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-rw-r--r--OpenSim/Region/Physics/Meshing/Extruder.cs211
1 files changed, 211 insertions, 0 deletions
diff --git a/OpenSim/Region/Physics/Meshing/Extruder.cs b/OpenSim/Region/Physics/Meshing/Extruder.cs
index c7dcf33..480ffda 100644
--- a/OpenSim/Region/Physics/Meshing/Extruder.cs
+++ b/OpenSim/Region/Physics/Meshing/Extruder.cs
@@ -47,6 +47,21 @@ namespace OpenSim.Region.Physics.Meshing
47 public float twistTop = 0; 47 public float twistTop = 0;
48 public float twistBot = 0; 48 public float twistBot = 0;
49 public float twistMid = 0; 49 public float twistMid = 0;
50 public float pathScaleX = 1.0f;
51 public float pathScaleY = 0.5f;
52 public float skew = 0.0f;
53 public float radius = 0.0f;
54 public float revolutions = 1.0f;
55
56 public float pathCutBegin = 0.0f;
57 public float pathCutEnd = 1.0f;
58
59 public ushort pathBegin = 0;
60 public ushort pathEnd = 0;
61
62 public float pathTaperX = 0.0f;
63 public float pathTaperY = 0.0f;
64
50 65
51 public Mesh Extrude(Mesh m) 66 public Mesh Extrude(Mesh m)
52 { 67 {
@@ -230,5 +245,201 @@ namespace OpenSim.Region.Physics.Meshing
230 } 245 }
231 return result; 246 return result;
232 } 247 }
248 public Mesh ExtrudeCircularPath(Mesh m)
249 {
250 //startParameter = float.MinValue;
251 //stopParameter = float.MaxValue;
252 // Currently only works for iSteps=1;
253 Mesh result = new Mesh();
254
255 Quaternion tt = new Quaternion();
256 Vertex v2 = new Vertex(0, 0, 0);
257
258 Mesh newLayer;
259 Mesh lastLayer = null;
260
261 int start = 0;
262 int step;
263 int steps = 24;
264
265 float twistTotal = twistTop - twistBot;
266 if (System.Math.Abs(twistTotal) > (float)System.Math.PI * 1.5) steps *= 2;
267 if (System.Math.Abs(twistTotal) > (float)System.Math.PI * 3.0) steps *= 2;
268
269 double percentOfPathMultiplier = 1.0 / steps;
270 double angleStepMultiplier = System.Math.PI * 2.0 / steps;
271
272 //System.Console.WriteLine("twistTop: " + twistTop.ToString() + " twistbot: " + twistBot.ToString() + " twisttotal: " + twistTotal.ToString());
273
274 float yPathScale = pathScaleY * 0.5f;
275 float skewStart = -skew;
276 float skewOffset = 0.0f;
277 float totalSkew = skew * 2.0f;
278
279
280 float startAngle = (float)(System.Math.PI * 2.0 * pathCutBegin * revolutions);
281 float endAngle = (float)(System.Math.PI * 2.0 * pathCutEnd * revolutions);
282 float stepSize = (float)0.2617993878; // 2*PI / 24 segments
283 step = (int)(startAngle / stepSize);
284 float angle = startAngle;
285
286 float xProfileScale = 1.0f;
287 float yProfileScale = 1.0f;
288
289 //System.Console.WriteLine("startAngle: " + startAngle.ToString() + " endAngle: " + endAngle.ToString() + " step: " + step.ToString());
290 bool done = false;
291
292 //System.Console.WriteLine(" PathScaleX: " + pathScaleX.ToString() + " pathScaleY: " + pathScaleY.ToString());
293
294 //System.Console.WriteLine("taperBotFactorX: " + taperBotFactorX.ToString() + " taperBotFactorY: " + taperBotFactorY.ToString()
295 // + " taperTopFactorX: " + taperTopFactorX.ToString() + " taperTopFactorY: " + taperTopFactorY.ToString());
296
297
298
299 do
300 {
301 float percentOfPath = 1.0f;
302
303 percentOfPath = (angle - startAngle) / (endAngle - startAngle); // endAngle should always be larger than startAngle
304
305 // System.Console.WriteLine("angle: " + angle.ToString() + " percentOfPath: " + percentOfPath.ToString());
306
307 if (pathTaperX > 0.001f) // can't really compare to 0.0f as the value passed is never exactly zero
308 xProfileScale = 1.0f - percentOfPath * pathTaperX;
309 else if (pathTaperX < -0.001f)
310 xProfileScale = 1.0f + (1.0f - percentOfPath) * pathTaperX;
311 else xProfileScale = 1.0f;
312
313 if (pathTaperY > 0.001f)
314 yProfileScale = 1.0f - percentOfPath * pathTaperY;
315 else if (pathTaperY < -0.001f)
316 yProfileScale = 1.0f + (1.0f - percentOfPath) * pathTaperY;
317 else yProfileScale = 1.0f;
318
319 float radiusScale;
320
321 if (radius > 0.001f)
322 radiusScale = 1.0f - radius * percentOfPath;
323 else if (radius < 0.001f)
324 radiusScale = 1.0f + radius * (1.0f - percentOfPath);
325 else radiusScale = 1.0f;
326
327 //radiusScale = 1.0f;
328
329 //System.Console.WriteLine("Extruder: radius: " + radius.ToString() + " radiusScale: " + radiusScale.ToString());
330
331
332
333
334
335 float twist = twistBot + (twistTotal * (float)percentOfPath);
336
337 float zOffset = (float)(System.Math.Sin(angle) * (0.5f - yPathScale)) * radiusScale;
338 float yOffset = (float)(System.Math.Cos(angle) * (0.5f - yPathScale)) * radiusScale;
339 float xOffset = 0.5f * (skewStart + totalSkew * (float)percentOfPath);
340
341 newLayer = m.Clone();
342
343 Vertex vTemp = new Vertex(0.0f, 0.0f, 0.0f);
344
345 if (twistTotal != 0.0f || twistBot != 0.0f)
346 {
347 Quaternion profileRot = new Quaternion(new Vertex(0.0f, 0.0f, -1.0f), twist);
348 foreach (Vertex v in newLayer.vertices)
349 {
350 if (v != null)
351 {
352 vTemp = v * profileRot;
353 v.X = vTemp.X;
354 v.Y = vTemp.Y;
355 v.Z = vTemp.Z;
356 }
357 }
358 }
359
360 Quaternion layerRot = new Quaternion(new Vertex(-1.0f, 0.0f, 0.0f), (float)angle);
361 foreach (Vertex v in newLayer.vertices)
362 {
363 if (v != null)
364 {
365 vTemp = v * layerRot;
366 v.X = xProfileScale * vTemp.X + xOffset;
367 v.Y = yProfileScale * vTemp.Y + yOffset;
368 v.Z = vTemp.Z + zOffset;
369 }
370 }
371
372 if (angle == startAngle) // last layer, invert normals
373 foreach (Triangle t in newLayer.triangles)
374 {
375 t.invertNormal();
376 }
377
378 result.Append(newLayer);
379
380 int iLastNull = 0;
381
382 if (lastLayer != null)
383 {
384 int i, count = newLayer.vertices.Count;
385
386 for (i = 0; i < count; i++)
387 {
388 int iNext = (i + 1);
389
390 if (lastLayer.vertices[i] == null) // cant make a simplex here
391 iLastNull = i + 1;
392 else
393 {
394 if (i == count - 1) // End of list
395 iNext = iLastNull;
396
397 if (lastLayer.vertices[iNext] == null) // Null means wrap to begin of last segment
398 iNext = iLastNull;
399
400 result.Add(new Triangle(newLayer.vertices[i], lastLayer.vertices[i], newLayer.vertices[iNext]));
401 result.Add(new Triangle(newLayer.vertices[iNext], lastLayer.vertices[i], lastLayer.vertices[iNext]));
402 }
403 }
404 }
405 lastLayer = newLayer;
406
407
408
409
410
411
412
413
414 // calc next angle
415
416 if (angle >= endAngle)
417 done = true;
418 else
419 {
420 angle = stepSize * ++step;
421 if (angle > endAngle)
422 angle = endAngle;
423 }
424 }
425 while (!done);
426
427
428
429 // scale the mesh to the desired size
430 float xScale = size.X;
431 float yScale = size.Y;
432 float zScale = size.Z;
433
434 foreach (Vertex v in result.vertices)
435 if (v != null)
436 {
437 v.X *= xScale;
438 v.Y *= yScale;
439 v.Z *= zScale;
440 }
441
442 return result;
443 }
233 } 444 }
234} 445}