diff options
author | dahlia | 2010-05-06 22:08:59 -0700 |
---|---|---|
committer | dahlia | 2010-05-06 22:08:59 -0700 |
commit | 39c5ddc8374d7f984bbb1562c8074ff02ac82e47 (patch) | |
tree | 41b42367650a05f24ee8c4a2cd16162429cc51fe /OpenSim | |
parent | Sculpt meshing refactoring - improves mesh accuracy and UV mapping (diff) | |
download | opensim-SC_OLD-39c5ddc8374d7f984bbb1562c8074ff02ac82e47.zip opensim-SC_OLD-39c5ddc8374d7f984bbb1562c8074ff02ac82e47.tar.gz opensim-SC_OLD-39c5ddc8374d7f984bbb1562c8074ff02ac82e47.tar.bz2 opensim-SC_OLD-39c5ddc8374d7f984bbb1562c8074ff02ac82e47.tar.xz |
corrections for face numbering and uv mapping, mostly for spheres - sync with PrimMesher r56
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/Physics/Meshing/PrimMesher.cs | 4485 |
1 files changed, 2284 insertions, 2201 deletions
diff --git a/OpenSim/Region/Physics/Meshing/PrimMesher.cs b/OpenSim/Region/Physics/Meshing/PrimMesher.cs index 932943c..b4e101a 100644 --- a/OpenSim/Region/Physics/Meshing/PrimMesher.cs +++ b/OpenSim/Region/Physics/Meshing/PrimMesher.cs | |||
@@ -1,2201 +1,2284 @@ | |||
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 | public Face(int v1, int v2, int v3) | |
261 | public Face(int v1, int v2, int v3) | 261 | { |
262 | { | 262 | primFace = 0; |
263 | primFace = 0; | 263 | |
264 | 264 | this.v1 = v1; | |
265 | this.v1 = v1; | 265 | this.v2 = v2; |
266 | this.v2 = v2; | 266 | this.v3 = v3; |
267 | this.v3 = v3; | 267 | |
268 | 268 | this.n1 = 0; | |
269 | this.n1 = 0; | 269 | this.n2 = 0; |
270 | this.n2 = 0; | 270 | this.n3 = 0; |
271 | this.n3 = 0; | 271 | |
272 | 272 | this.uv1 = 0; | |
273 | this.uv1 = 0; | 273 | this.uv2 = 0; |
274 | this.uv2 = 0; | 274 | this.uv3 = 0; |
275 | this.uv3 = 0; | 275 | |
276 | 276 | } | |
277 | } | 277 | |
278 | 278 | 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) | 279 | { |
280 | { | 280 | primFace = 0; |
281 | primFace = 0; | 281 | |
282 | 282 | this.v1 = v1; | |
283 | this.v1 = v1; | 283 | this.v2 = v2; |
284 | this.v2 = v2; | 284 | this.v3 = v3; |
285 | this.v3 = v3; | 285 | |
286 | 286 | this.n1 = n1; | |
287 | this.n1 = n1; | 287 | this.n2 = n2; |
288 | this.n2 = n2; | 288 | this.n3 = n3; |
289 | this.n3 = n3; | 289 | |
290 | 290 | this.uv1 = 0; | |
291 | this.uv1 = 0; | 291 | this.uv2 = 0; |
292 | this.uv2 = 0; | 292 | this.uv3 = 0; |
293 | this.uv3 = 0; | 293 | } |
294 | } | 294 | |
295 | 295 | public Coord SurfaceNormal(List<Coord> coordList) | |
296 | public Coord SurfaceNormal(List<Coord> coordList) | 296 | { |
297 | { | 297 | Coord c1 = coordList[this.v1]; |
298 | Coord c1 = coordList[this.v1]; | 298 | Coord c2 = coordList[this.v2]; |
299 | Coord c2 = coordList[this.v2]; | 299 | Coord c3 = coordList[this.v3]; |
300 | Coord c3 = coordList[this.v3]; | 300 | |
301 | 301 | 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); | 302 | 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); | 303 | |
304 | 304 | return Coord.Cross(edge1, edge2).Normalize(); | |
305 | return Coord.Cross(edge1, edge2).Normalize(); | 305 | } |
306 | } | 306 | } |
307 | } | 307 | |
308 | 308 | public struct ViewerFace | |
309 | public struct ViewerFace | 309 | { |
310 | { | 310 | public int primFaceNumber; |
311 | public int primFaceNumber; | 311 | |
312 | 312 | public Coord v1; | |
313 | public Coord v1; | 313 | public Coord v2; |
314 | public Coord v2; | 314 | public Coord v3; |
315 | public Coord v3; | 315 | |
316 | 316 | public int coordIndex1; | |
317 | public int coordIndex1; | 317 | public int coordIndex2; |
318 | public int coordIndex2; | 318 | public int coordIndex3; |
319 | public int coordIndex3; | 319 | |
320 | 320 | public Coord n1; | |
321 | public Coord n1; | 321 | public Coord n2; |
322 | public Coord n2; | 322 | public Coord n3; |
323 | public Coord n3; | 323 | |
324 | 324 | public UVCoord uv1; | |
325 | public UVCoord uv1; | 325 | public UVCoord uv2; |
326 | public UVCoord uv2; | 326 | public UVCoord uv3; |
327 | public UVCoord uv3; | 327 | |
328 | 328 | public ViewerFace(int primFaceNumber) | |
329 | public ViewerFace(int primFaceNumber) | 329 | { |
330 | { | 330 | this.primFaceNumber = primFaceNumber; |
331 | this.primFaceNumber = primFaceNumber; | 331 | |
332 | 332 | this.v1 = new Coord(); | |
333 | this.v1 = new Coord(); | 333 | this.v2 = new Coord(); |
334 | this.v2 = new Coord(); | 334 | this.v3 = new Coord(); |
335 | this.v3 = new Coord(); | 335 | |
336 | 336 | 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 | 337 | |
338 | 338 | this.n1 = new Coord(); | |
339 | this.n1 = new Coord(); | 339 | this.n2 = new Coord(); |
340 | this.n2 = new Coord(); | 340 | this.n3 = new Coord(); |
341 | this.n3 = new Coord(); | 341 | |
342 | 342 | this.uv1 = new UVCoord(); | |
343 | this.uv1 = new UVCoord(); | 343 | this.uv2 = new UVCoord(); |
344 | this.uv2 = new UVCoord(); | 344 | this.uv3 = new UVCoord(); |
345 | this.uv3 = new UVCoord(); | 345 | } |
346 | } | 346 | |
347 | 347 | public void Scale(float x, float y, float z) | |
348 | public void Scale(float x, float y, float z) | 348 | { |
349 | { | 349 | this.v1.X *= x; |
350 | this.v1.X *= x; | 350 | this.v1.Y *= y; |
351 | this.v1.Y *= y; | 351 | this.v1.Z *= z; |
352 | this.v1.Z *= z; | 352 | |
353 | 353 | this.v2.X *= x; | |
354 | this.v2.X *= x; | 354 | this.v2.Y *= y; |
355 | this.v2.Y *= y; | 355 | this.v2.Z *= z; |
356 | this.v2.Z *= z; | 356 | |
357 | 357 | this.v3.X *= x; | |
358 | this.v3.X *= x; | 358 | this.v3.Y *= y; |
359 | this.v3.Y *= y; | 359 | this.v3.Z *= z; |
360 | this.v3.Z *= z; | 360 | } |
361 | } | 361 | |
362 | 362 | public void AddPos(float x, float y, float z) | |
363 | public void AddPos(float x, float y, float z) | 363 | { |
364 | { | 364 | this.v1.X += x; |
365 | this.v1.X += x; | 365 | this.v2.X += x; |
366 | this.v2.X += x; | 366 | this.v3.X += x; |
367 | this.v3.X += x; | 367 | |
368 | 368 | this.v1.Y += y; | |
369 | this.v1.Y += y; | 369 | this.v2.Y += y; |
370 | this.v2.Y += y; | 370 | this.v3.Y += y; |
371 | this.v3.Y += y; | 371 | |
372 | 372 | this.v1.Z += z; | |
373 | this.v1.Z += z; | 373 | this.v2.Z += z; |
374 | this.v2.Z += z; | 374 | this.v3.Z += z; |
375 | this.v3.Z += z; | 375 | } |
376 | } | 376 | |
377 | 377 | public void AddRot(Quat q) | |
378 | public void AddRot(Quat q) | 378 | { |
379 | { | 379 | this.v1 *= q; |
380 | this.v1 *= q; | 380 | this.v2 *= q; |
381 | this.v2 *= q; | 381 | this.v3 *= q; |
382 | this.v3 *= q; | 382 | |
383 | 383 | this.n1 *= q; | |
384 | this.n1 *= q; | 384 | this.n2 *= q; |
385 | this.n2 *= q; | 385 | this.n3 *= q; |
386 | this.n3 *= q; | 386 | } |
387 | } | 387 | |
388 | 388 | public void CalcSurfaceNormal() | |
389 | public void CalcSurfaceNormal() | 389 | { |
390 | { | 390 | |
391 | 391 | 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); | 392 | 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); | 393 | |
394 | 394 | this.n1 = this.n2 = this.n3 = Coord.Cross(edge1, edge2).Normalize(); | |
395 | this.n1 = this.n2 = this.n3 = Coord.Cross(edge1, edge2).Normalize(); | 395 | } |
396 | } | 396 | } |
397 | } | 397 | |
398 | 398 | internal struct Angle | |
399 | internal struct Angle | 399 | { |
400 | { | 400 | internal float angle; |
401 | internal float angle; | 401 | internal float X; |
402 | internal float X; | 402 | internal float Y; |
403 | internal float Y; | 403 | |
404 | 404 | internal Angle(float angle, float x, float y) | |
405 | internal Angle(float angle, float x, float y) | 405 | { |
406 | { | 406 | this.angle = angle; |
407 | this.angle = angle; | 407 | this.X = x; |
408 | this.X = x; | 408 | this.Y = y; |
409 | this.Y = y; | 409 | } |
410 | } | 410 | } |
411 | } | 411 | |
412 | 412 | internal class AngleList | |
413 | internal class AngleList | 413 | { |
414 | { | 414 | private float iX, iY; // intersection point |
415 | private float iX, iY; // intersection point | 415 | |
416 | 416 | private static Angle[] angles3 = | |
417 | private static Angle[] angles3 = | 417 | { |
418 | { | 418 | new Angle(0.0f, 1.0f, 0.0f), |
419 | new Angle(0.0f, 1.0f, 0.0f), | 419 | new Angle(0.33333333333333333f, -0.5f, 0.86602540378443871f), |
420 | new Angle(0.33333333333333333f, -0.5f, 0.86602540378443871f), | 420 | new Angle(0.66666666666666667f, -0.5f, -0.86602540378443837f), |
421 | new Angle(0.66666666666666667f, -0.5f, -0.86602540378443837f), | 421 | new Angle(1.0f, 1.0f, 0.0f) |
422 | new Angle(1.0f, 1.0f, 0.0f) | 422 | }; |
423 | }; | 423 | |
424 | 424 | private static Coord[] normals3 = | |
425 | private static Coord[] normals3 = | 425 | { |
426 | { | 426 | new Coord(0.25f, 0.4330127019f, 0.0f).Normalize(), |
427 | new Coord(0.25f, 0.4330127019f, 0.0f).Normalize(), | 427 | new Coord(-0.5f, 0.0f, 0.0f).Normalize(), |
428 | new Coord(-0.5f, 0.0f, 0.0f).Normalize(), | 428 | new Coord(0.25f, -0.4330127019f, 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 | }; |
431 | }; | 431 | |
432 | 432 | private static Angle[] angles4 = | |
433 | private static Angle[] angles4 = | 433 | { |
434 | { | 434 | new Angle(0.0f, 1.0f, 0.0f), |
435 | new Angle(0.0f, 1.0f, 0.0f), | 435 | new Angle(0.25f, 0.0f, 1.0f), |
436 | new Angle(0.25f, 0.0f, 1.0f), | 436 | new Angle(0.5f, -1.0f, 0.0f), |
437 | new Angle(0.5f, -1.0f, 0.0f), | 437 | new Angle(0.75f, 0.0f, -1.0f), |
438 | new Angle(0.75f, 0.0f, -1.0f), | 438 | new Angle(1.0f, 1.0f, 0.0f) |
439 | new Angle(1.0f, 1.0f, 0.0f) | 439 | }; |
440 | }; | 440 | |
441 | 441 | private static Coord[] normals4 = | |
442 | private static Coord[] normals4 = | 442 | { |
443 | { | 443 | new Coord(0.5f, 0.5f, 0.0f).Normalize(), |
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 | }; |
449 | }; | 449 | |
450 | 450 | private static Angle[] angles24 = | |
451 | private static Angle[] angles24 = | 451 | { |
452 | { | 452 | new Angle(0.0f, 1.0f, 0.0f), |
453 | new Angle(0.0f, 1.0f, 0.0f), | 453 | new Angle(0.041666666666666664f, 0.96592582628906831f, 0.25881904510252074f), |
454 | new Angle(0.041666666666666664f, 0.96592582628906831f, 0.25881904510252074f), | 454 | new Angle(0.083333333333333329f, 0.86602540378443871f, 0.5f), |
455 | new Angle(0.083333333333333329f, 0.86602540378443871f, 0.5f), | 455 | new Angle(0.125f, 0.70710678118654757f, 0.70710678118654746f), |
456 | new Angle(0.125f, 0.70710678118654757f, 0.70710678118654746f), | 456 | new Angle(0.16666666666666667f, 0.5f, 0.8660254037844386f), |
457 | new Angle(0.16666666666666667f, 0.5f, 0.8660254037844386f), | 457 | new Angle(0.20833333333333331f, 0.25881904510252096f, 0.9659258262890682f), |
458 | new Angle(0.20833333333333331f, 0.25881904510252096f, 0.9659258262890682f), | 458 | new Angle(0.25f, 0.0f, 1.0f), |
459 | new Angle(0.25f, 0.0f, 1.0f), | 459 | new Angle(0.29166666666666663f, -0.25881904510252063f, 0.96592582628906831f), |
460 | new Angle(0.29166666666666663f, -0.25881904510252063f, 0.96592582628906831f), | 460 | new Angle(0.33333333333333333f, -0.5f, 0.86602540378443871f), |
461 | new Angle(0.33333333333333333f, -0.5f, 0.86602540378443871f), | 461 | new Angle(0.375f, -0.70710678118654746f, 0.70710678118654757f), |
462 | new Angle(0.375f, -0.70710678118654746f, 0.70710678118654757f), | 462 | new Angle(0.41666666666666663f, -0.86602540378443849f, 0.5f), |
463 | new Angle(0.41666666666666663f, -0.86602540378443849f, 0.5f), | 463 | new Angle(0.45833333333333331f, -0.9659258262890682f, 0.25881904510252102f), |
464 | new Angle(0.45833333333333331f, -0.9659258262890682f, 0.25881904510252102f), | 464 | new Angle(0.5f, -1.0f, 0.0f), |
465 | new Angle(0.5f, -1.0f, 0.0f), | 465 | new Angle(0.54166666666666663f, -0.96592582628906842f, -0.25881904510252035f), |
466 | new Angle(0.54166666666666663f, -0.96592582628906842f, -0.25881904510252035f), | 466 | new Angle(0.58333333333333326f, -0.86602540378443882f, -0.5f), |
467 | new Angle(0.58333333333333326f, -0.86602540378443882f, -0.5f), | 467 | new Angle(0.62499999999999989f, -0.70710678118654791f, -0.70710678118654713f), |
468 | new Angle(0.62499999999999989f, -0.70710678118654791f, -0.70710678118654713f), | 468 | new Angle(0.66666666666666667f, -0.5f, -0.86602540378443837f), |
469 | new Angle(0.66666666666666667f, -0.5f, -0.86602540378443837f), | 469 | new Angle(0.70833333333333326f, -0.25881904510252152f, -0.96592582628906809f), |
470 | new Angle(0.70833333333333326f, -0.25881904510252152f, -0.96592582628906809f), | 470 | new Angle(0.75f, 0.0f, -1.0f), |
471 | new Angle(0.75f, 0.0f, -1.0f), | 471 | new Angle(0.79166666666666663f, 0.2588190451025203f, -0.96592582628906842f), |
472 | new Angle(0.79166666666666663f, 0.2588190451025203f, -0.96592582628906842f), | 472 | new Angle(0.83333333333333326f, 0.5f, -0.86602540378443904f), |
473 | new Angle(0.83333333333333326f, 0.5f, -0.86602540378443904f), | 473 | new Angle(0.875f, 0.70710678118654735f, -0.70710678118654768f), |
474 | new Angle(0.875f, 0.70710678118654735f, -0.70710678118654768f), | 474 | new Angle(0.91666666666666663f, 0.86602540378443837f, -0.5f), |
475 | new Angle(0.91666666666666663f, 0.86602540378443837f, -0.5f), | 475 | new Angle(0.95833333333333326f, 0.96592582628906809f, -0.25881904510252157f), |
476 | new Angle(0.95833333333333326f, 0.96592582628906809f, -0.25881904510252157f), | 476 | new Angle(1.0f, 1.0f, 0.0f) |
477 | new Angle(1.0f, 1.0f, 0.0f) | 477 | }; |
478 | }; | 478 | |
479 | 479 | private Angle interpolatePoints(float newPoint, Angle p1, Angle p2) | |
480 | private Angle interpolatePoints(float newPoint, Angle p1, Angle p2) | 480 | { |
481 | { | 481 | float m = (newPoint - p1.angle) / (p2.angle - p1.angle); |
482 | float m = (newPoint - p1.angle) / (p2.angle - p1.angle); | 482 | 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)); | 483 | } |
484 | } | 484 | |
485 | 485 | 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) | 486 | { // ref: http://local.wasp.uwa.edu.au/~pbourke/geometry/lineline2d/ |
487 | { // ref: http://local.wasp.uwa.edu.au/~pbourke/geometry/lineline2d/ | 487 | double denom = (y4 - y3) * (x2 - x1) - (x4 - x3) * (y2 - y1); |
488 | double denom = (y4 - y3) * (x2 - x1) - (x4 - x3) * (y2 - y1); | 488 | double uaNumerator = (x4 - x3) * (y1 - y3) - (y4 - y3) * (x1 - x3); |
489 | double uaNumerator = (x4 - x3) * (y1 - y3) - (y4 - y3) * (x1 - x3); | 489 | |
490 | 490 | if (denom != 0.0) | |
491 | if (denom != 0.0) | 491 | { |
492 | { | 492 | double ua = uaNumerator / denom; |
493 | double ua = uaNumerator / denom; | 493 | iX = (float)(x1 + ua * (x2 - x1)); |
494 | iX = (float)(x1 + ua * (x2 - x1)); | 494 | iY = (float)(y1 + ua * (y2 - y1)); |
495 | iY = (float)(y1 + ua * (y2 - y1)); | 495 | } |
496 | } | 496 | } |
497 | } | 497 | |
498 | 498 | internal List<Angle> angles; | |
499 | internal List<Angle> angles; | 499 | internal List<Coord> normals; |
500 | internal List<Coord> normals; | 500 | |
501 | 501 | internal void makeAngles(int sides, float startAngle, float stopAngle) | |
502 | internal void makeAngles(int sides, float startAngle, float stopAngle) | 502 | { |
503 | { | 503 | angles = new List<Angle>(); |
504 | angles = new List<Angle>(); | 504 | normals = new List<Coord>(); |
505 | normals = new List<Coord>(); | 505 | |
506 | 506 | double twoPi = System.Math.PI * 2.0; | |
507 | double twoPi = System.Math.PI * 2.0; | 507 | float twoPiInv = 1.0f / (float)twoPi; |
508 | float twoPiInv = 1.0f / (float)twoPi; | 508 | |
509 | 509 | if (sides < 1) | |
510 | if (sides < 1) | 510 | throw new Exception("number of sides not greater than zero"); |
511 | throw new Exception("number of sides not greater than zero"); | 511 | if (stopAngle <= startAngle) |
512 | if (stopAngle <= startAngle) | 512 | throw new Exception("stopAngle not greater than startAngle"); |
513 | throw new Exception("stopAngle not greater than startAngle"); | 513 | |
514 | 514 | if ((sides == 3 || sides == 4 || sides == 24)) | |
515 | if ((sides == 3 || sides == 4 || sides == 24)) | 515 | { |
516 | { | 516 | startAngle *= twoPiInv; |
517 | startAngle *= twoPiInv; | 517 | stopAngle *= twoPiInv; |
518 | stopAngle *= twoPiInv; | 518 | |
519 | 519 | Angle[] sourceAngles; | |
520 | Angle[] sourceAngles; | 520 | if (sides == 3) |
521 | if (sides == 3) | 521 | sourceAngles = angles3; |
522 | sourceAngles = angles3; | 522 | else if (sides == 4) |
523 | else if (sides == 4) | 523 | sourceAngles = angles4; |
524 | sourceAngles = angles4; | 524 | else sourceAngles = angles24; |
525 | else sourceAngles = angles24; | 525 | |
526 | 526 | int startAngleIndex = (int)(startAngle * sides); | |
527 | int startAngleIndex = (int)(startAngle * sides); | 527 | int endAngleIndex = sourceAngles.Length - 1; |
528 | int endAngleIndex = sourceAngles.Length - 1; | 528 | if (stopAngle < 1.0f) |
529 | if (stopAngle < 1.0f) | 529 | endAngleIndex = (int)(stopAngle * sides) + 1; |
530 | endAngleIndex = (int)(stopAngle * sides) + 1; | 530 | if (endAngleIndex == startAngleIndex) |
531 | if (endAngleIndex == startAngleIndex) | 531 | endAngleIndex++; |
532 | endAngleIndex++; | 532 | |
533 | 533 | for (int angleIndex = startAngleIndex; angleIndex < endAngleIndex + 1; angleIndex++) | |
534 | for (int angleIndex = startAngleIndex; angleIndex < endAngleIndex + 1; angleIndex++) | 534 | { |
535 | { | 535 | angles.Add(sourceAngles[angleIndex]); |
536 | angles.Add(sourceAngles[angleIndex]); | 536 | if (sides == 3) |
537 | if (sides == 3) | 537 | normals.Add(normals3[angleIndex]); |
538 | normals.Add(normals3[angleIndex]); | 538 | else if (sides == 4) |
539 | else if (sides == 4) | 539 | normals.Add(normals4[angleIndex]); |
540 | normals.Add(normals4[angleIndex]); | 540 | } |
541 | } | 541 | |
542 | 542 | if (startAngle > 0.0f) | |
543 | if (startAngle > 0.0f) | 543 | angles[0] = interpolatePoints(startAngle, angles[0], angles[1]); |
544 | angles[0] = interpolatePoints(startAngle, angles[0], angles[1]); | 544 | |
545 | 545 | if (stopAngle < 1.0f) | |
546 | if (stopAngle < 1.0f) | 546 | { |
547 | { | 547 | int lastAngleIndex = angles.Count - 1; |
548 | int lastAngleIndex = angles.Count - 1; | 548 | angles[lastAngleIndex] = interpolatePoints(stopAngle, angles[lastAngleIndex - 1], angles[lastAngleIndex]); |
549 | angles[lastAngleIndex] = interpolatePoints(stopAngle, angles[lastAngleIndex - 1], angles[lastAngleIndex]); | 549 | } |
550 | } | 550 | } |
551 | } | 551 | else |
552 | else | 552 | { |
553 | { | 553 | double stepSize = twoPi / sides; |
554 | double stepSize = twoPi / sides; | 554 | |
555 | 555 | int startStep = (int)(startAngle / stepSize); | |
556 | int startStep = (int)(startAngle / stepSize); | 556 | double angle = stepSize * startStep; |
557 | double angle = stepSize * startStep; | 557 | int step = startStep; |
558 | int step = startStep; | 558 | double stopAngleTest = stopAngle; |
559 | double stopAngleTest = stopAngle; | 559 | if (stopAngle < twoPi) |
560 | if (stopAngle < twoPi) | 560 | { |
561 | { | 561 | stopAngleTest = stepSize * ((int)(stopAngle / stepSize) + 1); |
562 | stopAngleTest = stepSize * ((int)(stopAngle / stepSize) + 1); | 562 | if (stopAngleTest < stopAngle) |
563 | if (stopAngleTest < stopAngle) | 563 | stopAngleTest += stepSize; |
564 | stopAngleTest += stepSize; | 564 | if (stopAngleTest > twoPi) |
565 | if (stopAngleTest > twoPi) | 565 | stopAngleTest = twoPi; |
566 | stopAngleTest = twoPi; | 566 | } |
567 | } | 567 | |
568 | 568 | while (angle <= stopAngleTest) | |
569 | while (angle <= stopAngleTest) | 569 | { |
570 | { | 570 | Angle newAngle; |
571 | Angle newAngle; | 571 | newAngle.angle = (float)angle; |
572 | newAngle.angle = (float)angle; | 572 | newAngle.X = (float)System.Math.Cos(angle); |
573 | newAngle.X = (float)System.Math.Cos(angle); | 573 | newAngle.Y = (float)System.Math.Sin(angle); |
574 | newAngle.Y = (float)System.Math.Sin(angle); | 574 | angles.Add(newAngle); |
575 | angles.Add(newAngle); | 575 | step += 1; |
576 | step += 1; | 576 | angle = stepSize * step; |
577 | angle = stepSize * step; | 577 | } |
578 | } | 578 | |
579 | 579 | if (startAngle > angles[0].angle) | |
580 | if (startAngle > angles[0].angle) | 580 | { |
581 | { | 581 | Angle newAngle; |
582 | Angle newAngle; | 582 | 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)); | 583 | newAngle.angle = startAngle; |
584 | newAngle.angle = startAngle; | 584 | newAngle.X = iX; |
585 | newAngle.X = iX; | 585 | newAngle.Y = iY; |
586 | newAngle.Y = iY; | 586 | angles[0] = newAngle; |
587 | angles[0] = newAngle; | 587 | } |
588 | } | 588 | |
589 | 589 | int index = angles.Count - 1; | |
590 | int index = angles.Count - 1; | 590 | if (stopAngle < angles[index].angle) |
591 | if (stopAngle < angles[index].angle) | 591 | { |
592 | { | 592 | Angle newAngle; |
593 | Angle newAngle; | 593 | 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)); | 594 | newAngle.angle = stopAngle; |
595 | newAngle.angle = stopAngle; | 595 | newAngle.X = iX; |
596 | newAngle.X = iX; | 596 | newAngle.Y = iY; |
597 | newAngle.Y = iY; | 597 | angles[index] = newAngle; |
598 | angles[index] = newAngle; | 598 | } |
599 | } | 599 | } |
600 | } | 600 | } |
601 | } | 601 | } |
602 | } | 602 | |
603 | 603 | /// <summary> | |
604 | /// <summary> | 604 | /// generates a profile for extrusion |
605 | /// generates a profile for extrusion | 605 | /// </summary> |
606 | /// </summary> | 606 | internal class Profile |
607 | internal class Profile | 607 | { |
608 | { | 608 | private const float twoPi = 2.0f * (float)Math.PI; |
609 | private const float twoPi = 2.0f * (float)Math.PI; | 609 | |
610 | 610 | internal string errorMessage = null; | |
611 | internal string errorMessage = null; | 611 | |
612 | 612 | internal List<Coord> coords; | |
613 | internal List<Coord> coords; | 613 | internal List<Face> faces; |
614 | internal List<Face> faces; | 614 | internal List<Coord> vertexNormals; |
615 | internal List<Coord> vertexNormals; | 615 | internal List<float> us; |
616 | internal List<float> us; | 616 | internal List<UVCoord> faceUVs; |
617 | internal List<UVCoord> faceUVs; | 617 | internal List<int> faceNumbers; |
618 | internal List<int> faceNumbers; | 618 | |
619 | 619 | // use these for making individual meshes for each prim face | |
620 | // use these for making individual meshes for each prim face | 620 | internal List<int> outerCoordIndices = null; |
621 | internal List<int> outerCoordIndices = null; | 621 | internal List<int> hollowCoordIndices = null; |
622 | internal List<int> hollowCoordIndices = null; | 622 | internal List<int> cut1CoordIndices = null; |
623 | internal List<int> cut1CoordIndices = null; | 623 | internal List<int> cut2CoordIndices = null; |
624 | internal List<int> cut2CoordIndices = null; | 624 | |
625 | 625 | internal Coord faceNormal = new Coord(0.0f, 0.0f, 1.0f); | |
626 | internal Coord faceNormal = new Coord(0.0f, 0.0f, 1.0f); | 626 | internal Coord cutNormal1 = new Coord(); |
627 | internal Coord cutNormal1 = new Coord(); | 627 | internal Coord cutNormal2 = new Coord(); |
628 | internal Coord cutNormal2 = new Coord(); | 628 | |
629 | 629 | internal int numOuterVerts = 0; | |
630 | internal int numOuterVerts = 0; | 630 | internal int numHollowVerts = 0; |
631 | internal int numHollowVerts = 0; | 631 | |
632 | 632 | internal int outerFaceNumber = -1; | |
633 | internal bool calcVertexNormals = false; | 633 | internal int hollowFaceNumber = -1; |
634 | internal int bottomFaceNumber = 0; | 634 | |
635 | internal int numPrimFaces = 0; | 635 | internal bool calcVertexNormals = false; |
636 | 636 | internal int bottomFaceNumber = 0; | |
637 | internal Profile() | 637 | internal int numPrimFaces = 0; |
638 | { | 638 | |
639 | this.coords = new List<Coord>(); | 639 | internal Profile() |
640 | this.faces = new List<Face>(); | 640 | { |
641 | this.vertexNormals = new List<Coord>(); | 641 | this.coords = new List<Coord>(); |
642 | this.us = new List<float>(); | 642 | this.faces = new List<Face>(); |
643 | this.faceUVs = new List<UVCoord>(); | 643 | this.vertexNormals = new List<Coord>(); |
644 | this.faceNumbers = new List<int>(); | 644 | this.us = new List<float>(); |
645 | } | 645 | this.faceUVs = new List<UVCoord>(); |
646 | 646 | this.faceNumbers = new List<int>(); | |
647 | internal Profile(int sides, float profileStart, float profileEnd, float hollow, int hollowSides, bool createFaces, bool calcVertexNormals) | 647 | } |
648 | { | 648 | |
649 | this.calcVertexNormals = calcVertexNormals; | 649 | internal Profile(int sides, float profileStart, float profileEnd, float hollow, int hollowSides, bool createFaces, bool calcVertexNormals) |
650 | this.coords = new List<Coord>(); | 650 | { |
651 | this.faces = new List<Face>(); | 651 | this.calcVertexNormals = calcVertexNormals; |
652 | this.vertexNormals = new List<Coord>(); | 652 | this.coords = new List<Coord>(); |
653 | this.us = new List<float>(); | 653 | this.faces = new List<Face>(); |
654 | this.faceUVs = new List<UVCoord>(); | 654 | this.vertexNormals = new List<Coord>(); |
655 | this.faceNumbers = new List<int>(); | 655 | this.us = new List<float>(); |
656 | 656 | this.faceUVs = new List<UVCoord>(); | |
657 | Coord center = new Coord(0.0f, 0.0f, 0.0f); | 657 | this.faceNumbers = new List<int>(); |
658 | //bool hasCenter = false; | 658 | |
659 | 659 | Coord center = new Coord(0.0f, 0.0f, 0.0f); | |
660 | List<Coord> hollowCoords = new List<Coord>(); | 660 | //bool hasCenter = false; |
661 | List<Coord> hollowNormals = new List<Coord>(); | 661 | |
662 | List<float> hollowUs = new List<float>(); | 662 | List<Coord> hollowCoords = new List<Coord>(); |
663 | 663 | List<Coord> hollowNormals = new List<Coord>(); | |
664 | if (calcVertexNormals) | 664 | List<float> hollowUs = new List<float>(); |
665 | { | 665 | |
666 | this.outerCoordIndices = new List<int>(); | 666 | if (calcVertexNormals) |
667 | this.hollowCoordIndices = new List<int>(); | 667 | { |
668 | this.cut1CoordIndices = new List<int>(); | 668 | this.outerCoordIndices = new List<int>(); |
669 | this.cut2CoordIndices = new List<int>(); | 669 | this.hollowCoordIndices = new List<int>(); |
670 | } | 670 | this.cut1CoordIndices = new List<int>(); |
671 | 671 | this.cut2CoordIndices = new List<int>(); | |
672 | bool hasHollow = (hollow > 0.0f); | 672 | } |
673 | 673 | ||
674 | bool hasProfileCut = (profileStart > 0.0f || profileEnd < 1.0f); | 674 | bool hasHollow = (hollow > 0.0f); |
675 | 675 | ||
676 | AngleList angles = new AngleList(); | 676 | bool hasProfileCut = (profileStart > 0.0f || profileEnd < 1.0f); |
677 | AngleList hollowAngles = new AngleList(); | 677 | |
678 | 678 | AngleList angles = new AngleList(); | |
679 | float xScale = 0.5f; | 679 | AngleList hollowAngles = new AngleList(); |
680 | float yScale = 0.5f; | 680 | |
681 | if (sides == 4) // corners of a square are sqrt(2) from center | 681 | float xScale = 0.5f; |
682 | { | 682 | float yScale = 0.5f; |
683 | xScale = 0.707f; | 683 | if (sides == 4) // corners of a square are sqrt(2) from center |
684 | yScale = 0.707f; | 684 | { |
685 | } | 685 | xScale = 0.707f; |
686 | 686 | yScale = 0.707f; | |
687 | float startAngle = profileStart * twoPi; | 687 | } |
688 | float stopAngle = profileEnd * twoPi; | 688 | |
689 | 689 | float startAngle = profileStart * twoPi; | |
690 | try { angles.makeAngles(sides, startAngle, stopAngle); } | 690 | float stopAngle = profileEnd * twoPi; |
691 | catch (Exception ex) | 691 | |
692 | { | 692 | try { angles.makeAngles(sides, startAngle, stopAngle); } |
693 | 693 | catch (Exception ex) | |
694 | errorMessage = "makeAngles failed: Exception: " + ex.ToString() | 694 | { |
695 | + "\nsides: " + sides.ToString() + " startAngle: " + startAngle.ToString() + " stopAngle: " + stopAngle.ToString(); | 695 | |
696 | 696 | errorMessage = "makeAngles failed: Exception: " + ex.ToString() | |
697 | return; | 697 | + "\nsides: " + sides.ToString() + " startAngle: " + startAngle.ToString() + " stopAngle: " + stopAngle.ToString(); |
698 | } | 698 | |
699 | 699 | return; | |
700 | this.numOuterVerts = angles.angles.Count; | 700 | } |
701 | 701 | ||
702 | // flag to create as few triangles as possible for 3 or 4 side profile | 702 | this.numOuterVerts = angles.angles.Count; |
703 | bool simpleFace = (sides < 5 && !hasHollow && !hasProfileCut); | 703 | |
704 | 704 | // flag to create as few triangles as possible for 3 or 4 side profile | |
705 | if (hasHollow) | 705 | bool simpleFace = (sides < 5 && !hasHollow && !hasProfileCut); |
706 | { | 706 | |
707 | if (sides == hollowSides) | 707 | if (hasHollow) |
708 | hollowAngles = angles; | 708 | { |
709 | else | 709 | if (sides == hollowSides) |
710 | { | 710 | hollowAngles = angles; |
711 | try { hollowAngles.makeAngles(hollowSides, startAngle, stopAngle); } | 711 | else |
712 | catch (Exception ex) | 712 | { |
713 | { | 713 | try { hollowAngles.makeAngles(hollowSides, startAngle, stopAngle); } |
714 | errorMessage = "makeAngles failed: Exception: " + ex.ToString() | 714 | catch (Exception ex) |
715 | + "\nsides: " + sides.ToString() + " startAngle: " + startAngle.ToString() + " stopAngle: " + stopAngle.ToString(); | 715 | { |
716 | 716 | errorMessage = "makeAngles failed: Exception: " + ex.ToString() | |
717 | return; | 717 | + "\nsides: " + sides.ToString() + " startAngle: " + startAngle.ToString() + " stopAngle: " + stopAngle.ToString(); |
718 | } | 718 | |
719 | } | 719 | return; |
720 | this.numHollowVerts = hollowAngles.angles.Count; | 720 | } |
721 | } | 721 | } |
722 | else if (!simpleFace) | 722 | this.numHollowVerts = hollowAngles.angles.Count; |
723 | { | 723 | } |
724 | this.coords.Add(center); | 724 | else if (!simpleFace) |
725 | //hasCenter = true; | 725 | { |
726 | if (this.calcVertexNormals) | 726 | this.coords.Add(center); |
727 | this.vertexNormals.Add(new Coord(0.0f, 0.0f, 1.0f)); | 727 | //hasCenter = true; |
728 | this.us.Add(0.0f); | 728 | if (this.calcVertexNormals) |
729 | } | 729 | this.vertexNormals.Add(new Coord(0.0f, 0.0f, 1.0f)); |
730 | 730 | this.us.Add(0.0f); | |
731 | float z = 0.0f; | 731 | } |
732 | 732 | ||
733 | Angle angle; | 733 | float z = 0.0f; |
734 | Coord newVert = new Coord(); | 734 | |
735 | if (hasHollow && hollowSides != sides) | 735 | Angle angle; |
736 | { | 736 | Coord newVert = new Coord(); |
737 | int numHollowAngles = hollowAngles.angles.Count; | 737 | if (hasHollow && hollowSides != sides) |
738 | for (int i = 0; i < numHollowAngles; i++) | 738 | { |
739 | { | 739 | int numHollowAngles = hollowAngles.angles.Count; |
740 | angle = hollowAngles.angles[i]; | 740 | for (int i = 0; i < numHollowAngles; i++) |
741 | newVert.X = hollow * xScale * angle.X; | 741 | { |
742 | newVert.Y = hollow * yScale * angle.Y; | 742 | angle = hollowAngles.angles[i]; |
743 | newVert.Z = z; | 743 | newVert.X = hollow * xScale * angle.X; |
744 | 744 | newVert.Y = hollow * yScale * angle.Y; | |
745 | hollowCoords.Add(newVert); | 745 | newVert.Z = z; |
746 | if (this.calcVertexNormals) | 746 | |
747 | { | 747 | hollowCoords.Add(newVert); |
748 | if (hollowSides < 5) | 748 | if (this.calcVertexNormals) |
749 | hollowNormals.Add(hollowAngles.normals[i].Invert()); | 749 | { |
750 | else | 750 | if (hollowSides < 5) |
751 | hollowNormals.Add(new Coord(-angle.X, -angle.Y, 0.0f)); | 751 | hollowNormals.Add(hollowAngles.normals[i].Invert()); |
752 | 752 | else | |
753 | hollowUs.Add(angle.angle * hollow); | 753 | hollowNormals.Add(new Coord(-angle.X, -angle.Y, 0.0f)); |
754 | } | 754 | |
755 | } | 755 | hollowUs.Add(angle.angle * hollow); |
756 | } | 756 | } |
757 | 757 | } | |
758 | int index = 0; | 758 | } |
759 | int numAngles = angles.angles.Count; | 759 | |
760 | 760 | int index = 0; | |
761 | for (int i = 0; i < numAngles; i++) | 761 | int numAngles = angles.angles.Count; |
762 | { | 762 | |
763 | angle = angles.angles[i]; | 763 | for (int i = 0; i < numAngles; i++) |
764 | newVert.X = angle.X * xScale; | 764 | { |
765 | newVert.Y = angle.Y * yScale; | 765 | angle = angles.angles[i]; |
766 | newVert.Z = z; | 766 | newVert.X = angle.X * xScale; |
767 | this.coords.Add(newVert); | 767 | newVert.Y = angle.Y * yScale; |
768 | if (this.calcVertexNormals) | 768 | newVert.Z = z; |
769 | { | 769 | this.coords.Add(newVert); |
770 | this.outerCoordIndices.Add(this.coords.Count - 1); | 770 | if (this.calcVertexNormals) |
771 | 771 | { | |
772 | if (sides < 5) | 772 | this.outerCoordIndices.Add(this.coords.Count - 1); |
773 | { | 773 | |
774 | this.vertexNormals.Add(angles.normals[i]); | 774 | if (sides < 5) |
775 | float u = angle.angle; | 775 | { |
776 | this.us.Add(u); | 776 | this.vertexNormals.Add(angles.normals[i]); |
777 | } | 777 | float u = angle.angle; |
778 | else | 778 | this.us.Add(u); |
779 | { | 779 | } |
780 | this.vertexNormals.Add(new Coord(angle.X, angle.Y, 0.0f)); | 780 | else |
781 | this.us.Add(angle.angle); | 781 | { |
782 | } | 782 | this.vertexNormals.Add(new Coord(angle.X, angle.Y, 0.0f)); |
783 | } | 783 | this.us.Add(angle.angle); |
784 | 784 | } | |
785 | if (hasHollow) | 785 | } |
786 | { | 786 | |
787 | if (hollowSides == sides) | 787 | if (hasHollow) |
788 | { | 788 | { |
789 | newVert.X *= hollow; | 789 | if (hollowSides == sides) |
790 | newVert.Y *= hollow; | 790 | { |
791 | newVert.Z = z; | 791 | newVert.X *= hollow; |
792 | hollowCoords.Add(newVert); | 792 | newVert.Y *= hollow; |
793 | if (this.calcVertexNormals) | 793 | newVert.Z = z; |
794 | { | 794 | hollowCoords.Add(newVert); |
795 | if (sides < 5) | 795 | if (this.calcVertexNormals) |
796 | { | 796 | { |
797 | hollowNormals.Add(angles.normals[i].Invert()); | 797 | if (sides < 5) |
798 | } | 798 | { |
799 | 799 | hollowNormals.Add(angles.normals[i].Invert()); | |
800 | else | 800 | } |
801 | hollowNormals.Add(new Coord(-angle.X, -angle.Y, 0.0f)); | 801 | |
802 | 802 | else | |
803 | hollowUs.Add(angle.angle * hollow); | 803 | hollowNormals.Add(new Coord(-angle.X, -angle.Y, 0.0f)); |
804 | } | 804 | |
805 | } | 805 | hollowUs.Add(angle.angle * hollow); |
806 | } | 806 | } |
807 | else if (!simpleFace && createFaces && angle.angle > 0.0001f) | 807 | } |
808 | { | 808 | } |
809 | Face newFace = new Face(); | 809 | else if (!simpleFace && createFaces && angle.angle > 0.0001f) |
810 | newFace.v1 = 0; | 810 | { |
811 | newFace.v2 = index; | 811 | Face newFace = new Face(); |
812 | newFace.v3 = index + 1; | 812 | newFace.v1 = 0; |
813 | 813 | newFace.v2 = index; | |
814 | this.faces.Add(newFace); | 814 | newFace.v3 = index + 1; |
815 | } | 815 | |
816 | index += 1; | 816 | this.faces.Add(newFace); |
817 | } | 817 | } |
818 | 818 | index += 1; | |
819 | if (hasHollow) | 819 | } |
820 | { | 820 | |
821 | hollowCoords.Reverse(); | 821 | if (hasHollow) |
822 | if (this.calcVertexNormals) | 822 | { |
823 | { | 823 | hollowCoords.Reverse(); |
824 | hollowNormals.Reverse(); | 824 | if (this.calcVertexNormals) |
825 | hollowUs.Reverse(); | 825 | { |
826 | } | 826 | hollowNormals.Reverse(); |
827 | 827 | hollowUs.Reverse(); | |
828 | if (createFaces) | 828 | } |
829 | { | 829 | |
830 | //int numOuterVerts = this.coords.Count; | 830 | if (createFaces) |
831 | //numOuterVerts = this.coords.Count; | 831 | { |
832 | //int numHollowVerts = hollowCoords.Count; | 832 | //int numOuterVerts = this.coords.Count; |
833 | int numTotalVerts = this.numOuterVerts + this.numHollowVerts; | 833 | //numOuterVerts = this.coords.Count; |
834 | 834 | //int numHollowVerts = hollowCoords.Count; | |
835 | if (this.numOuterVerts == this.numHollowVerts) | 835 | int numTotalVerts = this.numOuterVerts + this.numHollowVerts; |
836 | { | 836 | |
837 | Face newFace = new Face(); | 837 | if (this.numOuterVerts == this.numHollowVerts) |
838 | 838 | { | |
839 | for (int coordIndex = 0; coordIndex < this.numOuterVerts - 1; coordIndex++) | 839 | Face newFace = new Face(); |
840 | { | 840 | |
841 | newFace.v1 = coordIndex; | 841 | for (int coordIndex = 0; coordIndex < this.numOuterVerts - 1; coordIndex++) |
842 | newFace.v2 = coordIndex + 1; | 842 | { |
843 | newFace.v3 = numTotalVerts - coordIndex - 1; | 843 | newFace.v1 = coordIndex; |
844 | this.faces.Add(newFace); | 844 | newFace.v2 = coordIndex + 1; |
845 | 845 | newFace.v3 = numTotalVerts - coordIndex - 1; | |
846 | newFace.v1 = coordIndex + 1; | 846 | this.faces.Add(newFace); |
847 | newFace.v2 = numTotalVerts - coordIndex - 2; | 847 | |
848 | newFace.v3 = numTotalVerts - coordIndex - 1; | 848 | newFace.v1 = coordIndex + 1; |
849 | this.faces.Add(newFace); | 849 | newFace.v2 = numTotalVerts - coordIndex - 2; |
850 | } | 850 | newFace.v3 = numTotalVerts - coordIndex - 1; |
851 | } | 851 | this.faces.Add(newFace); |
852 | else | 852 | } |
853 | { | 853 | } |
854 | if (this.numOuterVerts < this.numHollowVerts) | 854 | else |
855 | { | 855 | { |
856 | Face newFace = new Face(); | 856 | if (this.numOuterVerts < this.numHollowVerts) |
857 | int j = 0; // j is the index for outer vertices | 857 | { |
858 | int maxJ = this.numOuterVerts - 1; | 858 | Face newFace = new Face(); |
859 | for (int i = 0; i < this.numHollowVerts; i++) // i is the index for inner vertices | 859 | int j = 0; // j is the index for outer vertices |
860 | { | 860 | int maxJ = this.numOuterVerts - 1; |
861 | if (j < maxJ) | 861 | for (int i = 0; i < this.numHollowVerts; i++) // i is the index for inner vertices |
862 | if (angles.angles[j + 1].angle - hollowAngles.angles[i].angle < hollowAngles.angles[i].angle - angles.angles[j].angle + 0.000001f) | 862 | { |
863 | { | 863 | if (j < maxJ) |
864 | newFace.v1 = numTotalVerts - i - 1; | 864 | if (angles.angles[j + 1].angle - hollowAngles.angles[i].angle < hollowAngles.angles[i].angle - angles.angles[j].angle + 0.000001f) |
865 | newFace.v2 = j; | 865 | { |
866 | newFace.v3 = j + 1; | 866 | newFace.v1 = numTotalVerts - i - 1; |
867 | 867 | newFace.v2 = j; | |
868 | this.faces.Add(newFace); | 868 | newFace.v3 = j + 1; |
869 | j += 1; | 869 | |
870 | } | 870 | this.faces.Add(newFace); |
871 | 871 | j += 1; | |
872 | newFace.v1 = j; | 872 | } |
873 | newFace.v2 = numTotalVerts - i - 2; | 873 | |
874 | newFace.v3 = numTotalVerts - i - 1; | 874 | newFace.v1 = j; |
875 | 875 | newFace.v2 = numTotalVerts - i - 2; | |
876 | this.faces.Add(newFace); | 876 | newFace.v3 = numTotalVerts - i - 1; |
877 | } | 877 | |
878 | } | 878 | this.faces.Add(newFace); |
879 | else // numHollowVerts < numOuterVerts | 879 | } |
880 | { | 880 | } |
881 | Face newFace = new Face(); | 881 | else // numHollowVerts < numOuterVerts |
882 | int j = 0; // j is the index for inner vertices | 882 | { |
883 | int maxJ = this.numHollowVerts - 1; | 883 | Face newFace = new Face(); |
884 | for (int i = 0; i < this.numOuterVerts; i++) | 884 | int j = 0; // j is the index for inner vertices |
885 | { | 885 | int maxJ = this.numHollowVerts - 1; |
886 | if (j < maxJ) | 886 | for (int i = 0; i < this.numOuterVerts; i++) |
887 | if (hollowAngles.angles[j + 1].angle - angles.angles[i].angle < angles.angles[i].angle - hollowAngles.angles[j].angle + 0.000001f) | 887 | { |
888 | { | 888 | if (j < maxJ) |
889 | newFace.v1 = i; | 889 | if (hollowAngles.angles[j + 1].angle - angles.angles[i].angle < angles.angles[i].angle - hollowAngles.angles[j].angle + 0.000001f) |
890 | newFace.v2 = numTotalVerts - j - 2; | 890 | { |
891 | newFace.v3 = numTotalVerts - j - 1; | 891 | newFace.v1 = i; |
892 | 892 | newFace.v2 = numTotalVerts - j - 2; | |
893 | this.faces.Add(newFace); | 893 | newFace.v3 = numTotalVerts - j - 1; |
894 | j += 1; | 894 | |
895 | } | 895 | this.faces.Add(newFace); |
896 | 896 | j += 1; | |
897 | newFace.v1 = numTotalVerts - j - 1; | 897 | } |
898 | newFace.v2 = i; | 898 | |
899 | newFace.v3 = i + 1; | 899 | newFace.v1 = numTotalVerts - j - 1; |
900 | 900 | newFace.v2 = i; | |
901 | this.faces.Add(newFace); | 901 | newFace.v3 = i + 1; |
902 | } | 902 | |
903 | } | 903 | this.faces.Add(newFace); |
904 | } | 904 | } |
905 | } | 905 | } |
906 | 906 | } | |
907 | if (calcVertexNormals) | 907 | } |
908 | { | 908 | |
909 | foreach (Coord hc in hollowCoords) | 909 | if (calcVertexNormals) |
910 | { | 910 | { |
911 | this.coords.Add(hc); | 911 | foreach (Coord hc in hollowCoords) |
912 | hollowCoordIndices.Add(this.coords.Count - 1); | 912 | { |
913 | } | 913 | this.coords.Add(hc); |
914 | } | 914 | hollowCoordIndices.Add(this.coords.Count - 1); |
915 | else | 915 | } |
916 | this.coords.AddRange(hollowCoords); | 916 | } |
917 | 917 | else | |
918 | if (this.calcVertexNormals) | 918 | this.coords.AddRange(hollowCoords); |
919 | { | 919 | |
920 | this.vertexNormals.AddRange(hollowNormals); | 920 | if (this.calcVertexNormals) |
921 | this.us.AddRange(hollowUs); | 921 | { |
922 | 922 | this.vertexNormals.AddRange(hollowNormals); | |
923 | } | 923 | this.us.AddRange(hollowUs); |
924 | } | 924 | |
925 | 925 | } | |
926 | if (simpleFace && createFaces) | 926 | } |
927 | { | 927 | |
928 | if (sides == 3) | 928 | if (simpleFace && createFaces) |
929 | this.faces.Add(new Face(0, 1, 2)); | 929 | { |
930 | else if (sides == 4) | 930 | if (sides == 3) |
931 | { | 931 | this.faces.Add(new Face(0, 1, 2)); |
932 | this.faces.Add(new Face(0, 1, 2)); | 932 | else if (sides == 4) |
933 | this.faces.Add(new Face(0, 2, 3)); | 933 | { |
934 | } | 934 | this.faces.Add(new Face(0, 1, 2)); |
935 | } | 935 | this.faces.Add(new Face(0, 2, 3)); |
936 | 936 | } | |
937 | if (calcVertexNormals && hasProfileCut) | 937 | } |
938 | { | 938 | |
939 | if (hasHollow) | 939 | if (calcVertexNormals && hasProfileCut) |
940 | { | 940 | { |
941 | int lastOuterVertIndex = this.numOuterVerts - 1; | 941 | int lastOuterVertIndex = this.numOuterVerts - 1; |
942 | 942 | ||
943 | this.cut1CoordIndices.Add(0); | 943 | if (hasHollow) |
944 | this.cut1CoordIndices.Add(this.coords.Count - 1); | 944 | { |
945 | 945 | this.cut1CoordIndices.Add(0); | |
946 | this.cut2CoordIndices.Add(lastOuterVertIndex + 1); | 946 | this.cut1CoordIndices.Add(this.coords.Count - 1); |
947 | this.cut2CoordIndices.Add(lastOuterVertIndex); | 947 | |
948 | 948 | this.cut2CoordIndices.Add(lastOuterVertIndex + 1); | |
949 | this.cutNormal1.X = this.coords[0].Y - this.coords[this.coords.Count - 1].Y; | 949 | this.cut2CoordIndices.Add(lastOuterVertIndex); |
950 | this.cutNormal1.Y = -(this.coords[0].X - this.coords[this.coords.Count - 1].X); | 950 | |
951 | 951 | this.cutNormal1.X = this.coords[0].Y - this.coords[this.coords.Count - 1].Y; | |
952 | this.cutNormal2.X = this.coords[lastOuterVertIndex + 1].Y - this.coords[lastOuterVertIndex].Y; | 952 | this.cutNormal1.Y = -(this.coords[0].X - this.coords[this.coords.Count - 1].X); |
953 | this.cutNormal2.Y = -(this.coords[lastOuterVertIndex + 1].X - this.coords[lastOuterVertIndex].X); | 953 | |
954 | } | 954 | this.cutNormal2.X = this.coords[lastOuterVertIndex + 1].Y - this.coords[lastOuterVertIndex].Y; |
955 | 955 | this.cutNormal2.Y = -(this.coords[lastOuterVertIndex + 1].X - this.coords[lastOuterVertIndex].X); | |
956 | else | 956 | } |
957 | { | 957 | |
958 | this.cutNormal1.X = this.vertexNormals[1].Y; | 958 | else |
959 | this.cutNormal1.Y = -this.vertexNormals[1].X; | 959 | { |
960 | 960 | this.cut1CoordIndices.Add(0); | |
961 | this.cutNormal2.X = -this.vertexNormals[this.vertexNormals.Count - 2].Y; | 961 | this.cut1CoordIndices.Add(1); |
962 | this.cutNormal2.Y = this.vertexNormals[this.vertexNormals.Count - 2].X; | 962 | |
963 | 963 | this.cut2CoordIndices.Add(lastOuterVertIndex); | |
964 | } | 964 | this.cut2CoordIndices.Add(0); |
965 | this.cutNormal1.Normalize(); | 965 | |
966 | this.cutNormal2.Normalize(); | 966 | this.cutNormal1.X = this.vertexNormals[1].Y; |
967 | } | 967 | this.cutNormal1.Y = -this.vertexNormals[1].X; |
968 | 968 | ||
969 | this.MakeFaceUVs(); | 969 | this.cutNormal2.X = -this.vertexNormals[this.vertexNormals.Count - 2].Y; |
970 | 970 | this.cutNormal2.Y = this.vertexNormals[this.vertexNormals.Count - 2].X; | |
971 | hollowCoords = null; | 971 | |
972 | hollowNormals = null; | 972 | } |
973 | hollowUs = null; | 973 | this.cutNormal1.Normalize(); |
974 | 974 | this.cutNormal2.Normalize(); | |
975 | if (calcVertexNormals) | 975 | } |
976 | { // calculate prim face numbers | 976 | |
977 | 977 | this.MakeFaceUVs(); | |
978 | // face number order is top, outer, hollow, bottom, start cut, end cut | 978 | |
979 | // I know it's ugly but so is the whole concept of prim face numbers | 979 | hollowCoords = null; |
980 | 980 | hollowNormals = null; | |
981 | int faceNum = 1; // start with outer faces | 981 | hollowUs = null; |
982 | int startVert = hasProfileCut && !hasHollow ? 1 : 0; | 982 | |
983 | if (startVert > 0) | 983 | if (calcVertexNormals) |
984 | this.faceNumbers.Add(-1); | 984 | { // calculate prim face numbers |
985 | for (int i = 0; i < this.numOuterVerts - 1; i++) | 985 | |
986 | this.faceNumbers.Add(sides < 5 ? faceNum++ : faceNum); | 986 | // face number order is top, outer, hollow, bottom, start cut, end cut |
987 | 987 | // I know it's ugly but so is the whole concept of prim face numbers | |
988 | //if (!hasHollow && !hasProfileCut) | 988 | |
989 | // this.bottomFaceNumber = faceNum++; | 989 | int faceNum = 1; // start with outer faces |
990 | 990 | this.outerFaceNumber = faceNum; | |
991 | this.faceNumbers.Add(hasProfileCut ? -1 : faceNum++); | 991 | |
992 | 992 | int startVert = hasProfileCut && !hasHollow ? 1 : 0; | |
993 | if (sides > 4 && (hasHollow || hasProfileCut)) | 993 | if (startVert > 0) |
994 | faceNum++; | 994 | this.faceNumbers.Add(-1); |
995 | 995 | for (int i = 0; i < this.numOuterVerts - 1; i++) | |
996 | if (hasHollow) | 996 | //this.faceNumbers.Add(sides < 5 ? faceNum++ : faceNum); |
997 | { | 997 | this.faceNumbers.Add(sides < 5 && i < sides ? faceNum++ : faceNum); |
998 | for (int i = 0; i < this.numHollowVerts; i++) | 998 | |
999 | this.faceNumbers.Add(faceNum); | 999 | //if (!hasHollow && !hasProfileCut) |
1000 | 1000 | // this.bottomFaceNumber = faceNum++; | |
1001 | faceNum++; | 1001 | |
1002 | } | 1002 | this.faceNumbers.Add(hasProfileCut ? -1 : faceNum++); |
1003 | //if (hasProfileCut || hasHollow) | 1003 | |
1004 | // this.bottomFaceNumber = faceNum++; | 1004 | if (sides > 4 && (hasHollow || hasProfileCut)) |
1005 | this.bottomFaceNumber = faceNum++; | 1005 | faceNum++; |
1006 | 1006 | ||
1007 | if (hasHollow && hasProfileCut) | 1007 | if (sides < 5 && (hasHollow || hasProfileCut) && this.numOuterVerts < sides) |
1008 | this.faceNumbers.Add(faceNum++); | 1008 | faceNum++; |
1009 | for (int i = 0; i < this.faceNumbers.Count; i++) | 1009 | |
1010 | if (this.faceNumbers[i] == -1) | 1010 | if (hasHollow) |
1011 | this.faceNumbers[i] = faceNum++; | 1011 | { |
1012 | 1012 | for (int i = 0; i < this.numHollowVerts; i++) | |
1013 | 1013 | this.faceNumbers.Add(faceNum); | |
1014 | this.numPrimFaces = faceNum; | 1014 | |
1015 | } | 1015 | this.hollowFaceNumber = faceNum++; |
1016 | 1016 | } | |
1017 | } | 1017 | //if (hasProfileCut || hasHollow) |
1018 | 1018 | // this.bottomFaceNumber = faceNum++; | |
1019 | internal void MakeFaceUVs() | 1019 | this.bottomFaceNumber = faceNum++; |
1020 | { | 1020 | |
1021 | this.faceUVs = new List<UVCoord>(); | 1021 | if (hasHollow && hasProfileCut) |
1022 | foreach (Coord c in this.coords) | 1022 | this.faceNumbers.Add(faceNum++); |
1023 | this.faceUVs.Add(new UVCoord(0.5f + c.X, 0.5f - c.Y)); | 1023 | |
1024 | } | 1024 | for (int i = 0; i < this.faceNumbers.Count; i++) |
1025 | 1025 | if (this.faceNumbers[i] == -1) | |
1026 | internal Profile Copy() | 1026 | this.faceNumbers[i] = faceNum++; |
1027 | { | 1027 | |
1028 | return this.Copy(true); | 1028 | this.numPrimFaces = faceNum; |
1029 | } | 1029 | } |
1030 | 1030 | ||
1031 | internal Profile Copy(bool needFaces) | 1031 | } |
1032 | { | 1032 | |
1033 | Profile copy = new Profile(); | 1033 | internal void MakeFaceUVs() |
1034 | 1034 | { | |
1035 | copy.coords.AddRange(this.coords); | 1035 | this.faceUVs = new List<UVCoord>(); |
1036 | copy.faceUVs.AddRange(this.faceUVs); | 1036 | foreach (Coord c in this.coords) |
1037 | 1037 | this.faceUVs.Add(new UVCoord(0.5f + c.X, 0.5f - c.Y)); | |
1038 | if (needFaces) | 1038 | } |
1039 | copy.faces.AddRange(this.faces); | 1039 | |
1040 | if ((copy.calcVertexNormals = this.calcVertexNormals) == true) | 1040 | internal Profile Copy() |
1041 | { | 1041 | { |
1042 | copy.vertexNormals.AddRange(this.vertexNormals); | 1042 | return this.Copy(true); |
1043 | copy.faceNormal = this.faceNormal; | 1043 | } |
1044 | copy.cutNormal1 = this.cutNormal1; | 1044 | |
1045 | copy.cutNormal2 = this.cutNormal2; | 1045 | internal Profile Copy(bool needFaces) |
1046 | copy.us.AddRange(this.us); | 1046 | { |
1047 | copy.faceNumbers.AddRange(this.faceNumbers); | 1047 | Profile copy = new Profile(); |
1048 | 1048 | ||
1049 | copy.cut1CoordIndices = new List<int>(this.cut1CoordIndices); | 1049 | copy.coords.AddRange(this.coords); |
1050 | copy.cut2CoordIndices = new List<int>(this.cut2CoordIndices); | 1050 | copy.faceUVs.AddRange(this.faceUVs); |
1051 | copy.hollowCoordIndices = new List<int>(this.hollowCoordIndices); | 1051 | |
1052 | copy.outerCoordIndices = new List<int>(this.outerCoordIndices); | 1052 | if (needFaces) |
1053 | } | 1053 | copy.faces.AddRange(this.faces); |
1054 | copy.numOuterVerts = this.numOuterVerts; | 1054 | if ((copy.calcVertexNormals = this.calcVertexNormals) == true) |
1055 | copy.numHollowVerts = this.numHollowVerts; | 1055 | { |
1056 | 1056 | copy.vertexNormals.AddRange(this.vertexNormals); | |
1057 | return copy; | 1057 | copy.faceNormal = this.faceNormal; |
1058 | } | 1058 | copy.cutNormal1 = this.cutNormal1; |
1059 | 1059 | copy.cutNormal2 = this.cutNormal2; | |
1060 | internal void AddPos(Coord v) | 1060 | copy.us.AddRange(this.us); |
1061 | { | 1061 | copy.faceNumbers.AddRange(this.faceNumbers); |
1062 | this.AddPos(v.X, v.Y, v.Z); | 1062 | |
1063 | } | 1063 | copy.cut1CoordIndices = new List<int>(this.cut1CoordIndices); |
1064 | 1064 | copy.cut2CoordIndices = new List<int>(this.cut2CoordIndices); | |
1065 | internal void AddPos(float x, float y, float z) | 1065 | copy.hollowCoordIndices = new List<int>(this.hollowCoordIndices); |
1066 | { | 1066 | copy.outerCoordIndices = new List<int>(this.outerCoordIndices); |
1067 | int i; | 1067 | } |
1068 | int numVerts = this.coords.Count; | 1068 | copy.numOuterVerts = this.numOuterVerts; |
1069 | Coord vert; | 1069 | copy.numHollowVerts = this.numHollowVerts; |
1070 | 1070 | ||
1071 | for (i = 0; i < numVerts; i++) | 1071 | return copy; |
1072 | { | 1072 | } |
1073 | vert = this.coords[i]; | 1073 | |
1074 | vert.X += x; | 1074 | internal void AddPos(Coord v) |
1075 | vert.Y += y; | 1075 | { |
1076 | vert.Z += z; | 1076 | this.AddPos(v.X, v.Y, v.Z); |
1077 | this.coords[i] = vert; | 1077 | } |
1078 | } | 1078 | |
1079 | } | 1079 | internal void AddPos(float x, float y, float z) |
1080 | 1080 | { | |
1081 | internal void AddRot(Quat q) | 1081 | int i; |
1082 | { | 1082 | int numVerts = this.coords.Count; |
1083 | int i; | 1083 | Coord vert; |
1084 | int numVerts = this.coords.Count; | 1084 | |
1085 | 1085 | for (i = 0; i < numVerts; i++) | |
1086 | for (i = 0; i < numVerts; i++) | 1086 | { |
1087 | this.coords[i] *= q; | 1087 | vert = this.coords[i]; |
1088 | 1088 | vert.X += x; | |
1089 | if (this.calcVertexNormals) | 1089 | vert.Y += y; |
1090 | { | 1090 | vert.Z += z; |
1091 | int numNormals = this.vertexNormals.Count; | 1091 | this.coords[i] = vert; |
1092 | for (i = 0; i < numNormals; i++) | 1092 | } |
1093 | this.vertexNormals[i] *= q; | 1093 | } |
1094 | 1094 | ||
1095 | this.faceNormal *= q; | 1095 | internal void AddRot(Quat q) |
1096 | this.cutNormal1 *= q; | 1096 | { |
1097 | this.cutNormal2 *= q; | 1097 | int i; |
1098 | 1098 | int numVerts = this.coords.Count; | |
1099 | } | 1099 | |
1100 | } | 1100 | for (i = 0; i < numVerts; i++) |
1101 | 1101 | this.coords[i] *= q; | |
1102 | internal void Scale(float x, float y) | 1102 | |
1103 | { | 1103 | if (this.calcVertexNormals) |
1104 | int i; | 1104 | { |
1105 | int numVerts = this.coords.Count; | 1105 | int numNormals = this.vertexNormals.Count; |
1106 | Coord vert; | 1106 | for (i = 0; i < numNormals; i++) |
1107 | 1107 | this.vertexNormals[i] *= q; | |
1108 | for (i = 0; i < numVerts; i++) | 1108 | |
1109 | { | 1109 | this.faceNormal *= q; |
1110 | vert = this.coords[i]; | 1110 | this.cutNormal1 *= q; |
1111 | vert.X *= x; | 1111 | this.cutNormal2 *= q; |
1112 | vert.Y *= y; | 1112 | |
1113 | this.coords[i] = vert; | 1113 | } |
1114 | } | 1114 | } |
1115 | } | 1115 | |
1116 | 1116 | internal void Scale(float x, float y) | |
1117 | /// <summary> | 1117 | { |
1118 | /// Changes order of the vertex indices and negates the center vertex normal. Does not alter vertex normals of radial vertices | 1118 | int i; |
1119 | /// </summary> | 1119 | int numVerts = this.coords.Count; |
1120 | internal void FlipNormals() | 1120 | Coord vert; |
1121 | { | 1121 | |
1122 | int i; | 1122 | for (i = 0; i < numVerts; i++) |
1123 | int numFaces = this.faces.Count; | 1123 | { |
1124 | Face tmpFace; | 1124 | vert = this.coords[i]; |
1125 | int tmp; | 1125 | vert.X *= x; |
1126 | 1126 | vert.Y *= y; | |
1127 | for (i = 0; i < numFaces; i++) | 1127 | this.coords[i] = vert; |
1128 | { | 1128 | } |
1129 | tmpFace = this.faces[i]; | 1129 | } |
1130 | tmp = tmpFace.v3; | 1130 | |
1131 | tmpFace.v3 = tmpFace.v1; | 1131 | /// <summary> |
1132 | tmpFace.v1 = tmp; | 1132 | /// Changes order of the vertex indices and negates the center vertex normal. Does not alter vertex normals of radial vertices |
1133 | this.faces[i] = tmpFace; | 1133 | /// </summary> |
1134 | } | 1134 | internal void FlipNormals() |
1135 | 1135 | { | |
1136 | if (this.calcVertexNormals) | 1136 | int i; |
1137 | { | 1137 | int numFaces = this.faces.Count; |
1138 | int normalCount = this.vertexNormals.Count; | 1138 | Face tmpFace; |
1139 | if (normalCount > 0) | 1139 | int tmp; |
1140 | { | 1140 | |
1141 | Coord n = this.vertexNormals[normalCount - 1]; | 1141 | for (i = 0; i < numFaces; i++) |
1142 | n.Z = -n.Z; | 1142 | { |
1143 | this.vertexNormals[normalCount - 1] = n; | 1143 | tmpFace = this.faces[i]; |
1144 | } | 1144 | tmp = tmpFace.v3; |
1145 | } | 1145 | tmpFace.v3 = tmpFace.v1; |
1146 | 1146 | tmpFace.v1 = tmp; | |
1147 | this.faceNormal.X = -this.faceNormal.X; | 1147 | this.faces[i] = tmpFace; |
1148 | this.faceNormal.Y = -this.faceNormal.Y; | 1148 | } |
1149 | this.faceNormal.Z = -this.faceNormal.Z; | 1149 | |
1150 | 1150 | if (this.calcVertexNormals) | |
1151 | int numfaceUVs = this.faceUVs.Count; | 1151 | { |
1152 | for (i = 0; i < numfaceUVs; i++) | 1152 | int normalCount = this.vertexNormals.Count; |
1153 | { | 1153 | if (normalCount > 0) |
1154 | UVCoord uv = this.faceUVs[i]; | 1154 | { |
1155 | uv.V = 1.0f - uv.V; | 1155 | Coord n = this.vertexNormals[normalCount - 1]; |
1156 | this.faceUVs[i] = uv; | 1156 | n.Z = -n.Z; |
1157 | } | 1157 | this.vertexNormals[normalCount - 1] = n; |
1158 | } | 1158 | } |
1159 | 1159 | } | |
1160 | internal void AddValue2FaceVertexIndices(int num) | 1160 | |
1161 | { | 1161 | this.faceNormal.X = -this.faceNormal.X; |
1162 | int numFaces = this.faces.Count; | 1162 | this.faceNormal.Y = -this.faceNormal.Y; |
1163 | Face tmpFace; | 1163 | this.faceNormal.Z = -this.faceNormal.Z; |
1164 | for (int i = 0; i < numFaces; i++) | 1164 | |
1165 | { | 1165 | int numfaceUVs = this.faceUVs.Count; |
1166 | tmpFace = this.faces[i]; | 1166 | for (i = 0; i < numfaceUVs; i++) |
1167 | tmpFace.v1 += num; | 1167 | { |
1168 | tmpFace.v2 += num; | 1168 | UVCoord uv = this.faceUVs[i]; |
1169 | tmpFace.v3 += num; | 1169 | uv.V = 1.0f - uv.V; |
1170 | 1170 | this.faceUVs[i] = uv; | |
1171 | this.faces[i] = tmpFace; | 1171 | } |
1172 | } | 1172 | } |
1173 | } | 1173 | |
1174 | 1174 | internal void AddValue2FaceVertexIndices(int num) | |
1175 | internal void AddValue2FaceNormalIndices(int num) | 1175 | { |
1176 | { | 1176 | int numFaces = this.faces.Count; |
1177 | if (this.calcVertexNormals) | 1177 | Face tmpFace; |
1178 | { | 1178 | for (int i = 0; i < numFaces; i++) |
1179 | int numFaces = this.faces.Count; | 1179 | { |
1180 | Face tmpFace; | 1180 | tmpFace = this.faces[i]; |
1181 | for (int i = 0; i < numFaces; i++) | 1181 | tmpFace.v1 += num; |
1182 | { | 1182 | tmpFace.v2 += num; |
1183 | tmpFace = this.faces[i]; | 1183 | tmpFace.v3 += num; |
1184 | tmpFace.n1 += num; | 1184 | |
1185 | tmpFace.n2 += num; | 1185 | this.faces[i] = tmpFace; |
1186 | tmpFace.n3 += num; | 1186 | } |
1187 | 1187 | } | |
1188 | this.faces[i] = tmpFace; | 1188 | |
1189 | } | 1189 | internal void AddValue2FaceNormalIndices(int num) |
1190 | } | 1190 | { |
1191 | } | 1191 | if (this.calcVertexNormals) |
1192 | 1192 | { | |
1193 | internal void DumpRaw(String path, String name, String title) | 1193 | int numFaces = this.faces.Count; |
1194 | { | 1194 | Face tmpFace; |
1195 | if (path == null) | 1195 | for (int i = 0; i < numFaces; i++) |
1196 | return; | 1196 | { |
1197 | String fileName = name + "_" + title + ".raw"; | 1197 | tmpFace = this.faces[i]; |
1198 | String completePath = System.IO.Path.Combine(path, fileName); | 1198 | tmpFace.n1 += num; |
1199 | StreamWriter sw = new StreamWriter(completePath); | 1199 | tmpFace.n2 += num; |
1200 | 1200 | tmpFace.n3 += num; | |
1201 | for (int i = 0; i < this.faces.Count; i++) | 1201 | |
1202 | { | 1202 | this.faces[i] = tmpFace; |
1203 | string s = this.coords[this.faces[i].v1].ToString(); | 1203 | } |
1204 | s += " " + this.coords[this.faces[i].v2].ToString(); | 1204 | } |
1205 | s += " " + this.coords[this.faces[i].v3].ToString(); | 1205 | } |
1206 | 1206 | ||
1207 | sw.WriteLine(s); | 1207 | internal void DumpRaw(String path, String name, String title) |
1208 | } | 1208 | { |
1209 | 1209 | if (path == null) | |
1210 | sw.Close(); | 1210 | return; |
1211 | } | 1211 | String fileName = name + "_" + title + ".raw"; |
1212 | } | 1212 | String completePath = System.IO.Path.Combine(path, fileName); |
1213 | 1213 | StreamWriter sw = new StreamWriter(completePath); | |
1214 | public struct PathNode | 1214 | |
1215 | { | 1215 | for (int i = 0; i < this.faces.Count; i++) |
1216 | public Coord position; | 1216 | { |
1217 | public Quat rotation; | 1217 | string s = this.coords[this.faces[i].v1].ToString(); |
1218 | public float xScale; | 1218 | s += " " + this.coords[this.faces[i].v2].ToString(); |
1219 | public float yScale; | 1219 | s += " " + this.coords[this.faces[i].v3].ToString(); |
1220 | public float percentOfPath; | 1220 | |
1221 | } | 1221 | sw.WriteLine(s); |
1222 | 1222 | } | |
1223 | public enum PathType { Linear = 0, Circular = 1, Flexible = 2 } | 1223 | |
1224 | 1224 | sw.Close(); | |
1225 | public class Path | 1225 | } |
1226 | { | 1226 | } |
1227 | public List<PathNode> pathNodes = new List<PathNode>(); | 1227 | |
1228 | 1228 | public struct PathNode | |
1229 | public float twistBegin = 0.0f; | 1229 | { |
1230 | public float twistEnd = 0.0f; | 1230 | public Coord position; |
1231 | public float topShearX = 0.0f; | 1231 | public Quat rotation; |
1232 | public float topShearY = 0.0f; | 1232 | public float xScale; |
1233 | public float pathCutBegin = 0.0f; | 1233 | public float yScale; |
1234 | public float pathCutEnd = 1.0f; | 1234 | public float percentOfPath; |
1235 | public float dimpleBegin = 0.0f; | 1235 | } |
1236 | public float dimpleEnd = 1.0f; | 1236 | |
1237 | public float skew = 0.0f; | 1237 | public enum PathType { Linear = 0, Circular = 1, Flexible = 2 } |
1238 | public float holeSizeX = 1.0f; // called pathScaleX in pbs | 1238 | |
1239 | public float holeSizeY = 0.25f; | 1239 | public class Path |
1240 | public float taperX = 0.0f; | 1240 | { |
1241 | public float taperY = 0.0f; | 1241 | public List<PathNode> pathNodes = new List<PathNode>(); |
1242 | public float radius = 0.0f; | 1242 | |
1243 | public float revolutions = 1.0f; | 1243 | public float twistBegin = 0.0f; |
1244 | public int stepsPerRevolution = 24; | 1244 | public float twistEnd = 0.0f; |
1245 | 1245 | public float topShearX = 0.0f; | |
1246 | private const float twoPi = 2.0f * (float)Math.PI; | 1246 | public float topShearY = 0.0f; |
1247 | 1247 | public float pathCutBegin = 0.0f; | |
1248 | public void Create(PathType pathType, int steps) | 1248 | public float pathCutEnd = 1.0f; |
1249 | { | 1249 | public float dimpleBegin = 0.0f; |
1250 | if (pathType == PathType.Linear || pathType == PathType.Flexible) | 1250 | public float dimpleEnd = 1.0f; |
1251 | { | 1251 | public float skew = 0.0f; |
1252 | int step = 0; | 1252 | public float holeSizeX = 1.0f; // called pathScaleX in pbs |
1253 | 1253 | public float holeSizeY = 0.25f; | |
1254 | float length = this.pathCutEnd - this.pathCutBegin; | 1254 | public float taperX = 0.0f; |
1255 | float twistTotal = twistEnd - twistBegin; | 1255 | public float taperY = 0.0f; |
1256 | float twistTotalAbs = Math.Abs(twistTotal); | 1256 | public float radius = 0.0f; |
1257 | if (twistTotalAbs > 0.01f) | 1257 | public float revolutions = 1.0f; |
1258 | steps += (int)(twistTotalAbs * 3.66); // dahlia's magic number | 1258 | public int stepsPerRevolution = 24; |
1259 | 1259 | ||
1260 | float start = -0.5f; | 1260 | private const float twoPi = 2.0f * (float)Math.PI; |
1261 | float stepSize = length / (float)steps; | 1261 | |
1262 | float percentOfPathMultiplier = stepSize; | 1262 | public void Create(PathType pathType, int steps) |
1263 | float xOffset = 0.0f; | 1263 | { |
1264 | float yOffset = 0.0f; | 1264 | if (pathType == PathType.Linear || pathType == PathType.Flexible) |
1265 | float zOffset = start; | 1265 | { |
1266 | float xOffsetStepIncrement = this.topShearX / steps; | 1266 | int step = 0; |
1267 | float yOffsetStepIncrement = this.topShearY / steps; | 1267 | |
1268 | 1268 | float length = this.pathCutEnd - this.pathCutBegin; | |
1269 | float percentOfPath = this.pathCutBegin; | 1269 | float twistTotal = twistEnd - twistBegin; |
1270 | zOffset += percentOfPath; | 1270 | float twistTotalAbs = Math.Abs(twistTotal); |
1271 | 1271 | if (twistTotalAbs > 0.01f) | |
1272 | // sanity checks | 1272 | steps += (int)(twistTotalAbs * 3.66); // dahlia's magic number |
1273 | 1273 | ||
1274 | bool done = false; | 1274 | float start = -0.5f; |
1275 | 1275 | float stepSize = length / (float)steps; | |
1276 | while (!done) | 1276 | float percentOfPathMultiplier = stepSize; |
1277 | { | 1277 | float xOffset = 0.0f; |
1278 | PathNode newNode = new PathNode(); | 1278 | float yOffset = 0.0f; |
1279 | 1279 | float zOffset = start; | |
1280 | newNode.xScale = 1.0f; | 1280 | float xOffsetStepIncrement = this.topShearX / steps; |
1281 | if (this.taperX == 0.0f) | 1281 | float yOffsetStepIncrement = this.topShearY / steps; |
1282 | newNode.xScale = 1.0f; | 1282 | |
1283 | else if (this.taperX > 0.0f) | 1283 | float percentOfPath = this.pathCutBegin; |
1284 | newNode.xScale = 1.0f - percentOfPath * this.taperX; | 1284 | zOffset += percentOfPath; |
1285 | else newNode.xScale = 1.0f + (1.0f - percentOfPath) * this.taperX; | 1285 | |
1286 | 1286 | // sanity checks | |
1287 | newNode.yScale = 1.0f; | 1287 | |
1288 | if (this.taperY == 0.0f) | 1288 | bool done = false; |
1289 | newNode.yScale = 1.0f; | 1289 | |
1290 | else if (this.taperY > 0.0f) | 1290 | while (!done) |
1291 | newNode.yScale = 1.0f - percentOfPath * this.taperY; | 1291 | { |
1292 | else newNode.yScale = 1.0f + (1.0f - percentOfPath) * this.taperY; | 1292 | PathNode newNode = new PathNode(); |
1293 | 1293 | ||
1294 | float twist = twistBegin + twistTotal * percentOfPath; | 1294 | newNode.xScale = 1.0f; |
1295 | 1295 | if (this.taperX == 0.0f) | |
1296 | newNode.rotation = new Quat(new Coord(0.0f, 0.0f, 1.0f), twist); | 1296 | newNode.xScale = 1.0f; |
1297 | newNode.position = new Coord(xOffset, yOffset, zOffset); | 1297 | else if (this.taperX > 0.0f) |
1298 | newNode.percentOfPath = percentOfPath; | 1298 | newNode.xScale = 1.0f - percentOfPath * this.taperX; |
1299 | 1299 | else newNode.xScale = 1.0f + (1.0f - percentOfPath) * this.taperX; | |
1300 | pathNodes.Add(newNode); | 1300 | |
1301 | 1301 | newNode.yScale = 1.0f; | |
1302 | if (step < steps) | 1302 | if (this.taperY == 0.0f) |
1303 | { | 1303 | newNode.yScale = 1.0f; |
1304 | step += 1; | 1304 | else if (this.taperY > 0.0f) |
1305 | percentOfPath += percentOfPathMultiplier; | 1305 | newNode.yScale = 1.0f - percentOfPath * this.taperY; |
1306 | xOffset += xOffsetStepIncrement; | 1306 | else newNode.yScale = 1.0f + (1.0f - percentOfPath) * this.taperY; |
1307 | yOffset += yOffsetStepIncrement; | 1307 | |
1308 | zOffset += stepSize; | 1308 | float twist = twistBegin + twistTotal * percentOfPath; |
1309 | if (percentOfPath > this.pathCutEnd) | 1309 | |
1310 | done = true; | 1310 | newNode.rotation = new Quat(new Coord(0.0f, 0.0f, 1.0f), twist); |
1311 | } | 1311 | newNode.position = new Coord(xOffset, yOffset, zOffset); |
1312 | else done = true; | 1312 | newNode.percentOfPath = percentOfPath; |
1313 | } | 1313 | |
1314 | } // end of linear path code | 1314 | pathNodes.Add(newNode); |
1315 | 1315 | ||
1316 | else // pathType == Circular | 1316 | if (step < steps) |
1317 | { | 1317 | { |
1318 | float twistTotal = twistEnd - twistBegin; | 1318 | step += 1; |
1319 | 1319 | percentOfPath += percentOfPathMultiplier; | |
1320 | // if the profile has a lot of twist, add more layers otherwise the layers may overlap | 1320 | xOffset += xOffsetStepIncrement; |
1321 | // and the resulting mesh may be quite inaccurate. This method is arbitrary and doesn't | 1321 | yOffset += yOffsetStepIncrement; |
1322 | // accurately match the viewer | 1322 | zOffset += stepSize; |
1323 | float twistTotalAbs = Math.Abs(twistTotal); | 1323 | if (percentOfPath > this.pathCutEnd) |
1324 | if (twistTotalAbs > 0.01f) | 1324 | done = true; |
1325 | { | 1325 | } |
1326 | if (twistTotalAbs > Math.PI * 1.5f) | 1326 | else done = true; |
1327 | steps *= 2; | 1327 | } |
1328 | if (twistTotalAbs > Math.PI * 3.0f) | 1328 | } // end of linear path code |
1329 | steps *= 2; | 1329 | |
1330 | } | 1330 | else // pathType == Circular |
1331 | 1331 | { | |
1332 | float yPathScale = this.holeSizeY * 0.5f; | 1332 | float twistTotal = twistEnd - twistBegin; |
1333 | float pathLength = this.pathCutEnd - this.pathCutBegin; | 1333 | |
1334 | float totalSkew = this.skew * 2.0f * pathLength; | 1334 | // if the profile has a lot of twist, add more layers otherwise the layers may overlap |
1335 | float skewStart = this.pathCutBegin * 2.0f * this.skew - this.skew; | 1335 | // and the resulting mesh may be quite inaccurate. This method is arbitrary and doesn't |
1336 | float xOffsetTopShearXFactor = this.topShearX * (0.25f + 0.5f * (0.5f - this.holeSizeY)); | 1336 | // accurately match the viewer |
1337 | float yShearCompensation = 1.0f + Math.Abs(this.topShearY) * 0.25f; | 1337 | float twistTotalAbs = Math.Abs(twistTotal); |
1338 | 1338 | if (twistTotalAbs > 0.01f) | |
1339 | // It's not quite clear what pushY (Y top shear) does, but subtracting it from the start and end | 1339 | { |
1340 | // angles appears to approximate it's effects on path cut. Likewise, adding it to the angle used | 1340 | if (twistTotalAbs > Math.PI * 1.5f) |
1341 | // to calculate the sine for generating the path radius appears to approximate it's effects there | 1341 | steps *= 2; |
1342 | // too, but there are some subtle differences in the radius which are noticeable as the prim size | 1342 | if (twistTotalAbs > Math.PI * 3.0f) |
1343 | // increases and it may affect megaprims quite a bit. The effect of the Y top shear parameter on | 1343 | steps *= 2; |
1344 | // the meshes generated with this technique appear nearly identical in shape to the same prims when | 1344 | } |
1345 | // displayed by the viewer. | 1345 | |
1346 | 1346 | float yPathScale = this.holeSizeY * 0.5f; | |
1347 | float startAngle = (twoPi * this.pathCutBegin * this.revolutions) - this.topShearY * 0.9f; | 1347 | float pathLength = this.pathCutEnd - this.pathCutBegin; |
1348 | float endAngle = (twoPi * this.pathCutEnd * this.revolutions) - this.topShearY * 0.9f; | 1348 | float totalSkew = this.skew * 2.0f * pathLength; |
1349 | float stepSize = twoPi / this.stepsPerRevolution; | 1349 | float skewStart = this.pathCutBegin * 2.0f * this.skew - this.skew; |
1350 | 1350 | float xOffsetTopShearXFactor = this.topShearX * (0.25f + 0.5f * (0.5f - this.holeSizeY)); | |
1351 | int step = (int)(startAngle / stepSize); | 1351 | float yShearCompensation = 1.0f + Math.Abs(this.topShearY) * 0.25f; |
1352 | float angle = startAngle; | 1352 | |
1353 | 1353 | // It's not quite clear what pushY (Y top shear) does, but subtracting it from the start and end | |
1354 | bool done = false; | 1354 | // angles appears to approximate it's effects on path cut. Likewise, adding it to the angle used |
1355 | while (!done) // loop through the length of the path and add the layers | 1355 | // to calculate the sine for generating the path radius appears to approximate it's effects there |
1356 | { | 1356 | // too, but there are some subtle differences in the radius which are noticeable as the prim size |
1357 | PathNode newNode = new PathNode(); | 1357 | // increases and it may affect megaprims quite a bit. The effect of the Y top shear parameter on |
1358 | 1358 | // the meshes generated with this technique appear nearly identical in shape to the same prims when | |
1359 | float xProfileScale = (1.0f - Math.Abs(this.skew)) * this.holeSizeX; | 1359 | // displayed by the viewer. |
1360 | float yProfileScale = this.holeSizeY; | 1360 | |
1361 | 1361 | float startAngle = (twoPi * this.pathCutBegin * this.revolutions) - this.topShearY * 0.9f; | |
1362 | float percentOfPath = angle / (twoPi * this.revolutions); | 1362 | float endAngle = (twoPi * this.pathCutEnd * this.revolutions) - this.topShearY * 0.9f; |
1363 | float percentOfAngles = (angle - startAngle) / (endAngle - startAngle); | 1363 | float stepSize = twoPi / this.stepsPerRevolution; |
1364 | 1364 | ||
1365 | if (this.taperX > 0.01f) | 1365 | int step = (int)(startAngle / stepSize); |
1366 | xProfileScale *= 1.0f - percentOfPath * this.taperX; | 1366 | float angle = startAngle; |
1367 | else if (this.taperX < -0.01f) | 1367 | |
1368 | xProfileScale *= 1.0f + (1.0f - percentOfPath) * this.taperX; | 1368 | bool done = false; |
1369 | 1369 | while (!done) // loop through the length of the path and add the layers | |
1370 | if (this.taperY > 0.01f) | 1370 | { |
1371 | yProfileScale *= 1.0f - percentOfPath * this.taperY; | 1371 | PathNode newNode = new PathNode(); |
1372 | else if (this.taperY < -0.01f) | 1372 | |
1373 | yProfileScale *= 1.0f + (1.0f - percentOfPath) * this.taperY; | 1373 | float xProfileScale = (1.0f - Math.Abs(this.skew)) * this.holeSizeX; |
1374 | 1374 | float yProfileScale = this.holeSizeY; | |
1375 | newNode.xScale = xProfileScale; | 1375 | |
1376 | newNode.yScale = yProfileScale; | 1376 | float percentOfPath = angle / (twoPi * this.revolutions); |
1377 | 1377 | float percentOfAngles = (angle - startAngle) / (endAngle - startAngle); | |
1378 | float radiusScale = 1.0f; | 1378 | |
1379 | if (this.radius > 0.001f) | 1379 | if (this.taperX > 0.01f) |
1380 | radiusScale = 1.0f - this.radius * percentOfPath; | 1380 | xProfileScale *= 1.0f - percentOfPath * this.taperX; |
1381 | else if (this.radius < 0.001f) | 1381 | else if (this.taperX < -0.01f) |
1382 | radiusScale = 1.0f + this.radius * (1.0f - percentOfPath); | 1382 | xProfileScale *= 1.0f + (1.0f - percentOfPath) * this.taperX; |
1383 | 1383 | ||
1384 | float twist = twistBegin + twistTotal * percentOfPath; | 1384 | if (this.taperY > 0.01f) |
1385 | 1385 | yProfileScale *= 1.0f - percentOfPath * this.taperY; | |
1386 | float xOffset = 0.5f * (skewStart + totalSkew * percentOfAngles); | 1386 | else if (this.taperY < -0.01f) |
1387 | xOffset += (float)Math.Sin(angle) * xOffsetTopShearXFactor; | 1387 | yProfileScale *= 1.0f + (1.0f - percentOfPath) * this.taperY; |
1388 | 1388 | ||
1389 | float yOffset = yShearCompensation * (float)Math.Cos(angle) * (0.5f - yPathScale) * radiusScale; | 1389 | newNode.xScale = xProfileScale; |
1390 | 1390 | newNode.yScale = yProfileScale; | |
1391 | float zOffset = (float)Math.Sin(angle + this.topShearY) * (0.5f - yPathScale) * radiusScale; | 1391 | |
1392 | 1392 | float radiusScale = 1.0f; | |
1393 | newNode.position = new Coord(xOffset, yOffset, zOffset); | 1393 | if (this.radius > 0.001f) |
1394 | 1394 | radiusScale = 1.0f - this.radius * percentOfPath; | |
1395 | // now orient the rotation of the profile layer relative to it's position on the path | 1395 | else if (this.radius < 0.001f) |
1396 | // adding taperY to the angle used to generate the quat appears to approximate the viewer | 1396 | radiusScale = 1.0f + this.radius * (1.0f - percentOfPath); |
1397 | 1397 | ||
1398 | newNode.rotation = new Quat(new Coord(1.0f, 0.0f, 0.0f), angle + this.topShearY); | 1398 | float twist = twistBegin + twistTotal * percentOfPath; |
1399 | 1399 | ||
1400 | // next apply twist rotation to the profile layer | 1400 | float xOffset = 0.5f * (skewStart + totalSkew * percentOfAngles); |
1401 | if (twistTotal != 0.0f || twistBegin != 0.0f) | 1401 | xOffset += (float)Math.Sin(angle) * xOffsetTopShearXFactor; |
1402 | newNode.rotation *= new Quat(new Coord(0.0f, 0.0f, 1.0f), twist); | 1402 | |
1403 | 1403 | float yOffset = yShearCompensation * (float)Math.Cos(angle) * (0.5f - yPathScale) * radiusScale; | |
1404 | newNode.percentOfPath = percentOfPath; | 1404 | |
1405 | 1405 | float zOffset = (float)Math.Sin(angle + this.topShearY) * (0.5f - yPathScale) * radiusScale; | |
1406 | pathNodes.Add(newNode); | 1406 | |
1407 | 1407 | newNode.position = new Coord(xOffset, yOffset, zOffset); | |
1408 | // calculate terms for next iteration | 1408 | |
1409 | // calculate the angle for the next iteration of the loop | 1409 | // now orient the rotation of the profile layer relative to it's position on the path |
1410 | 1410 | // adding taperY to the angle used to generate the quat appears to approximate the viewer | |
1411 | if (angle >= endAngle - 0.01) | 1411 | |
1412 | done = true; | 1412 | newNode.rotation = new Quat(new Coord(1.0f, 0.0f, 0.0f), angle + this.topShearY); |
1413 | else | 1413 | |
1414 | { | 1414 | // next apply twist rotation to the profile layer |
1415 | step += 1; | 1415 | if (twistTotal != 0.0f || twistBegin != 0.0f) |
1416 | angle = stepSize * step; | 1416 | newNode.rotation *= new Quat(new Coord(0.0f, 0.0f, 1.0f), twist); |
1417 | if (angle > endAngle) | 1417 | |
1418 | angle = endAngle; | 1418 | newNode.percentOfPath = percentOfPath; |
1419 | } | 1419 | |
1420 | } | 1420 | pathNodes.Add(newNode); |
1421 | } | 1421 | |
1422 | } | 1422 | // calculate terms for next iteration |
1423 | } | 1423 | // calculate the angle for the next iteration of the loop |
1424 | 1424 | ||
1425 | public class PrimMesh | 1425 | if (angle >= endAngle - 0.01) |
1426 | { | 1426 | done = true; |
1427 | public string errorMessage = ""; | 1427 | else |
1428 | private const float twoPi = 2.0f * (float)Math.PI; | 1428 | { |
1429 | 1429 | step += 1; | |
1430 | public List<Coord> coords; | 1430 | angle = stepSize * step; |
1431 | public List<Coord> normals; | 1431 | if (angle > endAngle) |
1432 | public List<Face> faces; | 1432 | angle = endAngle; |
1433 | 1433 | } | |
1434 | public List<ViewerFace> viewerFaces; | 1434 | } |
1435 | 1435 | } | |
1436 | private int sides = 4; | 1436 | } |
1437 | private int hollowSides = 4; | 1437 | } |
1438 | private float profileStart = 0.0f; | 1438 | |
1439 | private float profileEnd = 1.0f; | 1439 | public class PrimMesh |
1440 | private float hollow = 0.0f; | 1440 | { |
1441 | public int twistBegin = 0; | 1441 | public string errorMessage = ""; |
1442 | public int twistEnd = 0; | 1442 | private const float twoPi = 2.0f * (float)Math.PI; |
1443 | public float topShearX = 0.0f; | 1443 | |
1444 | public float topShearY = 0.0f; | 1444 | public List<Coord> coords; |
1445 | public float pathCutBegin = 0.0f; | 1445 | public List<Coord> normals; |
1446 | public float pathCutEnd = 1.0f; | 1446 | public List<Face> faces; |
1447 | public float dimpleBegin = 0.0f; | 1447 | |
1448 | public float dimpleEnd = 1.0f; | 1448 | public List<ViewerFace> viewerFaces; |
1449 | public float skew = 0.0f; | 1449 | |
1450 | public float holeSizeX = 1.0f; // called pathScaleX in pbs | 1450 | private int sides = 4; |
1451 | public float holeSizeY = 0.25f; | 1451 | private int hollowSides = 4; |
1452 | public float taperX = 0.0f; | 1452 | private float profileStart = 0.0f; |
1453 | public float taperY = 0.0f; | 1453 | private float profileEnd = 1.0f; |
1454 | public float radius = 0.0f; | 1454 | private float hollow = 0.0f; |
1455 | public float revolutions = 1.0f; | 1455 | public int twistBegin = 0; |
1456 | public int stepsPerRevolution = 24; | 1456 | public int twistEnd = 0; |
1457 | 1457 | public float topShearX = 0.0f; | |
1458 | private bool hasProfileCut = false; | 1458 | public float topShearY = 0.0f; |
1459 | private bool hasHollow = false; | 1459 | public float pathCutBegin = 0.0f; |
1460 | public bool calcVertexNormals = false; | 1460 | public float pathCutEnd = 1.0f; |
1461 | private bool normalsProcessed = false; | 1461 | public float dimpleBegin = 0.0f; |
1462 | public bool viewerMode = false; | 1462 | public float dimpleEnd = 1.0f; |
1463 | 1463 | public float skew = 0.0f; | |
1464 | public int numPrimFaces = 0; | 1464 | public float holeSizeX = 1.0f; // called pathScaleX in pbs |
1465 | 1465 | public float holeSizeY = 0.25f; | |
1466 | /// <summary> | 1466 | public float taperX = 0.0f; |
1467 | /// Human readable string representation of the parameters used to create a mesh. | 1467 | public float taperY = 0.0f; |
1468 | /// </summary> | 1468 | public float radius = 0.0f; |
1469 | /// <returns></returns> | 1469 | public float revolutions = 1.0f; |
1470 | public string ParamsToDisplayString() | 1470 | public int stepsPerRevolution = 24; |
1471 | { | 1471 | |
1472 | string s = ""; | 1472 | private int profileOuterFaceNumber = -1; |
1473 | s += "sides..................: " + this.sides.ToString(); | 1473 | private int profileHollowFaceNumber = -1; |
1474 | s += "\nhollowSides..........: " + this.hollowSides.ToString(); | 1474 | |
1475 | s += "\nprofileStart.........: " + this.profileStart.ToString(); | 1475 | private bool hasProfileCut = false; |
1476 | s += "\nprofileEnd...........: " + this.profileEnd.ToString(); | 1476 | private bool hasHollow = false; |
1477 | s += "\nhollow...............: " + this.hollow.ToString(); | 1477 | public bool calcVertexNormals = false; |
1478 | s += "\ntwistBegin...........: " + this.twistBegin.ToString(); | 1478 | private bool normalsProcessed = false; |
1479 | s += "\ntwistEnd.............: " + this.twistEnd.ToString(); | 1479 | public bool viewerMode = false; |
1480 | s += "\ntopShearX............: " + this.topShearX.ToString(); | 1480 | public bool sphereMode = false; |
1481 | s += "\ntopShearY............: " + this.topShearY.ToString(); | 1481 | |
1482 | s += "\npathCutBegin.........: " + this.pathCutBegin.ToString(); | 1482 | public int numPrimFaces = 0; |
1483 | s += "\npathCutEnd...........: " + this.pathCutEnd.ToString(); | 1483 | |
1484 | s += "\ndimpleBegin..........: " + this.dimpleBegin.ToString(); | 1484 | /// <summary> |
1485 | s += "\ndimpleEnd............: " + this.dimpleEnd.ToString(); | 1485 | /// Human readable string representation of the parameters used to create a mesh. |
1486 | s += "\nskew.................: " + this.skew.ToString(); | 1486 | /// </summary> |
1487 | s += "\nholeSizeX............: " + this.holeSizeX.ToString(); | 1487 | /// <returns></returns> |
1488 | s += "\nholeSizeY............: " + this.holeSizeY.ToString(); | 1488 | public string ParamsToDisplayString() |
1489 | s += "\ntaperX...............: " + this.taperX.ToString(); | 1489 | { |
1490 | s += "\ntaperY...............: " + this.taperY.ToString(); | 1490 | string s = ""; |
1491 | s += "\nradius...............: " + this.radius.ToString(); | 1491 | s += "sides..................: " + this.sides.ToString(); |
1492 | s += "\nrevolutions..........: " + this.revolutions.ToString(); | 1492 | s += "\nhollowSides..........: " + this.hollowSides.ToString(); |
1493 | s += "\nstepsPerRevolution...: " + this.stepsPerRevolution.ToString(); | 1493 | s += "\nprofileStart.........: " + this.profileStart.ToString(); |
1494 | 1494 | s += "\nprofileEnd...........: " + this.profileEnd.ToString(); | |
1495 | return s; | 1495 | s += "\nhollow...............: " + this.hollow.ToString(); |
1496 | } | 1496 | s += "\ntwistBegin...........: " + this.twistBegin.ToString(); |
1497 | 1497 | s += "\ntwistEnd.............: " + this.twistEnd.ToString(); | |
1498 | /// <summary> | 1498 | s += "\ntopShearX............: " + this.topShearX.ToString(); |
1499 | /// Constructs a PrimMesh object and creates the profile for extrusion. | 1499 | s += "\ntopShearY............: " + this.topShearY.ToString(); |
1500 | /// </summary> | 1500 | s += "\npathCutBegin.........: " + this.pathCutBegin.ToString(); |
1501 | /// <param name="sides"></param> | 1501 | s += "\npathCutEnd...........: " + this.pathCutEnd.ToString(); |
1502 | /// <param name="profileStart"></param> | 1502 | s += "\ndimpleBegin..........: " + this.dimpleBegin.ToString(); |
1503 | /// <param name="profileEnd"></param> | 1503 | s += "\ndimpleEnd............: " + this.dimpleEnd.ToString(); |
1504 | /// <param name="hollow"></param> | 1504 | s += "\nskew.................: " + this.skew.ToString(); |
1505 | /// <param name="hollowSides"></param> | 1505 | s += "\nholeSizeX............: " + this.holeSizeX.ToString(); |
1506 | public PrimMesh(int sides, float profileStart, float profileEnd, float hollow, int hollowSides) | 1506 | s += "\nholeSizeY............: " + this.holeSizeY.ToString(); |
1507 | { | 1507 | s += "\ntaperX...............: " + this.taperX.ToString(); |
1508 | this.coords = new List<Coord>(); | 1508 | s += "\ntaperY...............: " + this.taperY.ToString(); |
1509 | this.faces = new List<Face>(); | 1509 | s += "\nradius...............: " + this.radius.ToString(); |
1510 | 1510 | s += "\nrevolutions..........: " + this.revolutions.ToString(); | |
1511 | this.sides = sides; | 1511 | s += "\nstepsPerRevolution...: " + this.stepsPerRevolution.ToString(); |
1512 | this.profileStart = profileStart; | 1512 | s += "\nsphereMode...........: " + this.sphereMode.ToString(); |
1513 | this.profileEnd = profileEnd; | 1513 | s += "\nhasProfileCut........: " + this.hasProfileCut.ToString(); |
1514 | this.hollow = hollow; | 1514 | s += "\nhasHollow............: " + this.hasHollow.ToString(); |
1515 | this.hollowSides = hollowSides; | 1515 | s += "\nviewerMode...........: " + this.viewerMode.ToString(); |
1516 | 1516 | ||
1517 | if (sides < 3) | 1517 | return s; |
1518 | this.sides = 3; | 1518 | } |
1519 | if (hollowSides < 3) | 1519 | |
1520 | this.hollowSides = 3; | 1520 | public int ProfileOuterFaceNumber |
1521 | if (profileStart < 0.0f) | 1521 | { |
1522 | this.profileStart = 0.0f; | 1522 | get { return profileOuterFaceNumber; } |
1523 | if (profileEnd > 1.0f) | 1523 | } |
1524 | this.profileEnd = 1.0f; | 1524 | |
1525 | if (profileEnd < 0.02f) | 1525 | public int ProfileHollowFaceNumber |
1526 | this.profileEnd = 0.02f; | 1526 | { |
1527 | if (profileStart >= profileEnd) | 1527 | get { return profileHollowFaceNumber; } |
1528 | this.profileStart = profileEnd - 0.02f; | 1528 | } |
1529 | if (hollow > 0.99f) | 1529 | |
1530 | this.hollow = 0.99f; | 1530 | public bool HasProfileCut |
1531 | if (hollow < 0.0f) | 1531 | { |
1532 | this.hollow = 0.0f; | 1532 | get { return hasProfileCut; } |
1533 | 1533 | } | |
1534 | this.hasProfileCut = (this.profileStart > 0.0f || this.profileEnd < 1.0f); | 1534 | |
1535 | this.hasHollow = (this.hollow > 0.001f); | 1535 | public bool HasHollow |
1536 | } | 1536 | { |
1537 | 1537 | get { return hasHollow; } | |
1538 | /// <summary> | 1538 | } |
1539 | /// Extrudes a profile along a path. | 1539 | |
1540 | /// </summary> | 1540 | |
1541 | public void Extrude(PathType pathType) | 1541 | /// <summary> |
1542 | { | 1542 | /// Constructs a PrimMesh object and creates the profile for extrusion. |
1543 | this.coords = new List<Coord>(); | 1543 | /// </summary> |
1544 | this.faces = new List<Face>(); | 1544 | /// <param name="sides"></param> |
1545 | 1545 | /// <param name="profileStart"></param> | |
1546 | if (this.viewerMode) | 1546 | /// <param name="profileEnd"></param> |
1547 | { | 1547 | /// <param name="hollow"></param> |
1548 | this.viewerFaces = new List<ViewerFace>(); | 1548 | /// <param name="hollowSides"></param> |
1549 | this.calcVertexNormals = true; | 1549 | public PrimMesh(int sides, float profileStart, float profileEnd, float hollow, int hollowSides) |
1550 | } | 1550 | { |
1551 | 1551 | this.coords = new List<Coord>(); | |
1552 | if (this.calcVertexNormals) | 1552 | this.faces = new List<Face>(); |
1553 | this.normals = new List<Coord>(); | 1553 | |
1554 | 1554 | this.sides = sides; | |
1555 | int steps = 1; | 1555 | this.profileStart = profileStart; |
1556 | 1556 | this.profileEnd = profileEnd; | |
1557 | float length = this.pathCutEnd - this.pathCutBegin; | 1557 | this.hollow = hollow; |
1558 | normalsProcessed = false; | 1558 | this.hollowSides = hollowSides; |
1559 | 1559 | ||
1560 | if (this.viewerMode && this.sides == 3) | 1560 | if (sides < 3) |
1561 | { | 1561 | this.sides = 3; |
1562 | // prisms don't taper well so add some vertical resolution | 1562 | if (hollowSides < 3) |
1563 | // other prims may benefit from this but just do prisms for now | 1563 | this.hollowSides = 3; |
1564 | if (Math.Abs(this.taperX) > 0.01 || Math.Abs(this.taperY) > 0.01) | 1564 | if (profileStart < 0.0f) |
1565 | steps = (int)(steps * 4.5 * length); | 1565 | this.profileStart = 0.0f; |
1566 | } | 1566 | if (profileEnd > 1.0f) |
1567 | 1567 | this.profileEnd = 1.0f; | |
1568 | 1568 | if (profileEnd < 0.02f) | |
1569 | float twistBegin = this.twistBegin / 360.0f * twoPi; | 1569 | this.profileEnd = 0.02f; |
1570 | float twistEnd = this.twistEnd / 360.0f * twoPi; | 1570 | if (profileStart >= profileEnd) |
1571 | float twistTotal = twistEnd - twistBegin; | 1571 | this.profileStart = profileEnd - 0.02f; |
1572 | float twistTotalAbs = Math.Abs(twistTotal); | 1572 | if (hollow > 0.99f) |
1573 | if (twistTotalAbs > 0.01f) | 1573 | this.hollow = 0.99f; |
1574 | steps += (int)(twistTotalAbs * 3.66); // dahlia's magic number | 1574 | if (hollow < 0.0f) |
1575 | 1575 | this.hollow = 0.0f; | |
1576 | float hollow = this.hollow; | 1576 | |
1577 | 1577 | //if (sphereMode) | |
1578 | // sanity checks | 1578 | // this.hasProfileCut = this.profileEnd - this.profileStart < 0.4999f; |
1579 | float initialProfileRot = 0.0f; | 1579 | //else |
1580 | if (pathType == PathType.Circular) | 1580 | // //this.hasProfileCut = (this.profileStart > 0.0f || this.profileEnd < 1.0f); |
1581 | { | 1581 | // this.hasProfileCut = this.profileEnd - this.profileStart < 0.9999f; |
1582 | if (this.sides == 3) | 1582 | //this.hasHollow = (this.hollow > 0.001f); |
1583 | { | 1583 | } |
1584 | initialProfileRot = (float)Math.PI; | 1584 | |
1585 | if (this.hollowSides == 4) | 1585 | /// <summary> |
1586 | { | 1586 | /// Extrudes a profile along a path. |
1587 | if (hollow > 0.7f) | 1587 | /// </summary> |
1588 | hollow = 0.7f; | 1588 | public void Extrude(PathType pathType) |
1589 | hollow *= 0.707f; | 1589 | { |
1590 | } | 1590 | bool needEndFaces = false; |
1591 | else hollow *= 0.5f; | 1591 | |
1592 | } | 1592 | this.coords = new List<Coord>(); |
1593 | else if (this.sides == 4) | 1593 | this.faces = new List<Face>(); |
1594 | { | 1594 | |
1595 | initialProfileRot = 0.25f * (float)Math.PI; | 1595 | if (this.viewerMode) |
1596 | if (this.hollowSides != 4) | 1596 | { |
1597 | hollow *= 0.707f; | 1597 | this.viewerFaces = new List<ViewerFace>(); |
1598 | } | 1598 | this.calcVertexNormals = true; |
1599 | else if (this.sides > 4) | 1599 | } |
1600 | { | 1600 | |
1601 | initialProfileRot = (float)Math.PI; | 1601 | if (this.calcVertexNormals) |
1602 | if (this.hollowSides == 4) | 1602 | this.normals = new List<Coord>(); |
1603 | { | 1603 | |
1604 | if (hollow > 0.7f) | 1604 | int steps = 1; |
1605 | hollow = 0.7f; | 1605 | |
1606 | hollow /= 0.7f; | 1606 | float length = this.pathCutEnd - this.pathCutBegin; |
1607 | } | 1607 | normalsProcessed = false; |
1608 | } | 1608 | |
1609 | } | 1609 | if (this.viewerMode && this.sides == 3) |
1610 | else | 1610 | { |
1611 | { | 1611 | // prisms don't taper well so add some vertical resolution |
1612 | if (this.sides == 3) | 1612 | // other prims may benefit from this but just do prisms for now |
1613 | { | 1613 | if (Math.Abs(this.taperX) > 0.01 || Math.Abs(this.taperY) > 0.01) |
1614 | if (this.hollowSides == 4) | 1614 | steps = (int)(steps * 4.5 * length); |
1615 | { | 1615 | } |
1616 | if (hollow > 0.7f) | 1616 | |
1617 | hollow = 0.7f; | 1617 | if (sphereMode) |
1618 | hollow *= 0.707f; | 1618 | this.hasProfileCut = this.profileEnd - this.profileStart < 0.4999f; |
1619 | } | 1619 | else |
1620 | else hollow *= 0.5f; | 1620 | //this.hasProfileCut = (this.profileStart > 0.0f || this.profileEnd < 1.0f); |
1621 | } | 1621 | this.hasProfileCut = this.profileEnd - this.profileStart < 0.9999f; |
1622 | else if (this.sides == 4) | 1622 | this.hasHollow = (this.hollow > 0.001f); |
1623 | { | 1623 | |
1624 | initialProfileRot = 1.25f * (float)Math.PI; | 1624 | float twistBegin = this.twistBegin / 360.0f * twoPi; |
1625 | if (this.hollowSides != 4) | 1625 | float twistEnd = this.twistEnd / 360.0f * twoPi; |
1626 | hollow *= 0.707f; | 1626 | float twistTotal = twistEnd - twistBegin; |
1627 | } | 1627 | float twistTotalAbs = Math.Abs(twistTotal); |
1628 | else if (this.sides == 24 && this.hollowSides == 4) | 1628 | if (twistTotalAbs > 0.01f) |
1629 | hollow *= 1.414f; | 1629 | steps += (int)(twistTotalAbs * 3.66); // dahlia's magic number |
1630 | } | 1630 | |
1631 | 1631 | float hollow = this.hollow; | |
1632 | Profile profile = new Profile(this.sides, this.profileStart, this.profileEnd, hollow, this.hollowSides, true, calcVertexNormals); | 1632 | |
1633 | this.errorMessage = profile.errorMessage; | 1633 | // sanity checks |
1634 | 1634 | float initialProfileRot = 0.0f; | |
1635 | this.numPrimFaces = profile.numPrimFaces; | 1635 | if (pathType == PathType.Circular) |
1636 | 1636 | { | |
1637 | int cut1Vert = -1; | 1637 | if (this.sides == 3) |
1638 | int cut2Vert = -1; | 1638 | { |
1639 | if (hasProfileCut) | 1639 | initialProfileRot = (float)Math.PI; |
1640 | { | 1640 | if (this.hollowSides == 4) |
1641 | cut1Vert = hasHollow ? profile.coords.Count - 1 : 0; | 1641 | { |
1642 | cut2Vert = hasHollow ? profile.numOuterVerts - 1 : profile.numOuterVerts; | 1642 | if (hollow > 0.7f) |
1643 | } | 1643 | hollow = 0.7f; |
1644 | 1644 | hollow *= 0.707f; | |
1645 | if (initialProfileRot != 0.0f) | 1645 | } |
1646 | { | 1646 | else hollow *= 0.5f; |
1647 | profile.AddRot(new Quat(new Coord(0.0f, 0.0f, 1.0f), initialProfileRot)); | 1647 | } |
1648 | if (viewerMode) | 1648 | else if (this.sides == 4) |
1649 | profile.MakeFaceUVs(); | 1649 | { |
1650 | } | 1650 | initialProfileRot = 0.25f * (float)Math.PI; |
1651 | 1651 | if (this.hollowSides != 4) | |
1652 | Coord lastCutNormal1 = new Coord(); | 1652 | hollow *= 0.707f; |
1653 | Coord lastCutNormal2 = new Coord(); | 1653 | } |
1654 | float lastV = 1.0f; | 1654 | else if (this.sides > 4) |
1655 | 1655 | { | |
1656 | Path path = new Path(); | 1656 | initialProfileRot = (float)Math.PI; |
1657 | path.twistBegin = twistBegin; | 1657 | if (this.hollowSides == 4) |
1658 | path.twistEnd = twistEnd; | 1658 | { |
1659 | path.topShearX = topShearX; | 1659 | if (hollow > 0.7f) |
1660 | path.topShearY = topShearY; | 1660 | hollow = 0.7f; |
1661 | path.pathCutBegin = pathCutBegin; | 1661 | hollow /= 0.7f; |
1662 | path.pathCutEnd = pathCutEnd; | 1662 | } |
1663 | path.dimpleBegin = dimpleBegin; | 1663 | } |
1664 | path.dimpleEnd = dimpleEnd; | 1664 | } |
1665 | path.skew = skew; | 1665 | else |
1666 | path.holeSizeX = holeSizeX; | 1666 | { |
1667 | path.holeSizeY = holeSizeY; | 1667 | if (this.sides == 3) |
1668 | path.taperX = taperX; | 1668 | { |
1669 | path.taperY = taperY; | 1669 | if (this.hollowSides == 4) |
1670 | path.radius = radius; | 1670 | { |
1671 | path.revolutions = revolutions; | 1671 | if (hollow > 0.7f) |
1672 | path.stepsPerRevolution = stepsPerRevolution; | 1672 | hollow = 0.7f; |
1673 | 1673 | hollow *= 0.707f; | |
1674 | path.Create(pathType, steps); | 1674 | } |
1675 | 1675 | else hollow *= 0.5f; | |
1676 | bool needEndFaces = false; | 1676 | } |
1677 | if (pathType == PathType.Circular) | 1677 | else if (this.sides == 4) |
1678 | { | 1678 | { |
1679 | needEndFaces = false; | 1679 | initialProfileRot = 1.25f * (float)Math.PI; |
1680 | if (this.pathCutBegin != 0.0f || this.pathCutEnd != 1.0f) | 1680 | if (this.hollowSides != 4) |
1681 | needEndFaces = true; | 1681 | hollow *= 0.707f; |
1682 | else if (this.taperX != 0.0f || this.taperY != 0.0f) | 1682 | } |
1683 | needEndFaces = true; | 1683 | else if (this.sides == 24 && this.hollowSides == 4) |
1684 | else if (this.skew != 0.0f) | 1684 | hollow *= 1.414f; |
1685 | needEndFaces = true; | 1685 | } |
1686 | else if (twistTotal != 0.0f) | 1686 | |
1687 | needEndFaces = true; | 1687 | Profile profile = new Profile(this.sides, this.profileStart, this.profileEnd, hollow, this.hollowSides, true, calcVertexNormals); |
1688 | else if (this.radius != 0.0f) | 1688 | this.errorMessage = profile.errorMessage; |
1689 | needEndFaces = true; | 1689 | |
1690 | } | 1690 | this.numPrimFaces = profile.numPrimFaces; |
1691 | else needEndFaces = true; | 1691 | |
1692 | 1692 | //profileOuterFaceNumber = profile.faceNumbers[0]; | |
1693 | for (int nodeIndex = 0; nodeIndex < path.pathNodes.Count; nodeIndex++) | 1693 | //if (!needEndFaces) |
1694 | { | 1694 | // profileOuterFaceNumber--; |
1695 | PathNode node = path.pathNodes[nodeIndex]; | 1695 | //profileOuterFaceNumber = needEndFaces ? 1 : 0; |
1696 | Profile newLayer = profile.Copy(); | 1696 | |
1697 | newLayer.Scale(node.xScale, node.yScale); | 1697 | |
1698 | 1698 | //if (hasHollow) | |
1699 | newLayer.AddRot(node.rotation); | 1699 | //{ |
1700 | newLayer.AddPos(node.position); | 1700 | // if (needEndFaces) |
1701 | 1701 | // profileHollowFaceNumber = profile.faceNumbers[profile.numOuterVerts + 1]; | |
1702 | if (needEndFaces && nodeIndex == 0) | 1702 | // else |
1703 | { | 1703 | // profileHollowFaceNumber = profile.faceNumbers[profile.numOuterVerts] - 1; |
1704 | newLayer.FlipNormals(); | 1704 | //} |
1705 | 1705 | ||
1706 | // add the top faces to the viewerFaces list here | 1706 | |
1707 | if (this.viewerMode) | 1707 | profileOuterFaceNumber = profile.outerFaceNumber; |
1708 | { | 1708 | if (!needEndFaces) |
1709 | Coord faceNormal = newLayer.faceNormal; | 1709 | profileOuterFaceNumber--; |
1710 | ViewerFace newViewerFace = new ViewerFace(profile.bottomFaceNumber); | 1710 | |
1711 | int numFaces = newLayer.faces.Count; | 1711 | if (hasHollow) |
1712 | List<Face> faces = newLayer.faces; | 1712 | { |
1713 | 1713 | profileHollowFaceNumber = profile.hollowFaceNumber; | |
1714 | for (int i = 0; i < numFaces; i++) | 1714 | if (!needEndFaces) |
1715 | { | 1715 | profileHollowFaceNumber--; |
1716 | Face face = faces[i]; | 1716 | } |
1717 | newViewerFace.v1 = newLayer.coords[face.v1]; | 1717 | |
1718 | newViewerFace.v2 = newLayer.coords[face.v2]; | 1718 | int cut1Vert = -1; |
1719 | newViewerFace.v3 = newLayer.coords[face.v3]; | 1719 | int cut2Vert = -1; |
1720 | 1720 | if (hasProfileCut) | |
1721 | newViewerFace.coordIndex1 = face.v1; | 1721 | { |
1722 | newViewerFace.coordIndex2 = face.v2; | 1722 | cut1Vert = hasHollow ? profile.coords.Count - 1 : 0; |
1723 | newViewerFace.coordIndex3 = face.v3; | 1723 | cut2Vert = hasHollow ? profile.numOuterVerts - 1 : profile.numOuterVerts; |
1724 | 1724 | } | |
1725 | newViewerFace.n1 = faceNormal; | 1725 | |
1726 | newViewerFace.n2 = faceNormal; | 1726 | if (initialProfileRot != 0.0f) |
1727 | newViewerFace.n3 = faceNormal; | 1727 | { |
1728 | 1728 | profile.AddRot(new Quat(new Coord(0.0f, 0.0f, 1.0f), initialProfileRot)); | |
1729 | newViewerFace.uv1 = newLayer.faceUVs[face.v1]; | 1729 | if (viewerMode) |
1730 | newViewerFace.uv2 = newLayer.faceUVs[face.v2]; | 1730 | profile.MakeFaceUVs(); |
1731 | newViewerFace.uv3 = newLayer.faceUVs[face.v3]; | 1731 | } |
1732 | 1732 | ||
1733 | this.viewerFaces.Add(newViewerFace); | 1733 | Coord lastCutNormal1 = new Coord(); |
1734 | } | 1734 | Coord lastCutNormal2 = new Coord(); |
1735 | } | 1735 | float lastV = 1.0f; |
1736 | } // if (nodeIndex == 0) | 1736 | |
1737 | 1737 | Path path = new Path(); | |
1738 | // append this layer | 1738 | path.twistBegin = twistBegin; |
1739 | 1739 | path.twistEnd = twistEnd; | |
1740 | int coordsLen = this.coords.Count; | 1740 | path.topShearX = topShearX; |
1741 | newLayer.AddValue2FaceVertexIndices(coordsLen); | 1741 | path.topShearY = topShearY; |
1742 | 1742 | path.pathCutBegin = pathCutBegin; | |
1743 | this.coords.AddRange(newLayer.coords); | 1743 | path.pathCutEnd = pathCutEnd; |
1744 | 1744 | path.dimpleBegin = dimpleBegin; | |
1745 | if (this.calcVertexNormals) | 1745 | path.dimpleEnd = dimpleEnd; |
1746 | { | 1746 | path.skew = skew; |
1747 | newLayer.AddValue2FaceNormalIndices(this.normals.Count); | 1747 | path.holeSizeX = holeSizeX; |
1748 | this.normals.AddRange(newLayer.vertexNormals); | 1748 | path.holeSizeY = holeSizeY; |
1749 | } | 1749 | path.taperX = taperX; |
1750 | 1750 | path.taperY = taperY; | |
1751 | if (node.percentOfPath < this.pathCutBegin + 0.01f || node.percentOfPath > this.pathCutEnd - 0.01f) | 1751 | path.radius = radius; |
1752 | this.faces.AddRange(newLayer.faces); | 1752 | path.revolutions = revolutions; |
1753 | 1753 | path.stepsPerRevolution = stepsPerRevolution; | |
1754 | // fill faces between layers | 1754 | |
1755 | 1755 | path.Create(pathType, steps); | |
1756 | int numVerts = newLayer.coords.Count; | 1756 | |
1757 | Face newFace = new Face(); | 1757 | |
1758 | 1758 | if (pathType == PathType.Circular) | |
1759 | if (nodeIndex > 0) | 1759 | { |
1760 | { | 1760 | needEndFaces = false; |
1761 | int startVert = coordsLen + 1; | 1761 | if (this.pathCutBegin != 0.0f || this.pathCutEnd != 1.0f) |
1762 | int endVert = this.coords.Count; | 1762 | needEndFaces = true; |
1763 | 1763 | else if (this.taperX != 0.0f || this.taperY != 0.0f) | |
1764 | if (sides < 5 || this.hasProfileCut || hollow > 0.0f) | 1764 | needEndFaces = true; |
1765 | startVert--; | 1765 | else if (this.skew != 0.0f) |
1766 | 1766 | needEndFaces = true; | |
1767 | for (int i = startVert; i < endVert; i++) | 1767 | else if (twistTotal != 0.0f) |
1768 | { | 1768 | needEndFaces = true; |
1769 | int iNext = i + 1; | 1769 | else if (this.radius != 0.0f) |
1770 | if (i == endVert - 1) | 1770 | needEndFaces = true; |
1771 | iNext = startVert; | 1771 | } |
1772 | 1772 | else needEndFaces = true; | |
1773 | int whichVert = i - startVert; | 1773 | |
1774 | 1774 | for (int nodeIndex = 0; nodeIndex < path.pathNodes.Count; nodeIndex++) | |
1775 | newFace.v1 = i; | 1775 | { |
1776 | newFace.v2 = i - numVerts; | 1776 | PathNode node = path.pathNodes[nodeIndex]; |
1777 | newFace.v3 = iNext - numVerts; | 1777 | Profile newLayer = profile.Copy(); |
1778 | this.faces.Add(newFace); | 1778 | newLayer.Scale(node.xScale, node.yScale); |
1779 | 1779 | ||
1780 | newFace.v2 = iNext - numVerts; | 1780 | newLayer.AddRot(node.rotation); |
1781 | newFace.v3 = iNext; | 1781 | newLayer.AddPos(node.position); |
1782 | this.faces.Add(newFace); | 1782 | |
1783 | 1783 | if (needEndFaces && nodeIndex == 0) | |
1784 | if (this.viewerMode) | 1784 | { |
1785 | { | 1785 | newLayer.FlipNormals(); |
1786 | // add the side faces to the list of viewerFaces here | 1786 | |
1787 | 1787 | // add the top faces to the viewerFaces list here | |
1788 | int primFaceNum = profile.faceNumbers[whichVert]; | 1788 | if (this.viewerMode) |
1789 | if (!needEndFaces) | 1789 | { |
1790 | primFaceNum -= 1; | 1790 | Coord faceNormal = newLayer.faceNormal; |
1791 | 1791 | ViewerFace newViewerFace = new ViewerFace(profile.bottomFaceNumber); | |
1792 | ViewerFace newViewerFace1 = new ViewerFace(primFaceNum); | 1792 | int numFaces = newLayer.faces.Count; |
1793 | ViewerFace newViewerFace2 = new ViewerFace(primFaceNum); | 1793 | List<Face> faces = newLayer.faces; |
1794 | 1794 | ||
1795 | float u1 = newLayer.us[whichVert]; | 1795 | for (int i = 0; i < numFaces; i++) |
1796 | float u2 = 1.0f; | 1796 | { |
1797 | if (whichVert < newLayer.us.Count - 1) | 1797 | Face face = faces[i]; |
1798 | u2 = newLayer.us[whichVert + 1]; | 1798 | newViewerFace.v1 = newLayer.coords[face.v1]; |
1799 | 1799 | newViewerFace.v2 = newLayer.coords[face.v2]; | |
1800 | if (whichVert == cut1Vert || whichVert == cut2Vert) | 1800 | newViewerFace.v3 = newLayer.coords[face.v3]; |
1801 | { | 1801 | |
1802 | u1 = 0.0f; | 1802 | newViewerFace.coordIndex1 = face.v1; |
1803 | u2 = 1.0f; | 1803 | newViewerFace.coordIndex2 = face.v2; |
1804 | } | 1804 | newViewerFace.coordIndex3 = face.v3; |
1805 | else if (sides < 5) | 1805 | |
1806 | { | 1806 | newViewerFace.n1 = faceNormal; |
1807 | if (whichVert < profile.numOuterVerts) | 1807 | newViewerFace.n2 = faceNormal; |
1808 | { // boxes and prisms have one texture face per side of the prim, so the U values have to be scaled | 1808 | newViewerFace.n3 = faceNormal; |
1809 | // to reflect the entire texture width | 1809 | |
1810 | u1 *= sides; | 1810 | newViewerFace.uv1 = newLayer.faceUVs[face.v1]; |
1811 | u2 *= sides; | 1811 | newViewerFace.uv2 = newLayer.faceUVs[face.v2]; |
1812 | u2 -= (int)u1; | 1812 | newViewerFace.uv3 = newLayer.faceUVs[face.v3]; |
1813 | u1 -= (int)u1; | 1813 | |
1814 | if (u2 < 0.1f) | 1814 | this.viewerFaces.Add(newViewerFace); |
1815 | u2 = 1.0f; | 1815 | } |
1816 | } | 1816 | } |
1817 | else if (whichVert > profile.coords.Count - profile.numHollowVerts - 1) | 1817 | } // if (nodeIndex == 0) |
1818 | { | 1818 | |
1819 | u1 *= 2.0f; | 1819 | // append this layer |
1820 | u2 *= 2.0f; | 1820 | |
1821 | } | 1821 | int coordsLen = this.coords.Count; |
1822 | } | 1822 | newLayer.AddValue2FaceVertexIndices(coordsLen); |
1823 | 1823 | ||
1824 | newViewerFace1.uv1.U = u1; | 1824 | this.coords.AddRange(newLayer.coords); |
1825 | newViewerFace1.uv2.U = u1; | 1825 | |
1826 | newViewerFace1.uv3.U = u2; | 1826 | if (this.calcVertexNormals) |
1827 | 1827 | { | |
1828 | newViewerFace1.uv1.V = 1.0f - node.percentOfPath; | 1828 | newLayer.AddValue2FaceNormalIndices(this.normals.Count); |
1829 | newViewerFace1.uv2.V = lastV; | 1829 | this.normals.AddRange(newLayer.vertexNormals); |
1830 | newViewerFace1.uv3.V = lastV; | 1830 | } |
1831 | 1831 | ||
1832 | newViewerFace2.uv1.U = u1; | 1832 | if (node.percentOfPath < this.pathCutBegin + 0.01f || node.percentOfPath > this.pathCutEnd - 0.01f) |
1833 | newViewerFace2.uv2.U = u2; | 1833 | this.faces.AddRange(newLayer.faces); |
1834 | newViewerFace2.uv3.U = u2; | 1834 | |
1835 | 1835 | // fill faces between layers | |
1836 | newViewerFace2.uv1.V = 1.0f - node.percentOfPath; | 1836 | |
1837 | newViewerFace2.uv2.V = lastV; | 1837 | int numVerts = newLayer.coords.Count; |
1838 | newViewerFace2.uv3.V = 1.0f - node.percentOfPath; | 1838 | Face newFace = new Face(); |
1839 | 1839 | ||
1840 | newViewerFace1.v1 = this.coords[i]; | 1840 | if (nodeIndex > 0) |
1841 | newViewerFace1.v2 = this.coords[i - numVerts]; | 1841 | { |
1842 | newViewerFace1.v3 = this.coords[iNext - numVerts]; | 1842 | int startVert = coordsLen + 1; |
1843 | 1843 | int endVert = this.coords.Count; | |
1844 | newViewerFace2.v1 = this.coords[i]; | 1844 | |
1845 | newViewerFace2.v2 = this.coords[iNext - numVerts]; | 1845 | if (sides < 5 || this.hasProfileCut || this.hasHollow) |
1846 | newViewerFace2.v3 = this.coords[iNext]; | 1846 | startVert--; |
1847 | 1847 | ||
1848 | newViewerFace1.coordIndex1 = i; | 1848 | for (int i = startVert; i < endVert; i++) |
1849 | newViewerFace1.coordIndex2 = i - numVerts; | 1849 | { |
1850 | newViewerFace1.coordIndex3 = iNext - numVerts; | 1850 | int iNext = i + 1; |
1851 | 1851 | if (i == endVert - 1) | |
1852 | newViewerFace2.coordIndex1 = i; | 1852 | iNext = startVert; |
1853 | newViewerFace2.coordIndex2 = iNext - numVerts; | 1853 | |
1854 | newViewerFace2.coordIndex3 = iNext; | 1854 | int whichVert = i - startVert; |
1855 | 1855 | ||
1856 | // profile cut faces | 1856 | newFace.v1 = i; |
1857 | if (whichVert == cut1Vert) | 1857 | newFace.v2 = i - numVerts; |
1858 | { | 1858 | newFace.v3 = iNext - numVerts; |
1859 | newViewerFace1.n1 = newLayer.cutNormal1; | 1859 | this.faces.Add(newFace); |
1860 | newViewerFace1.n2 = newViewerFace1.n3 = lastCutNormal1; | 1860 | |
1861 | 1861 | newFace.v2 = iNext - numVerts; | |
1862 | newViewerFace2.n1 = newViewerFace2.n3 = newLayer.cutNormal1; | 1862 | newFace.v3 = iNext; |
1863 | newViewerFace2.n2 = lastCutNormal1; | 1863 | this.faces.Add(newFace); |
1864 | } | 1864 | |
1865 | else if (whichVert == cut2Vert) | 1865 | if (this.viewerMode) |
1866 | { | 1866 | { |
1867 | newViewerFace1.n1 = newLayer.cutNormal2; | 1867 | // add the side faces to the list of viewerFaces here |
1868 | newViewerFace1.n2 = newViewerFace1.n3 = lastCutNormal2; | 1868 | |
1869 | 1869 | int primFaceNum = profile.faceNumbers[whichVert]; | |
1870 | newViewerFace2.n1 = newViewerFace2.n3 = newLayer.cutNormal2; | 1870 | if (!needEndFaces) |
1871 | newViewerFace2.n2 = lastCutNormal2; | 1871 | primFaceNum -= 1; |
1872 | } | 1872 | |
1873 | 1873 | ViewerFace newViewerFace1 = new ViewerFace(primFaceNum); | |
1874 | else // outer and hollow faces | 1874 | ViewerFace newViewerFace2 = new ViewerFace(primFaceNum); |
1875 | { | 1875 | |
1876 | if ((sides < 5 && whichVert < newLayer.numOuterVerts) || (hollowSides < 5 && whichVert >= newLayer.numOuterVerts)) | 1876 | float u1 = newLayer.us[whichVert]; |
1877 | { // looks terrible when path is twisted... need vertex normals here | 1877 | float u2 = 1.0f; |
1878 | newViewerFace1.CalcSurfaceNormal(); | 1878 | if (whichVert < newLayer.us.Count - 1) |
1879 | newViewerFace2.CalcSurfaceNormal(); | 1879 | u2 = newLayer.us[whichVert + 1]; |
1880 | } | 1880 | |
1881 | else | 1881 | if (whichVert == cut1Vert || whichVert == cut2Vert) |
1882 | { | 1882 | { |
1883 | newViewerFace1.n1 = this.normals[i]; | 1883 | u1 = 0.0f; |
1884 | newViewerFace1.n2 = this.normals[i - numVerts]; | 1884 | u2 = 1.0f; |
1885 | newViewerFace1.n3 = this.normals[iNext - numVerts]; | 1885 | } |
1886 | 1886 | else if (sides < 5) | |
1887 | newViewerFace2.n1 = this.normals[i]; | 1887 | { |
1888 | newViewerFace2.n2 = this.normals[iNext - numVerts]; | 1888 | if (whichVert < profile.numOuterVerts) |
1889 | newViewerFace2.n3 = this.normals[iNext]; | 1889 | { // boxes and prisms have one texture face per side of the prim, so the U values have to be scaled |
1890 | } | 1890 | // to reflect the entire texture width |
1891 | } | 1891 | u1 *= sides; |
1892 | 1892 | u2 *= sides; | |
1893 | this.viewerFaces.Add(newViewerFace1); | 1893 | u2 -= (int)u1; |
1894 | this.viewerFaces.Add(newViewerFace2); | 1894 | u1 -= (int)u1; |
1895 | 1895 | if (u2 < 0.1f) | |
1896 | } | 1896 | u2 = 1.0f; |
1897 | } | 1897 | //this.profileOuterFaceNumber = primFaceNum; |
1898 | } | 1898 | } |
1899 | 1899 | else if (whichVert > profile.coords.Count - profile.numHollowVerts - 1) | |
1900 | lastCutNormal1 = newLayer.cutNormal1; | 1900 | { |
1901 | lastCutNormal2 = newLayer.cutNormal2; | 1901 | u1 *= 2.0f; |
1902 | lastV = 1.0f - node.percentOfPath; | 1902 | u2 *= 2.0f; |
1903 | 1903 | //this.profileHollowFaceNumber = primFaceNum; | |
1904 | if (needEndFaces && nodeIndex == path.pathNodes.Count - 1 && viewerMode) | 1904 | } |
1905 | { | 1905 | } |
1906 | // add the top faces to the viewerFaces list here | 1906 | |
1907 | Coord faceNormal = newLayer.faceNormal; | 1907 | newViewerFace1.uv1.U = u1; |
1908 | ViewerFace newViewerFace = new ViewerFace(); | 1908 | newViewerFace1.uv2.U = u1; |
1909 | newViewerFace.primFaceNumber = 0; | 1909 | newViewerFace1.uv3.U = u2; |
1910 | int numFaces = newLayer.faces.Count; | 1910 | |
1911 | List<Face> faces = newLayer.faces; | 1911 | newViewerFace1.uv1.V = 1.0f - node.percentOfPath; |
1912 | 1912 | newViewerFace1.uv2.V = lastV; | |
1913 | for (int i = 0; i < numFaces; i++) | 1913 | newViewerFace1.uv3.V = lastV; |
1914 | { | 1914 | |
1915 | Face face = faces[i]; | 1915 | newViewerFace2.uv1.U = u1; |
1916 | newViewerFace.v1 = newLayer.coords[face.v1 - coordsLen]; | 1916 | newViewerFace2.uv2.U = u2; |
1917 | newViewerFace.v2 = newLayer.coords[face.v2 - coordsLen]; | 1917 | newViewerFace2.uv3.U = u2; |
1918 | newViewerFace.v3 = newLayer.coords[face.v3 - coordsLen]; | 1918 | |
1919 | 1919 | newViewerFace2.uv1.V = 1.0f - node.percentOfPath; | |
1920 | newViewerFace.coordIndex1 = face.v1 - coordsLen; | 1920 | newViewerFace2.uv2.V = lastV; |
1921 | newViewerFace.coordIndex2 = face.v2 - coordsLen; | 1921 | newViewerFace2.uv3.V = 1.0f - node.percentOfPath; |
1922 | newViewerFace.coordIndex3 = face.v3 - coordsLen; | 1922 | |
1923 | 1923 | newViewerFace1.v1 = this.coords[i]; | |
1924 | newViewerFace.n1 = faceNormal; | 1924 | newViewerFace1.v2 = this.coords[i - numVerts]; |
1925 | newViewerFace.n2 = faceNormal; | 1925 | newViewerFace1.v3 = this.coords[iNext - numVerts]; |
1926 | newViewerFace.n3 = faceNormal; | 1926 | |
1927 | 1927 | newViewerFace2.v1 = this.coords[i]; | |
1928 | newViewerFace.uv1 = newLayer.faceUVs[face.v1 - coordsLen]; | 1928 | newViewerFace2.v2 = this.coords[iNext - numVerts]; |
1929 | newViewerFace.uv2 = newLayer.faceUVs[face.v2 - coordsLen]; | 1929 | newViewerFace2.v3 = this.coords[iNext]; |
1930 | newViewerFace.uv3 = newLayer.faceUVs[face.v3 - coordsLen]; | 1930 | |
1931 | 1931 | newViewerFace1.coordIndex1 = i; | |
1932 | this.viewerFaces.Add(newViewerFace); | 1932 | newViewerFace1.coordIndex2 = i - numVerts; |
1933 | } | 1933 | newViewerFace1.coordIndex3 = iNext - numVerts; |
1934 | } | 1934 | |
1935 | 1935 | newViewerFace2.coordIndex1 = i; | |
1936 | 1936 | newViewerFace2.coordIndex2 = iNext - numVerts; | |
1937 | } // for (int nodeIndex = 0; nodeIndex < path.pathNodes.Count; nodeIndex++) | 1937 | newViewerFace2.coordIndex3 = iNext; |
1938 | 1938 | ||
1939 | } | 1939 | // profile cut faces |
1940 | 1940 | if (whichVert == cut1Vert) | |
1941 | 1941 | { | |
1942 | /// <summary> | 1942 | newViewerFace1.n1 = newLayer.cutNormal1; |
1943 | /// DEPRICATED - use Extrude(PathType.Linear) instead | 1943 | newViewerFace1.n2 = newViewerFace1.n3 = lastCutNormal1; |
1944 | /// Extrudes a profile along a straight line path. Used for prim types box, cylinder, and prism. | 1944 | |
1945 | /// </summary> | 1945 | newViewerFace2.n1 = newViewerFace2.n3 = newLayer.cutNormal1; |
1946 | /// | 1946 | newViewerFace2.n2 = lastCutNormal1; |
1947 | public void ExtrudeLinear() | 1947 | } |
1948 | { | 1948 | else if (whichVert == cut2Vert) |
1949 | this.Extrude(PathType.Linear); | 1949 | { |
1950 | } | 1950 | newViewerFace1.n1 = newLayer.cutNormal2; |
1951 | 1951 | newViewerFace1.n2 = newViewerFace1.n3 = lastCutNormal2; | |
1952 | 1952 | ||
1953 | /// <summary> | 1953 | newViewerFace2.n1 = newViewerFace2.n3 = newLayer.cutNormal2; |
1954 | /// DEPRICATED - use Extrude(PathType.Circular) instead | 1954 | newViewerFace2.n2 = lastCutNormal2; |
1955 | /// Extrude a profile into a circular path prim mesh. Used for prim types torus, tube, and ring. | 1955 | } |
1956 | /// </summary> | 1956 | |
1957 | /// | 1957 | else // outer and hollow faces |
1958 | public void ExtrudeCircular() | 1958 | { |
1959 | { | 1959 | if ((sides < 5 && whichVert < newLayer.numOuterVerts) || (hollowSides < 5 && whichVert >= newLayer.numOuterVerts)) |
1960 | this.Extrude(PathType.Circular); | 1960 | { // looks terrible when path is twisted... need vertex normals here |
1961 | } | 1961 | newViewerFace1.CalcSurfaceNormal(); |
1962 | 1962 | newViewerFace2.CalcSurfaceNormal(); | |
1963 | 1963 | } | |
1964 | private Coord SurfaceNormal(Coord c1, Coord c2, Coord c3) | 1964 | else |
1965 | { | 1965 | { |
1966 | Coord edge1 = new Coord(c2.X - c1.X, c2.Y - c1.Y, c2.Z - c1.Z); | 1966 | newViewerFace1.n1 = this.normals[i]; |
1967 | Coord edge2 = new Coord(c3.X - c1.X, c3.Y - c1.Y, c3.Z - c1.Z); | 1967 | newViewerFace1.n2 = this.normals[i - numVerts]; |
1968 | 1968 | newViewerFace1.n3 = this.normals[iNext - numVerts]; | |
1969 | Coord normal = Coord.Cross(edge1, edge2); | 1969 | |
1970 | 1970 | newViewerFace2.n1 = this.normals[i]; | |
1971 | normal.Normalize(); | 1971 | newViewerFace2.n2 = this.normals[iNext - numVerts]; |
1972 | 1972 | newViewerFace2.n3 = this.normals[iNext]; | |
1973 | return normal; | 1973 | } |
1974 | } | 1974 | } |
1975 | 1975 | ||
1976 | private Coord SurfaceNormal(Face face) | 1976 | this.viewerFaces.Add(newViewerFace1); |
1977 | { | 1977 | this.viewerFaces.Add(newViewerFace2); |
1978 | return SurfaceNormal(this.coords[face.v1], this.coords[face.v2], this.coords[face.v3]); | 1978 | |
1979 | } | 1979 | } |
1980 | 1980 | } | |
1981 | /// <summary> | 1981 | } |
1982 | /// Calculate the surface normal for a face in the list of faces | 1982 | |
1983 | /// </summary> | 1983 | lastCutNormal1 = newLayer.cutNormal1; |
1984 | /// <param name="faceIndex"></param> | 1984 | lastCutNormal2 = newLayer.cutNormal2; |
1985 | /// <returns></returns> | 1985 | lastV = 1.0f - node.percentOfPath; |
1986 | public Coord SurfaceNormal(int faceIndex) | 1986 | |
1987 | { | 1987 | if (needEndFaces && nodeIndex == path.pathNodes.Count - 1 && viewerMode) |
1988 | int numFaces = this.faces.Count; | 1988 | { |
1989 | if (faceIndex < 0 || faceIndex >= numFaces) | 1989 | // add the top faces to the viewerFaces list here |
1990 | throw new Exception("faceIndex out of range"); | 1990 | Coord faceNormal = newLayer.faceNormal; |
1991 | 1991 | ViewerFace newViewerFace = new ViewerFace(); | |
1992 | return SurfaceNormal(this.faces[faceIndex]); | 1992 | newViewerFace.primFaceNumber = 0; |
1993 | } | 1993 | int numFaces = newLayer.faces.Count; |
1994 | 1994 | List<Face> faces = newLayer.faces; | |
1995 | /// <summary> | 1995 | |
1996 | /// Duplicates a PrimMesh object. All object properties are copied by value, including lists. | 1996 | for (int i = 0; i < numFaces; i++) |
1997 | /// </summary> | 1997 | { |
1998 | /// <returns></returns> | 1998 | Face face = faces[i]; |
1999 | public PrimMesh Copy() | 1999 | newViewerFace.v1 = newLayer.coords[face.v1 - coordsLen]; |
2000 | { | 2000 | newViewerFace.v2 = newLayer.coords[face.v2 - coordsLen]; |
2001 | PrimMesh copy = new PrimMesh(this.sides, this.profileStart, this.profileEnd, this.hollow, this.hollowSides); | 2001 | newViewerFace.v3 = newLayer.coords[face.v3 - coordsLen]; |
2002 | copy.twistBegin = this.twistBegin; | 2002 | |
2003 | copy.twistEnd = this.twistEnd; | 2003 | newViewerFace.coordIndex1 = face.v1 - coordsLen; |
2004 | copy.topShearX = this.topShearX; | 2004 | newViewerFace.coordIndex2 = face.v2 - coordsLen; |
2005 | copy.topShearY = this.topShearY; | 2005 | newViewerFace.coordIndex3 = face.v3 - coordsLen; |
2006 | copy.pathCutBegin = this.pathCutBegin; | 2006 | |
2007 | copy.pathCutEnd = this.pathCutEnd; | 2007 | newViewerFace.n1 = faceNormal; |
2008 | copy.dimpleBegin = this.dimpleBegin; | 2008 | newViewerFace.n2 = faceNormal; |
2009 | copy.dimpleEnd = this.dimpleEnd; | 2009 | newViewerFace.n3 = faceNormal; |
2010 | copy.skew = this.skew; | 2010 | |
2011 | copy.holeSizeX = this.holeSizeX; | 2011 | newViewerFace.uv1 = newLayer.faceUVs[face.v1 - coordsLen]; |
2012 | copy.holeSizeY = this.holeSizeY; | 2012 | newViewerFace.uv2 = newLayer.faceUVs[face.v2 - coordsLen]; |
2013 | copy.taperX = this.taperX; | 2013 | newViewerFace.uv3 = newLayer.faceUVs[face.v3 - coordsLen]; |
2014 | copy.taperY = this.taperY; | 2014 | |
2015 | copy.radius = this.radius; | 2015 | this.viewerFaces.Add(newViewerFace); |
2016 | copy.revolutions = this.revolutions; | 2016 | } |
2017 | copy.stepsPerRevolution = this.stepsPerRevolution; | 2017 | } |
2018 | copy.calcVertexNormals = this.calcVertexNormals; | 2018 | |
2019 | copy.normalsProcessed = this.normalsProcessed; | 2019 | |
2020 | copy.viewerMode = this.viewerMode; | 2020 | } // for (int nodeIndex = 0; nodeIndex < path.pathNodes.Count; nodeIndex++) |
2021 | copy.numPrimFaces = this.numPrimFaces; | 2021 | |
2022 | copy.errorMessage = this.errorMessage; | 2022 | } |
2023 | 2023 | ||
2024 | copy.coords = new List<Coord>(this.coords); | 2024 | |
2025 | copy.faces = new List<Face>(this.faces); | 2025 | /// <summary> |
2026 | copy.viewerFaces = new List<ViewerFace>(this.viewerFaces); | 2026 | /// DEPRICATED - use Extrude(PathType.Linear) instead |
2027 | copy.normals = new List<Coord>(this.normals); | 2027 | /// Extrudes a profile along a straight line path. Used for prim types box, cylinder, and prism. |
2028 | 2028 | /// </summary> | |
2029 | return copy; | 2029 | /// |
2030 | } | 2030 | public void ExtrudeLinear() |
2031 | 2031 | { | |
2032 | /// <summary> | 2032 | this.Extrude(PathType.Linear); |
2033 | /// Calculate surface normals for all of the faces in the list of faces in this mesh | 2033 | } |
2034 | /// </summary> | 2034 | |
2035 | public void CalcNormals() | 2035 | |
2036 | { | 2036 | /// <summary> |
2037 | if (normalsProcessed) | 2037 | /// DEPRICATED - use Extrude(PathType.Circular) instead |
2038 | return; | 2038 | /// Extrude a profile into a circular path prim mesh. Used for prim types torus, tube, and ring. |
2039 | 2039 | /// </summary> | |
2040 | normalsProcessed = true; | 2040 | /// |
2041 | 2041 | public void ExtrudeCircular() | |
2042 | int numFaces = faces.Count; | 2042 | { |
2043 | 2043 | this.Extrude(PathType.Circular); | |
2044 | if (!this.calcVertexNormals) | 2044 | } |
2045 | this.normals = new List<Coord>(); | 2045 | |
2046 | 2046 | ||
2047 | for (int i = 0; i < numFaces; i++) | 2047 | private Coord SurfaceNormal(Coord c1, Coord c2, Coord c3) |
2048 | { | 2048 | { |
2049 | Face face = faces[i]; | 2049 | Coord edge1 = new Coord(c2.X - c1.X, c2.Y - c1.Y, c2.Z - c1.Z); |
2050 | 2050 | Coord edge2 = new Coord(c3.X - c1.X, c3.Y - c1.Y, c3.Z - c1.Z); | |
2051 | this.normals.Add(SurfaceNormal(i).Normalize()); | 2051 | |
2052 | 2052 | Coord normal = Coord.Cross(edge1, edge2); | |
2053 | int normIndex = normals.Count - 1; | 2053 | |
2054 | face.n1 = normIndex; | 2054 | normal.Normalize(); |
2055 | face.n2 = normIndex; | 2055 | |
2056 | face.n3 = normIndex; | 2056 | return normal; |
2057 | 2057 | } | |
2058 | this.faces[i] = face; | 2058 | |
2059 | } | 2059 | private Coord SurfaceNormal(Face face) |
2060 | } | 2060 | { |
2061 | 2061 | return SurfaceNormal(this.coords[face.v1], this.coords[face.v2], this.coords[face.v3]); | |
2062 | /// <summary> | 2062 | } |
2063 | /// Adds a value to each XYZ vertex coordinate in the mesh | 2063 | |
2064 | /// </summary> | 2064 | /// <summary> |
2065 | /// <param name="x"></param> | 2065 | /// Calculate the surface normal for a face in the list of faces |
2066 | /// <param name="y"></param> | 2066 | /// </summary> |
2067 | /// <param name="z"></param> | 2067 | /// <param name="faceIndex"></param> |
2068 | public void AddPos(float x, float y, float z) | 2068 | /// <returns></returns> |
2069 | { | 2069 | public Coord SurfaceNormal(int faceIndex) |
2070 | int i; | 2070 | { |
2071 | int numVerts = this.coords.Count; | 2071 | int numFaces = this.faces.Count; |
2072 | Coord vert; | 2072 | if (faceIndex < 0 || faceIndex >= numFaces) |
2073 | 2073 | throw new Exception("faceIndex out of range"); | |
2074 | for (i = 0; i < numVerts; i++) | 2074 | |
2075 | { | 2075 | return SurfaceNormal(this.faces[faceIndex]); |
2076 | vert = this.coords[i]; | 2076 | } |
2077 | vert.X += x; | 2077 | |
2078 | vert.Y += y; | 2078 | /// <summary> |
2079 | vert.Z += z; | 2079 | /// Duplicates a PrimMesh object. All object properties are copied by value, including lists. |
2080 | this.coords[i] = vert; | 2080 | /// </summary> |
2081 | } | 2081 | /// <returns></returns> |
2082 | 2082 | public PrimMesh Copy() | |
2083 | if (this.viewerFaces != null) | 2083 | { |
2084 | { | 2084 | PrimMesh copy = new PrimMesh(this.sides, this.profileStart, this.profileEnd, this.hollow, this.hollowSides); |
2085 | int numViewerFaces = this.viewerFaces.Count; | 2085 | copy.twistBegin = this.twistBegin; |
2086 | 2086 | copy.twistEnd = this.twistEnd; | |
2087 | for (i = 0; i < numViewerFaces; i++) | 2087 | copy.topShearX = this.topShearX; |
2088 | { | 2088 | copy.topShearY = this.topShearY; |
2089 | ViewerFace v = this.viewerFaces[i]; | 2089 | copy.pathCutBegin = this.pathCutBegin; |
2090 | v.AddPos(x, y, z); | 2090 | copy.pathCutEnd = this.pathCutEnd; |
2091 | this.viewerFaces[i] = v; | 2091 | copy.dimpleBegin = this.dimpleBegin; |
2092 | } | 2092 | copy.dimpleEnd = this.dimpleEnd; |
2093 | } | 2093 | copy.skew = this.skew; |
2094 | } | 2094 | copy.holeSizeX = this.holeSizeX; |
2095 | 2095 | copy.holeSizeY = this.holeSizeY; | |
2096 | /// <summary> | 2096 | copy.taperX = this.taperX; |
2097 | /// Rotates the mesh | 2097 | copy.taperY = this.taperY; |
2098 | /// </summary> | 2098 | copy.radius = this.radius; |
2099 | /// <param name="q"></param> | 2099 | copy.revolutions = this.revolutions; |
2100 | public void AddRot(Quat q) | 2100 | copy.stepsPerRevolution = this.stepsPerRevolution; |
2101 | { | 2101 | copy.calcVertexNormals = this.calcVertexNormals; |
2102 | int i; | 2102 | copy.normalsProcessed = this.normalsProcessed; |
2103 | int numVerts = this.coords.Count; | 2103 | copy.viewerMode = this.viewerMode; |
2104 | 2104 | copy.numPrimFaces = this.numPrimFaces; | |
2105 | for (i = 0; i < numVerts; i++) | 2105 | copy.errorMessage = this.errorMessage; |
2106 | this.coords[i] *= q; | 2106 | |
2107 | 2107 | copy.coords = new List<Coord>(this.coords); | |
2108 | if (this.normals != null) | 2108 | copy.faces = new List<Face>(this.faces); |
2109 | { | 2109 | copy.viewerFaces = new List<ViewerFace>(this.viewerFaces); |
2110 | int numNormals = this.normals.Count; | 2110 | copy.normals = new List<Coord>(this.normals); |
2111 | for (i = 0; i < numNormals; i++) | 2111 | |
2112 | this.normals[i] *= q; | 2112 | return copy; |
2113 | } | 2113 | } |
2114 | 2114 | ||
2115 | if (this.viewerFaces != null) | 2115 | /// <summary> |
2116 | { | 2116 | /// Calculate surface normals for all of the faces in the list of faces in this mesh |
2117 | int numViewerFaces = this.viewerFaces.Count; | 2117 | /// </summary> |
2118 | 2118 | public void CalcNormals() | |
2119 | for (i = 0; i < numViewerFaces; i++) | 2119 | { |
2120 | { | 2120 | if (normalsProcessed) |
2121 | ViewerFace v = this.viewerFaces[i]; | 2121 | return; |
2122 | v.v1 *= q; | 2122 | |
2123 | v.v2 *= q; | 2123 | normalsProcessed = true; |
2124 | v.v3 *= q; | 2124 | |
2125 | 2125 | int numFaces = faces.Count; | |
2126 | v.n1 *= q; | 2126 | |
2127 | v.n2 *= q; | 2127 | if (!this.calcVertexNormals) |
2128 | v.n3 *= q; | 2128 | this.normals = new List<Coord>(); |
2129 | this.viewerFaces[i] = v; | 2129 | |
2130 | } | 2130 | for (int i = 0; i < numFaces; i++) |
2131 | } | 2131 | { |
2132 | } | 2132 | Face face = faces[i]; |
2133 | 2133 | ||
2134 | #if VERTEX_INDEXER | 2134 | this.normals.Add(SurfaceNormal(i).Normalize()); |
2135 | public VertexIndexer GetVertexIndexer() | 2135 | |
2136 | { | 2136 | int normIndex = normals.Count - 1; |
2137 | if (this.viewerMode && this.viewerFaces.Count > 0) | 2137 | face.n1 = normIndex; |
2138 | return new VertexIndexer(this); | 2138 | face.n2 = normIndex; |
2139 | return null; | 2139 | face.n3 = normIndex; |
2140 | } | 2140 | |
2141 | #endif | 2141 | this.faces[i] = face; |
2142 | 2142 | } | |
2143 | /// <summary> | 2143 | } |
2144 | /// Scales the mesh | 2144 | |
2145 | /// </summary> | 2145 | /// <summary> |
2146 | /// <param name="x"></param> | 2146 | /// Adds a value to each XYZ vertex coordinate in the mesh |
2147 | /// <param name="y"></param> | 2147 | /// </summary> |
2148 | /// <param name="z"></param> | 2148 | /// <param name="x"></param> |
2149 | public void Scale(float x, float y, float z) | 2149 | /// <param name="y"></param> |
2150 | { | 2150 | /// <param name="z"></param> |
2151 | int i; | 2151 | public void AddPos(float x, float y, float z) |
2152 | int numVerts = this.coords.Count; | 2152 | { |
2153 | //Coord vert; | 2153 | int i; |
2154 | 2154 | int numVerts = this.coords.Count; | |
2155 | Coord m = new Coord(x, y, z); | 2155 | Coord vert; |
2156 | for (i = 0; i < numVerts; i++) | 2156 | |
2157 | this.coords[i] *= m; | 2157 | for (i = 0; i < numVerts; i++) |
2158 | 2158 | { | |
2159 | if (this.viewerFaces != null) | 2159 | vert = this.coords[i]; |
2160 | { | 2160 | vert.X += x; |
2161 | int numViewerFaces = this.viewerFaces.Count; | 2161 | vert.Y += y; |
2162 | for (i = 0; i < numViewerFaces; i++) | 2162 | vert.Z += z; |
2163 | { | 2163 | this.coords[i] = vert; |
2164 | ViewerFace v = this.viewerFaces[i]; | 2164 | } |
2165 | v.v1 *= m; | 2165 | |
2166 | v.v2 *= m; | 2166 | if (this.viewerFaces != null) |
2167 | v.v3 *= m; | 2167 | { |
2168 | this.viewerFaces[i] = v; | 2168 | int numViewerFaces = this.viewerFaces.Count; |
2169 | } | 2169 | |
2170 | 2170 | for (i = 0; i < numViewerFaces; i++) | |
2171 | } | 2171 | { |
2172 | 2172 | ViewerFace v = this.viewerFaces[i]; | |
2173 | } | 2173 | v.AddPos(x, y, z); |
2174 | 2174 | this.viewerFaces[i] = v; | |
2175 | /// <summary> | 2175 | } |
2176 | /// Dumps the mesh to a Blender compatible "Raw" format file | 2176 | } |
2177 | /// </summary> | 2177 | } |
2178 | /// <param name="path"></param> | 2178 | |
2179 | /// <param name="name"></param> | 2179 | /// <summary> |
2180 | /// <param name="title"></param> | 2180 | /// Rotates the mesh |
2181 | public void DumpRaw(String path, String name, String title) | 2181 | /// </summary> |
2182 | { | 2182 | /// <param name="q"></param> |
2183 | if (path == null) | 2183 | public void AddRot(Quat q) |
2184 | return; | 2184 | { |
2185 | String fileName = name + "_" + title + ".raw"; | 2185 | int i; |
2186 | String completePath = System.IO.Path.Combine(path, fileName); | 2186 | int numVerts = this.coords.Count; |
2187 | StreamWriter sw = new StreamWriter(completePath); | 2187 | |
2188 | 2188 | for (i = 0; i < numVerts; i++) | |
2189 | for (int i = 0; i < this.faces.Count; i++) | 2189 | this.coords[i] *= q; |
2190 | { | 2190 | |
2191 | string s = this.coords[this.faces[i].v1].ToString(); | 2191 | if (this.normals != null) |
2192 | s += " " + this.coords[this.faces[i].v2].ToString(); | 2192 | { |
2193 | s += " " + this.coords[this.faces[i].v3].ToString(); | 2193 | int numNormals = this.normals.Count; |
2194 | 2194 | for (i = 0; i < numNormals; i++) | |
2195 | sw.WriteLine(s); | 2195 | this.normals[i] *= q; |
2196 | } | 2196 | } |
2197 | 2197 | ||
2198 | sw.Close(); | 2198 | if (this.viewerFaces != null) |
2199 | } | 2199 | { |
2200 | } | 2200 | int numViewerFaces = this.viewerFaces.Count; |
2201 | } | 2201 | |
2202 | for (i = 0; i < numViewerFaces; i++) | ||
2203 | { | ||
2204 | ViewerFace v = this.viewerFaces[i]; | ||
2205 | v.v1 *= q; | ||
2206 | v.v2 *= q; | ||
2207 | v.v3 *= q; | ||
2208 | |||
2209 | v.n1 *= q; | ||
2210 | v.n2 *= q; | ||
2211 | v.n3 *= q; | ||
2212 | this.viewerFaces[i] = v; | ||
2213 | } | ||
2214 | } | ||
2215 | } | ||
2216 | |||
2217 | #if VERTEX_INDEXER | ||
2218 | public VertexIndexer GetVertexIndexer() | ||
2219 | { | ||
2220 | if (this.viewerMode && this.viewerFaces.Count > 0) | ||
2221 | return new VertexIndexer(this); | ||
2222 | return null; | ||
2223 | } | ||
2224 | #endif | ||
2225 | |||
2226 | /// <summary> | ||
2227 | /// Scales the mesh | ||
2228 | /// </summary> | ||
2229 | /// <param name="x"></param> | ||
2230 | /// <param name="y"></param> | ||
2231 | /// <param name="z"></param> | ||
2232 | public void Scale(float x, float y, float z) | ||
2233 | { | ||
2234 | int i; | ||
2235 | int numVerts = this.coords.Count; | ||
2236 | //Coord vert; | ||
2237 | |||
2238 | Coord m = new Coord(x, y, z); | ||
2239 | for (i = 0; i < numVerts; i++) | ||
2240 | this.coords[i] *= m; | ||
2241 | |||
2242 | if (this.viewerFaces != null) | ||
2243 | { | ||
2244 | int numViewerFaces = this.viewerFaces.Count; | ||
2245 | for (i = 0; i < numViewerFaces; i++) | ||
2246 | { | ||
2247 | ViewerFace v = this.viewerFaces[i]; | ||
2248 | v.v1 *= m; | ||
2249 | v.v2 *= m; | ||
2250 | v.v3 *= m; | ||
2251 | this.viewerFaces[i] = v; | ||
2252 | } | ||
2253 | |||
2254 | } | ||
2255 | |||
2256 | } | ||
2257 | |||
2258 | /// <summary> | ||
2259 | /// Dumps the mesh to a Blender compatible "Raw" format file | ||
2260 | /// </summary> | ||
2261 | /// <param name="path"></param> | ||
2262 | /// <param name="name"></param> | ||
2263 | /// <param name="title"></param> | ||
2264 | public void DumpRaw(String path, String name, String title) | ||
2265 | { | ||
2266 | if (path == null) | ||
2267 | return; | ||
2268 | String fileName = name + "_" + title + ".raw"; | ||
2269 | String completePath = System.IO.Path.Combine(path, fileName); | ||
2270 | StreamWriter sw = new StreamWriter(completePath); | ||
2271 | |||
2272 | for (int i = 0; i < this.faces.Count; i++) | ||
2273 | { | ||
2274 | string s = this.coords[this.faces[i].v1].ToString(); | ||
2275 | s += " " + this.coords[this.faces[i].v2].ToString(); | ||
2276 | s += " " + this.coords[this.faces[i].v3].ToString(); | ||
2277 | |||
2278 | sw.WriteLine(s); | ||
2279 | } | ||
2280 | |||
2281 | sw.Close(); | ||
2282 | } | ||
2283 | } | ||
2284 | } | ||