void intersection(double x1, double y1, double x2, double y2, double x3, double y3, double x4, double y4) | 486 | private void intersection(double x1, double y1, double x2, double y2, double x3, double y3, double x4, double y4) |
487 | { // ref: http://local.wasp.uwa.edu.au/~pbourke/geometry/lineline2d/ | 487 | { // ref: http://local.wasp.uwa.edu.au/~pbourke/geometry/lineline2d/ |
488 | double denom = (y4 - y3) * (x2 - x1) - (x4 - x3) * (y2 - y1); | 488 | double denom = (y4 - y3) * (x2 - x1) - (x4 - x3) * (y2 - y1); |
489 | double uaNumerator = (x4 - x3) * (y1 - y3) - (y4 - y3) * (x1 - x3); | 489 | double uaNumerator = (x4 - x3) * (y1 - y3) - (y4 - y3) * (x1 - x3); |
490 | 490 | ||
491 | if (denom != 0.0) | 491 | if (denom != 0.0) |
492 | { | 492 | { |
493 | double ua = uaNumerator / denom; | 493 | double ua = uaNumerator / denom; |
494 | iX = (float)(x1 + ua * (x2 - x1)); | 494 | iX = (float)(x1 + ua * (x2 - x1)); |
495 | iY = (float)(y1 + ua * (y2 - y1)); | 495 | iY = (float)(y1 + ua * (y2 - y1)); |
496 | } | 496 | } |
497 | } | 497 | } |
498 | 498 | ||
499 | internal List<Angle> angles; | 499 | internal List<Angle> angles; |
500 | internal List<Coord> normals; | 500 | internal List<Coord> normals; |
501 | 501 | ||
502 | internal void makeAngles(int sides, float startAngle, float stopAngle) | 502 | internal void makeAngles(int sides, float startAngle, float stopAngle) |
503 | { | 503 | { |
504 | angles = new List<Angle>(); | 504 | angles = new List<Angle>(); |
505 | normals = new List<Coord>(); | 505 | normals = new List<Coord>(); |
506 | 506 | ||
507 | double twoPi = System.Math.PI * 2.0; | 507 | double twoPi = System.Math.PI * 2.0; |
508 | float twoPiInv = 1.0f / (float)twoPi; | 508 | float twoPiInv = 1.0f / (float)twoPi; |
509 | 509 | ||
510 | if (sides < 1) | 510 | if (sides < 1) |
511 | throw new Exception("number of sides not greater than zero"); | 511 | throw new Exception("number of sides not greater than zero"); |
512 | if (stopAngle <= startAngle) | 512 | if (stopAngle <= startAngle) |
513 | throw new Exception("stopAngle not greater than startAngle"); | 513 | throw new Exception("stopAngle not greater than startAngle"); |
514 | 514 | ||
515 | if ((sides == 3 || sides == 4 || sides == 24)) | 515 | if ((sides == 3 || sides == 4 || sides == 24)) |
516 | { | 516 | { |
517 | startAngle *= twoPiInv; | 517 | startAngle *= twoPiInv; |
518 | stopAngle *= twoPiInv; | 518 | stopAngle *= twoPiInv; |
519 | 519 | ||
520 | Angle[] sourceAngles; | 520 | Angle[] sourceAngles; |
521 | if (sides == 3) | 521 | if (sides == 3) |
522 | sourceAngles = angles3; | 522 | sourceAngles = angles3; |
523 | else if (sides == 4) | 523 | else if (sides == 4) |
524 | sourceAngles = angles4; | 524 | sourceAngles = angles4; |
525 | else sourceAngles = angles24; | 525 | else sourceAngles = angles24; |
526 | 526 | ||
527 | int startAngleIndex = (int)(startAngle * sides); | 527 | int startAngleIndex = (int)(startAngle * sides); |
528 | int endAngleIndex = sourceAngles.Length - 1; | 528 | int endAngleIndex = sourceAngles.Length - 1; |
529 | if (stopAngle < 1.0f) | 529 | if (stopAngle < 1.0f) |
530 | endAngleIndex = (int)(stopAngle * sides) + 1; | 530 | endAngleIndex = (int)(stopAngle * sides) + 1; |
531 | if (endAngleIndex == startAngleIndex) | 531 | if (endAngleIndex == startAngleIndex) |
532 | endAngleIndex++; | 532 | endAngleIndex++; |
533 | 533 | ||
534 | for (int angleIndex = startAngleIndex; angleIndex < endAngleIndex + 1; angleIndex++) | 534 | for (int angleIndex = startAngleIndex; angleIndex < endAngleIndex + 1; angleIndex++) |
535 | { | 535 | { |
536 | angles.Add(sourceAngles[angleIndex]); | 536 | angles.Add(sourceAngles[angleIndex]); |
537 | if (sides == 3) | 537 | if (sides == 3) |
538 | normals.Add(normals3[angleIndex]); | 538 | normals.Add(normals3[angleIndex]); |
539 | else if (sides == 4) | 539 | else if (sides == 4) |
540 | normals.Add(normals4[angleIndex]); | 540 | normals.Add(normals4[angleIndex]); |
541 | } | 541 | } |
542 | 542 | ||
543 | if (startAngle > 0.0f) | 543 | if (startAngle > 0.0f) |
544 | angles[0] = interpolatePoints(startAngle, angles[0], angles[1]); | 544 | angles[0] = interpolatePoints(startAngle, angles[0], angles[1]); |
545 | 545 | ||
546 | if (stopAngle < 1.0f) | 546 | if (stopAngle < 1.0f) |
547 | { | 547 | { |
548 | int lastAngleIndex = angles.Count - 1; | 548 | int lastAngleIndex = angles.Count - 1; |
549 | angles[lastAngleIndex] = interpolatePoints(stopAngle, angles[lastAngleIndex - 1], angles[lastAngleIndex]); | 549 | angles[lastAngleIndex] = interpolatePoints(stopAngle, angles[lastAngleIndex - 1], angles[lastAngleIndex]); |
550 | } | 550 | } |
551 | } | 551 | } |
552 | else | 552 | else |
553 | { | 553 | { |
554 | double stepSize = twoPi / sides; | 554 | double stepSize = twoPi / sides; |
555 | 555 | ||
556 | int startStep = (int)(startAngle / stepSize); | 556 | int startStep = (int)(startAngle / stepSize); |
557 | double angle = stepSize * startStep; | 557 | double angle = stepSize * startStep; |
558 | int step = startStep; | 558 | int step = startStep; |
559 | double stopAngleTest = stopAngle; | 559 | double stopAngleTest = stopAngle; |
560 | if (stopAngle < twoPi) | 560 | if (stopAngle < twoPi) |
561 | { | 561 | { |
562 | stopAngleTest = stepSize * ((int)(stopAngle / stepSize) + 1); | 562 | stopAngleTest = stepSize * ((int)(stopAngle / stepSize) + 1); |
563 | if (stopAngleTest < stopAngle) | 563 | if (stopAngleTest < stopAngle) |
564 | stopAngleTest += stepSize; | 564 | stopAngleTest += stepSize; |
565 | if (stopAngleTest > twoPi) | 565 | if (stopAngleTest > twoPi) |
566 | stopAngleTest = twoPi; | 566 | stopAngleTest = twoPi; |
567 | } | 567 | } |
568 | 568 | ||
569 | while (angle <= stopAngleTest) | 569 | while (angle <= stopAngleTest) |
570 | { | 570 | { |
571 | Angle newAngle; | 571 | Angle newAngle; |
572 | newAngle.angle = (float)angle; | 572 | newAngle.angle = (float)angle; |
573 | newAngle.X = (float)System.Math.Cos(angle); | 573 | newAngle.X = (float)System.Math.Cos(angle); |
574 | newAngle.Y = (float)System.Math.Sin(angle); | 574 | newAngle.Y = (float)System.Math.Sin(angle); |
575 | angles.Add(newAngle); | 575 | angles.Add(newAngle); |
576 | step += 1; | 576 | step += 1; |
577 | angle = stepSize * step; | 577 | angle = stepSize * step; |
578 | } | 578 | } |
579 | 579 | ||
580 | if (startAngle > angles[0].angle) | 580 | if (startAngle > angles[0].angle) |
581 | { | 581 | { |
582 | Angle newAngle; | 582 | Angle newAngle; |
583 | 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)); | 583 | 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)); |
584 | newAngle.angle = startAngle; | 584 | newAngle.angle = startAngle; |
585 | newAngle.X = iX; | 585 | newAngle.X = iX; |
586 | newAngle.Y = iY; | 586 | newAngle.Y = iY; |
587 | angles[0] = newAngle; | 587 | angles[0] = newAngle; |
588 | } | 588 | } |
589 | 589 | ||
590 | int index = angles.Count - 1; | 590 | int index = angles.Count - 1; |
591 | if (stopAngle < angles[index].angle) | 591 | if (stopAngle < angles[index].angle) |
592 | { | 592 | { |
593 | Angle newAngle; | 593 | Angle newAngle; |
594 | 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)); | 594 | 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)); |
595 | newAngle.angle = stopAngle; | 595 | newAngle.angle = stopAngle; |
596 | newAngle.X = iX; | 596 | newAngle.X = iX; |
597 | newAngle.Y = iY; | 597 | newAngle.Y = iY; |
598 | angles[index] = newAngle; | 598 | angles[index] = newAngle; |
599 | } | 599 | } |
600 | } | 600 | } |
601 | } | 601 | } |
602 | } | 602 | } |
603 | 603 | ||
604 | /// <summary> | 604 | /// <summary> |
605 | /// generates a profile for extrusion | 605 | /// generates a profile for extrusion |
606 | /// </summary> | 606 | /// </summary> |
607 | internal class Profile | 607 | internal class Profile |
608 | { | 608 | { |
609 | private const float twoPi = 2.0f * (float)Math.PI; | 609 | private const float twoPi = 2.0f * (float)Math.PI; |
610 | 610 | ||
611 | internal string errorMessage = null; | 611 | internal string errorMessage = null; |
612 | 612 | ||
613 | internal List<Coord> coords; | 613 | internal List<Coord> coords; |
614 | internal List<Face> faces; | 614 | internal List<Face> faces; |
615 | internal List<Coord> vertexNormals; | 615 | internal List<Coord> vertexNormals; |
616 | internal List<float> us; | 616 | internal List<float> us; |
617 | internal List<UVCoord> faceUVs; | 617 | internal List<UVCoord> faceUVs; |
618 | internal List<int> faceNumbers; | 618 | internal List<int> faceNumbers; |
619 | 619 | ||
620 | // use these for making individual meshes for each prim face | 620 | // use these for making individual meshes for each prim face |
621 | internal List<int> outerCoordIndices = null; | 621 | internal List<int> outerCoordIndices = null; |
622 | internal List<int> hollowCoordIndices = null; | 622 | internal List<int> hollowCoordIndices = null; |
623 | internal List<int> cut1CoordIndices = null; | 623 | internal List<int> cut1CoordIndices = null; |
624 | internal List<int> cut2CoordIndices = null; | 624 | internal List<int> cut2CoordIndices = null; |
625 | 625 | ||
626 | internal Coord faceNormal = new Coord(0.0f, 0.0f, 1.0f); | 626 | internal Coord faceNormal = new Coord(0.0f, 0.0f, 1.0f); |
627 | internal Coord cutNormal1 = new Coord(); | 627 | internal Coord cutNormal1 = new Coord(); |
628 | internal Coord cutNormal2 = new Coord(); | 628 | internal Coord cutNormal2 = new Coord(); |
629 | 629 | ||
630 | internal int numOuterVerts = 0; | 630 | internal int numOuterVerts = 0; |
631 | internal int numHollowVerts = 0; | 631 | internal int numHollowVerts = 0; |
632 | 632 | ||
633 | internal bool calcVertexNormals = false; | 633 | internal bool calcVertexNormals = false; |
634 | internal int bottomFaceNumber = 0; | 634 | internal int bottomFaceNumber = 0; |
635 | internal int numPrimFaces = 0; | 635 | internal int numPrimFaces = 0; |
636 | 636 | ||
637 | internal Profile() | 637 | internal Profile() |
638 | { | 638 | { |
639 | this.coords = new List<Coord>(); | 639 | this.coords = new List<Coord>(); |
640 | this.faces = new List<Face>(); | 640 | this.faces = new List<Face>(); |
641 | this.vertexNormals = new List<Coord>(); | 641 | this.vertexNormals = new List<Coord>(); |
642 | this.us = new List<float>(); | 642 | this.us = new List<float>(); |
643 | this.faceUVs = new List<UVCoord>(); | 643 | this.faceUVs = new List<UVCoord>(); |
644 | this.faceNumbers = new List<int>(); | 644 | this.faceNumbers = new List<int>(); |
645 | } | 645 | } |
646 | 646 | ||
647 | internal Profile(int sides, float profileStart, float profileEnd, float hollow, int hollowSides, bool createFaces, bool calcVertexNormals) | 647 | internal Profile(int sides, float profileStart, float profileEnd, float hollow, int hollowSides, bool createFaces, bool calcVertexNormals) |
648 | { | 648 | { |
649 | this.calcVertexNormals = calcVertexNormals; | 649 | this.calcVertexNormals = calcVertexNormals; |
650 | this.coords = new List<Coord>(); | 650 | this.coords = new List<Coord>(); |
651 | this.faces = new List<Face>(); | 651 | this.faces = new List<Face>(); |
652 | this.vertexNormals = new List<Coord>(); | 652 | this.vertexNormals = new List<Coord>(); |
653 | this.us = new List<float>(); | 653 | this.us = new List<float>(); |
654 | this.faceUVs = new List<UVCoord>(); | 654 | this.faceUVs = new List<UVCoord>(); |
655 | this.faceNumbers = new List<int>(); | 655 | this.faceNumbers = new List<int>(); |
656 | 656 | ||
657 | Coord center = new Coord(0.0f, 0.0f, 0.0f); | 657 | Coord center = new Coord(0.0f, 0.0f, 0.0f); |
658 | //bool hasCenter = false; | 658 | //bool hasCenter = false; |
659 | 659 | ||
660 | List<Coord> hollowCoords = new List<Coord>(); | 660 | List<Coord> hollowCoords = new List<Coord>(); |
661 | List<Coord> hollowNormals = new List<Coord>(); | 661 | List<Coord> hollowNormals = new List<Coord>(); |
662 | List<float> hollowUs = new List<float>(); | 662 | List<float> hollowUs = new List<float>(); |
663 | 663 | ||
664 | if (calcVertexNormals) | 664 | if (calcVertexNormals) |
665 | { | 665 | { |
666 | this.outerCoordIndices = new List<int>(); | 666 | this.outerCoordIndices = new List<int>(); |
667 | this.hollowCoordIndices = new List<int>(); | 667 | this.hollowCoordIndices = new List<int>(); |
668 | this.cut1CoordIndices = new List<int>(); | 668 | this.cut1CoordIndices = new List<int>(); |
669 | this.cut2CoordIndices = new List<int>(); | 669 | this.cut2CoordIndices = new List<int>(); |
670 | } | 670 | } |
671 | 671 | ||
672 | bool hasHollow = (hollow > 0.0f); | 672 | bool hasHollow = (hollow > 0.0f); |
673 | 673 | ||
674 | bool hasProfileCut = (profileStart > 0.0f || profileEnd < 1.0f); | 674 | bool hasProfileCut = (profileStart > 0.0f || profileEnd < 1.0f); |
675 | 675 | ||
676 | AngleList angles = new AngleList(); | 676 | AngleList angles = new AngleList(); |
677 | AngleList hollowAngles = new AngleList(); | 677 | AngleList hollowAngles = new AngleList(); |
678 | 678 | ||
679 | float xScale = 0.5f; | 679 | float xScale = 0.5f; |
680 | float yScale = 0.5f; | 680 | float yScale = 0.5f; |
681 | if (sides == 4) // corners of a square are sqrt(2) from center | 681 | if (sides == 4) // corners of a square are sqrt(2) from center |
682 | { | 682 | { |
683 | xScale = 0.707f; | 683 | xScale = 0.707f; |
684 | yScale = 0.707f; | 684 | yScale = 0.707f; |
685 | } | 685 | } |
686 | 686 | ||
687 | float startAngle = profileStart * twoPi; | 687 | float startAngle = profileStart * twoPi; |
688 | float stopAngle = profileEnd * twoPi; | 688 | float stopAngle = profileEnd * twoPi; |
689 | 689 | ||
690 | try { angles.makeAngles(sides, startAngle, stopAngle); } | 690 | try { angles.makeAngles(sides, startAngle, stopAngle); } |
691 | catch (Exception ex) | 691 | catch (Exception ex) |
692 | { | 692 | { |
693 | 693 | ||
694 | errorMessage = "makeAngles failed: Exception: " + ex.ToString() | 694 | errorMessage = "makeAngles failed: Exception: " + ex.ToString() |
695 | + "\nsides: " + sides.ToString() + " startAngle: " + startAngle.ToString() + " stopAngle: " + stopAngle.ToString(); | 695 | + "\nsides: " + sides.ToString() + " startAngle: " + startAngle.ToString() + " stopAngle: " + stopAngle.ToString(); |
696 | 696 | ||
697 | return; | 697 | return; |
698 | } | 698 | } |
699 | 699 | ||
700 | this.numOuterVerts = angles.angles.Count; | 700 | this.numOuterVerts = angles.angles.Count; |
701 | 701 | ||
702 | // flag to create as few triangles as possible for 3 or 4 side profile | 702 | // flag to create as few triangles as possible for 3 or 4 side profile |
703 | bool simpleFace = (sides < 5 && !hasHollow && !hasProfileCut); | 703 | bool simpleFace = (sides < 5 && !hasHollow && !hasProfileCut); |
704 | 704 | ||
705 | if (hasHollow) | 705 | if (hasHollow) |
706 | { | 706 | { |
707 | if (sides == hollowSides) | 707 | if (sides == hollowSides) |
708 | hollowAngles = angles; | 708 | hollowAngles = angles; |
709 | else | 709 | else |
710 | { | 710 | { |
711 | try { hollowAngles.makeAngles(hollowSides, startAngle, stopAngle); } | 711 | try { hollowAngles.makeAngles(hollowSides, startAngle, stopAngle); } |
712 | catch (Exception ex) | 712 | catch (Exception ex) |
713 | { | 713 | { |
714 | errorMessage = "makeAngles failed: Exception: " + ex.ToString() | 714 | errorMessage = "makeAngles failed: Exception: " + ex.ToString() |
715 | + "\nsides: " + sides.ToString() + " startAngle: " + startAngle.ToString() + " stopAngle: " + stopAngle.ToString(); | 715 | + "\nsides: " + sides.ToString() + " startAngle: " + startAngle.ToString() + " stopAngle: " + stopAngle.ToString(); |
716 | 716 | ||
717 | return; | 717 | return; |
718 | } | 718 | } |
719 | } | 719 | } |
720 | this.numHollowVerts = hollowAngles.angles.Count; | 720 | this.numHollowVerts = hollowAngles.angles.Count; |
721 | } | 721 | } |
722 | else if (!simpleFace) | 722 | else if (!simpleFace) |
723 | { | 723 | { |
724 | this.coords.Add(center); | 724 | this.coords.Add(center); |
725 | //hasCenter = true; | 725 | //hasCenter = true; |
726 | if (this.calcVertexNormals) | 726 | if (this.calcVertexNormals) |
727 | this.vertexNormals.Add(new Coord(0.0f, 0.0f, 1.0f)); | 727 | this.vertexNormals.Add(new Coord(0.0f, 0.0f, 1.0f)); |
728 | this.us.Add(0.0f); | 728 | this.us.Add(0.0f); |
729 | } | 729 | } |
730 | 730 | ||
731 | float z = 0.0f; | 731 | float z = 0.0f; |
732 | 732 | ||
733 | Angle angle; | 733 | Angle angle; |
734 | Coord newVert = new Coord(); | 734 | Coord newVert = new Coord(); |
735 | if (hasHollow && hollowSides != sides) | 735 | if (hasHollow && hollowSides != sides) |
736 | { | 736 | { |
737 | int numHollowAngles = hollowAngles.angles.Count; | 737 | int numHollowAngles = hollowAngles.angles.Count; |
738 | for (int i = 0; i < numHollowAngles; i++) | 738 | for (int i = 0; i < numHollowAngles; i++) |
739 | { | 739 | { |
740 | angle = hollowAngles.angles[i]; | 740 | angle = hollowAngles.angles[i]; |
741 | newVert.X = hollow * xScale * angle.X; | 741 | newVert.X = hollow * xScale * angle.X; |
742 | newVert.Y = hollow * yScale * angle.Y; | 742 | newVert.Y = hollow * yScale * angle.Y; |
743 | newVert.Z = z; | 743 | newVert.Z = z; |
744 | 744 | ||
745 | hollowCoords.Add(newVert); | 745 | hollowCoords.Add(newVert); |
746 | if (this.calcVertexNormals) | 746 | if (this.calcVertexNormals) |
747 | { | 747 | { |
748 | if (hollowSides < 5) | 748 | if (hollowSides < 5) |
749 | hollowNormals.Add(hollowAngles.normals[i].Invert()); | 749 | hollowNormals.Add(hollowAngles.normals[i].Invert()); |
750 | else | 750 | else |
751 | hollowNormals.Add(new Coord(-angle.X, -angle.Y, 0.0f)); | 751 | hollowNormals.Add(new Coord(-angle.X, -angle.Y, 0.0f)); |
752 | 752 | ||
753 | hollowUs.Add(angle.angle * hollow); | 753 | hollowUs.Add(angle.angle * hollow); |
754 | } | 754 | } |
755 | } | 755 | } |
756 | } | 756 | } |
757 | 757 | ||
758 | int index = 0; | 758 | int index = 0; |
759 | int numAngles = angles.angles.Count; | 759 | int numAngles = angles.angles.Count; |
760 | 760 | ||
761 | for (int i = 0; i < numAngles; i++) | 761 | for (int i = 0; i < numAngles; i++) |
762 | { | 762 | { |
763 | angle = angles.angles[i]; | 763 | angle = angles.angles[i]; |
764 | newVert.X = angle.X * xScale; | 764 | newVert.X = angle.X * xScale; |
765 | newVert.Y = angle.Y * yScale; | 765 | newVert.Y = angle.Y * yScale; |
766 | newVert.Z = z; | 766 | newVert.Z = z; |
767 | this.coords.Add(newVert); | 767 | this.coords.Add(newVert); |
768 | if (this.calcVertexNormals) | 768 | if (this.calcVertexNormals) |
769 | { | 769 | { |
770 | this.outerCoordIndices.Add(this.coords.Count - 1); | 770 | this.outerCoordIndices.Add(this.coords.Count - 1); |
771 | 771 | ||
772 | if (sides < 5) | 772 | if (sides < 5) |
773 | { | 773 | { |
774 | this.vertexNormals.Add(angles.normals[i]); | 774 | this.vertexNormals.Add(angles.normals[i]); |
775 | float u = angle.angle; | 775 | float u = angle.angle; |
776 | this.us.Add(u); | 776 | this.us.Add(u); |
777 | } | 777 | } |
778 | else | 778 | else |
779 | { | 779 | { |
780 | this.vertexNormals.Add(new Coord(angle.X, angle.Y, 0.0f)); | 780 | this.vertexNormals.Add(new Coord(angle.X, angle.Y, 0.0f)); |
781 | this.us.Add(angle.angle); | 781 | this.us.Add(angle.angle); |
782 | } | 782 | } |
783 | } | 783 | } |
784 | 784 | ||
785 | if (hasHollow) | 785 | if (hasHollow) |
786 | { | 786 | { |
787 | if (hollowSides == sides) | 787 | if (hollowSides == sides) |
788 | { | 788 | { |
789 | newVert.X *= hollow; | 789 | newVert.X *= hollow; |
790 | newVert.Y *= hollow; | 790 | newVert.Y *= hollow; |
791 | newVert.Z = z; | 791 | newVert.Z = z; |
792 | hollowCoords.Add(newVert); | 792 | hollowCoords.Add(newVert); |
793 | if (this.calcVertexNormals) | 793 | if (this.calcVertexNormals) |
794 | { | 794 | { |
795 | if (sides < 5) | 795 | if (sides < 5) |
796 | { | 796 | { |
797 | hollowNormals.Add(angles.normals[i].Invert()); | 797 | hollowNormals.Add(angles.normals[i].Invert()); |
798 | } | 798 | } |
799 | 799 | ||
800 | else | 800 | else |
801 | hollowNormals.Add(new Coord(-angle.X, -angle.Y, 0.0f)); | 801 | hollowNormals.Add(new Coord(-angle.X, -angle.Y, 0.0f)); |
802 | 802 | ||
803 | hollowUs.Add(angle.angle * hollow); | 803 | hollowUs.Add(angle.angle * hollow); |
804 | } | 804 | } |
805 | } | 805 | } |
806 | } | 806 | } |
807 | else if (!simpleFace && createFaces && angle.angle > 0.0001f) | 807 | else if (!simpleFace && createFaces && angle.angle > 0.0001f) |
808 | { | 808 | { |
809 | Face newFace = new Face(); | 809 | Face newFace = new Face(); |
810 | newFace.v1 = 0; | 810 | newFace.v1 = 0; |
811 | newFace.v2 = index; | 811 | newFace.v2 = index; |
812 | newFace.v3 = index + 1; | 812 | newFace.v3 = index + 1; |
813 | 813 | ||
814 | this.faces.Add(newFace); | 814 | this.faces.Add(newFace); |
815 | } | 815 | } |
816 | index += 1; | 816 | index += 1; |
817 | } | 817 | } |
818 | 818 | ||
819 | if (hasHollow) | 819 | if (hasHollow) |
820 | { | 820 | { |
821 | hollowCoords.Reverse(); | 821 | hollowCoords.Reverse(); |
822 | if (this.calcVertexNormals) | 822 | if (this.calcVertexNormals) |
823 | { | 823 | { |
824 | hollowNormals.Reverse(); | 824 | hollowNormals.Reverse(); |
825 | hollowUs.Reverse(); | 825 | hollowUs.Reverse(); |
826 | } | 826 | } |
827 | 827 | ||
828 | if (createFaces) | 828 | if (createFaces) |
829 | { | 829 | { |
830 | //int numOuterVerts = this.coords.Count; | 830 | //int numOuterVerts = this.coords.Count; |
831 | //numOuterVerts = this.coords.Count; | 831 | //numOuterVerts = this.coords.Count; |
832 | //int numHollowVerts = hollowCoords.Count; | 832 | //int numHollowVerts = hollowCoords.Count; |
833 | int numTotalVerts = this.numOuterVerts + this.numHollowVerts; | 833 | int numTotalVerts = this.numOuterVerts + this.numHollowVerts; |
834 | 834 | ||
835 | if (this.numOuterVerts == this.numHollowVerts) | 835 | if (this.numOuterVerts == this.numHollowVerts) |
836 | { | 836 | { |
837 | Face newFace = new Face(); | 837 | Face newFace = new Face(); |
838 | 838 | ||
839 | for (int coordIndex = 0; coordIndex < this.numOuterVerts - 1; coordIndex++) | 839 | for (int coordIndex = 0; coordIndex < this.numOuterVerts - 1; coordIndex++) |
840 | { | 840 | { |
841 | newFace.v1 = coordIndex; | 841 | newFace.v1 = coordIndex; |
842 | newFace.v2 = coordIndex + 1; | 842 | newFace.v2 = coordIndex + 1; |
843 | newFace.v3 = numTotalVerts - coordIndex - 1; | 843 | newFace.v3 = numTotalVerts - coordIndex - 1; |
844 | this.faces.Add(newFace); | 844 | this.faces.Add(newFace); |
845 | 845 | ||
846 | newFace.v1 = coordIndex + 1; | 846 | newFace.v1 = coordIndex + 1; |
847 | newFace.v2 = numTotalVerts - coordIndex - 2; | 847 | newFace.v2 = numTotalVerts - coordIndex - 2; |
848 | newFace.v3 = numTotalVerts - coordIndex - 1; | 848 | newFace.v3 = numTotalVerts - coordIndex - 1; |
849 | this.faces.Add(newFace); | 849 | this.faces.Add(newFace); |
850 | } | 850 | } |
851 | } | 851 | } |
852 | else | 852 | else |
853 | { | 853 | { |
854 | if (this.numOuterVerts < this.numHollowVerts) | 854 | if (this.numOuterVerts < this.numHollowVerts) |
855 | { | 855 | { |
856 | Face newFace = new Face(); | 856 | Face newFace = new Face(); |
857 | int j = 0; // j is the index for outer vertices | 857 | int j = 0; // j is the index for outer vertices |
858 | int maxJ = this.numOuterVerts - 1; | 858 | int maxJ = this.numOuterVerts - 1; |
859 | for (int i = 0; i < this.numHollowVerts; i++) // i is the index for inner vertices | 859 | for (int i = 0; i < this.numHollowVerts; i++) // i is the index for inner vertices |
860 | { | 860 | { |
861 | if (j < maxJ) | 861 | if (j < maxJ) |
862 | if (angles.angles[j + 1].angle - hollowAngles.angles[i].angle < hollowAngles.angles[i].angle - angles.angles[j].angle + 0.000001f) | 862 | if (angles.angles[j + 1].angle - hollowAngles.angles[i].angle < hollowAngles.angles[i].angle - angles.angles[j].angle + 0.000001f) |
863 | { | 863 | { |
864 | newFace.v1 = numTotalVerts - i - 1; | 864 | newFace.v1 = numTotalVerts - i - 1; |
865 | newFace.v2 = j; | 865 | newFace.v2 = j; |
866 | newFace.v3 = j + 1; | 866 | newFace.v3 = j + 1; |
867 | 867 | ||
868 | this.faces.Add(newFace); | 868 | this.faces.Add(newFace); |
869 | j += 1; | 869 | j += 1; |
870 | } | 870 | } |
871 | 871 | ||
872 | newFace.v1 = j; | 872 | newFace.v1 = j; |
873 | newFace.v2 = numTotalVerts - i - 2; | 873 | newFace.v2 = numTotalVerts - i - 2; |
874 | newFace.v3 = numTotalVerts - i - 1; | 874 | newFace.v3 = numTotalVerts - i - 1; |
875 | 875 | ||
876 | this.faces.Add(newFace); | 876 | this.faces.Add(newFace); |
877 | } | 877 | } |
878 | } | 878 | } |
879 | else // numHollowVerts < numOuterVerts | 879 | else // numHollowVerts < numOuterVerts |
880 | { | 880 | { |
881 | Face newFace = new Face(); | 881 | Face newFace = new Face(); |
882 | int j = 0; // j is the index for inner vertices | 882 | int j = 0; // j is the index for inner vertices |
883 | int maxJ = this.numHollowVerts - 1; | 883 | int maxJ = this.numHollowVerts - 1; |
884 | for (int i = 0; i < this.numOuterVerts; i++) | 884 | for (int i = 0; i < this.numOuterVerts; i++) |
885 | { | 885 | { |
886 | if (j < maxJ) | 886 | if (j < maxJ) |
887 | if (hollowAngles.angles[j + 1].angle - angles.angles[i].angle < angles.angles[i].angle - hollowAngles.angles[j].angle + 0.000001f) | 887 | if (hollowAngles.angles[j + 1].angle - angles.angles[i].angle < angles.angles[i].angle - hollowAngles.angles[j].angle + 0.000001f) |
888 | { | 888 | { |
889 | newFace.v1 = i; | 889 | newFace.v1 = i; |
890 | newFace.v2 = numTotalVerts - j - 2; | 890 | newFace.v2 = numTotalVerts - j - 2; |
891 | newFace.v3 = numTotalVerts - j - 1; | 891 | newFace.v3 = numTotalVerts - j - 1; |
892 | 892 | ||
893 | this.faces.Add(newFace); | 893 | this.faces.Add(newFace); |
894 | j += 1; | 894 | j += 1; |
895 | } | 895 | } |
896 | 896 | ||
897 | newFace.v1 = numTotalVerts - j - 1; | 897 | newFace.v1 = numTotalVerts - j - 1; |
898 | newFace.v2 = i; | 898 | newFace.v2 = i; |
899 | newFace.v3 = i + 1; | 899 | newFace.v3 = i + 1; |
900 | 900 | ||
901 | this.faces.Add(newFace); | 901 | this.faces.Add(newFace); |
902 | } | 902 | } |
903 | } | 903 | } |
904 | } | 904 | } |
905 | } | 905 | } |
906 | 906 | ||
907 | if (calcVertexNormals) | 907 | if (calcVertexNormals) |
908 | { | 908 | { |
909 | foreach (Coord hc in hollowCoords) | 909 | foreach (Coord hc in hollowCoords) |
910 | { | 910 | { |
911 | this.coords.Add(hc); | 911 | this.coords.Add(hc); |
912 | hollowCoordIndices.Add(this.coords.Count - 1); | 912 | hollowCoordIndices.Add(this.coords.Count - 1); |
913 | } | 913 | } |
914 | } | 914 | } |
915 | else | 915 | else |
916 | this.coords.AddRange(hollowCoords); | 916 | this.coords.AddRange(hollowCoords); |
917 | 917 | ||
918 | if (this.calcVertexNormals) | 918 | if (this.calcVertexNormals) |
919 | { | 919 | { |
920 | this.vertexNormals.AddRange(hollowNormals); | 920 | this.vertexNormals.AddRange(hollowNormals); |
921 | this.us.AddRange(hollowUs); | 921 | this.us.AddRange(hollowUs); |
922 | 922 | ||
923 | } | 923 | } |
924 | } | 924 | } |
925 | 925 | ||
926 | if (simpleFace && createFaces) | 926 | if (simpleFace && createFaces) |
927 | { | 927 | { |
928 | if (sides == 3) | 928 | if (sides == 3) |
929 | this.faces.Add(new Face(0, 1, 2)); | 929 | this.faces.Add(new Face(0, 1, 2)); |
930 | else if (sides == 4) | 930 | else if (sides == 4) |
931 | { | 931 | { |
932 | this.faces.Add(new Face(0, 1, 2)); | 932 | this.faces.Add(new Face(0, 1, 2)); |
933 | this.faces.Add(new Face(0, 2, 3)); | 933 | this.faces.Add(new Face(0, 2, 3)); |
934 | } | 934 | } |
935 | } | 935 | } |
936 | 936 | ||
937 | if (calcVertexNormals && hasProfileCut) | 937 | if (calcVertexNormals && hasProfileCut) |
938 | { | 938 | { |
939 | if (hasHollow) | 939 | if (hasHollow) |
940 | { | 940 | { |
941 | int lastOuterVertIndex = this.numOuterVerts - 1; | 941 | int lastOuterVertIndex = this.numOuterVerts - 1; |
942 | 942 | ||
943 | this.cut1CoordIndices.Add(0); | 943 | this.cut1CoordIndices.Add(0); |
944 | this.cut1CoordIndices.Add(this.coords.Count - 1); | 944 | this.cut1CoordIndices.Add(this.coords.Count - 1); |
945 | 945 | ||
946 | this.cut2CoordIndices.Add(lastOuterVertIndex + 1); | 946 | this.cut2CoordIndices.Add(lastOuterVertIndex + 1); |
947 | this.cut2CoordIndices.Add(lastOuterVertIndex); | 947 | this.cut2CoordIndices.Add(lastOuterVertIndex); |
948 | 948 | ||
949 | this.cutNormal1.X = this.coords[0].Y - this.coords[this.coords.Count - 1].Y; | 949 | this.cutNormal1.X = this.coords[0].Y - this.coords[this.coords.Count - 1].Y; |
950 | this.cutNormal1.Y = -(this.coords[0].X - this.coords[this.coords.Count - 1].X); | 950 | this.cutNormal1.Y = -(this.coords[0].X - this.coords[this.coords.Count - 1].X); |
951 | 951 | ||
952 | this.cutNormal2.X = this.coords[lastOuterVertIndex + 1].Y - this.coords[lastOuterVertIndex].Y; | 952 | this.cutNormal2.X = this.coords[lastOuterVertIndex + 1].Y - this.coords[lastOuterVertIndex].Y; |
953 | this.cutNormal2.Y = -(this.coords[lastOuterVertIndex + 1].X - this.coords[lastOuterVertIndex].X); | 953 | this.cutNormal2.Y = -(this.coords[lastOuterVertIndex + 1].X - this.coords[lastOuterVertIndex].X); |
954 | } | 954 | } |
955 | 955 | ||
956 | else | 956 | else |
957 | { | 957 | { |
958 | this.cutNormal1.X = this.vertexNormals[1].Y; | 958 | this.cutNormal1.X = this.vertexNormals[1].Y; |
959 | this.cutNormal1.Y = -this.vertexNormals[1].X; | 959 | this.cutNormal1.Y = -this.vertexNormals[1].X; |
960 | 960 | ||
961 | this.cutNormal2.X = -this.vertexNormals[this.vertexNormals.Count - 2].Y; | 961 | this.cutNormal2.X = -this.vertexNormals[this.vertexNormals.Count - 2].Y; |
962 | this.cutNormal2.Y = this.vertexNormals[this.vertexNormals.Count - 2].X; | 962 | this.cutNormal2.Y = this.vertexNormals[this.vertexNormals.Count - 2].X; |
963 | 963 | ||
964 | } | 964 | } |
965 | this.cutNormal1.Normalize(); | 965 | this.cutNormal1.Normalize(); |
966 | this.cutNormal2.Normalize(); | 966 | this.cutNormal2.Normalize(); |
967 | } | 967 | } |
968 | 968 | ||
969 | this.MakeFaceUVs(); | 969 | this.MakeFaceUVs(); |
970 | 970 | ||
971 | hollowCoords = null; | 971 | hollowCoords = null; |
972 | hollowNormals = null; | 972 | hollowNormals = null; |
973 | hollowUs = null; | 973 | hollowUs = null; |
974 | 974 | ||
975 | if (calcVertexNormals) | 975 | if (calcVertexNormals) |
976 | { // calculate prim face numbers | 976 | { // calculate prim face numbers |
977 | 977 | ||
978 | // face number order is top, outer, hollow, bottom, start cut, end cut | 978 | // face number order is top, outer, hollow, bottom, start cut, end cut |
979 | // I know it's ugly but so is the whole concept of prim face numbers | 979 | // I know it's ugly but so is the whole concept of prim face numbers |
980 | 980 | ||
981 | int faceNum = 1; // start with outer faces | 981 | int faceNum = 1; // start with outer faces |
982 | int startVert = hasProfileCut && !hasHollow ? 1 : 0; | 982 | int startVert = hasProfileCut && !hasHollow ? 1 : 0; |
983 | if (startVert > 0) | 983 | if (startVert > 0) |
984 | this.faceNumbers.Add(-1); | 984 | this.faceNumbers.Add(-1); |
985 | for (int i = 0; i < this.numOuterVerts - 1; i++) | 985 | for (int i = 0; i < this.numOuterVerts - 1; i++) |
986 | this.faceNumbers.Add(sides < 5 ? faceNum++ : faceNum); | 986 | this.faceNumbers.Add(sides < 5 ? faceNum++ : faceNum); |
987 | 987 | ||
988 | //if (!hasHollow && !hasProfileCut) | 988 | //if (!hasHollow && !hasProfileCut) |
989 | // this.bottomFaceNumber = faceNum++; | 989 | // this.bottomFaceNumber = faceNum++; |
990 | 990 | ||
991 | this.faceNumbers.Add(hasProfileCut ? -1 : faceNum++); | 991 | this.faceNumbers.Add(hasProfileCut ? -1 : faceNum++); |
992 | 992 | ||
993 | if (sides > 4 && (hasHollow || hasProfileCut)) | 993 | if (sides > 4 && (hasHollow || hasProfileCut)) |
994 | faceNum++; | 994 | faceNum++; |
995 | 995 | ||
996 | if (hasHollow) | 996 | if (hasHollow) |
997 | { | 997 | { |
998 | for (int i = 0; i < this.numHollowVerts; i++) | 998 | for (int i = 0; i < this.numHollowVerts; i++) |
999 | this.faceNumbers.Add(faceNum); | 999 | this.faceNumbers.Add(faceNum); |
1000 | 1000 | ||
1001 | faceNum++; | 1001 | faceNum++; |
1002 | } | 1002 | } |
1003 | //if (hasProfileCut || hasHollow) | 1003 | //if (hasProfileCut || hasHollow) |
1004 | // this.bottomFaceNumber = faceNum++; | 1004 | // this.bottomFaceNumber = faceNum++; |
1005 | this.bottomFaceNumber = faceNum++; | 1005 | this.bottomFaceNumber = faceNum++; |
1006 | 1006 | ||
1007 | if (hasHollow && hasProfileCut) | 1007 | if (hasHollow && hasProfileCut) |
1008 | this.faceNumbers.Add(faceNum++); | 1008 | this.faceNumbers.Add(faceNum++); |
1009 | for (int i = 0; i < this.faceNumbers.Count; i++) | 1009 | for (int i = 0; i < this.faceNumbers.Count; i++) |
1010 | if (this.faceNumbers[i] == -1) | 1010 | if (this.faceNumbers[i] == -1) |
1011 | this.faceNumbers[i] = faceNum++; | 1011 | this.faceNumbers[i] = faceNum++; |
1012 | 1012 | ||
1013 | 1013 | ||
1014 | this.numPrimFaces = faceNum; | 1014 | this.numPrimFaces = faceNum; |
1015 | } | 1015 | } |
1016 | 1016 | ||
1017 | } | 1017 | } |
1018 | 1018 | ||
1019 | internal void MakeFaceUVs() | 1019 | internal void MakeFaceUVs() |
1020 | { | 1020 | { |
1021 | this.faceUVs = new List<UVCoord>(); | 1021 | this.faceUVs = new List<UVCoord>(); |
1022 | foreach (Coord c in this.coords) | 1022 | foreach (Coord c in this.coords) |
1023 | this.faceUVs.Add(new UVCoord(0.5f + c.X, 0.5f - c.Y)); | 1023 | this.faceUVs.Add(new UVCoord(0.5f + c.X, 0.5f - c.Y)); |
1024 | } | 1024 | } |
1025 | 1025 | ||
1026 | internal Profile Copy() | 1026 | internal Profile Copy() |
1027 | { | 1027 | { |
1028 | return this.Copy(true); | 1028 | return this.Copy(true); |
1029 | } | 1029 | } |
1030 | 1030 | ||
1031 | internal Profile Copy(bool needFaces) | 1031 | internal Profile Copy(bool needFaces) |
1032 | { | 1032 | { |
1033 | Profile copy = new Profile(); | 1033 | Profile copy = new Profile(); |
1034 | 1034 | ||
1035 | copy.coords.AddRange(this.coords); | 1035 | copy.coords.AddRange(this.coords); |
1036 | copy.faceUVs.AddRange(this.faceUVs); | 1036 | copy.faceUVs.AddRange(this.faceUVs); |
1037 | 1037 | ||
1038 | if (needFaces) | 1038 | if (needFaces) |
1039 | copy.faces.AddRange(this.faces); | 1039 | copy.faces.AddRange(this.faces); |
1040 | if ((copy.calcVertexNormals = this.calcVertexNormals) == true) | 1040 | if ((copy.calcVertexNormals = this.calcVertexNormals) == true) |
1041 | { | 1041 | { |
1042 | copy.vertexNormals.AddRange(this.vertexNormals); | 1042 | copy.vertexNormals.AddRange(this.vertexNormals); |
1043 | copy.faceNormal = this.faceNormal; | 1043 | copy.faceNormal = this.faceNormal; |
1044 | copy.cutNormal1 = this.cutNormal1; | 1044 | copy.cutNormal1 = this.cutNormal1; |
1045 | copy.cutNormal2 = this.cutNormal2; | 1045 | copy.cutNormal2 = this.cutNormal2; |
1046 | copy.us.AddRange(this.us); | 1046 | copy.us.AddRange(this.us); |
1047 | copy.faceNumbers.AddRange(this.faceNumbers); | 1047 | copy.faceNumbers.AddRange(this.faceNumbers); |
1048 | 1048 | ||
1049 | copy.cut1CoordIndices = new List<int>(this.cut1CoordIndices); | 1049 | copy.cut1CoordIndices = new List<int>(this.cut1CoordIndices); |
1050 | copy.cut2CoordIndices = new List<int>(this.cut2CoordIndices); | 1050 | copy.cut2CoordIndices = new List<int>(this.cut2CoordIndices); |
1051 | copy.hollowCoordIndices = new List<int>(this.hollowCoordIndices); | 1051 | copy.hollowCoordIndices = new List<int>(this.hollowCoordIndices); |
1052 | copy.outerCoordIndices = new List<int>(this.outerCoordIndices); | 1052 | copy.outerCoordIndices = new List<int>(this.outerCoordIndices); |
1053 | } | 1053 | } |
1054 | copy.numOuterVerts = this.numOuterVerts; | 1054 | copy.numOuterVerts = this.numOuterVerts; |
1055 | copy.numHollowVerts = this.numHollowVerts; | 1055 | copy.numHollowVerts = this.numHollowVerts; |
1056 | 1056 | ||
1057 | return copy; | 1057 | return copy; |
1058 | } | 1058 | } |
1059 | 1059 | ||
1060 | internal void AddPos(Coord v) | 1060 | internal void AddPos(Coord v) |
1061 | { | 1061 | { |
1062 | this.AddPos(v.X, v.Y, v.Z); | 1062 | this.AddPos(v.X, v.Y, v.Z); |
1063 | } | 1063 | } |
1064 | 1064 | ||
1065 | internal void AddPos(float x, float y, float z) | 1065 | internal void AddPos(float x, float y, float z) |
1066 | { | 1066 | { |
1067 | int i; | 1067 | int i; |
1068 | int numVerts = this.coords.Count; | 1068 | int numVerts = this.coords.Count; |
1069 | Coord vert; | 1069 | Coord vert; |
1070 | 1070 | ||
1071 | for (i = 0; i < numVerts; i++) | 1071 | for (i = 0; i < numVerts; i++) |
1072 | { | 1072 | { |
1073 | vert = this.coords[i]; | 1073 | vert = this.coords[i]; |
1074 | vert.X += x; | 1074 | vert.X += x; |
1075 | vert.Y += y; | 1075 | vert.Y += y; |
1076 | vert.Z += z; | 1076 | vert.Z += z; |
1077 | this.coords[i] = vert; | 1077 | this.coords[i] = vert; |
1078 | } | 1078 | } |
1079 | } | 1079 | } |
1080 | 1080 | ||
1081 | internal void AddRot(Quat q) | 1081 | internal void AddRot(Quat q) |
1082 | { | 1082 | { |
1083 | int i; | 1083 | int i; |
1084 | int numVerts = this.coords.Count; | 1084 | int numVerts = this.coords.Count; |
1085 | 1085 | ||
1086 | for (i = 0; i < numVerts; i++) | 1086 | for (i = 0; i < numVerts; i++) |
1087 | this.coords[i] *= q; | 1087 | this.coords[i] *= q; |
1088 | 1088 | ||
1089 | if (this.calcVertexNormals) | 1089 | if (this.calcVertexNormals) |
1090 | { | 1090 | { |
1091 | int numNormals = this.vertexNormals.Count; | 1091 | int numNormals = this.vertexNormals.Count; |
1092 | for (i = 0; i < numNormals; i++) | 1092 | for (i = 0; i < numNormals; i++) |
1093 | this.vertexNormals[i] *= q; | 1093 | this.vertexNormals[i] *= q; |
1094 | 1094 | ||
1095 | this.faceNormal *= q; | 1095 | this.faceNormal *= q; |
1096 | this.cutNormal1 *= q; | 1096 | this.cutNormal1 *= q; |
1097 | this.cutNormal2 *= q; | 1097 | this.cutNormal2 *= q; |
1098 | 1098 | ||
1099 | } | 1099 | } |
1100 | } | 1100 | } |
1101 | 1101 | ||
1102 | internal void Scale(float x, float y) | 1102 | internal void Scale(float x, float y) |
1103 | { | 1103 | { |
1104 | int i; | 1104 | int i; |
1105 | int numVerts = this.coords.Count; | 1105 | int numVerts = this.coords.Count; |
1106 | Coord vert; | 1106 | Coord vert; |
1107 | 1107 | ||
1108 | for (i = 0; i < numVerts; i++) | 1108 | for (i = 0; i < numVerts; i++) |
1109 | { | 1109 | { |
1110 | vert = this.coords[i]; | 1110 | vert = this.coords[i]; |
1111 | vert.X *= x; | 1111 | vert.X *= x; |
1112 | vert.Y *= y; | 1112 | vert.Y *= y; |
1113 | this.coords[i] = vert; | 1113 | this.coords[i] = vert; |
1114 | } | 1114 | } |
1115 | } | 1115 | } |
1116 | 1116 | ||
1117 | /// <summary> | 1117 | /// <summary> |
1118 | /// Changes order of the vertex indices and negates the center vertex normal. Does not alter vertex normals of radial vertices | 1118 | /// Changes order of the vertex indices and negates the center vertex normal. Does not alter vertex normals of radial vertices |
1119 | /// </summary> | 1119 | /// </summary> |
1120 | internal void FlipNormals() | 1120 | internal void FlipNormals() |
1121 | { | 1121 | { |
1122 | int i; | 1122 | int i; |
1123 | int numFaces = this.faces.Count; | 1123 | int numFaces = this.faces.Count; |
1124 | Face tmpFace; | 1124 | Face tmpFace; |
1125 | int tmp; | 1125 | int tmp; |
1126 | 1126 | ||
1127 | for (i = 0; i < numFaces; i++) | 1127 | for (i = 0; i < numFaces; i++) |
1128 | { | 1128 | { |
1129 | tmpFace = this.faces[i]; | 1129 | tmpFace = this.faces[i]; |
1130 | tmp = tmpFace.v3; | 1130 | tmp = tmpFace.v3; |
1131 | tmpFace.v3 = tmpFace.v1; | 1131 | tmpFace.v3 = tmpFace.v1; |
1132 | tmpFace.v1 = tmp; | 1132 | tmpFace.v1 = tmp; |
1133 | this.faces[i] = tmpFace; | 1133 | this.faces[i] = tmpFace; |
1134 | } | 1134 | } |
1135 | 1135 | ||
1136 | if (this.calcVertexNormals) | 1136 | if (this.calcVertexNormals) |
1137 | { | 1137 | { |
1138 | int normalCount = this.vertexNormals.Count; | 1138 | int normalCount = this.vertexNormals.Count; |
1139 | if (normalCount > 0) | 1139 | if (normalCount > 0) |
1140 | { | 1140 | { |
1141 | Coord n = this.vertexNormals[normalCount - 1]; | 1141 | Coord n = this.vertexNormals[normalCount - 1]; |
1142 | n.Z = -n.Z; | 1142 | n.Z = -n.Z; |
1143 | this.vertexNormals[normalCount - 1] = n; | 1143 | this.vertexNormals[normalCount - 1] = n; |
1144 | } | 1144 | } |
1145 | } | 1145 | } |
1146 | 1146 | ||
1147 | this.faceNormal.X = -this.faceNormal.X; | 1147 | this.faceNormal.X = -this.faceNormal.X; |
1148 | this.faceNormal.Y = -this.faceNormal.Y; | 1148 | this.faceNormal.Y = -this.faceNormal.Y; |
1149 | this.faceNormal.Z = -this.faceNormal.Z; | 1149 | this.faceNormal.Z = -this.faceNormal.Z; |
1150 | 1150 | ||
1151 | int numfaceUVs = this.faceUVs.Count; | 1151 | int numfaceUVs = this.faceUVs.Count; |
1152 | for (i = 0; i < numfaceUVs; i++) | 1152 | for (i = 0; i < numfaceUVs; i++) |
1153 | { | 1153 | { |
1154 | UVCoord uv = this.faceUVs[i]; | 1154 | UVCoord uv = this.faceUVs[i]; |
1155 | uv.V = 1.0f - uv.V; | 1155 | uv.V = 1.0f - uv.V; |
1156 | this.faceUVs[i] = uv; | 1156 | this.faceUVs[i] = uv; |
1157 | } | 1157 | } |
1158 | } | 1158 | } |
1159 | 1159 | ||
1160 | internal void AddValue2FaceVertexIndices(int num) | 1160 | internal void AddValue2FaceVertexIndices(int num) |
1161 | { | 1161 | { |
1162 | int numFaces = this.faces.Count; | 1162 | int numFaces = this.faces.Count; |
1163 | Face tmpFace; | 1163 | Face tmpFace; |
1164 | for (int i = 0; i < numFaces; i++) | 1164 | for (int i = 0; i < numFaces; i++) |
1165 | { | 1165 | { |
1166 | tmpFace = this.faces[i]; | 1166 | tmpFace = this.faces[i]; |
1167 | tmpFace.v1 += num; | 1167 | tmpFace.v1 += num; |
1168 | tmpFace.v2 += num; | 1168 | tmpFace.v2 += num; |
1169 | tmpFace.v3 += num; | 1169 | tmpFace.v3 += num; |
1170 | 1170 | ||
1171 | this.faces[i] = tmpFace; | 1171 | this.faces[i] = tmpFace; |
1172 | } | 1172 | } |
1173 | } | 1173 | } |
1174 | 1174 | ||
1175 | internal void AddValue2FaceNormalIndices(int num) | 1175 | internal void AddValue2FaceNormalIndices(int num) |
1176 | { | 1176 | { |
1177 | if (this.calcVertexNormals) | 1177 | if (this.calcVertexNormals) |
1178 | { | 1178 | { |
1179 | int numFaces = this.faces.Count; | 1179 | int numFaces = this.faces.Count; |
1180 | Face tmpFace; | 1180 | Face tmpFace; |
1181 | for (int i = 0; i < numFaces; i++) | 1181 | for (int i = 0; i < numFaces; i++) |
1182 | { | 1182 | { |
1183 | tmpFace = this.faces[i]; | 1183 | tmpFace = this.faces[i]; |
1184 | tmpFace.n1 += num; | 1184 | tmpFace.n1 += num; |
1185 | tmpFace.n2 += num; | 1185 | tmpFace.n2 += num; |
1186 | tmpFace.n3 += num; | 1186 | tmpFace.n3 += num; |
1187 | 1187 | ||
1188 | this.faces[i] = tmpFace; | 1188 | this.faces[i] = tmpFace; |
1189 | } | 1189 | } |
1190 | } | 1190 | } |
1191 | } | 1191 | } |
1192 | 1192 | ||
1193 | internal void DumpRaw(String path, String name, String title) | 1193 | internal void DumpRaw(String path, String name, String title) |
1194 | { | 1194 | { |
1195 | if (path == null) | 1195 | if (path == null) |
1196 | return; | 1196 | return; |
1197 | String fileName = name + "_" + title + ".raw"; | 1197 | String fileName = name + "_" + title + ".raw"; |
1198 | String completePath = System.IO.Path.Combine(path, fileName); | 1198 | String completePath = System.IO.Path.Combine(path, fileName); |
1199 | StreamWriter sw = new StreamWriter(completePath); | 1199 | StreamWriter sw = new StreamWriter(completePath); |
1200 | 1200 | ||
1201 | for (int i = 0; i < this.faces.Count; i++) | 1201 | for (int i = 0; i < this.faces.Count; i++) |
1202 | { | 1202 | { |
1203 | string s = this.coords[this.faces[i].v1].ToString(); | 1203 | string s = this.coords[this.faces[i].v1].ToString(); |
1204 | s += " " + this.coords[this.faces[i].v2].ToString(); | 1204 | s += " " + this.coords[this.faces[i].v2].ToString(); |
1205 | s += " " + this.coords[this.faces[i].v3].ToString(); | 1205 | s += " " + this.coords[this.faces[i].v3].ToString(); |
1206 | 1206 | ||
1207 | sw.WriteLine(s); | 1207 | sw.WriteLine(s); |
1208 | } | 1208 | } |
1209 | 1209 | ||
1210 | sw.Close(); | 1210 | sw.Close(); |
1211 | } | 1211 | } |
1212 | } | 1212 | } |
1213 | 1213 | ||
1214 | public struct PathNode | 1214 | public struct PathNode |
1215 | { | 1215 | { |
1216 | public Coord position; | 1216 | public Coord position; |
1217 | public Quat rotation; | 1217 | public Quat rotation; |
1218 | public float xScale; | 1218 | public float xScale; |
1219 | public float yScale; | 1219 | public float yScale; |
1220 | public float percentOfPath; | 1220 | public float percentOfPath; |
1221 | } | 1221 | } |
1222 | 1222 | ||
1223 | public enum PathType { Linear = 0, Circular = 1, Flexible = 2 } | 1223 | public enum PathType { Linear = 0, Circular = 1, Flexible = 2 } |
1224 | 1224 | ||
1225 | public class Path | 1225 | public class Path |
1226 | { | 1226 | { |
1227 | public List<PathNode> pathNodes = new List<PathNode>(); | 1227 | public List<PathNode> pathNodes = new List<PathNode>(); |
1228 | 1228 | ||
1229 | public float twistBegin = 0.0f; | 1229 | public float twistBegin = 0.0f; |
1230 | public float twistEnd = 0.0f; | 1230 | public float twistEnd = 0.0f; |
1231 | public float topShearX = 0.0f; | 1231 | public float topShearX = 0.0f; |
1232 | public float topShearY = 0.0f; | 1232 | public float topShearY = 0.0f; |
1233 | public float pathCutBegin = 0.0f; | 1233 | public float pathCutBegin = 0.0f; |
1234 | public float pathCutEnd = 1.0f; | 1234 | public float pathCutEnd = 1.0f; |
1235 | public float dimpleBegin = 0.0f; | 1235 | public float dimpleBegin = 0.0f; |
1236 | public float dimpleEnd = 1.0f; | 1236 | public float dimpleEnd = 1.0f; |
1237 | public float skew = 0.0f; | 1237 | public float skew = 0.0f; |
1238 | public float holeSizeX = 1.0f; // called pathScaleX in pbs | 1238 | public float holeSizeX = 1.0f; // called pathScaleX in pbs |
1239 | public float holeSizeY = 0.25f; | 1239 | public float holeSizeY = 0.25f; |
1240 | public float taperX = 0.0f; | 1240 | public float taperX = 0.0f; |
1241 | public float taperY = 0.0f; | 1241 | public float taperY = 0.0f; |
1242 | public float radius = 0.0f; | 1242 | public float radius = 0.0f; |
1243 | public float revolutions = 1.0f; | 1243 | public float revolutions = 1.0f; |
1244 | public int stepsPerRevolution = 24; | 1244 | public int stepsPerRevolution = 24; |
1245 | 1245 | ||
1246 | private const float twoPi = 2.0f * (float)Math.PI; | 1246 | private const float twoPi = 2.0f * (float)Math.PI; |
1247 | 1247 | ||
1248 | public void Create(PathType pathType, int steps) | 1248 | public void Create(PathType pathType, int steps) |
1249 | { | 1249 | { |
1250 | if (pathType == PathType.Linear || pathType == PathType.Flexible) | 1250 | if (pathType == PathType.Linear || pathType == PathType.Flexible) |
1251 | { | 1251 | { |
1252 | int step = 0; | 1252 | int step = 0; |
1253 | 1253 | ||
1254 | float length = this.pathCutEnd - this.pathCutBegin; | 1254 | float length = this.pathCutEnd - this.pathCutBegin; |
1255 | float twistTotal = twistEnd - twistBegin; | 1255 | float twistTotal = twistEnd - twistBegin; |
1256 | float twistTotalAbs = Math.Abs(twistTotal); | 1256 | float twistTotalAbs = Math.Abs(twistTotal); |
1257 | if (twistTotalAbs > 0.01f) | 1257 | if (twistTotalAbs > 0.01f) |
1258 | steps += (int)(twistTotalAbs * 3.66); // dahlia's magic number | 1258 | steps += (int)(twistTotalAbs * 3.66); // dahlia's magic number |
1259 | 1259 | ||
1260 | float start = -0.5f; | 1260 | float start = -0.5f; |
1261 | float stepSize = length / (float)steps; | 1261 | float stepSize = length / (float)steps; |
1262 | float percentOfPathMultiplier = stepSize; | 1262 | float percentOfPathMultiplier = stepSize; |
1263 | float xOffset = 0.0f; | 1263 | float xOffset = 0.0f; |
1264 | float yOffset = 0.0f; | 1264 | float yOffset = 0.0f; |
1265 | float zOffset = start; | 1265 | float zOffset = start; |
1266 | float xOffsetStepIncrement = this.topShearX / steps; | 1266 | float xOffsetStepIncrement = this.topShearX / steps; |
1267 | float yOffsetStepIncrement = this.topShearY / steps; | 1267 | float yOffsetStepIncrement = this.topShearY / steps; |
1268 | 1268 | ||
1269 | float percentOfPath = this.pathCutBegin; | 1269 | float percentOfPath = this.pathCutBegin; |
1270 | zOffset += percentOfPath; | 1270 | zOffset += percentOfPath; |
1271 | 1271 | ||
1272 | // sanity checks | 1272 | // sanity checks |
1273 | 1273 | ||
1274 | bool done = false; | 1274 | bool done = false; |
1275 | 1275 | ||
1276 | while (!done) | 1276 | while (!done) |
1277 | { | 1277 | { |
1278 | PathNode newNode = new PathNode(); | 1278 | PathNode newNode = new PathNode(); |
1279 | 1279 | ||
1280 | newNode.xScale = 1.0f; | 1280 | newNode.xScale = 1.0f; |
1281 | if (this.taperX == 0.0f) | 1281 | if (this.taperX == 0.0f) |
1282 | newNode.xScale = 1.0f; | 1282 | newNode.xScale = 1.0f; |
1283 | else if (this.taperX > 0.0f) | 1283 | else if (this.taperX > 0.0f) |
1284 | newNode.xScale = 1.0f - percentOfPath * this.taperX; | 1284 | newNode.xScale = 1.0f - percentOfPath * this.taperX; |
1285 | else newNode.xScale = 1.0f + (1.0f - percentOfPath) * this.taperX; | 1285 | else newNode.xScale = 1.0f + (1.0f - percentOfPath) * this.taperX; |
1286 | 1286 | ||
1287 | newNode.yScale = 1.0f; | 1287 | newNode.yScale = 1.0f; |
1288 | if (this.taperY == 0.0f) | 1288 | if (this.taperY == 0.0f) |
1289 | newNode.yScale = 1.0f; | 1289 | newNode.yScale = 1.0f; |
1290 | else if (this.taperY > 0.0f) | 1290 | else if (this.taperY > 0.0f) |
1291 | newNode.yScale = 1.0f - percentOfPath * this.taperY; | 1291 | newNode.yScale = 1.0f - percentOfPath * this.taperY; |
1292 | else newNode.yScale = 1.0f + (1.0f - percentOfPath) * this.taperY; | 1292 | else newNode.yScale = 1.0f + (1.0f - percentOfPath) * this.taperY; |
1293 | 1293 | ||
1294 | float twist = twistBegin + twistTotal * percentOfPath; | 1294 | float twist = twistBegin + twistTotal * percentOfPath; |
1295 | 1295 | ||
1296 | newNode.rotation = new Quat(new Coord(0.0f, 0.0f, 1.0f), twist); | 1296 | newNode.rotation = new Quat(new Coord(0.0f, 0.0f, 1.0f), twist); |
1297 | newNode.position = new Coord(xOffset, yOffset, zOffset); | 1297 | newNode.position = new Coord(xOffset, yOffset, zOffset); |
1298 | newNode.percentOfPath = percentOfPath; | 1298 | newNode.percentOfPath = percentOfPath; |
1299 | 1299 | ||
1300 | pathNodes.Add(newNode); | 1300 | pathNodes.Add(newNode); |
1301 | 1301 | ||
1302 | if (step < steps) | 1302 | if (step < steps) |
1303 | { | 1303 | { |
1304 | step += 1; | 1304 | step += 1; |
1305 | percentOfPath += percentOfPathMultiplier; | 1305 | percentOfPath += percentOfPathMultiplier; |
1306 | xOffset += xOffsetStepIncrement; | 1306 | xOffset += xOffsetStepIncrement; |
1307 | yOffset += yOffsetStepIncrement; | 1307 | yOffset += yOffsetStepIncrement; |
1308 | zOffset += stepSize; | 1308 | zOffset += stepSize; |
1309 | if (percentOfPath > this.pathCutEnd) | 1309 | if (percentOfPath > this.pathCutEnd) |
1310 | done = true; | 1310 | done = true; |
1311 | } | 1311 | } |
1312 | else done = true; | 1312 | else done = true; |
1313 | } | 1313 | } |
1314 | } // end of linear path code | 1314 | } // end of linear path code |
1315 | 1315 | ||
1316 | else // pathType == Circular | 1316 | else // pathType == Circular |
1317 | { | 1317 | { |
1318 | float twistTotal = twistEnd - twistBegin; | 1318 | float twistTotal = twistEnd - twistBegin; |
1319 | 1319 | ||
1320 | // if the profile has a lot of twist, add more layers otherwise the layers may overlap | 1320 | // if the profile has a lot of twist, add more layers otherwise the layers may overlap |
1321 | // and the resulting mesh may be quite inaccurate. This method is arbitrary and doesn't | 1321 | // and the resulting mesh may be quite inaccurate. This method is arbitrary and doesn't |
1322 | // accurately match the viewer | 1322 | // accurately match the viewer |
1323 | float twistTotalAbs = Math.Abs(twistTotal); | 1323 | float twistTotalAbs = Math.Abs(twistTotal); |
1324 | if (twistTotalAbs > 0.01f) | 1324 | if (twistTotalAbs > 0.01f) |
1325 | { | 1325 | { |
1326 | if (twistTotalAbs > Math.PI * 1.5f) | 1326 | if (twistTotalAbs > Math.PI * 1.5f) |
1327 | steps *= 2; | 1327 | steps *= 2; |
1328 | if (twistTotalAbs > Math.PI * 3.0f) | 1328 | if (twistTotalAbs > Math.PI * 3.0f) |
1329 | steps *= 2; | 1329 | steps *= 2; |
1330 | } | 1330 | } |
1331 | 1331 | ||
1332 | float yPathScale = this.holeSizeY * 0.5f; | 1332 | float yPathScale = this.holeSizeY * 0.5f; |
1333 | float pathLength = this.pathCutEnd - this.pathCutBegin; | 1333 | float pathLength = this.pathCutEnd - this.pathCutBegin; |
1334 | float totalSkew = this.skew * 2.0f * pathLength; | 1334 | float totalSkew = this.skew * 2.0f * pathLength; |
1335 | float skewStart = this.pathCutBegin * 2.0f * this.skew - this.skew; | 1335 | float skewStart = this.pathCutBegin * 2.0f * this.skew - this.skew; |
1336 | float xOffsetTopShearXFactor = this.topShearX * (0.25f + 0.5f * (0.5f - this.holeSizeY)); | 1336 | float xOffsetTopShearXFactor = this.topShearX * (0.25f + 0.5f * (0.5f - this.holeSizeY)); |
1337 | float yShearCompensation = 1.0f + Math.Abs(this.topShearY) * 0.25f; | 1337 | float yShearCompensation = 1.0f + Math.Abs(this.topShearY) * 0.25f; |
1338 | 1338 | ||
1339 | // It's not quite clear what pushY (Y top shear) does, but subtracting it from the start and end | 1339 | // It's not quite clear what pushY (Y top shear) does, but subtracting it from the start and end |
1340 | // angles appears to approximate it's effects on path cut. Likewise, adding it to the angle used | 1340 | // angles appears to approximate it's effects on path cut. Likewise, adding it to the angle used |
1341 | // to calculate the sine for generating the path radius appears to approximate it's effects there | 1341 | // to calculate the sine for generating the path radius appears to approximate it's effects there |
1342 | // too, but there are some subtle differences in the radius which are noticeable as the prim size | 1342 | // too, but there are some subtle differences in the radius which are noticeable as the prim size |
1343 | // increases and it may affect megaprims quite a bit. The effect of the Y top shear parameter on | 1343 | // increases and it may affect megaprims quite a bit. The effect of the Y top shear parameter on |
1344 | // the meshes generated with this technique appear nearly identical in shape to the same prims when | 1344 | // the meshes generated with this technique appear nearly identical in shape to the same prims when |
1345 | // displayed by the viewer. | 1345 | // displayed by the viewer. |
1346 | 1346 | ||
1347 | float startAngle = (twoPi * this.pathCutBegin * this.revolutions) - this.topShearY * 0.9f; | 1347 | float startAngle = (twoPi * this.pathCutBegin * this.revolutions) - this.topShearY * 0.9f; |
1348 | float endAngle = (twoPi * this.pathCutEnd * this.revolutions) - this.topShearY * 0.9f; | 1348 | float endAngle = (twoPi * this.pathCutEnd * this.revolutions) - this.topShearY * 0.9f; |
1349 | float stepSize = twoPi / this.stepsPerRevolution; | 1349 | float stepSize = twoPi / this.stepsPerRevolution; |
1350 | 1350 | ||
1351 | int step = (int)(startAngle / stepSize); | 1351 | int step = (int)(startAngle / stepSize); |
1352 | float angle = startAngle; | 1352 | float angle = startAngle; |
1353 | 1353 | ||
1354 | bool done = false; | 1354 | bool done = false; |
1355 | while (!done) // loop through the length of the path and add the layers | 1355 | while (!done) // loop through the length of the path and add the layers |
1356 | { | 1356 | { |
1357 | PathNode newNode = new PathNode(); | 1357 | PathNode newNode = new PathNode(); |
1358 | 1358 | ||
1359 | float xProfileScale = (1.0f - Math.Abs(this.skew)) * this.holeSizeX; | 1359 | float xProfileScale = (1.0f - Math.Abs(this.skew)) * this.holeSizeX; |
1360 | float yProfileScale = this.holeSizeY; | 1360 | float yProfileScale = this.holeSizeY; |
1361 | 1361 | ||
1362 | float percentOfPath = angle / (twoPi * this.revolutions); | 1362 | float percentOfPath = angle / (twoPi * this.revolutions); |
1363 | float percentOfAngles = (angle - startAngle) / (endAngle - startAngle); | 1363 | float percentOfAngles = (angle - startAngle) / (endAngle - startAngle); |
1364 | 1364 | ||
1365 | if (this.taperX > 0.01f) | 1365 | if (this.taperX > 0.01f) |
1366 | xProfileScale *= 1.0f - percentOfPath * this.taperX; | 1366 | xProfileScale *= 1.0f - percentOfPath * this.taperX; |
1367 | else if (this.taperX < -0.01f) | 1367 | else if (this.taperX < -0.01f) |
1368 | xProfileScale *= 1.0f + (1.0f - percentOfPath) * this.taperX; | 1368 | xProfileScale *= 1.0f + (1.0f - percentOfPath) * this.taperX; |
1369 | 1369 | ||
1370 | if (this.taperY > 0.01f) | 1370 | if (this.taperY > 0.01f) |
1371 | yProfileScale *= 1.0f - percentOfPath * this.taperY; | 1371 | yProfileScale *= 1.0f - percentOfPath * this.taperY; |
1372 | else if (this.taperY < -0.01f) | 1372 | else if (this.taperY < -0.01f) |
1373 | yProfileScale *= 1.0f + (1.0f - percentOfPath) * this.taperY; | 1373 | yProfileScale *= 1.0f + (1.0f - percentOfPath) * this.taperY; |
1374 | 1374 | ||
1375 | newNode.xScale = xProfileScale; | 1375 | newNode.xScale = xProfileScale; |
1376 | newNode.yScale = yProfileScale; | 1376 | newNode.yScale = yProfileScale; |
1377 | 1377 | ||
1378 | float radiusScale = 1.0f; | 1378 | float radiusScale = 1.0f; |
1379 | if (this.radius > 0.001f) | 1379 | if (this.radius > 0.001f) |
1380 | radiusScale = 1.0f - this.radius * percentOfPath; | 1380 | radiusScale = 1.0f - this.radius * percentOfPath; |
1381 | else if (this.radius < 0.001f) | 1381 | else if (this.radius < 0.001f) |
1382 | radiusScale = 1.0f + this.radius * (1.0f - percentOfPath); | 1382 | radiusScale = 1.0f + this.radius * (1.0f - percentOfPath); |
1383 | 1383 | ||
1384 | float twist = twistBegin + twistTotal * percentOfPath; | 1384 | float twist = twistBegin + twistTotal * percentOfPath; |
1385 | 1385 | ||
1386 | float xOffset = 0.5f * (skewStart + totalSkew * percentOfAngles); | 1386 | float xOffset = 0.5f * (skewStart + totalSkew * percentOfAngles); |
1387 | xOffset += (float)Math.Sin(angle) * xOffsetTopShearXFactor; | 1387 | xOffset += (float)Math.Sin(angle) * xOffsetTopShearXFactor; |
1388 | 1388 | ||
1389 | float yOffset = yShearCompensation * (float)Math.Cos(angle) * (0.5f - yPathScale) * radiusScale; | 1389 | float yOffset = yShearCompensation * (float)Math.Cos(angle) * (0.5f - yPathScale) * radiusScale; |
1390 | 1390 | ||
1391 | float zOffset = (float)Math.Sin(angle + this.topShearY) * (0.5f - yPathScale) * radiusScale; | 1391 | float zOffset = (float)Math.Sin(angle + this.topShearY) * (0.5f - yPathScale) * radiusScale; |
1392 | 1392 | ||
1393 | newNode.position = new Coord(xOffset, yOffset, zOffset); | 1393 | newNode.position = new Coord(xOffset, yOffset, zOffset); |
1394 | 1394 | ||
1395 | // now orient the rotation of the profile layer relative to it's position on the path | 1395 | // now orient the rotation of the profile layer relative to it's position on the path |
1396 | // adding taperY to the angle used to generate the quat appears to approximate the viewer | 1396 | // adding taperY to the angle used to generate the quat appears to approximate the viewer |
1397 | 1397 | ||
1398 | newNode.rotation = new Quat(new Coord(1.0f, 0.0f, 0.0f), angle + this.topShearY); | 1398 | newNode.rotation = new Quat(new Coord(1.0f, 0.0f, 0.0f), angle + this.topShearY); |
1399 | 1399 | ||
1400 | // next apply twist rotation to the profile layer | 1400 | // next apply twist rotation to the profile layer |
1401 | if (twistTotal != 0.0f || twistBegin != 0.0f) | 1401 | if (twistTotal != 0.0f || twistBegin != 0.0f) |
1402 | newNode.rotation *= new Quat(new Coord(0.0f, 0.0f, 1.0f), twist); | 1402 | newNode.rotation *= new Quat(new Coord(0.0f, 0.0f, 1.0f), twist); |
1403 | 1403 | ||
1404 | newNode.percentOfPath = percentOfPath; | 1404 | newNode.percentOfPath = percentOfPath; |
1405 | 1405 | ||
1406 | pathNodes.Add(newNode); | 1406 | pathNodes.Add(newNode); |
1407 | 1407 | ||
1408 | // calculate terms for next iteration | 1408 | // calculate terms for next iteration |
1409 | // calculate the angle for the next iteration of the loop | 1409 | // calculate the angle for the next iteration of the loop |
1410 | 1410 | ||
1411 | if (angle >= endAngle - 0.01) | 1411 | if (angle >= endAngle - 0.01) |
1412 | done = true; | 1412 | done = true; |
1413 | else | 1413 | else |
1414 | { | 1414 | { |
1415 | step += 1; | 1415 | step += 1; |
1416 | angle = stepSize * step; | 1416 | angle = stepSize * step; |
1417 | if (angle > endAngle) | 1417 | if (angle > endAngle) |
1418 | angle = endAngle; | 1418 | angle = endAngle; |
1419 | } | 1419 | } |
1420 | } | 1420 | } |
1421 | } | 1421 | } |
1422 | } | 1422 | } |
1423 | } | 1423 | } |
1424 | 1424 | ||
1425 | public class PrimMesh | 1425 | public class PrimMesh |
1426 | { | 1426 | { |
1427 | public string errorMessage = ""; | 1427 | public string errorMessage = ""; |
1428 | private const float twoPi = 2.0f * (float)Math.PI; | 1428 | private const float twoPi = 2.0f * (float)Math.PI; |
1429 | 1429 | ||
1430 | public List<Coord> coords; | 1430 | public List<Coord> coords; |
1431 | public List<Coord> normals; | 1431 | public List<Coord> normals; |
1432 | public List<Face> faces; | 1432 | public List<Face> faces; |
1433 | 1433 | ||
1434 | public List<ViewerFace> viewerFaces; | 1434 | public List<ViewerFace> viewerFaces; |
1435 | 1435 | ||
1436 | private int sides = 4; | 1436 | private int sides = 4; |
1437 | private int hollowSides = 4; | 1437 | private int hollowSides = 4; |
1438 | private float profileStart = 0.0f; | 1438 | private float profileStart = 0.0f; |
1439 | private float profileEnd = 1.0f; | 1439 | private float profileEnd = 1.0f; |
1440 | private float hollow = 0.0f; | 1440 | private float hollow = 0.0f; |
1441 | public int twistBegin = 0; | 1441 | public int twistBegin = 0; |
1442 | public int twistEnd = 0; | 1442 | public int twistEnd = 0; |
1443 | public float topShearX = 0.0f; | 1443 | public float topShearX = 0.0f; |
1444 | public float topShearY = 0.0f; | 1444 | public float topShearY = 0.0f; |
1445 | public float pathCutBegin = 0.0f; | 1445 | public float pathCutBegin = 0.0f; |
1446 | public float pathCutEnd = 1.0f; | 1446 | public float pathCutEnd = 1.0f; |
1447 | public float dimpleBegin = 0.0f; | 1447 | public float dimpleBegin = 0.0f; |
1448 | public float dimpleEnd = 1.0f; | 1448 | public float dimpleEnd = 1.0f; |
1449 | public float skew = 0.0f; | 1449 | public float skew = 0.0f; |
1450 | public float holeSizeX = 1.0f; // called pathScaleX in pbs | 1450 | public float holeSizeX = 1.0f; // called pathScaleX in pbs |
1451 | public float holeSizeY = 0.25f; | 1451 | public float holeSizeY = 0.25f; |
1452 | public float taperX = 0.0f; | 1452 | public float taperX = 0.0f; |
1453 | public float taperY = 0.0f; | 1453 | public float taperY = 0.0f; |
1454 | public float radius = 0.0f; | 1454 | public float radius = 0.0f; |
1455 | public float revolutions = 1.0f; | 1455 | public float revolutions = 1.0f; |
1456 | public int stepsPerRevolution = 24; | 1456 | public int stepsPerRevolution = 24; |
1457 | 1457 | ||
1458 | private bool hasProfileCut = false; | 1458 | private bool hasProfileCut = false; |
1459 | private bool hasHollow = false; | 1459 | private bool hasHollow = false; |
1460 | public bool calcVertexNormals = false; | 1460 | public bool calcVertexNormals = false; |
1461 | private bool normalsProcessed = false; | 1461 | private bool normalsProcessed = false; |
1462 | public bool viewerMode = false; | 1462 | public bool viewerMode = false; |
1463 | 1463 | ||
1464 | public int numPrimFaces = 0; | 1464 | public int numPrimFaces = 0; |
1465 | 1465 | ||
1466 | /// <summary> | 1466 | /// <summary> |
1467 | /// Human readable string representation of the parameters used to create a mesh. | 1467 | /// Human readable string representation of the parameters used to create a mesh. |
1468 | /// </summary> | 1468 | /// </summary> |
1469 | /// <returns></returns> | 1469 | /// <returns></returns> |
1470 | public string ParamsToDisplayString() | 1470 | public string ParamsToDisplayString() |
1471 | { | 1471 | { |
1472 | string s = ""; | 1472 | string s = ""; |
1473 | s += "sides..................: " + this.sides.ToString(); | 1473 | s += "sides..................: " + this.sides.ToString(); |
1474 | s += "\nhollowSides..........: " + this.hollowSides.ToString(); | 1474 | s += "\nhollowSides..........: " + this.hollowSides.ToString(); |
1475 | s += "\nprofileStart.........: " + this.profileStart.ToString(); | 1475 | s += "\nprofileStart.........: " + this.profileStart.ToString(); |
1476 | s += "\nprofileEnd...........: " + this.profileEnd.ToString(); | 1476 | s += "\nprofileEnd...........: " + this.profileEnd.ToString(); |
1477 | s += "\nhollow...............: " + this.hollow.ToString(); | 1477 | s += "\nhollow...............: " + this.hollow.ToString(); |
1478 | s += "\ntwistBegin...........: " + this.twistBegin.ToString(); | 1478 | s += "\ntwistBegin...........: " + this.twistBegin.ToString(); |
1479 | s += "\ntwistEnd.............: " + this.twistEnd.ToString(); | 1479 | s += "\ntwistEnd.............: " + this.twistEnd.ToString(); |
1480 | s += "\ntopShearX............: " + this.topShearX.ToString(); | 1480 | s += "\ntopShearX............: " + this.topShearX.ToString(); |
1481 | s += "\ntopShearY............: " + this.topShearY.ToString(); | 1481 | s += "\ntopShearY............: " + this.topShearY.ToString(); |
1482 | s += "\npathCutBegin.........: " + this.pathCutBegin.ToString(); | 1482 | s += "\npathCutBegin.........: " + this.pathCutBegin.ToString(); |
1483 | s += "\npathCutEnd...........: " + this.pathCutEnd.ToString(); | 1483 | s += "\npathCutEnd...........: " + this.pathCutEnd.ToString(); |
1484 | s += "\ndimpleBegin..........: " + this.dimpleBegin.ToString(); | 1484 | s += "\ndimpleBegin..........: " + this.dimpleBegin.ToString(); |
1485 | s += "\ndimpleEnd............: " + this.dimpleEnd.ToString(); | 1485 | s += "\ndimpleEnd............: " + this.dimpleEnd.ToString(); |
1486 | s += "\nskew.................: " + this.skew.ToString(); | 1486 | s += "\nskew.................: " + this.skew.ToString(); |
1487 | s += "\nholeSizeX............: " + this.holeSizeX.ToString(); | 1487 | s += "\nholeSizeX............: " + this.holeSizeX.ToString(); |
1488 | s += "\nholeSizeY............: " + this.holeSizeY.ToString(); | 1488 | s += "\nholeSizeY............: " + this.holeSizeY.ToString(); |
1489 | s += "\ntaperX...............: " + this.taperX.ToString(); | 1489 | s += "\ntaperX...............: " + this.taperX.ToString(); |
1490 | s += "\ntaperY...............: " + this.taperY.ToString(); | 1490 | s += "\ntaperY...............: " + this.taperY.ToString(); |
1491 | s += "\nradius...............: " + this.radius.ToString(); | 1491 | s += "\nradius...............: " + this.radius.ToString(); |
1492 | s += "\nrevolutions..........: " + this.revolutions.ToString(); | 1492 | s += "\nrevolutions..........: " + this.revolutions.ToString(); |
1493 | s += "\nstepsPerRevolution...: " + this.stepsPerRevolution.ToString(); | 1493 | s += "\nstepsPerRevolution...: " + this.stepsPerRevolution.ToString(); |
1494 | 1494 | ||
1495 | return s; | 1495 | return s; |
1496 | } | 1496 | } |
1497 | 1497 | ||
1498 | /// <summary> | 1498 | /// <summary> |
1499 | /// Constructs a PrimMesh object and creates the profile for extrusion. | 1499 | /// Constructs a PrimMesh object and creates the profile for extrusion. |
1500 | /// </summary> | 1500 | /// </summary> |
1501 | /// <param name="sides"></param> | 1501 | /// <param name="sides"></param> |
1502 | /// <param name="profileStart"></param> | 1502 | /// <param name="profileStart"></param> |
1503 | /// <param name="profileEnd"></param> | 1503 | /// <param name="profileEnd"></param> |
1504 | /// <param name="hollow"></param> | 1504 | /// <param name="hollow"></param> |
1505 | /// <param name="hollowSides"></param> | 1505 | /// <param name="hollowSides"></param> |
1506 | public PrimMesh(int sides, float profileStart, float profileEnd, float hollow, int hollowSides) | 1506 | public PrimMesh(int sides, float profileStart, float profileEnd, float hollow, int hollowSides) |
1507 | { | 1507 | { |
1508 | this.coords = new List<Coord>(); | 1508 | this.coords = new List<Coord>(); |
1509 | this.faces = new List<Face>(); | 1509 | this.faces = new List<Face>(); |
1510 | 1510 | ||
1511 | this.sides = sides; | 1511 | this.sides = sides; |
1512 | this.profileStart = profileStart; | 1512 | this.profileStart = profileStart; |
1513 | this.profileEnd = profileEnd; | 1513 | this.profileEnd = profileEnd; |
1514 | this.hollow = hollow; | 1514 | this.hollow = hollow; |
1515 | this.hollowSides = hollowSides; | 1515 | this.hollowSides = hollowSides; |
1516 | 1516 | ||
1517 | if (sides < 3) | 1517 | if (sides < 3) |
1518 | this.sides = 3; | 1518 | this.sides = 3; |
1519 | if (hollowSides < 3) | 1519 | if (hollowSides < 3) |
1520 | this.hollowSides = 3; | 1520 | this.hollowSides = 3; |
1521 | if (profileStart < 0.0f) | 1521 | if (profileStart < 0.0f) |
1522 | this.profileStart = 0.0f; | 1522 | this.profileStart = 0.0f; |
1523 | if (profileEnd > 1.0f) | 1523 | if (profileEnd > 1.0f) |
1524 | this.profileEnd = 1.0f; | 1524 | this.profileEnd = 1.0f; |
1525 | if (profileEnd < 0.02f) | 1525 | if (profileEnd < 0.02f) |
1526 | this.profileEnd = 0.02f; | 1526 | this.profileEnd = 0.02f; |
1527 | if (profileStart >= profileEnd) | 1527 | if (profileStart >= profileEnd) |
1528 | this.profileStart = profileEnd - 0.02f; | 1528 | this.profileStart = profileEnd - 0.02f; |
1529 | if (hollow > 0.99f) | 1529 | if (hollow > 0.99f) |
1530 | this.hollow = 0.99f; | 1530 | this.hollow = 0.99f; |
1531 | if (hollow < 0.0f) | 1531 | if (hollow < 0.0f) |
1532 | this.hollow = 0.0f; | 1532 | this.hollow = 0.0f; |
1533 | 1533 | ||
1534 | this.hasProfileCut = (this.profileStart > 0.0f || this.profileEnd < 1.0f); | 1534 | this.hasProfileCut = (this.profileStart > 0.0f || this.profileEnd < 1.0f); |
1535 | this.hasHollow = (this.hollow > 0.001f); | 1535 | this.hasHollow = (this.hollow > 0.001f); |
1536 | } | 1536 | } |
1537 | 1537 | ||
1538 | /// <summary> | 1538 | /// <summary> |
1539 | /// Extrudes a profile along a path. | 1539 | /// Extrudes a profile along a path. |
1540 | /// </summary> | 1540 | /// </summary> |
1541 | public void Extrude(PathType pathType) | 1541 | public void Extrude(PathType pathType) |
1542 | { | 1542 | { |
1543 | this.coords = new List<Coord>(); | 1543 | this.coords = new List<Coord>(); |
1544 | this.faces = new List<Face>(); | 1544 | this.faces = new List<Face>(); |
1545 | 1545 | ||
1546 | if (this.viewerMode) | 1546 | if (this.viewerMode) |
1547 | { | 1547 | { |
1548 | this.viewerFaces = new List<ViewerFace>(); | 1548 | this.viewerFaces = new List<ViewerFace>(); |
1549 | this.calcVertexNormals = true; | 1549 | this.calcVertexNormals = true; |
1550 | } | 1550 | } |
1551 | 1551 | ||
1552 | if (this.calcVertexNormals) | 1552 | if (this.calcVertexNormals) |
1553 | this.normals = new List<Coord>(); | 1553 | this.normals = new List<Coord>(); |
1554 | 1554 | ||
1555 | int steps = 1; | 1555 | int steps = 1; |
1556 | 1556 | ||
1557 | float length = this.pathCutEnd - this.pathCutBegin; | 1557 | float length = this.pathCutEnd - this.pathCutBegin; |
1558 | normalsProcessed = false; | 1558 | normalsProcessed = false; |
1559 | 1559 | ||
1560 | if (this.viewerMode && this.sides == 3) | 1560 | if (this.viewerMode && this.sides == 3) |
1561 | { | 1561 | { |
1562 | // prisms don't taper well so add some vertical resolution | 1562 | // prisms don't taper well so add some vertical resolution |
1563 | // other prims may benefit from this but just do prisms for now | 1563 | // other prims may benefit from this but just do prisms for now |
1564 | if (Math.Abs(this.taperX) > 0.01 || Math.Abs(this.taperY) > 0.01) | 1564 | if (Math.Abs(this.taperX) > 0.01 || Math.Abs(this.taperY) > 0.01) |
1565 | steps = (int)(steps * 4.5 * length); | 1565 | steps = (int)(steps * 4.5 * length); |
1566 | } | 1566 | } |
1567 | 1567 | ||
1568 | 1568 | ||
1569 | float twistBegin = this.twistBegin / 360.0f * twoPi; | 1569 | float twistBegin = this.twistBegin / 360.0f * twoPi; |
1570 | float twistEnd = this.twistEnd / 360.0f * twoPi; | 1570 | float twistEnd = this.twistEnd / 360.0f * twoPi; |
1571 | float twistTotal = twistEnd - twistBegin; | 1571 | float twistTotal = twistEnd - twistBegin; |
1572 | float twistTotalAbs = Math.Abs(twistTotal); | 1572 | float twistTotalAbs = Math.Abs(twistTotal); |
1573 | if (twistTotalAbs > 0.01f) | 1573 | if (twistTotalAbs > 0.01f) |
1574 | steps += (int)(twistTotalAbs * 3.66); // dahlia's magic number | 1574 | steps += (int)(twistTotalAbs * 3.66); // dahlia's magic number |
1575 | 1575 | ||
1576 | float hollow = this.hollow; | 1576 | float hollow = this.hollow; |
1577 | 1577 | ||
1578 | // sanity checks | 1578 | // sanity checks |
1579 | float initialProfileRot = 0.0f; | 1579 | float initialProfileRot = 0.0f; |
1580 | if (pathType == PathType.Circular) | 1580 | if (pathType == PathType.Circular) |
1581 | { | 1581 | { |
1582 | if (this.sides == 3) | 1582 | if (this.sides == 3) |
1583 | { | 1583 | { |
1584 | initialProfileRot = (float)Math.PI; | 1584 | initialProfileRot = (float)Math.PI; |
1585 | if (this.hollowSides == 4) | 1585 | if (this.hollowSides == 4) |
1586 | { | 1586 | { |
1587 | if (hollow > 0.7f) | 1587 | if (hollow > 0.7f) |
1588 | hollow = 0.7f; | 1588 | hollow = 0.7f; |
1589 | hollow *= 0.707f; | 1589 | hollow *= 0.707f; |
1590 | } | 1590 | } |
1591 | else hollow *= 0.5f; | 1591 | else hollow *= 0.5f; |
1592 | } | 1592 | } |
1593 | else if (this.sides == 4) | 1593 | else if (this.sides == 4) |
1594 | { | 1594 | { |
1595 | initialProfileRot = 0.25f * (float)Math.PI; | 1595 | initialProfileRot = 0.25f * (float)Math.PI; |
1596 | if (this.hollowSides != 4) | 1596 | if (this.hollowSides != 4) |
1597 | hollow *= 0.707f; | 1597 | hollow *= 0.707f; |
1598 | } | 1598 | } |
1599 | else if (this.sides > 4) | 1599 | else if (this.sides > 4) |
1600 | { | 1600 | { |
1601 | initialProfileRot = (float)Math.PI; | 1601 | initialProfileRot = (float)Math.PI; |
1602 | if (this.hollowSides == 4) | 1602 | if (this.hollowSides == 4) |
1603 | { | 1603 | { |
1604 | if (hollow > 0.7f) | 1604 | if (hollow > 0.7f) |
1605 | hollow = 0.7f; | 1605 | hollow = 0.7f; |
1606 | hollow /= 0.7f; | 1606 | hollow /= 0.7f; |
1607 | } | 1607 | } |
1608 | } | 1608 | } |
1609 | } | 1609 | } |
1610 | else | 1610 | else |
1611 | { | 1611 | { |
1612 | if (this.sides == 3) | 1612 | if (this.sides == 3) |
1613 | { | 1613 | { |
1614 | if (this.hollowSides == 4) | 1614 | if (this.hollowSides == 4) |
1615 | { | 1615 | { |
1616 | if (hollow > 0.7f) | 1616 | if (hollow > 0.7f) |
1617 | hollow = 0.7f; | 1617 | hollow = 0.7f; |
1618 | hollow *= 0.707f; | 1618 | hollow *= 0.707f; |
1619 | } | 1619 | } |
1620 | else hollow *= 0.5f; | 1620 | else hollow *= 0.5f; |
1621 | } | 1621 | } |
1622 | else if (this.sides == 4) | 1622 | else if (this.sides == 4) |
1623 | { | 1623 | { |
1624 | initialProfileRot = 1.25f * (float)Math.PI; | 1624 | initialProfileRot = 1.25f * (float)Math.PI; |
1625 | if (this.hollowSides != 4) | 1625 | if (this.hollowSides != 4) |
1626 | hollow *= 0.707f; | 1626 | hollow *= 0.707f; |
1627 | } | 1627 | } |
1628 | else if (this.sides == 24 && this.hollowSides == 4) | 1628 | else if (this.sides == 24 && this.hollowSides == 4) |
1629 | hollow *= 1.414f; | 1629 | hollow *= 1.414f; |
1630 | } | 1630 | } |
1631 | 1631 | ||
1632 | Profile profile = new Profile(this.sides, this.profileStart, this.profileEnd, hollow, this.hollowSides, true, calcVertexNormals); | 1632 | Profile profile = new Profile(this.sides, this.profileStart, this.profileEnd, hollow, this.hollowSides, true, calcVertexNormals); |
1633 | this.errorMessage = profile.errorMessage; | 1633 | this.errorMessage = profile.errorMessage; |
1634 | 1634 | ||
1635 | this.numPrimFaces = profile.numPrimFaces; | 1635 | this.numPrimFaces = profile.numPrimFaces; |
1636 | 1636 | ||
1637 | int cut1Vert = -1; | 1637 | int cut1Vert = -1; |
1638 | int cut2Vert = -1; | 1638 | int cut2Vert = -1; |
1639 | if (hasProfileCut) | 1639 | if (hasProfileCut) |
1640 | { | 1640 | { |
1641 | cut1Vert = hasHollow ? profile.coords.Count - 1 : 0; | 1641 | cut1Vert = hasHollow ? profile.coords.Count - 1 : 0; |
1642 | cut2Vert = hasHollow ? profile.numOuterVerts - 1 : profile.numOuterVerts; | 1642 | cut2Vert = hasHollow ? profile.numOuterVerts - 1 : profile.numOuterVerts; |
1643 | } | 1643 | } |
1644 | 1644 | ||
1645 | if (initialProfileRot != 0.0f) | 1645 | if (initialProfileRot != 0.0f) |
1646 | { | 1646 | { |
1647 | profile.AddRot(new Quat(new Coord(0.0f, 0.0f, 1.0f), initialProfileRot)); | 1647 | profile.AddRot(new Quat(new Coord(0.0f, 0.0f, 1.0f), initialProfileRot)); |
1648 | if (viewerMode) | 1648 | if (viewerMode) |
1649 | profile.MakeFaceUVs(); | 1649 | profile.MakeFaceUVs(); |
1650 | } | 1650 | } |
1651 | 1651 | ||
1652 | Coord lastCutNormal1 = new Coord(); | 1652 | Coord lastCutNormal1 = new Coord(); |
1653 | Coord lastCutNormal2 = new Coord(); | 1653 | Coord lastCutNormal2 = new Coord(); |
1654 | float lastV = 1.0f; | 1654 | float lastV = 1.0f; |
1655 | 1655 | ||
1656 | Path path = new Path(); | 1656 | Path path = new Path(); |
1657 | path.twistBegin = twistBegin; | 1657 | path.twistBegin = twistBegin; |
1658 | path.twistEnd = twistEnd; | 1658 | path.twistEnd = twistEnd; |
1659 | path.topShearX = topShearX; | 1659 | path.topShearX = topShearX; |
1660 | path.topShearY = topShearY; | 1660 | path.topShearY = topShearY; |
1661 | path.pathCutBegin = pathCutBegin; | 1661 | path.pathCutBegin = pathCutBegin; |
1662 | path.pathCutEnd = pathCutEnd; | 1662 | path.pathCutEnd = pathCutEnd; |
1663 | path.dimpleBegin = dimpleBegin; | 1663 | path.dimpleBegin = dimpleBegin; |
1664 | path.dimpleEnd = dimpleEnd; | 1664 | path.dimpleEnd = dimpleEnd; |
1665 | path.skew = skew; | 1665 | path.skew = skew; |
1666 | path.holeSizeX = holeSizeX; | 1666 | path.holeSizeX = holeSizeX; |
1667 | path.holeSizeY = holeSizeY; | 1667 | path.holeSizeY = holeSizeY; |
1668 | path.taperX = taperX; | 1668 | path.taperX = taperX; |
1669 | path.taperY = taperY; | 1669 | path.taperY = taperY; |
1670 | path.radius = radius; | 1670 | path.radius = radius; |
1671 | path.revolutions = revolutions; | 1671 | path.revolutions = revolutions; |
1672 | path.stepsPerRevolution = stepsPerRevolution; | 1672 | path.stepsPerRevolution = stepsPerRevolution; |
1673 | 1673 | ||
1674 | path.Create(pathType, steps); | 1674 | path.Create(pathType, steps); |
1675 | 1675 | ||
1676 | bool needEndFaces = false; | 1676 | bool needEndFaces = false; |
1677 | if (pathType == PathType.Circular) | 1677 | if (pathType == PathType.Circular) |
1678 | { | 1678 | { |
1679 | needEndFaces = false; | 1679 | needEndFaces = false; |
1680 | if (this.pathCutBegin != 0.0f || this.pathCutEnd != 1.0f) | 1680 | if (this.pathCutBegin != 0.0f || this.pathCutEnd != 1.0f) |
1681 | needEndFaces = true; | 1681 | needEndFaces = true; |
1682 | else if (this.taperX != 0.0f || this.taperY != 0.0f) | 1682 | else if (this.taperX != 0.0f || this.taperY != 0.0f) |
1683 | needEndFaces = true; | 1683 | needEndFaces = true; |
1684 | else if (this.skew != 0.0f) | 1684 | else if (this.skew != 0.0f) |
1685 | needEndFaces = true; | 1685 | needEndFaces = true; |
1686 | else if (twistTotal != 0.0f) | 1686 | else if (twistTotal != 0.0f) |
1687 | needEndFaces = true; | 1687 | needEndFaces = true; |
1688 | else if (this.radius != 0.0f) | 1688 | else if (this.radius != 0.0f) |
1689 | needEndFaces = true; | 1689 | needEndFaces = true; |
1690 | } | 1690 | } |
1691 | else needEndFaces = true; | 1691 | else needEndFaces = true; |
1692 | 1692 | ||
1693 | for (int nodeIndex = 0; nodeIndex < path.pathNodes.Count; nodeIndex++) | 1693 | for (int nodeIndex = 0; nodeIndex < path.pathNodes.Count; nodeIndex++) |
1694 | { | 1694 | { |
1695 | PathNode node = path.pathNodes[nodeIndex]; | 1695 | PathNode node = path.pathNodes[nodeIndex]; |
1696 | Profile newLayer = profile.Copy(); | 1696 | Profile newLayer = profile.Copy(); |
1697 | newLayer.Scale(node.xScale, node.yScale); | 1697 | newLayer.Scale(node.xScale, node.yScale); |
1698 | 1698 | ||
1699 | newLayer.AddRot(node.rotation); | 1699 | newLayer.AddRot(node.rotation); |
1700 | newLayer.AddPos(node.position); | 1700 | newLayer.AddPos(node.position); |
1701 | 1701 | ||
1702 | if (needEndFaces && nodeIndex == 0) | 1702 | if (needEndFaces && nodeIndex == 0) |
1703 | { | 1703 | { |
1704 | newLayer.FlipNormals(); | 1704 | newLayer.FlipNormals(); |
1705 | 1705 | ||
1706 | // add the top faces to the viewerFaces list here | 1706 | // add the top faces to the viewerFaces list here |
1707 | if (this.viewerMode) | 1707 | if (this.viewerMode) |
1708 | { | 1708 | { |
1709 | Coord faceNormal = newLayer.faceNormal; | 1709 | Coord faceNormal = newLayer.faceNormal; |
1710 | ViewerFace newViewerFace = new ViewerFace(profile.bottomFaceNumber); | 1710 | ViewerFace newViewerFace = new ViewerFace(profile.bottomFaceNumber); |
1711 | int numFaces = newLayer.faces.Count; | 1711 | int numFaces = newLayer.faces.Count; |
1712 | List<Face> faces = newLayer.faces; | 1712 | List<Face> faces = newLayer.faces; |
1713 | 1713 | ||
1714 | for (int i = 0; i < numFaces; i++) | 1714 | for (int i = 0; i < numFaces; i++) |
1715 | { | 1715 | { |
1716 | Face face = faces[i]; | 1716 | Face face = faces[i]; |
1717 | newViewerFace.v1 = newLayer.coords[face.v1]; | 1717 | newViewerFace.v1 = newLayer.coords[face.v1]; |
1718 | newViewerFace.v2 = newLayer.coords[face.v2]; | 1718 | newViewerFace.v2 = newLayer.coords[face.v2]; |
1719 | newViewerFace.v3 = newLayer.coords[face.v3]; | 1719 | newViewerFace.v3 = newLayer.coords[face.v3]; |
1720 | 1720 | ||
1721 | newViewerFace.coordIndex1 = face.v1; | 1721 | newViewerFace.coordIndex1 = face.v1; |
1722 | newViewerFace.coordIndex2 = face.v2; | 1722 | newViewerFace.coordIndex2 = face.v2; |
1723 | newViewerFace.coordIndex3 = face.v3; | 1723 | newViewerFace.coordIndex3 = face.v3; |
1724 | 1724 | ||
1725 | newViewerFace.n1 = faceNormal; | 1725 | newViewerFace.n1 = faceNormal; |
1726 | newViewerFace.n2 = faceNormal; | 1726 | newViewerFace.n2 = faceNormal; |
1727 | newViewerFace.n3 = faceNormal; | 1727 | newViewerFace.n3 = faceNormal; |
1728 | 1728 | ||
1729 | newViewerFace.uv1 = newLayer.faceUVs[face.v1]; | 1729 | newViewerFace.uv1 = newLayer.faceUVs[face.v1]; |
1730 | newViewerFace.uv2 = newLayer.faceUVs[face.v2]; | 1730 | newViewerFace.uv2 = newLayer.faceUVs[face.v2]; |
1731 | newViewerFace.uv3 = newLayer.faceUVs[face.v3]; | 1731 | newViewerFace.uv3 = newLayer.faceUVs[face.v3]; |
1732 | 1732 | ||
1733 | this.viewerFaces.Add(newViewerFace); | 1733 | this.viewerFaces.Add(newViewerFace); |
1734 | } | 1734 | } |
1735 | } | 1735 | } |
1736 | } // if (nodeIndex == 0) | 1736 | } // if (nodeIndex == 0) |
1737 | 1737 | ||
1738 | // append this layer | 1738 | // append this layer |
1739 | 1739 | ||
1740 | int coordsLen = this.coords.Count; | 1740 | int coordsLen = this.coords.Count; |
1741 | newLayer.AddValue2FaceVertexIndices(coordsLen); | 1741 | newLayer.AddValue2FaceVertexIndices(coordsLen); |
1742 | 1742 | ||
1743 | this.coords.AddRange(newLayer.coords); | 1743 | this.coords.AddRange(newLayer.coords); |
1744 | 1744 | ||
1745 | if (this.calcVertexNormals) | 1745 | if (this.calcVertexNormals) |
1746 | { | 1746 | { |
1747 | newLayer.AddValue2FaceNormalIndices(this.normals.Count); | 1747 | newLayer.AddValue2FaceNormalIndices(this.normals.Count); |
1748 | this.normals.AddRange(newLayer.vertexNormals); | 1748 | this.normals.AddRange(newLayer.vertexNormals); |
1749 | } | 1749 | } |
1750 | 1750 | ||
1751 | if (node.percentOfPath < this.pathCutBegin + 0.01f || node.percentOfPath > this.pathCutEnd - 0.01f) | 1751 | if (node.percentOfPath < this.pathCutBegin + 0.01f || node.percentOfPath > this.pathCutEnd - 0.01f) |
1752 | this.faces.AddRange(newLayer.faces); | 1752 | this.faces.AddRange(newLayer.faces); |
1753 | 1753 | ||
1754 | // fill faces between layers | 1754 | // fill faces between layers |
1755 | 1755 | ||
1756 | int numVerts = newLayer.coords.Count; | 1756 | int numVerts = newLayer.coords.Count; |
1757 | Face newFace = new Face(); | 1757 | Face newFace = new Face(); |
1758 | 1758 | ||
1759 | if (nodeIndex > 0) | 1759 | if (nodeIndex > 0) |
1760 | { | 1760 | { |
1761 | int startVert = coordsLen + 1; | 1761 | int startVert = coordsLen + 1; |
1762 | int endVert = this.coords.Count; | 1762 | int endVert = this.coords.Count; |
1763 | 1763 | ||
1764 | if (sides < 5 || this.hasProfileCut || hollow > 0.0f) | 1764 | if (sides < 5 || this.hasProfileCut || hollow > 0.0f) |
1765 | startVert--; | 1765 | startVert--; |
1766 | 1766 | ||
1767 | for (int i = startVert; i < endVert; i++) | 1767 | for (int i = startVert; i < endVert; i++) |
1768 | { | 1768 | { |
1769 | int iNext = i + 1; | 1769 | int iNext = i + 1; |
1770 | if (i == endVert - 1) | 1770 | if (i == endVert - 1) |
1771 | iNext = startVert; | 1771 | iNext = startVert; |
1772 | 1772 | ||
1773 | int whichVert = i - startVert; | 1773 | int whichVert = i - startVert; |
1774 | 1774 | ||
1775 | newFace.v1 = i; | 1775 | newFace.v1 = i; |
1776 | newFace.v2 = i - numVerts; | 1776 | newFace.v2 = i - numVerts; |
1777 | newFace.v3 = iNext - numVerts; | 1777 | newFace.v3 = iNext - numVerts; |
1778 | this.faces.Add(newFace); | 1778 | this.faces.Add(newFace); |
1779 | 1779 | ||
1780 | newFace.v2 = iNext - numVerts; | 1780 | newFace.v2 = iNext - numVerts; |
1781 | newFace.v3 = iNext; | 1781 | newFace.v3 = iNext; |
1782 | this.faces.Add(newFace); | 1782 | this.faces.Add(newFace); |
1783 | 1783 | ||
1784 | if (this.viewerMode) | 1784 | if (this.viewerMode) |
1785 | { | 1785 | { |
1786 | // add the side faces to the list of viewerFaces here | 1786 | // add the side faces to the list of viewerFaces here |
1787 | 1787 | ||
1788 | int primFaceNum = profile.faceNumbers[whichVert]; | 1788 | int primFaceNum = profile.faceNumbers[whichVert]; |
1789 | if (!needEndFaces) | 1789 | if (!needEndFaces) |
1790 | primFaceNum -= 1; | 1790 | primFaceNum -= 1; |
1791 | 1791 | ||
1792 | ViewerFace newViewerFace1 = new ViewerFace(primFaceNum); | 1792 | ViewerFace newViewerFace1 = new ViewerFace(primFaceNum); |
1793 | ViewerFace newViewerFace2 = new ViewerFace(primFaceNum); | 1793 | ViewerFace newViewerFace2 = new ViewerFace(primFaceNum); |
1794 | 1794 | ||
1795 | float u1 = newLayer.us[whichVert]; | 1795 | float u1 = newLayer.us[whichVert]; |
1796 | float u2 = 1.0f; | 1796 | float u2 = 1.0f; |
1797 | if (whichVert < newLayer.us.Count - 1) | 1797 | if (whichVert < newLayer.us.Count - 1) |
1798 | u2 = newLayer.us[whichVert + 1]; | 1798 | u2 = newLayer.us[whichVert + 1]; |
1799 | 1799 | ||
1800 | if (whichVert == cut1Vert || whichVert == cut2Vert) | 1800 | if (whichVert == cut1Vert || whichVert == cut2Vert) |
1801 | { | 1801 | { |
1802 | u1 = 0.0f; | 1802 | u1 = 0.0f; |
1803 | u2 = 1.0f; | 1803 | u2 = 1.0f; |
1804 | } | 1804 | } |
1805 | else if (sides < 5) | 1805 | else if (sides < 5) |
1806 | { | 1806 | { |
1807 | if (whichVert < profile.numOuterVerts) | 1807 | if (whichVert < profile.numOuterVerts) |
1808 | { // boxes and prisms have one texture face per side of the prim, so the U values have to be scaled | 1808 | { // boxes and prisms have one texture face per side of the prim, so the U values have to be scaled |
1809 | // to reflect the entire texture width | 1809 | // to reflect the entire texture width |
1810 | u1 *= sides; | 1810 | u1 *= sides; |
1811 | u2 *= sides; | 1811 | u2 *= sides; |
1812 | u2 -= (int)u1; | 1812 | u2 -= (int)u1; |
1813 | u1 -= (int)u1; | 1813 | u1 -= (int)u1; |
1814 | if (u2 < 0.1f) | 1814 | if (u2 < 0.1f) |
1815 | u2 = 1.0f; | 1815 | u2 = 1.0f; |
1816 | } | 1816 | } |
1817 | else if (whichVert > profile.coords.Count - profile.numHollowVerts - 1) | 1817 | else if (whichVert > profile.coords.Count - profile.numHollowVerts - 1) |
1818 | { | 1818 | { |
1819 | u1 *= 2.0f; | 1819 | u1 *= 2.0f; |
1820 | u2 *= 2.0f; | 1820 | u2 *= 2.0f; |
1821 | } | 1821 | } |
1822 | } | 1822 | } |
1823 | 1823 | ||
1824 | newViewerFace1.uv1.U = u1; | 1824 | newViewerFace1.uv1.U = u1; |
1825 | newViewerFace1.uv2.U = u1; | 1825 | newViewerFace1.uv2.U = u1; |
1826 | newViewerFace1.uv3.U = u2; | 1826 | newViewerFace1.uv3.U = u2; |
1827 | 1827 | ||
1828 | newViewerFace1.uv1.V = 1.0f - node.percentOfPath; | 1828 | newViewerFace1.uv1.V = 1.0f - node.percentOfPath; |
1829 | newViewerFace1.uv2.V = lastV; | 1829 | newViewerFace1.uv2.V = lastV; |
1830 | newViewerFace1.uv3.V = lastV; | 1830 | newViewerFace1.uv3.V = lastV; |
1831 | 1831 | ||
1832 | newViewerFace2.uv1.U = u1; | 1832 | newViewerFace2.uv1.U = u1; |
1833 | newViewerFace2.uv2.U = u2; | 1833 | newViewerFace2.uv2.U = u2; |
1834 | newViewerFace2.uv3.U = u2; | 1834 | newViewerFace2.uv3.U = u2; |
1835 | 1835 | ||
1836 | newViewerFace2.uv1.V = 1.0f - node.percentOfPath; | 1836 | newViewerFace2.uv1.V = 1.0f - node.percentOfPath; |
1837 | newViewerFace2.uv2.V = lastV; | 1837 | newViewerFace2.uv2.V = lastV; |
1838 | newViewerFace2.uv3.V = 1.0f - node.percentOfPath; | 1838 | newViewerFace2.uv3.V = 1.0f - node.percentOfPath; |
1839 | 1839 | ||
1840 | newViewerFace1.v1 = this.coords[i]; | 1840 | newViewerFace1.v1 = this.coords[i]; |
1841 | newViewerFace1.v2 = this.coords[i - numVerts]; | 1841 | newViewerFace1.v2 = this.coords[i - numVerts]; |
1842 | newViewerFace1.v3 = this.coords[iNext - numVerts]; | 1842 | newViewerFace1.v3 = this.coords[iNext - numVerts]; |
1843 | 1843 | ||
1844 | newViewerFace2.v1 = this.coords[i]; | 1844 | newViewerFace2.v1 = this.coords[i]; |
1845 | newViewerFace2.v2 = this.coords[iNext - numVerts]; | 1845 | newViewerFace2.v2 = this.coords[iNext - numVerts]; |
1846 | newViewerFace2.v3 = this.coords[iNext]; | 1846 | newViewerFace2.v3 = this.coords[iNext]; |
1847 | 1847 | ||
1848 | newViewerFace1.coordIndex1 = i; | 1848 | newViewerFace1.coordIndex1 = i; |
1849 | newViewerFace1.coordIndex2 = i - numVerts; | 1849 | newViewerFace1.coordIndex2 = i - numVerts; |
1850 | newViewerFace1.coordIndex3 = iNext - numVerts; | 1850 | newViewerFace1.coordIndex3 = iNext - numVerts; |
1851 | 1851 | ||
1852 | newViewerFace2.coordIndex1 = i; | 1852 | newViewerFace2.coordIndex1 = i; |
1853 | newViewerFace2.coordIndex2 = iNext - numVerts; | 1853 | newViewerFace2.coordIndex2 = iNext - numVerts; |
1854 | newViewerFace2.coordIndex3 = iNext; | 1854 | newViewerFace2.coordIndex3 = iNext; |
1855 | 1855 | ||
1856 | // profile cut faces | 1856 | // profile cut faces |
1857 | if (whichVert == cut1Vert) | 1857 | if (whichVert == cut1Vert) |
1858 | { | 1858 | { |
1859 | newViewerFace1.n1 = newLayer.cutNormal1; | 1859 | newViewerFace1.n1 = newLayer.cutNormal1; |
1860 | newViewerFace1.n2 = newViewerFace1.n3 = lastCutNormal1; | 1860 | newViewerFace1.n2 = newViewerFace1.n3 = lastCutNormal1; |
1861 | 1861 | ||
1862 | newViewerFace2.n1 = newViewerFace2.n3 = newLayer.cutNormal1; | 1862 | newViewerFace2.n1 = newViewerFace2.n3 = newLayer.cutNormal1; |
1863 | newViewerFace2.n2 = lastCutNormal1; | 1863 | newViewerFace2.n2 = lastCutNormal1; |
1864 | } | 1864 | } |
1865 | else if (whichVert == cut2Vert) | 1865 | else if (whichVert == cut2Vert) |
1866 | { | 1866 | { |
1867 | newViewerFace1.n1 = newLayer.cutNormal2; | 1867 | newViewerFace1.n1 = newLayer.cutNormal2; |
1868 | newViewerFace1.n2 = newViewerFace1.n3 = lastCutNormal2; | 1868 | newViewerFace1.n2 = newViewerFace1.n3 = lastCutNormal2; |
1869 | 1869 | ||
1870 | newViewerFace2.n1 = newViewerFace2.n3 = newLayer.cutNormal2; | 1870 | newViewerFace2.n1 = newViewerFace2.n3 = newLayer.cutNormal2; |
1871 | newViewerFace2.n2 = lastCutNormal2; | 1871 | newViewerFace2.n2 = lastCutNormal2; |
1872 | } | 1872 | } |
1873 | 1873 | ||
1874 | else // outer and hollow faces | 1874 | else // outer and hollow faces |
1875 | { | 1875 | { |
1876 | if ((sides < 5 && whichVert < newLayer.numOuterVerts) || (hollowSides < 5 && whichVert >= newLayer.numOuterVerts)) | 1876 | if ((sides < 5 && whichVert < newLayer.numOuterVerts) || (hollowSides < 5 && whichVert >= newLayer.numOuterVerts)) |
1877 | { // looks terrible when path is twisted... need vertex normals here | 1877 | { // looks terrible when path is twisted... need vertex normals here |
1878 | newViewerFace1.CalcSurfaceNormal(); | 1878 | newViewerFace1.CalcSurfaceNormal(); |
1879 | newViewerFace2.CalcSurfaceNormal(); | 1879 | newViewerFace2.CalcSurfaceNormal(); |
1880 | } | 1880 | } |
1881 | else | 1881 | else |
1882 | { | 1882 | { |
1883 | newViewerFace1.n1 = this.normals[i]; | 1883 | newViewerFace1.n1 = this.normals[i]; |
1884 | newViewerFace1.n2 = this.normals[i - numVerts]; | 1884 | newViewerFace1.n2 = this.normals[i - numVerts]; |
1885 | newViewerFace1.n3 = this.normals[iNext - numVerts]; | 1885 | newViewerFace1.n3 = this.normals[iNext - numVerts]; |
1886 | 1886 | ||
1887 | newViewerFace2.n1 = this.normals[i]; | 1887 | newViewerFace2.n1 = this.normals[i]; |
1888 | newViewerFace2.n2 = this.normals[iNext - numVerts]; | 1888 | newViewerFace2.n2 = this.normals[iNext - numVerts]; |
1889 | newViewerFace2.n3 = this.normals[iNext]; | 1889 | newViewerFace2.n3 = this.normals[iNext]; |
1890 | } | 1890 | } |
1891 | } | 1891 | } |
1892 | 1892 | ||
1893 | this.viewerFaces.Add(newViewerFace1); | 1893 | this.viewerFaces.Add(newViewerFace1); |
1894 | this.viewerFaces.Add(newViewerFace2); | 1894 | this.viewerFaces.Add(newViewerFace2); |
1895 | 1895 | ||
1896 | } | 1896 | } |
1897 | } | 1897 | } |
1898 | } | 1898 | } |
1899 | 1899 | ||
1900 | lastCutNormal1 = newLayer.cutNormal1; | 1900 | lastCutNormal1 = newLayer.cutNormal1; |
1901 | lastCutNormal2 = newLayer.cutNormal2; | 1901 | lastCutNormal2 = newLayer.cutNormal2; |
1902 | lastV = 1.0f - node.percentOfPath; | 1902 | lastV = 1.0f - node.percentOfPath; |
1903 | 1903 | ||
1904 | if (needEndFaces && nodeIndex == path.pathNodes.Count - 1 && viewerMode) | 1904 | if (needEndFaces && nodeIndex == path.pathNodes.Count - 1 && viewerMode) |
1905 | { | 1905 | { |
1906 | // add the top faces to the viewerFaces list here | 1906 | // add the top faces to the viewerFaces list here |
1907 | Coord faceNormal = newLayer.faceNormal; | 1907 | Coord faceNormal = newLayer.faceNormal; |
1908 | ViewerFace newViewerFace = new ViewerFace(); | 1908 | ViewerFace newViewerFace = new ViewerFace(); |
1909 | newViewerFace.primFaceNumber = 0; | 1909 | newViewerFace.primFaceNumber = 0; |
1910 | int numFaces = newLayer.faces.Count; | 1910 | int numFaces = newLayer.faces.Count; |
1911 | List<Face> faces = newLayer.faces; | 1911 | List<Face> faces = newLayer.faces; |
1912 | 1912 | ||
1913 | for (int i = 0; i < numFaces; i++) | 1913 | for (int i = 0; i < numFaces; i++) |
1914 | { | 1914 | { |
1915 | Face face = faces[i]; | 1915 | Face face = faces[i]; |
1916 | newViewerFace.v1 = newLayer.coords[face.v1 - coordsLen]; | 1916 | newViewerFace.v1 = newLayer.coords[face.v1 - coordsLen]; |
1917 | newViewerFace.v2 = newLayer.coords[face.v2 - coordsLen]; | 1917 | newViewerFace.v2 = newLayer.coords[face.v2 - coordsLen]; |
1918 | newViewerFace.v3 = newLayer.coords[face.v3 - coordsLen]; | 1918 | newViewerFace.v3 = newLayer.coords[face.v3 - coordsLen]; |
1919 | 1919 | ||
1920 | newViewerFace.coordIndex1 = face.v1 - coordsLen; | 1920 | newViewerFace.coordIndex1 = face.v1 - coordsLen; |
1921 | newViewerFace.coordIndex2 = face.v2 - coordsLen; | 1921 | newViewerFace.coordIndex2 = face.v2 - coordsLen; |
1922 | newViewerFace.coordIndex3 = face.v3 - coordsLen; | 1922 | newViewerFace.coordIndex3 = face.v3 - coordsLen; |
1923 | 1923 | ||
1924 | newViewerFace.n1 = faceNormal; | 1924 | newViewerFace.n1 = faceNormal; |
1925 | newViewerFace.n2 = faceNormal; | 1925 | newViewerFace.n2 = faceNormal; |
1926 | newViewerFace.n3 = faceNormal; | 1926 | newViewerFace.n3 = faceNormal; |
1927 | 1927 | ||
1928 | newViewerFace.uv1 = newLayer.faceUVs[face.v1 - coordsLen]; | 1928 | newViewerFace.uv1 = newLayer.faceUVs[face.v1 - coordsLen]; |
1929 | newViewerFace.uv2 = newLayer.faceUVs[face.v2 - coordsLen]; | 1929 | newViewerFace.uv2 = newLayer.faceUVs[face.v2 - coordsLen]; |
1930 | newViewerFace.uv3 = newLayer.faceUVs[face.v3 - coordsLen]; | 1930 | newViewerFace.uv3 = newLayer.faceUVs[face.v3 - coordsLen]; |
1931 | 1931 | ||
1932 | this.viewerFaces.Add(newViewerFace); | 1932 | this.viewerFaces.Add(newViewerFace); |
1933 | } | 1933 | } |
1934 | } | 1934 | } |
1935 | 1935 | ||
1936 | 1936 | ||
1937 | } // for (int nodeIndex = 0; nodeIndex < path.pathNodes.Count; nodeIndex++) | 1937 | } // for (int nodeIndex = 0; nodeIndex < path.pathNodes.Count; nodeIndex++) |
1938 | 1938 | ||
1939 | } | 1939 | } |
1940 | 1940 | ||
1941 | 1941 | ||
1942 | /// <summary> | 1942 | /// <summary> |
1943 | /// DEPRICATED - use Extrude(PathType.Linear) instead | 1943 | /// DEPRICATED - use Extrude(PathType.Linear) instead |
1944 | /// Extrudes a profile along a straight line path. Used for prim types box, cylinder, and prism. | 1944 | /// Extrudes a profile along a straight line path. Used for prim types box, cylinder, and prism. |
1945 | /// </summary> | 1945 | /// </summary> |
1946 | /// | 1946 | /// |
1947 | public void ExtrudeLinear() | 1947 | public void ExtrudeLinear() |
1948 | { | 1948 | { |
1949 | this.Extrude(PathType.Linear); | 1949 | this.Extrude(PathType.Linear); |
1950 | } | 1950 | } |
1951 | 1951 | ||
1952 | 1952 | ||
1953 | /// <summary> | 1953 | /// <summary> |
1954 | /// DEPRICATED - use Extrude(PathType.Circular) instead | 1954 | /// DEPRICATED - use Extrude(PathType.Circular) instead |
1955 | /// Extrude a profile into a circular path prim mesh. Used for prim types torus, tube, and ring. | 1955 | /// Extrude a profile into a circular path prim mesh. Used for prim types torus, tube, and ring. |
1956 | /// </summary> | 1956 | /// </summary> |
1957 | /// | 1957 | /// |
1958 | public void ExtrudeCircular() | 1958 | public void ExtrudeCircular() |
1959 | { | 1959 | { |
1960 | this.Extrude(PathType.Circular); | 1960 | this.Extrude(PathType.Circular); |
1961 | } | 1961 | } |
1962 | 1962 | ||
1963 | 1963 | ||
1964 | private Coord SurfaceNormal(Coord c1, Coord c2, Coord c3) | 1964 | private Coord SurfaceNormal(Coord c1, Coord c2, Coord c3) |
1965 | { | 1965 | { |
1966 | Coord edge1 = new Coord(c2.X - c1.X, c2.Y - c1.Y, c2.Z - c1.Z); | 1966 | Coord edge1 = new Coord(c2.X - c1.X, c2.Y - c1.Y, c2.Z - c1.Z); |
1967 | Coord edge2 = new Coord(c3.X - c1.X, c3.Y - c1.Y, c3.Z - c1.Z); | 1967 | Coord edge2 = new Coord(c3.X - c1.X, c3.Y - c1.Y, c3.Z - c1.Z); |
1968 | 1968 | ||
1969 | Coord normal = Coord.Cross(edge1, edge2); | 1969 | Coord normal = Coord.Cross(edge1, edge2); |
1970 | 1970 | ||
1971 | normal.Normalize(); | 1971 | normal.Normalize(); |
1972 | 1972 | ||
1973 | return normal; | 1973 | return normal; |
1974 | } | 1974 | } |
1975 | 1975 | ||
1976 | private Coord SurfaceNormal(Face face) | 1976 | private Coord SurfaceNormal(Face face) |
1977 | { | 1977 | { |
1978 | return SurfaceNormal(this.coords[face.v1], this.coords[face.v2], this.coords[face.v3]); | 1978 | return SurfaceNormal(this.coords[face.v1], this.coords[face.v2], this.coords[face.v3]); |
1979 | } | 1979 | } |
1980 | 1980 | ||
1981 | /// <summary> | 1981 | /// <summary> |
1982 | /// Calculate the surface normal for a face in the list of faces | 1982 | /// Calculate the surface normal for a face in the list of faces |
1983 | /// </summary> | 1983 | /// </summary> |
1984 | /// <param name="faceIndex"></param> | 1984 | /// <param name="faceIndex"></param> |
1985 | /// <returns></returns> | 1985 | /// <returns></returns> |
1986 | public Coord SurfaceNormal(int faceIndex) | 1986 | public Coord SurfaceNormal(int faceIndex) |
1987 | { | 1987 | { |
1988 | int numFaces = this.faces.Count; | 1988 | int numFaces = this.faces.Count; |
1989 | if (faceIndex < 0 || faceIndex >= numFaces) | 1989 | if (faceIndex < 0 || faceIndex >= numFaces) |
1990 | throw new Exception("faceIndex out of range"); | 1990 | throw new Exception("faceIndex out of range"); |
1991 | 1991 | ||
1992 | return SurfaceNormal(this.faces[faceIndex]); | 1992 | return SurfaceNormal(this.faces[faceIndex]); |
1993 | } | 1993 | } |
1994 | 1994 | ||
1995 | /// <summary> | 1995 | /// <summary> |
1996 | /// Duplicates a PrimMesh object. All object properties are copied by value, including lists. | 1996 | /// Duplicates a PrimMesh object. All object properties are copied by value, including lists. |
1997 | /// </summary> | 1997 | /// </summary> |
1998 | /// <returns></returns> | 1998 | /// <returns></returns> |
1999 | public PrimMesh Copy() | 1999 | public PrimMesh Copy() |
2000 | { | 2000 | { |
2001 | PrimMesh copy = new PrimMesh(this.sides, this.profileStart, this.profileEnd, this.hollow, this.hollowSides); | 2001 | PrimMesh copy = new PrimMesh(this.sides, this.profileStart, this.profileEnd, this.hollow, this.hollowSides); |
2002 | copy.twistBegin = this.twistBegin; | 2002 | copy.twistBegin = this.twistBegin; |
2003 | copy.twistEnd = this.twistEnd; | 2003 | copy.twistEnd = this.twistEnd; |
2004 | copy.topShearX = this.topShearX; | 2004 | copy.topShearX = this.topShearX; |
2005 | copy.topShearY = this.topShearY; | 2005 | copy.topShearY = this.topShearY; |
2006 | copy.pathCutBegin = this.pathCutBegin; | 2006 | copy.pathCutBegin = this.pathCutBegin; |
2007 | copy.pathCutEnd = this.pathCutEnd; | 2007 | copy.pathCutEnd = this.pathCutEnd; |
2008 | copy.dimpleBegin = this.dimpleBegin; | 2008 | copy.dimpleBegin = this.dimpleBegin; |
2009 | copy.dimpleEnd = this.dimpleEnd; | 2009 | copy.dimpleEnd = this.dimpleEnd; |
2010 | copy.skew = this.skew; | 2010 | copy.skew = this.skew; |
2011 | copy.holeSizeX = this.holeSizeX; | 2011 | copy.holeSizeX = this.holeSizeX; |
2012 | copy.holeSizeY = this.holeSizeY; | 2012 | copy.holeSizeY = this.holeSizeY; |
2013 | copy.taperX = this.taperX; | 2013 | copy.taperX = this.taperX; |
2014 | copy.taperY = this.taperY; | 2014 | copy.taperY = this.taperY; |
2015 | copy.radius = this.radius; | 2015 | copy.radius = this.radius; |
2016 | copy.revolutions = this.revolutions; | 2016 | copy.revolutions = this.revolutions; |
2017 | copy.stepsPerRevolution = this.stepsPerRevolution; | 2017 | copy.stepsPerRevolution = this.stepsPerRevolution; |
2018 | copy.calcVertexNormals = this.calcVertexNormals; | 2018 | copy.calcVertexNormals = this.calcVertexNormals; |
2019 | copy.normalsProcessed = this.normalsProcessed; | 2019 | copy.normalsProcessed = this.normalsProcessed; |
2020 | copy.viewerMode = this.viewerMode; | 2020 | copy.viewerMode = this.viewerMode; |
2021 | copy.numPrimFaces = this.numPrimFaces; | 2021 | copy.numPrimFaces = this.numPrimFaces; |
2022 | copy.errorMessage = this.errorMessage; | 2022 | copy.errorMessage = this.errorMessage; |
2023 | 2023 | ||
2024 | copy.coords = new List<Coord>(this.coords); | 2024 | copy.coords = new List<Coord>(this.coords); |
2025 | copy.faces = new List<Face>(this.faces); | 2025 | copy.faces = new List<Face>(this.faces); |
2026 | copy.viewerFaces = new List<ViewerFace>(this.viewerFaces); | 2026 | copy.viewerFaces = new List<ViewerFace>(this.viewerFaces); |
2027 | copy.normals = new List<Coord>(this.normals); | 2027 | copy.normals = new List<Coord>(this.normals); |
2028 | 2028 | ||
2029 | return copy; | 2029 | return copy; |
2030 | } | 2030 | } |
2031 | 2031 | ||
2032 | /// <summary> | 2032 | /// <summary> |
2033 | /// Calculate surface normals for all of the faces in the list of faces in this mesh | 2033 | /// Calculate surface normals for all of the faces in the list of faces in this mesh |
2034 | /// </summary> | 2034 | /// </summary> |
2035 | public void CalcNormals() | 2035 | public void CalcNormals() |
2036 | { | 2036 | { |
2037 | if (normalsProcessed) | 2037 | if (normalsProcessed) |
2038 | return; | 2038 | return; |
2039 | 2039 | ||
2040 | normalsProcessed = true; | 2040 | normalsProcessed = true; |
2041 | 2041 | ||
2042 | int numFaces = faces.Count; | 2042 | int numFaces = faces.Count; |
2043 | 2043 | ||
2044 | if (!this.calcVertexNormals) | 2044 | if (!this.calcVertexNormals) |
2045 | this.normals = new List<Coord>(); | 2045 | this.normals = new List<Coord>(); |
2046 | 2046 | ||
2047 | for (int i = 0; i < numFaces; i++) | 2047 | for (int i = 0; i < numFaces; i++) |
2048 | { | 2048 | { |
2049 | Face face = faces[i]; | 2049 | Face face = faces[i]; |
2050 | 2050 | ||
2051 | this.normals.Add(SurfaceNormal(i).Normalize()); | 2051 | this.normals.Add(SurfaceNormal(i).Normalize()); |
2052 | 2052 | ||
2053 | int normIndex = normals.Count - 1; | 2053 | int normIndex = normals.Count - 1; |
2054 | face.n1 = normIndex; | 2054 | face.n1 = normIndex; |
2055 | face.n2 = normIndex; | 2055 | face.n2 = normIndex; |
2056 | face.n3 = normIndex; | 2056 | face.n3 = normIndex; |
2057 | 2057 | ||
2058 | this.faces[i] = face; | 2058 | this.faces[i] = face; |
2059 | } | 2059 | } |
2060 | } | 2060 | } |
2061 | 2061 | ||
2062 | /// <summary> | 2062 | /// <summary> |
2063 | /// Adds a value to each XYZ vertex coordinate in the mesh | 2063 | /// Adds a value to each XYZ vertex coordinate in the mesh |
2064 | /// </summary> | 2064 | /// </summary> |
2065 | /// <param name="x"></param> | 2065 | /// <param name="x"></param> |
2066 | /// <param name="y"></param> | 2066 | /// <param name="y"></param> |
2067 | /// <param name="z"></param> | 2067 | /// <param name="z"></param> |
2068 | public void AddPos(float x, float y, float z) | 2068 | public void AddPos(float x, float y, float z) |
2069 | { | 2069 | { |
2070 | int i; | 2070 | int i; |
2071 | int numVerts = this.coords.Count; | 2071 | int numVerts = this.coords.Count; |
2072 | Coord vert; | 2072 | Coord vert; |
2073 | 2073 | ||
2074 | for (i = 0; i < numVerts; i++) | 2074 | for (i = 0; i < numVerts; i++) |
2075 | { | 2075 | { |
2076 | vert = this.coords[i]; | 2076 | vert = this.coords[i]; |
2077 | vert.X += x; | 2077 | vert.X += x; |
2078 | vert.Y += y; | 2078 | vert.Y += y; |
2079 | vert.Z += z; | 2079 | vert.Z += z; |
2080 | this.coords[i] = vert; | 2080 | this.coords[i] = vert; |
2081 | } | 2081 | } |
2082 | 2082 | ||
2083 | if (this.viewerFaces != null) | 2083 | if (this.viewerFaces != null) |
2084 | { | 2084 | { |
2085 | int numViewerFaces = this.viewerFaces.Count; | 2085 | int numViewerFaces = this.viewerFaces.Count; |
2086 | 2086 | ||
2087 | for (i = 0; i < numViewerFaces; i++) | 2087 | for (i = 0; i < numViewerFaces; i++) |
2088 | { | 2088 | { |
2089 | ViewerFace v = this.viewerFaces[i]; | 2089 | ViewerFace v = this.viewerFaces[i]; |
2090 | v.AddPos(x, y, z); | 2090 | v.AddPos(x, y, z); |
2091 | this.viewerFaces[i] = v; | 2091 | this.viewerFaces[i] = v; |
2092 | } | 2092 | } |
2093 | } | 2093 | } |
2094 | } | 2094 | } |
2095 | 2095 | ||
2096 | /// <summary> | 2096 | /// <summary> |
2097 | /// Rotates the mesh | 2097 | /// Rotates the mesh |
2098 | /// </summary> | 2098 | /// </summary> |
2099 | /// <param name="q"></param> | 2099 | /// <param name="q"></param> |
2100 | public void AddRot(Quat q) | 2100 | public void AddRot(Quat q) |
2101 | { | 2101 | { |
2102 | int i; | 2102 | int i; |
2103 | int numVerts = this.coords.Count; | 2103 | int numVerts = this.coords.Count; |
2104 | 2104 | ||
2105 | for (i = 0; i < numVerts; i++) | 2105 | for (i = 0; i < numVerts; i++) |
2106 | this.coords[i] *= q; | 2106 | this.coords[i] *= q; |
2107 | 2107 | ||
2108 | if (this.normals != null) | 2108 | if (this.normals != null) |
2109 | { | 2109 | { |
2110 | int numNormals = this.normals.Count; | 2110 | int numNormals = this.normals.Count; |
2111 | for (i = 0; i < numNormals; i++) | 2111 | for (i = 0; i < numNormals; i++) |
2112 | this.normals[i] *= q; | 2112 | this.normals[i] *= q; |
2113 | } | 2113 | } |
2114 | 2114 | ||
2115 | if (this.viewerFaces != null) | 2115 | if (this.viewerFaces != null) |
2116 | { | 2116 | { |
2117 | int numViewerFaces = this.viewerFaces.Count; | 2117 | int numViewerFaces = this.viewerFaces.Count; |
2118 | 2118 | ||
2119 | for (i = 0; i < numViewerFaces; i++) | 2119 | for (i = 0; i < numViewerFaces; i++) |
2120 | { | 2120 | { |
2121 | ViewerFace v = this.viewerFaces[i]; | 2121 | ViewerFace v = this.viewerFaces[i]; |
2122 | v.v1 *= q; | 2122 | v.v1 *= q; |
2123 | v.v2 *= q; | 2123 | v.v2 *= q; |
2124 | v.v3 *= q; | 2124 | v.v3 *= q; |
2125 | 2125 | ||
2126 | v.n1 *= q; | 2126 | v.n1 *= q; |
2127 | v.n2 *= q; | 2127 | v.n2 *= q; |
2128 | v.n3 *= q; | 2128 | v.n3 *= q; |
2129 | this.viewerFaces[i] = v; | 2129 | this.viewerFaces[i] = v; |
2130 | } | 2130 | } |
2131 | } | 2131 | } |
2132 | } | 2132 | } |
2133 | 2133 | ||
2134 | #if VERTEX_INDEXER | 2134 | #if VERTEX_INDEXER |
2135 | public VertexIndexer GetVertexIndexer() | 2135 | public VertexIndexer GetVertexIndexer() |
2136 | { | 2136 | { |
2137 | if (this.viewerMode && this.viewerFaces.Count > 0) | 2137 | if (this.viewerMode && this.viewerFaces.Count > 0) |
2138 | return new VertexIndexer(this); | 2138 | return new VertexIndexer(this); |
2139 | return null; | 2139 | return null; |
2140 | } | 2140 | } |
2141 | #endif | 2141 | #endif |
2142 | 2142 | ||
2143 | /// <summary> | 2143 | /// <summary> |
2144 | /// Scales the mesh | 2144 | /// Scales the mesh |
2145 | /// </summary> | 2145 | /// </summary> |
2146 | /// <param name="x"></param> | 2146 | /// <param name="x"></param> |
2147 | /// <param name="y"></param> | 2147 | /// <param name="y"></param> |
2148 | /// <param name="z"></param> | 2148 | /// <param name="z"></param> |
2149 | public void Scale(float x, float y, float z) | 2149 | public void Scale(float x, float y, float z) |
2150 | { | 2150 | { |
2151 | int i; | 2151 | int i; |
2152 | int numVerts = this.coords.Count; | 2152 | int numVerts = this.coords.Count; |
2153 | //Coord vert; | 2153 | //Coord vert; |
2154 | 2154 | ||
2155 | Coord m = new Coord(x, y, z); | 2155 | Coord m = new Coord(x, y, z); |
2156 | for (i = 0; i < numVerts; i++) | 2156 | for (i = 0; i < numVerts; i++) |
2157 | this.coords[i] *= m; | 2157 | this.coords[i] *= m; |
2158 | 2158 | ||
2159 | if (this.viewerFaces != null) | 2159 | if (this.viewerFaces != null) |
2160 | { | 2160 | { |
2161 | int numViewerFaces = this.viewerFaces.Count; | 2161 | int numViewerFaces = this.viewerFaces.Count; |
2162 | for (i = 0; i < numViewerFaces; i++) | 2162 | for (i = 0; i < numViewerFaces; i++) |
2163 | { | 2163 | { |
2164 | ViewerFace v = this.viewerFaces[i]; | 2164 | ViewerFace v = this.viewerFaces[i]; |
2165 | v.v1 *= m; | 2165 | v.v1 *= m; |
2166 | v.v2 *= m; | 2166 | v.v2 *= m; |
2167 | v.v3 *= m; | 2167 | v.v3 *= m; |
2168 | this.viewerFaces[i] = v; | 2168 | this.viewerFaces[i] = v; |
2169 | } | 2169 | } |
2170 | 2170 | ||
2171 | } | 2171 | } |
2172 | 2172 | ||
2173 | } | 2173 | } |
2174 | 2174 | ||
2175 | /// <summary> | 2175 | /// <summary> |
2176 | /// Dumps the mesh to a Blender compatible "Raw" format file | 2176 | /// Dumps the mesh to a Blender compatible "Raw" format file |
2177 | /// </summary> | 2177 | /// </summary> |
2178 | /// <param name="path"></param> | 2178 | /// <param name="path"></param> |
2179 | /// <param name="name"></param> | 2179 | /// <param name="name"></param> |
2180 | /// <param name="title"></param> | 2180 | /// <param name="title"></param> |
2181 | public void DumpRaw(String path, String name, String title) | 2181 | public void DumpRaw(String path, String name, String title) |
2182 | { | 2182 | { |
2183 | if (path == null) | 2183 | if (path == null) |
2184 | return; | 2184 | return; |
2185 | String fileName = name + "_" + title + ".raw"; | 2185 | String fileName = name + "_" + title + ".raw"; |
2186 | String completePath = System.IO.Path.Combine(path, fileName); | 2186 | String completePath = System.IO.Path.Combine(path, fileName); |
2187 | StreamWriter sw = new StreamWriter(completePath); | 2187 | StreamWriter sw = new StreamWriter(completePath); |
2188 | 2188 | ||
2189 | for (int i = 0; i < this.faces.Count; i++) | 2189 | for (int i = 0; i < this.faces.Count; i++) |
2190 | { | 2190 | { |
2191 | string s = this.coords[this.faces[i].v1].ToString(); | 2191 | string s = this.coords[this.faces[i].v1].ToString(); |
2192 | s += " " + this.coords[this.faces[i].v2].ToString(); | 2192 | s += " " + this.coords[this.faces[i].v2].ToString(); |
2193 | s += " " + this.coords[this.faces[i].v3].ToString(); | 2193 | s += " " + this.coords[this.faces[i].v3].ToString(); |
2194 | 2194 | ||
2195 | sw.WriteLine(s); | 2195 | sw.WriteLine(s); |
2196 | } | 2196 | } |
2197 | 2197 | ||
2198 | sw.Close(); | 2198 | sw.Close(); |
2199 | } | 2199 | } |
2200 | } | 2200 | } |
2201 | } | 2201 | } |
diff --git a/OpenSim/Region/Physics/Meshing/SculptMesh.cs b/OpenSim/Region/Physics/Meshing/SculptMesh.cs index 11b6cd4..ebc5be6 100644 --- a/OpenSim/Region/Physics/Meshing/SculptMesh.cs +++ b/OpenSim/Region/Physics/Meshing/SculptMesh.cs | |||
@@ -1,645 +1,645 @@ | |||
1 | /* | 1 | /* |
2 | * Copyright (c) Contributors | 2 | * Copyright (c) Contributors |
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | 3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. |
4 | * | 4 | * |
5 | * Redistribution and use in source and binary forms, with or without | 5 | * Redistribution and use in source and binary forms, with or without |
6 | * modification, are permitted provided that the following conditions are met: | 6 | * modification, are permitted provided that the following conditions are met: |
7 | * * Redistributions of source code must retain the above copyright | 7 | * * Redistributions of source code must retain the above copyright |
8 | * notice, this list of conditions and the following disclaimer. | 8 | * notice, this list of conditions and the following disclaimer. |
9 | * * Redistributions in binary form must reproduce the above copyright | 9 | * * Redistributions in binary form must reproduce the above copyright |
10 | * notice, this list of conditions and the following disclaimer in the | 10 | * notice, this list of conditions and the following disclaimer in the |
11 | * documentation and/or other materials provided with the distribution. | 11 | * documentation and/or other materials provided with the distribution. |
12 | * * Neither the name of the OpenSimulator Project nor the | 12 | * * Neither the name of the OpenSimulator Project nor the |
13 | * names of its contributors may be used to endorse or promote products | 13 | * names of its contributors may be used to endorse or promote products |
14 | * derived from this software without specific prior written permission. | 14 | * derived from this software without specific prior written permission. |
15 | * | 15 | * |
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | 16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY |
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | 17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED |
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | 18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE |
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | 19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY |
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | 20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES |
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | 21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; |
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | 22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND |
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | 23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | 24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS |
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | 25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
26 | */ | 26 | */ |
27 | 27 | ||
28 | // to build without references to System.Drawing, comment this out | 28 | // to build without references to System.Drawing, comment this out |
29 | #define SYSTEM_DRAWING | 29 | #define SYSTEM_DRAWING |
30 | 30 | ||
31 | using System; | 31 | using System; |
32 | using System.Collections.Generic; | 32 | using System.Collections.Generic; |
33 | using System.Text; | 33 | using System.Text; |
34 | using System.IO; | 34 | using System.IO; |
35 | 35 | ||
36 | #if SYSTEM_DRAWING | 36 | #if SYSTEM_DRAWING |
37 | using System.Drawing; | 37 | using System.Drawing; |
38 | using System.Drawing.Imaging; | 38 | using System.Drawing.Imaging; |
39 | #endif | 39 | #endif |
40 | 40 | ||
41 | namespace PrimMesher | 41 | namespace PrimMesher |
42 | { | 42 | { |
43 | 43 | ||
44 | public class SculptMesh | 44 | public class SculptMesh |
45 | { | 45 | { |
46 | public List<Coord> coords; | 46 | public List<Coord> coords; |
47 | public List<Face> faces; | 47 | public List<Face> faces; |
48 | 48 | ||
49 | public List<ViewerFace> viewerFaces; | 49 | public List<ViewerFace> viewerFaces; |
50 | public List<Coord> normals; | 50 | public List<Coord> normals; |
51 | public List<UVCoord> uvs; | 51 | public List<UVCoord> uvs; |
52 | 52 | ||
53 | public enum SculptType { sphere = 1, torus = 2, plane = 3, cylinder = 4 }; | 53 | public enum SculptType { sphere = 1, torus = 2, plane = 3, cylinder = 4 }; |
54 | 54 | ||
55 | #if SYSTEM_DRAWING | 55 | #if SYSTEM_DRAWING |
56 | private Bitmap ScaleImage(Bitmap srcImage, float scale, bool removeAlpha) | 56 | private Bitmap ScaleImage(Bitmap srcImage, float scale, bool removeAlpha) |
57 | { | 57 | { |
58 | int sourceWidth = srcImage.Width; | 58 | int sourceWidth = srcImage.Width; |
59 | int sourceHeight = srcImage.Height; | 59 | int sourceHeight = srcImage.Height; |
60 | int sourceX = 0; | 60 | int sourceX = 0; |
61 | int sourceY = 0; | 61 | int sourceY = 0; |
62 | 62 | ||
63 | int destX = 0; | 63 | int destX = 0; |
64 | int destY = 0; | 64 | int destY = 0; |
65 | int destWidth = (int)(srcImage.Width * scale); | 65 | int destWidth = (int)(srcImage.Width * scale); |
66 | int destHeight = (int)(srcImage.Height * scale); | 66 | int destHeight = (int)(srcImage.Height * scale); |
67 | 67 | ||
68 | Bitmap scaledImage; | 68 | Bitmap scaledImage; |
69 | 69 | ||
70 | if (removeAlpha) | 70 | if (removeAlpha) |
71 | { | 71 | { |
72 | if (srcImage.PixelFormat == PixelFormat.Format32bppArgb) | 72 | if (srcImage.PixelFormat == PixelFormat.Format32bppArgb) |
73 | for (int y = 0; y < srcImage.Height; y++) | 73 | for (int y = 0; y < srcImage.Height; y++) |
74 | for (int x = 0; x < srcImage.Width; x++) | 74 | for (int x = 0; x < srcImage.Width; x++) |
75 | { | 75 | { |
76 | Color c = srcImage.GetPixel(x, y); | 76 | Color c = srcImage.GetPixel(x, y); |
77 | srcImage.SetPixel(x, y, Color.FromArgb(255, c.R, c.G, c.B)); | 77 | srcImage.SetPixel(x, y, Color.FromArgb(255, c.R, c.G, c.B)); |
78 | } | 78 | } |
79 | 79 | ||
80 | scaledImage = new Bitmap(destWidth, destHeight, | 80 | scaledImage = new Bitmap(destWidth, destHeight, |
81 | PixelFormat.Format24bppRgb); | 81 | PixelFormat.Format24bppRgb); |
82 | } | 82 | } |
83 | else | 83 | else |
84 | scaledImage = new Bitmap(srcImage, destWidth, destHeight); | 84 | scaledImage = new Bitmap(srcImage, destWidth, destHeight); |
85 | 85 | ||
86 | scaledImage.SetResolution(96.0f, 96.0f); | 86 | scaledImage.SetResolution(96.0f, 96.0f); |
87 | 87 | ||
88 | Graphics grPhoto = Graphics.FromImage(scaledImage); | 88 | Graphics grPhoto = Graphics.FromImage(scaledImage); |
89 | grPhoto.InterpolationMode = System.Drawing.Drawing2D.InterpolationMode.Low; | 89 | grPhoto.InterpolationMode = System.Drawing.Drawing2D.InterpolationMode.Low; |
90 | 90 | ||
91 | grPhoto.DrawImage(srcImage, | 91 | grPhoto.DrawImage(srcImage, |
92 | new Rectangle(destX, destY, destWidth, destHeight), | 92 | new Rectangle(destX, destY, destWidth, destHeight), |
93 | new Rectangle(sourceX, sourceY, sourceWidth, sourceHeight), | 93 | new Rectangle(sourceX, sourceY, sourceWidth, sourceHeight), |
94 | GraphicsUnit.Pixel); | 94 | GraphicsUnit.Pixel); |
95 | 95 | ||
96 | grPhoto.Dispose(); | 96 | grPhoto.Dispose(); |
97 | return scaledImage; | 97 | return scaledImage; |
98 | } | 98 | } |
99 | 99 | ||
100 | 100 | ||
101 | public SculptMesh SculptMeshFromFile(string fileName, SculptType sculptType, int lod, bool viewerMode) | 101 | public SculptMesh SculptMeshFromFile(string fileName, SculptType sculptType, int lod, bool viewerMode) |
102 | { | 102 | { |
103 | Bitmap bitmap = (Bitmap)Bitmap.FromFile(fileName); | 103 | Bitmap bitmap = (Bitmap)Bitmap.FromFile(fileName); |
104 | SculptMesh sculptMesh = new SculptMesh(bitmap, sculptType, lod, viewerMode); | 104 | SculptMesh sculptMesh = new SculptMesh(bitmap, sculptType, lod, viewerMode); |
105 | bitmap.Dispose(); | 105 | bitmap.Dispose(); |
106 | return sculptMesh; | 106 | return sculptMesh; |
107 | } | 107 | } |
108 | 108 | ||
109 | public SculptMesh(string fileName, int sculptType, int lod, int viewerMode, int mirror, int invert) | 109 | public SculptMesh(string fileName, int sculptType, int lod, int viewerMode, int mirror, int invert) |
110 | { | 110 | { |
111 | Bitmap bitmap = (Bitmap)Bitmap.FromFile(fileName); | 111 | Bitmap bitmap = (Bitmap)Bitmap.FromFile(fileName); |
112 | _SculptMesh(bitmap, (SculptType)sculptType, lod, viewerMode != 0, mirror != 0, invert != 0); | 112 | _SculptMesh(bitmap, (SculptType)sculptType, lod, viewerMode != 0, mirror != 0, invert != 0); |
113 | bitmap.Dispose(); | 113 | bitmap.Dispose(); |
114 | } | 114 | } |
115 | #endif | 115 | #endif |
116 | 116 | ||
117 | /// <summary> | 117 | /// <summary> |
118 | /// ** Experimental ** May disappear from future versions ** not recommeneded for use in applications | 118 | /// ** Experimental ** May disappear from future versions ** not recommeneded for use in applications |
119 | /// Construct a sculpt mesh from a 2D array of floats | 119 | /// Construct a sculpt mesh from a 2D array of floats |
120 | /// </summary> | 120 | /// </summary> |
121 | /// <param name="zMap"></param> | 121 | /// <param name="zMap"></param> |
122 | /// <param name="xBegin"></param> | 122 | /// <param name="xBegin"></param> |
123 | /// <param name="xEnd"></param> | 123 | /// <param name="xEnd"></param> |
124 | /// <param name="yBegin"></param> | 124 | /// <param name="yBegin"></param> |
125 | /// <param name="yEnd"></param> | 125 | /// <param name="yEnd"></param> |
126 | /// <param name="viewerMode"></param> | 126 | /// <param name="viewerMode"></param> |
127 | public SculptMesh(float[,] zMap, float xBegin, float xEnd, float yBegin, float yEnd, bool viewerMode) | 127 | public SculptMesh(float[,] zMap, float xBegin, float xEnd, float yBegin, float yEnd, bool viewerMode) |
128 | { | 128 | { |
129 | float xStep, yStep; | 129 | float xStep, yStep; |
130 | float uStep, vStep; | 130 | float uStep, vStep; |
131 | 131 | ||
132 | int numYElements = zMap.GetLength(0); | 132 | int numYElements = zMap.GetLength(0); |
133 | int numXElements = zMap.GetLength(1); | 133 | int numXElements = zMap.GetLength(1); |
134 | 134 | ||
135 | try | 135 | try |
136 | { | 136 | { |
137 | xStep = (xEnd - xBegin) / (float)(numXElements - 1); | 137 | xStep = (xEnd - xBegin) / (float)(numXElements - 1); |
138 | yStep = (yEnd - yBegin) / (float)(numYElements - 1); | 138 | yStep = (yEnd - yBegin) / (float)(numYElements - 1); |
139 | 139 | ||
140 | uStep = 1.0f / (numXElements - 1); | 140 | uStep = 1.0f / (numXElements - 1); |
141 | vStep = 1.0f / (numYElements - 1); | 141 | vStep = 1.0f / (numYElements - 1); |
142 | } | 142 | } |
143 | catch (DivideByZeroException) | 143 | catch (DivideByZeroException) |
144 | { | 144 | { |
145 | return; | 145 | return; |
146 | } | 146 | } |
147 | 147 | ||
148 | coords = new List<Coord>(); | 148 | coords = new List<Coord>(); |
149 | faces = new List<Face>(); | 149 | faces = new List<Face>(); |
150 | normals = new List<Coord>(); | 150 | normals = new List<Coord>(); |
151 | uvs = new List<UVCoord>(); | 151 | uvs = new List<UVCoord>(); |
152 | 152 | ||
153 | viewerFaces = new List<ViewerFace>(); | 153 | viewerFaces = new List<ViewerFace>(); |
154 | 154 | ||
155 | int p1, p2, p3, p4; | 155 | int p1, p2, p3, p4; |
156 | 156 | ||
157 | int x, y; | 157 | int x, y; |
158 | int xStart = 0, yStart = 0; | 158 | int xStart = 0, yStart = 0; |
159 | 159 | ||
160 | for (y = yStart; y < numYElements; y++) | 160 | for (y = yStart; y < numYElements; y++) |
161 | { | 161 | { |
162 | int rowOffset = y * numXElements; | 162 | int rowOffset = y * numXElements; |
163 | 163 | ||
164 | for (x = xStart; x < numXElements; x++) | 164 | for (x = xStart; x < numXElements; x++) |
165 | { | 165 | { |
166 | /* | 166 | /* |
167 | * p1-----p2 | 167 | * p1-----p2 |
168 | * | \ f2 | | 168 | * | \ f2 | |
169 | * | \ | | 169 | * | \ | |
170 | * | f1 \| | 170 | * | f1 \| |
171 | * p3-----p4 | 171 | * p3-----p4 |
172 | */ | 172 | */ |
173 | 173 | ||
174 | p4 = rowOffset + x; | 174 | p4 = rowOffset + x; |
175 | p3 = p4 - 1; | 175 | p3 = p4 - 1; |
176 | 176 | ||
177 | p2 = p4 - numXElements; | 177 | p2 = p4 - numXElements; |
178 | p1 = p3 - numXElements; | 178 | p1 = p3 - numXElements; |
179 | 179 | ||
180 | Coord c = new Coord(xBegin + x * xStep, yBegin + y * yStep, zMap[y, x]); | 180 | Coord c = new Coord(xBegin + x * xStep, yBegin + y * yStep, zMap[y, x]); |
181 | this.coords.Add(c); | 181 | this.coords.Add(c); |
182 | if (viewerMode) | 182 | if (viewerMode) |
183 | { | 183 | { |
184 | this.normals.Add(new Coord()); | 184 | this.normals.Add(new Coord()); |
185 | this.uvs.Add(new UVCoord(uStep * x, 1.0f - vStep * y)); | 185 | this.uvs.Add(new UVCoord(uStep * x, 1.0f - vStep * y)); |
186 | } | 186 | } |
187 | 187 | ||
188 | if (y > 0 && x > 0) | 188 | if (y > 0 && x > 0) |
189 | { | 189 | { |
190 | Face f1, f2; | 190 | Face f1, f2; |
191 | 191 | ||
192 | if (viewerMode) | 192 | if (viewerMode) |
193 | { | 193 | { |
194 | f1 = new Face(p1, p4, p3, p1, p4, p3); | 194 | f1 = new Face(p1, p4, p3, p1, p4, p3); |
195 | f1.uv1 = p1; | 195 | f1.uv1 = p1; |
196 | f1.uv2 = p4; | 196 | f1.uv2 = p4; |
197 | f1.uv3 = p3; | 197 | f1.uv3 = p3; |
198 | 198 | ||
199 | f2 = new Face(p1, p2, p4, p1, p2, p4); | 199 | f2 = new Face(p1, p2, p4, p1, p2, p4); |
200 | f2.uv1 = p1; | 200 | f2.uv1 = p1; |
201 | f2.uv2 = p2; | 201 | f2.uv2 = p2; |
202 | f2.uv3 = p4; | 202 | f2.uv3 = p4; |
203 | } | 203 | } |
204 | else | 204 | else |
205 | { | 205 | { |
206 | f1 = new Face(p1, p4, p3); | 206 | f1 = new Face(p1, p4, p3); |
207 | f2 = new Face(p1, p2, p4); | 207 | f2 = new Face(p1, p2, p4); |
208 | } | 208 | } |
209 | 209 | ||
210 | this.faces.Add(f1); | 210 | this.faces.Add(f1); |
211 | this.faces.Add(f2); | 211 | this.faces.Add(f2); |
212 | } | 212 | } |
213 | } | 213 | } |
214 | } | 214 | } |
215 | 215 | ||
216 | if (viewerMode) | 216 | if (viewerMode) |
217 | calcVertexNormals(SculptType.plane, numXElements, numYElements); | 217 | calcVertexNormals(SculptType.plane, numXElements, numYElements); |
218 | } | 218 | } |
219 | 219 | ||
220 | #if SYSTEM_DRAWING | 220 | #if SYSTEM_DRAWING |
221 | public SculptMesh(Bitmap sculptBitmap, SculptType sculptType, int lod, bool viewerMode) | 221 | public SculptMesh(Bitmap sculptBitmap, SculptType sculptType, int lod, bool viewerMode) |
222 | { | 222 | { |
223 | _SculptMesh(sculptBitmap, sculptType, lod, viewerMode, false, false); | 223 | _SculptMesh(sculptBitmap, sculptType, lod, viewerMode, false, false); |
224 | } | 224 | } |
225 | 225 | ||
226 | public SculptMesh(Bitmap sculptBitmap, SculptType sculptType, int lod, bool viewerMode, bool mirror, bool invert) | 226 | public SculptMesh(Bitmap sculptBitmap, SculptType sculptType, int lod, bool viewerMode, bool mirror, bool invert) |
227 | { | 227 | { |
228 | _SculptMesh(sculptBitmap, sculptType, lod, viewerMode, mirror, invert); | 228 | _SculptMesh(sculptBitmap, sculptType, lod, viewerMode, mirror, invert); |
229 | } | 229 | } |
230 | #endif | 230 | #endif |
231 | 231 | ||
232 | public SculptMesh(List<List<Coord>> rows, SculptType sculptType, bool viewerMode, bool mirror, bool invert) | 232 | public SculptMesh(List<List<Coord>> rows, SculptType sculptType, bool viewerMode, bool mirror, bool invert) |
233 | { | 233 | { |
234 | _SculptMesh(rows, sculptType, viewerMode, mirror, invert); | 234 | _SculptMesh(rows, sculptType, viewerMode, mirror, invert); |
235 | } | 235 | } |
236 | 236 | ||
237 | #if SYSTEM_DRAWING | 237 | #if SYSTEM_DRAWING |
238 | /// <summary> | 238 | /// <summary> |
239 | /// converts a bitmap to a list of lists of coords, while scaling the image. | 239 | /// converts a bitmap to a list of lists of coords, while scaling the image. |
240 | /// the scaling is done in floating point so as to allow for reduced vertex position | 240 | /// the scaling is done in floating point so as to allow for reduced vertex position |
241 | /// quantization as the position will be averaged between pixel values. this routine will | 241 | /// quantization as the position will be averaged between pixel values. this routine will |
242 | /// likely fail if the bitmap width and height are not powers of 2. | 242 | /// likely fail if the bitmap width and height are not powers of 2. |
243 | /// </summary> | 243 | /// </summary> |
244 | /// <param name="bitmap"></param> | 244 | /// <param name="bitmap"></param> |
245 | /// <param name="scale"></param> | 245 | /// <param name="scale"></param> |
246 | /// <param name="mirror"></param> | 246 | /// <param name="mirror"></param> |
247 | /// <returns></returns> | 247 | /// <returns></returns> |
248 | private List<List<Coord>> bitmap2Coords(Bitmap bitmap, int scale, bool mirror) | 248 | private List<List<Coord>> bitmap2Coords(Bitmap bitmap, int scale, bool mirror) |
249 | { | 249 | { |
250 | int numRows = bitmap.Height / scale; | 250 | int numRows = bitmap.Height / scale; |
251 | int numCols = bitmap.Width / scale; | 251 | int numCols = bitmap.Width / scale; |
252 | List<List<Coord>> rows = new List<List<Coord>>(numRows); | 252 | List<List<Coord>> rows = new List<List<Coord>>(numRows); |
253 | 253 | ||
254 | float pixScale = 1.0f / (scale * scale); | 254 | float pixScale = 1.0f / (scale * scale); |
255 | pixScale /= 255; | 255 | pixScale /= 255; |
256 | 256 | ||
257 | int imageX, imageY = 0; | 257 | int imageX, imageY = 0; |
258 | 258 | ||
259 | int rowNdx, colNdx; | 259 | int rowNdx, colNdx; |
260 | 260 | ||
261 | for (rowNdx = 0; rowNdx < numRows; rowNdx++) | 261 | for (rowNdx = 0; rowNdx < numRows; rowNdx++) |
262 | { | 262 | { |
263 | List<Coord> row = new List<Coord>(numCols); | 263 | List<Coord> row = new List<Coord>(numCols); |
264 | for (colNdx = 0; colNdx < numCols; colNdx++) | 264 | for (colNdx = 0; colNdx < numCols; colNdx++) |
265 | { | 265 | { |
266 | imageX = colNdx * scale; | 266 | imageX = colNdx * scale; |
267 | int imageYStart = rowNdx * scale; | 267 | int imageYStart = rowNdx * scale; |
268 | int imageYEnd = imageYStart + scale; | 268 | int imageYEnd = imageYStart + scale; |
269 | int imageXEnd = imageX + scale; | 269 | int imageXEnd = imageX + scale; |
270 | float rSum = 0.0f; | 270 | float rSum = 0.0f; |
271 | float gSum = 0.0f; | 271 | float gSum = 0.0f; |
272 | float bSum = 0.0f; | 272 | float bSum = 0.0f; |
273 | for (; imageX < imageXEnd; imageX++) | 273 | for (; imageX < imageXEnd; imageX++) |
274 | { | 274 | { |
275 | for (imageY = imageYStart; imageY < imageYEnd; imageY++) | 275 | for (imageY = imageYStart; imageY < imageYEnd; imageY++) |
276 | { | 276 | { |
277 | Color c = bitmap.GetPixel(imageX, imageY); | 277 | Color c = bitmap.GetPixel(imageX, imageY); |
278 | if (c.A != 255) | 278 | if (c.A != 255) |
279 | { | 279 | { |
280 | bitmap.SetPixel(imageX, imageY, Color.FromArgb(255, c.R, c.G, c.B)); | 280 | bitmap.SetPixel(imageX, imageY, Color.FromArgb(255, c.R, c.G, c.B)); |
281 | c = bitmap.GetPixel(imageX, imageY); | 281 | c = bitmap.GetPixel(imageX, imageY); |
282 | } | 282 | } |
283 | rSum += c.R; | 283 | rSum += c.R; |
284 | gSum += c.G; | 284 | gSum += c.G; |
285 | bSum += c.B; | 285 | bSum += c.B; |
286 | } | 286 | } |
287 | } | 287 | } |
288 | if (mirror) | 288 | if (mirror) |
289 | row.Add(new Coord(-(rSum * pixScale - 0.5f), gSum * pixScale - 0.5f, bSum * pixScale - 0.5f)); | 289 | row.Add(new Coord(-(rSum * pixScale - 0.5f), gSum * pixScale - 0.5f, bSum * pixScale - 0.5f)); |
290 | else | 290 | else |
291 | row.Add(new Coord(rSum * pixScale - 0.5f, gSum * pixScale - 0.5f, bSum * pixScale - 0.5f)); | 291 | row.Add(new Coord(rSum * pixScale - 0.5f, gSum * pixScale - 0.5f, bSum * pixScale - 0.5f)); |
292 | 292 | ||
293 | } | 293 | } |
294 | rows.Add(row); | 294 | rows.Add(row); |
295 | } | 295 | } |
296 | return rows; | 296 | return rows; |
297 | } | 297 | } |
298 | 298 | ||
299 | 299 | ||
300 | void _SculptMesh(Bitmap sculptBitmap, SculptType sculptType, int lod, bool viewerMode, bool mirror, bool invert) | 300 | void _SculptMesh(Bitmap sculptBitmap, SculptType sculptType, int lod, bool viewerMode, bool mirror, bool invert) |
301 | { | 301 | { |
302 | coords = new List<Coord>(); | 302 | coords = new List<Coord>(); |
303 | faces = new List<Face>(); | 303 | faces = new List<Face>(); |
304 | normals = new List<Coord>(); | 304 | normals = new List<Coord>(); |
305 | uvs = new List<UVCoord>(); | 305 | uvs = new List<UVCoord>(); |
306 | 306 | ||
307 | sculptType = (SculptType)(((int)sculptType) & 0x07); | 307 | sculptType = (SculptType)(((int)sculptType) & 0x07); |
308 | 308 | ||
309 | if (mirror) | 309 | if (mirror) |
310 | if (sculptType == SculptType.plane) | 310 | if (sculptType == SculptType.plane) |
311 | invert = !invert; | 311 | invert = !invert; |
312 | 312 | ||
313 | float sculptBitmapLod = (float)Math.Sqrt(sculptBitmap.Width * sculptBitmap.Height); | 313 | float sculptBitmapLod = (float)Math.Sqrt(sculptBitmap.Width * sculptBitmap.Height); |
314 | 314 | ||
315 | float sourceScaleFactor = (float)(lod) / sculptBitmapLod; | 315 | float sourceScaleFactor = (float)(lod) / sculptBitmapLod; |
316 | 316 | ||
317 | float fScale = 1.0f / sourceScaleFactor; | 317 | float fScale = 1.0f / sourceScaleFactor; |
318 | 318 | ||
319 | int iScale = (int)fScale; | 319 | int iScale = (int)fScale; |
320 | if (iScale < 1) iScale = 1; | 320 | if (iScale < 1) iScale = 1; |
321 | if (iScale > 2 && iScale % 2 == 0) | 321 | if (iScale > 2 && iScale % 2 == 0) |
322 | _SculptMesh(bitmap2Coords(ScaleImage(sculptBitmap, 64.0f / sculptBitmapLod, true), 64 / lod, mirror), sculptType, viewerMode, mirror, invert); | 322 | _SculptMesh(bitmap2Coords(ScaleImage(sculptBitmap, 64.0f / sculptBitmapLod, true), 64 / lod, mirror), sculptType, viewerMode, mirror, invert); |
323 | else | 323 | else |
324 | _SculptMesh(bitmap2Coords(sculptBitmap, iScale, mirror), sculptType, viewerMode, mirror, invert); | 324 | _SculptMesh(bitmap2Coords(sculptBitmap, iScale, mirror), sculptType, viewerMode, mirror, invert); |
325 | } | 325 | } |
326 | #endif | 326 | #endif |
327 | 327 | ||
328 | 328 | ||
329 | void _SculptMesh(List<List<Coord>> rows, SculptType sculptType, bool viewerMode, bool mirror, bool invert) | 329 | void _SculptMesh(List<List<Coord>> rows, SculptType sculptType, bool viewerMode, bool mirror, bool invert) |
330 | { | 330 | { |
331 | coords = new List<Coord>(); | 331 | coords = new List<Coord>(); |
332 | faces = new List<Face>(); | 332 | faces = new List<Face>(); |
333 | normals = new List<Coord>(); | 333 | normals = new List<Coord>(); |
334 | uvs = new List<UVCoord>(); | 334 | uvs = new List<UVCoord>(); |
335 | 335 | ||
336 | sculptType = (SculptType)(((int)sculptType) & 0x07); | 336 | sculptType = (SculptType)(((int)sculptType) & 0x07); |
337 | 337 | ||
338 | if (mirror) | 338 | if (mirror) |
339 | if (sculptType == SculptType.plane) | 339 | if (sculptType == SculptType.plane) |
340 | invert = !invert; | 340 | invert = !invert; |
341 | 341 | ||
342 | viewerFaces = new List<ViewerFace>(); | 342 | viewerFaces = new List<ViewerFace>(); |
343 | 343 | ||
344 | int width = rows[0].Count; | 344 | int width = rows[0].Count; |
345 | 345 | ||
346 | int p1, p2, p3, p4; | 346 | int p1, p2, p3, p4; |
347 | 347 | ||
348 | int imageX, imageY; | 348 | int imageX, imageY; |
349 | 349 | ||
350 | if (sculptType != SculptType.plane) | 350 | if (sculptType != SculptType.plane) |
351 | { | 351 | { |
352 | for (int rowNdx = 0; rowNdx < rows.Count; rowNdx++) | 352 | for (int rowNdx = 0; rowNdx < rows.Count; rowNdx++) |
353 | rows[rowNdx].Add(rows[rowNdx][0]); | 353 | rows[rowNdx].Add(rows[rowNdx][0]); |
354 | } | 354 | } |
355 | 355 | ||
356 | Coord topPole = rows[0][width / 2]; | 356 | Coord topPole = rows[0][width / 2]; |
357 | Coord bottomPole = rows[rows.Count - 1][width / 2]; | 357 | Coord bottomPole = rows[rows.Count - 1][width / 2]; |
358 | 358 | ||
359 | if (sculptType == SculptType.sphere) | 359 | if (sculptType == SculptType.sphere) |
360 | { | 360 | { |
361 | int count = rows[0].Count; | 361 | int count = rows[0].Count; |
362 | List<Coord> topPoleRow = new List<Coord>(count); | 362 | List<Coord> topPoleRow = new List<Coord>(count); |
363 | List<Coord> bottomPoleRow = new List<Coord>(count); | 363 | List<Coord> bottomPoleRow = new List<Coord>(count); |
364 | 364 | ||
365 | for (int i = 0; i < count; i++) | 365 | for (int i = 0; i < count; i++) |
366 | { | 366 | { |
367 | topPoleRow.Add(topPole); | 367 | topPoleRow.Add(topPole); |
368 | bottomPoleRow.Add(bottomPole); | 368 | bottomPoleRow.Add(bottomPole); |
369 | } | 369 | } |
370 | rows.Insert(0, topPoleRow); | 370 | rows.Insert(0, topPoleRow); |
371 | rows.Add(bottomPoleRow); | 371 | rows.Add(bottomPoleRow); |
372 | } | 372 | } |
373 | else if (sculptType == SculptType.torus) | 373 | else if (sculptType == SculptType.torus) |
374 | rows.Add(rows[0]); | 374 | rows.Add(rows[0]); |
375 | 375 | ||
376 | int coordsDown = rows.Count; | 376 | int coordsDown = rows.Count; |
377 | int coordsAcross = rows[0].Count; | 377 | int coordsAcross = rows[0].Count; |
378 | 378 | ||
379 | float widthUnit = 1.0f / (coordsAcross - 1); | 379 | float widthUnit = 1.0f / (coordsAcross - 1); |
380 | float heightUnit = 1.0f / (coordsDown - 1); | 380 | float heightUnit = 1.0f / (coordsDown - 1); |
381 | 381 | ||
382 | for (imageY = 0; imageY < coordsDown; imageY++) | 382 | for (imageY = 0; imageY < coordsDown; imageY++) |
383 | { | 383 | { |
384 | int rowOffset = imageY * coordsAcross; | 384 | int rowOffset = imageY * coordsAcross; |
385 | 385 | ||
386 | for (imageX = 0; imageX < coordsAcross; imageX++) | 386 | for (imageX = 0; imageX < coordsAcross; imageX++) |
387 | { | 387 | { |
388 | /* | 388 | /* |
389 | * p1-----p2 | 389 | * p1-----p2 |
390 | * | \ f2 | | 390 | * | \ f2 | |
391 | * | \ | | 391 | * | \ | |
392 | * | f1 \| | 392 | * | f1 \| |
393 | * p3-----p4 | 393 | * p3-----p4 |
394 | */ | 394 | */ |
395 | 395 | ||
396 | p4 = rowOffset + imageX; | 396 | p4 = rowOffset + imageX; |
397 | p3 = p4 - 1; | 397 | p3 = p4 - 1; |
398 | 398 | ||
399 | p2 = p4 - coordsAcross; | 399 | p2 = p4 - coordsAcross; |
400 | p1 = p3 - coordsAcross; | 400 | p1 = p3 - coordsAcross; |
401 | 401 | ||
402 | this.coords.Add(rows[imageY][imageX]); | 402 | this.coords.Add(rows[imageY][imageX]); |
403 | if (viewerMode) | 403 | if (viewerMode) |
404 | { | 404 | { |
405 | this.normals.Add(new Coord()); | 405 | this.normals.Add(new Coord()); |
406 | this.uvs.Add(new UVCoord(widthUnit * imageX, heightUnit * imageY)); | 406 | this.uvs.Add(new UVCoord(widthUnit * imageX, heightUnit * imageY)); |
407 | } | 407 | } |
408 | 408 | ||
409 | if (imageY > 0 && imageX > 0) | 409 | if (imageY > 0 && imageX > 0) |
410 | { | 410 | { |
411 | Face f1, f2; | 411 | Face f1, f2; |
412 | 412 | ||
413 | if (viewerMode) | 413 | if (viewerMode) |
414 | { | 414 | { |
415 | if (invert) | 415 | if (invert) |
416 | { | 416 | { |
417 | f1 = new Face(p1, p4, p3, p1, p4, p3); | 417 | f1 = new Face(p1, p4, p3, p1, p4, p3); |
418 | f1.uv1 = p1; | 418 | f1.uv1 = p1; |
419 | f1.uv2 = p4; | 419 | f1.uv2 = p4; |
420 | f1.uv3 = p3; | 420 | f1.uv3 = p3; |
421 | 421 | ||
422 | f2 = new Face(p1, p2, p4, p1, p2, p4); | 422 | f2 = new Face(p1, p2, p4, p1, p2, p4); |
423 | f2.uv1 = p1; | 423 | f2.uv1 = p1; |
424 | f2.uv2 = p2; | 424 | f2.uv2 = p2; |
425 | f2.uv3 = p4; | 425 | f2.uv3 = p4; |
426 | } | 426 | } |
427 | else | 427 | else |
428 | { | 428 | { |
429 | f1 = new Face(p1, p3, p4, p1, p3, p4); | 429 | f1 = new Face(p1, p3, p4, p1, p3, p4); |
430 | f1.uv1 = p1; | 430 | f1.uv1 = p1; |
431 | f1.uv2 = p3; | 431 | f1.uv2 = p3; |
432 | f1.uv3 = p4; | 432 | f1.uv3 = p4; |
433 | 433 | ||
434 | f2 = new Face(p1, p4, p2, p1, p4, p2); | 434 | f2 = new Face(p1, p4, p2, p1, p4, p2); |
435 | f2.uv1 = p1; | 435 | f2.uv1 = p1; |
436 | f2.uv2 = p4; | 436 | f2.uv2 = p4; |
437 | f2.uv3 = p2; | 437 | f2.uv3 = p2; |
438 | } | 438 | } |
439 | } | 439 | } |
440 | else | 440 | else |
441 | { | 441 | { |
442 | if (invert) | 442 | if (invert) |
443 | { | 443 | { |
444 | f1 = new Face(p1, p4, p3); | 444 | f1 = new Face(p1, p4, p3); |
445 | f2 = new Face(p1, p2, p4); | 445 | f2 = new Face(p1, p2, p4); |
446 | } | 446 | } |
447 | else | 447 | else |
448 | { | 448 | { |
449 | f1 = new Face(p1, p3, p4); | 449 | f1 = new Face(p1, p3, p4); |
450 | f2 = new Face(p1, p4, p2); | 450 | f2 = new Face(p1, p4, p2); |
451 | } | 451 | } |
452 | } | 452 | } |
453 | 453 | ||
454 | this.faces.Add(f1); | 454 | this.faces.Add(f1); |
455 | this.faces.Add(f2); | 455 | this.faces.Add(f2); |
456 | } | 456 | } |
457 | } | 457 | } |
458 | } | 458 | } |
459 | 459 | ||
460 | if (viewerMode) | 460 | if (viewerMode) |
461 | calcVertexNormals(sculptType, coordsAcross, coordsDown); | 461 | calcVertexNormals(sculptType, coordsAcross, coordsDown); |
462 | } | 462 | } |
463 | 463 | ||
464 | /// <summary> | 464 | /// <summary> |
465 | /// Duplicates a SculptMesh object. All object properties are copied by value, including lists. | 465 | /// Duplicates a SculptMesh object. All object properties are copied by value, including lists. |
466 | /// </summary> | 466 | /// </summary> |
467 | /// <returns></returns> | 467 | /// <returns></returns> |
468 | public SculptMesh Copy() | 468 | public SculptMesh Copy() |
469 | { | 469 | { |
470 | return new SculptMesh(this); | 470 | return new SculptMesh(this); |
471 | } | 471 | } |
472 | 472 | ||
473 | public SculptMesh(SculptMesh sm) | 473 | public SculptMesh(SculptMesh sm) |
474 | { | 474 | { |
475 | coords = new List<Coord>(sm.coords); | 475 | coords = new List<Coord>(sm.coords); |
476 | faces = new List<Face>(sm.faces); | 476 | faces = new List<Face>(sm.faces); |
477 | viewerFaces = new List<ViewerFace>(sm.viewerFaces); | 477 | viewerFaces = new List<ViewerFace>(sm.viewerFaces); |
478 | normals = new List<Coord>(sm.normals); | 478 | normals = new List<Coord>(sm.normals); |
479 | uvs = new List<UVCoord>(sm.uvs); | 479 | uvs = new List<UVCoord>(sm.uvs); |
480 | } | 480 | } |
481 | 481 | ||
482 | private void calcVertexNormals(SculptType sculptType, int xSize, int ySize) | 482 | private void calcVertexNormals(SculptType sculptType, int xSize, int ySize) |
483 | { // compute vertex normals by summing all the surface normals of all the triangles sharing | 483 | { // compute vertex normals by summing all the surface normals of all the triangles sharing |
484 | // each vertex and then normalizing | 484 | // each vertex and then normalizing |
485 | int numFaces = this.faces.Count; | 485 | int numFaces = this.faces.Count; |
486 | for (int i = 0; i < numFaces; i++) | 486 | for (int i = 0; i < numFaces; i++) |
487 | { | 487 | { |
488 | Face face = this.faces[i]; | 488 | Face face = this.faces[i]; |
489 | Coord surfaceNormal = face.SurfaceNormal(this.coords); | 489 | Coord surfaceNormal = face.SurfaceNormal(this.coords); |
490 | this.normals[face.n1] += surfaceNormal; | 490 | this.normals[face.n1] += surfaceNormal; |
491 | this.normals[face.n2] += surfaceNormal; | 491 | this.normals[face.n2] += surfaceNormal; |
492 | this.normals[face.n3] += surfaceNormal; | 492 | this.normals[face.n3] += surfaceNormal; |
493 | } | 493 | } |
494 | 494 | ||
495 | int numNormals = this.normals.Count; | 495 | int numNormals = this.normals.Count; |
496 | for (int i = 0; i < numNormals; i++) | 496 | for (int i = 0; i < numNormals; i++) |
497 | this.normals[i] = this.normals[i].Normalize(); | 497 | this.normals[i] = this.normals[i].Normalize(); |
498 | 498 | ||
499 | if (sculptType != SculptType.plane) | 499 | if (sculptType != SculptType.plane) |
500 | { // blend the vertex normals at the cylinder seam | 500 | { // blend the vertex normals at the cylinder seam |
501 | for (int y = 0; y < ySize; y++) | 501 | for (int y = 0; y < ySize; y++) |
502 | { | 502 | { |
503 | int rowOffset = y * xSize; | 503 | int rowOffset = y * xSize; |
504 | 504 | ||
505 | this.normals[rowOffset] = this.normals[rowOffset + xSize - 1] = (this.normals[rowOffset] + this.normals[rowOffset + xSize - 1]).Normalize(); | 505 | this.normals[rowOffset] = this.normals[rowOffset + xSize - 1] = (this.normals[rowOffset] + this.normals[rowOffset + xSize - 1]).Normalize(); |
506 | } | 506 | } |
507 | } | 507 | } |
508 | 508 | ||
509 | foreach (Face face in this.faces) | 509 | foreach (Face face in this.faces) |
510 | { | 510 | { |
511 | ViewerFace vf = new ViewerFace(0); | 511 | ViewerFace vf = new ViewerFace(0); |
512 | vf.v1 = this.coords[face.v1]; | 512 | vf.v1 = this.coords[face.v1]; |
513 | vf.v2 = this.coords[face.v2]; | 513 | vf.v2 = this.coords[face.v2]; |
514 | vf.v3 = this.coords[face.v3]; | 514 | vf.v3 = this.coords[face.v3]; |
515 | 515 | ||
516 | vf.coordIndex1 = face.v1; | 516 | vf.coordIndex1 = face.v1; |
517 | vf.coordIndex2 = face.v2; | 517 | vf.coordIndex2 = face.v2; |
518 | vf.coordIndex3 = face.v3; | 518 | vf.coordIndex3 = face.v3; |
519 | 519 | ||
520 | vf.n1 = this.normals[face.n1]; | 520 | vf.n1 = this.normals[face.n1]; |
521 | vf.n2 = this.normals[face.n2]; | 521 | vf.n2 = this.normals[face.n2]; |
522 | vf.n3 = this.normals[face.n3]; | 522 | vf.n3 = this.normals[face.n3]; |
523 | 523 | ||
524 | vf.uv1 = this.uvs[face.uv1]; | 524 | vf.uv1 = this.uvs[face.uv1]; |
525 | vf.uv2 = this.uvs[face.uv2]; | 525 | vf.uv2 = this.uvs[face.uv2]; |
526 | vf.uv3 = this.uvs[face.uv3]; | 526 | vf.uv3 = this.uvs[face.uv3]; |
527 | 527 | ||
528 | this.viewerFaces.Add(vf); | 528 | this.viewerFaces.Add(vf); |
529 | } | 529 | } |
530 | } | 530 | } |
531 | 531 | ||
532 | /// <summary> | 532 | /// <summary> |
533 | /// Adds a value to each XYZ vertex coordinate in the mesh | 533 | /// Adds a value to each XYZ vertex coordinate in the mesh |
534 | /// </summary> | 534 | /// </summary> |
535 | /// <param name="x"></param> | 535 | /// <param name="x"></param> |
536 | /// <param name="y"></param> | 536 | /// <param name="y"></param> |
537 | /// <param name="z"></param> | 537 | /// <param name="z"></param> |
538 | public void AddPos(float x, float y, float z) | 538 | public void AddPos(float x, float y, float z) |
539 | { | 539 | { |
540 | int i; | 540 | int i; |
541 | int numVerts = this.coords.Count; | 541 | int numVerts = this.coords.Count; |
542 | Coord vert; | 542 | Coord vert; |
543 | 543 | ||
544 | for (i = 0; i < numVerts; i++) | 544 | for (i = 0; i < numVerts; i++) |
545 | { | 545 | { |
546 | vert = this.coords[i]; | 546 | vert = this.coords[i]; |
547 | vert.X += x; | 547 | vert.X += x; |
548 | vert.Y += y; | 548 | vert.Y += y; |
549 | vert.Z += z; | 549 | vert.Z += z; |
550 | this.coords[i] = vert; | 550 | this.coords[i] = vert; |
551 | } | 551 | } |
552 | 552 | ||
553 | if (this.viewerFaces != null) | 553 | if (this.viewerFaces != null) |
554 | { | 554 | { |
555 | int numViewerFaces = this.viewerFaces.Count; | 555 | int numViewerFaces = this.viewerFaces.Count; |
556 | 556 | ||
557 | for (i = 0; i < numViewerFaces; i++) | 557 | for (i = 0; i < numViewerFaces; i++) |
558 | { | 558 | { |
559 | ViewerFace v = this.viewerFaces[i]; | 559 | ViewerFace v = this.viewerFaces[i]; |
560 | v.AddPos(x, y, z); | 560 | v.AddPos(x, y, z); |
561 | this.viewerFaces[i] = v; | 561 | this.viewerFaces[i] = v; |
562 | } | 562 | } |
563 | } | 563 | } |
564 | } | 564 | } |
565 | 565 | ||
566 | /// <summary> | 566 | /// <summary> |
567 | /// Rotates the mesh | 567 | /// Rotates the mesh |
568 | /// </summary> | 568 | /// </summary> |
569 | /// <param name="q"></param> | 569 | /// <param name="q"></param> |
570 | public void AddRot(Quat q) | 570 | public void AddRot(Quat q) |
571 | { | 571 | { |
572 | int i; | 572 | int i; |
573 | int numVerts = this.coords.Count; | 573 | int numVerts = this.coords.Count; |
574 | 574 | ||
575 | for (i = 0; i < numVerts; i++) | 575 | for (i = 0; i < numVerts; i++) |
576 | this.coords[i] *= q; | 576 | this.coords[i] *= q; |
577 | 577 | ||
578 | int numNormals = this.normals.Count; | 578 | int numNormals = this.normals.Count; |
579 | for (i = 0; i < numNormals; i++) | 579 | for (i = 0; i < numNormals; i++) |
580 | this.normals[i] *= q; | 580 | this.normals[i] *= q; |
581 | 581 | ||
582 | if (this.viewerFaces != null) | 582 | if (this.viewerFaces != null) |
583 | { | 583 | { |
584 | int numViewerFaces = this.viewerFaces.Count; | 584 | int numViewerFaces = this.viewerFaces.Count; |
585 | 585 | ||
586 | for (i = 0; i < numViewerFaces; i++) | 586 | for (i = 0; i < numViewerFaces; i++) |
587 | { | 587 | { |
588 | ViewerFace v = this.viewerFaces[i]; | 588 | ViewerFace v = this.viewerFaces[i]; |
589 | v.v1 *= q; | 589 | v.v1 *= q; |
590 | v.v2 *= q; | 590 | v.v2 *= q; |
591 | v.v3 *= q; | 591 | v.v3 *= q; |
592 | 592 | ||
593 | v.n1 *= q; | 593 | v.n1 *= q; |
594 | v.n2 *= q; | 594 | v.n2 *= q; |
595 | v.n3 *= q; | 595 | v.n3 *= q; |
596 | 596 | ||
597 | this.viewerFaces[i] = v; | 597 | this.viewerFaces[i] = v; |
598 | } | 598 | } |
599 | } | 599 | } |
600 | } | 600 | } |
601 | 601 | ||
602 | public void Scale(float x, float y, float z) | 602 | public void Scale(float x, float y, float z) |
603 | { | 603 | { |
604 | int i; | 604 | int i; |
605 | int numVerts = this.coords.Count; | 605 | int numVerts = this.coords.Count; |
606 | 606 | ||
607 | Coord m = new Coord(x, y, z); | 607 | Coord m = new Coord(x, y, z); |
608 | for (i = 0; i < numVerts; i++) | 608 | for (i = 0; i < numVerts; i++) |
609 | this.coords[i] *= m; | 609 | this.coords[i] *= m; |
610 | 610 | ||
611 | if (this.viewerFaces != null) | 611 | if (this.viewerFaces != null) |
612 | { | 612 | { |
613 | int numViewerFaces = this.viewerFaces.Count; | 613 | int numViewerFaces = this.viewerFaces.Count; |
614 | for (i = 0; i < numViewerFaces; i++) | 614 | for (i = 0; i < numViewerFaces; i++) |
615 | { | 615 | { |
616 | ViewerFace v = this.viewerFaces[i]; | 616 | ViewerFace v = this.viewerFaces[i]; |
617 | v.v1 *= m; | 617 | v.v1 *= m; |
618 | v.v2 *= m; | 618 | v.v2 *= m; |
619 | v.v3 *= m; | 619 | v.v3 *= m; |
620 | this.viewerFaces[i] = v; | 620 | this.viewerFaces[i] = v; |
621 | } | 621 | } |
622 | } | 622 | } |
623 | } | 623 | } |
624 | 624 | ||
625 | public void DumpRaw(String path, String name, String title) | 625 | public void DumpRaw(String path, String name, String title) |
626 | { | 626 | { |
627 | if (path == null) | 627 | if (path == null) |
628 | return; | 628 | return; |
629 | String fileName = name + "_" + title + ".raw"; | 629 | String fileName = name + "_" + title + ".raw"; |
630 | String completePath = System.IO.Path.Combine(path, fileName); | 630 | String completePath = System.IO.Path.Combine(path, fileName); |
631 | StreamWriter sw = new StreamWriter(completePath); | 631 | StreamWriter sw = new StreamWriter(completePath); |
632 | 632 | ||
633 | for (int i = 0; i < this.faces.Count; i++) | 633 | for (int i = 0; i < this.faces.Count; i++) |
634 | { | 634 | { |
635 | string s = this.coords[this.faces[i].v1].ToString(); | 635 | string s = this.coords[this.faces[i].v1].ToString(); |
636 | s += " " + this.coords[this.faces[i].v2].ToString(); | 636 | s += " " + this.coords[this.faces[i].v2].ToString(); |
637 | s += " " + this.coords[this.faces[i].v3].ToString(); | 637 | s += " " + this.coords[this.faces[i].v3].ToString(); |
638 | 638 | ||
639 | sw.WriteLine(s); | 639 | sw.WriteLine(s); |
640 | } | 640 | } |
641 | 641 | ||
642 | sw.Close(); | 642 | sw.Close(); |
643 | } | 643 | } |
644 | } | 644 | } |
645 | } | 645 | } |
diff --git a/OpenSim/Region/UserStatistics/ActiveConnectionsAJAX.cs b/OpenSim/Region/UserStatistics/ActiveConnectionsAJAX.cs index 704b74f..a567413 100644 --- a/OpenSim/Region/UserStatistics/ActiveConnectionsAJAX.cs +++ b/OpenSim/Region/UserStatistics/ActiveConnectionsAJAX.cs | |||
@@ -68,7 +68,7 @@ namespace OpenSim.Region.UserStatistics | |||
68 | HTMLUtil.OL_O(ref output, ""); | 68 | HTMLUtil.OL_O(ref output, ""); |
69 | foreach (Scene scene in all_scenes) | 69 | foreach (Scene scene in all_scenes) |
70 | { | 70 | { |
71 | ScenePresence[] avatarInScene = scene.GetScenePresences(); | 71 | List<ScenePresence> avatarInScene = scene.GetScenePresences(); |
72 | 72 | ||
73 | HTMLUtil.LI_O(ref output, String.Empty); | 73 | HTMLUtil.LI_O(ref output, String.Empty); |
74 | output.Append(scene.RegionInfo.RegionName); | 74 | output.Append(scene.RegionInfo.RegionName); |