diff options
Diffstat (limited to 'OpenSim/Region/Physics/Meshing/Extruder.cs')
-rw-r--r-- | OpenSim/Region/Physics/Meshing/Extruder.cs | 193 |
1 files changed, 3 insertions, 190 deletions
diff --git a/OpenSim/Region/Physics/Meshing/Extruder.cs b/OpenSim/Region/Physics/Meshing/Extruder.cs index 77bd9a4..b14deeb 100644 --- a/OpenSim/Region/Physics/Meshing/Extruder.cs +++ b/OpenSim/Region/Physics/Meshing/Extruder.cs | |||
@@ -64,193 +64,6 @@ namespace OpenSim.Region.Physics.Meshing | |||
64 | public float pathTaperY = 0.0f; | 64 | public float pathTaperY = 0.0f; |
65 | 65 | ||
66 | /// <summary> | 66 | /// <summary> |
67 | /// (deprecated) creates a 3 layer extruded mesh of a profile hull | ||
68 | /// </summary> | ||
69 | /// <param name="m"></param> | ||
70 | /// <returns></returns> | ||
71 | public Mesh Extrude(Mesh m) | ||
72 | { | ||
73 | startParameter = float.MinValue; | ||
74 | stopParameter = float.MaxValue; | ||
75 | // Currently only works for iSteps=1; | ||
76 | Mesh result = new Mesh(); | ||
77 | |||
78 | Mesh workingPlus = m.Clone(); | ||
79 | Mesh workingMiddle = m.Clone(); | ||
80 | Mesh workingMinus = m.Clone(); | ||
81 | |||
82 | Quaternion tt = new Quaternion(); | ||
83 | Vertex v2 = new Vertex(0, 0, 0); | ||
84 | |||
85 | foreach (Vertex v in workingPlus.vertices) | ||
86 | { | ||
87 | if (v == null) | ||
88 | continue; | ||
89 | |||
90 | // This is the top | ||
91 | // Set the Z + .5 to match the rest of the scale of the mesh | ||
92 | // Scale it by Size, and Taper the scaling | ||
93 | v.Z = +.5f; | ||
94 | v.X *= (size.X * taperTopFactorX); | ||
95 | v.Y *= (size.Y * taperTopFactorY); | ||
96 | v.Z *= size.Z; | ||
97 | |||
98 | //Push the top of the object over by the Top Shear amount | ||
99 | v.X += pushX * size.X; | ||
100 | v.Y += pushY * size.Y; | ||
101 | |||
102 | if (twistTop != 0) | ||
103 | { | ||
104 | // twist and shout | ||
105 | tt = new Quaternion(new Vertex(0, 0, 1), twistTop); | ||
106 | v2 = v * tt; | ||
107 | v.X = v2.X; | ||
108 | v.Y = v2.Y; | ||
109 | v.Z = v2.Z; | ||
110 | } | ||
111 | } | ||
112 | |||
113 | foreach (Vertex v in workingMiddle.vertices) | ||
114 | { | ||
115 | if (v == null) | ||
116 | continue; | ||
117 | |||
118 | // This is the top | ||
119 | // Set the Z + .5 to match the rest of the scale of the mesh | ||
120 | // Scale it by Size, and Taper the scaling | ||
121 | v.Z *= size.Z; | ||
122 | v.X *= (size.X * ((taperTopFactorX + taperBotFactorX) /2)); | ||
123 | v.Y *= (size.Y * ((taperTopFactorY + taperBotFactorY) / 2)); | ||
124 | |||
125 | v.X += (pushX / 2) * size.X; | ||
126 | v.Y += (pushY / 2) * size.Y; | ||
127 | //Push the top of the object over by the Top Shear amount | ||
128 | if (twistMid != 0) | ||
129 | { | ||
130 | // twist and shout | ||
131 | tt = new Quaternion(new Vertex(0, 0, 1), twistMid); | ||
132 | v2 = v * tt; | ||
133 | v.X = v2.X; | ||
134 | v.Y = v2.Y; | ||
135 | v.Z = v2.Z; | ||
136 | } | ||
137 | } | ||
138 | |||
139 | foreach (Vertex v in workingMinus.vertices) | ||
140 | { | ||
141 | if (v == null) | ||
142 | continue; | ||
143 | |||
144 | // This is the bottom | ||
145 | v.Z = -.5f; | ||
146 | v.X *= (size.X * taperBotFactorX); | ||
147 | v.Y *= (size.Y * taperBotFactorY); | ||
148 | v.Z *= size.Z; | ||
149 | |||
150 | if (twistBot != 0) | ||
151 | { | ||
152 | // twist and shout | ||
153 | tt = new Quaternion(new Vertex(0, 0, 1), twistBot); | ||
154 | v2 = v * tt; | ||
155 | v.X = v2.X; | ||
156 | v.Y = v2.Y; | ||
157 | v.Z = v2.Z; | ||
158 | } | ||
159 | } | ||
160 | |||
161 | foreach (Triangle t in workingMinus.triangles) | ||
162 | { | ||
163 | t.invertNormal(); | ||
164 | } | ||
165 | |||
166 | result.Append(workingMinus); | ||
167 | result.Append(workingMiddle); | ||
168 | |||
169 | int iLastNull = 0; | ||
170 | |||
171 | for (int i = 0; i < workingMiddle.vertices.Count; i++) | ||
172 | { | ||
173 | int iNext = i + 1; | ||
174 | |||
175 | if (workingMiddle.vertices[i] == null) // Can't make a simplex here | ||
176 | { | ||
177 | iLastNull = i + 1; | ||
178 | continue; | ||
179 | } | ||
180 | |||
181 | if (i == workingMiddle.vertices.Count - 1) // End of list | ||
182 | { | ||
183 | iNext = iLastNull; | ||
184 | } | ||
185 | |||
186 | if (workingMiddle.vertices[iNext] == null) // Null means wrap to begin of last segment | ||
187 | { | ||
188 | iNext = iLastNull; | ||
189 | } | ||
190 | |||
191 | Triangle tSide; | ||
192 | tSide = new Triangle(workingMiddle.vertices[i], workingMinus.vertices[i], workingMiddle.vertices[iNext]); | ||
193 | result.Add(tSide); | ||
194 | |||
195 | tSide = | ||
196 | new Triangle(workingMiddle.vertices[iNext], workingMinus.vertices[i], workingMinus.vertices[iNext]); | ||
197 | result.Add(tSide); | ||
198 | } | ||
199 | //foreach (Triangle t in workingPlus.triangles) | ||
200 | //{ | ||
201 | //t.invertNormal(); | ||
202 | // } | ||
203 | result.Append(workingPlus); | ||
204 | |||
205 | iLastNull = 0; | ||
206 | for (int i = 0; i < workingPlus.vertices.Count; i++) | ||
207 | { | ||
208 | int iNext = i + 1; | ||
209 | |||
210 | if (workingPlus.vertices[i] == null) // Can't make a simplex here | ||
211 | { | ||
212 | iLastNull = i + 1; | ||
213 | continue; | ||
214 | } | ||
215 | |||
216 | if (i == workingPlus.vertices.Count - 1) // End of list | ||
217 | { | ||
218 | iNext = iLastNull; | ||
219 | } | ||
220 | |||
221 | if (workingPlus.vertices[iNext] == null) // Null means wrap to begin of last segment | ||
222 | { | ||
223 | iNext = iLastNull; | ||
224 | } | ||
225 | |||
226 | Triangle tSide; | ||
227 | tSide = new Triangle(workingPlus.vertices[i], workingMiddle.vertices[i], workingPlus.vertices[iNext]); | ||
228 | result.Add(tSide); | ||
229 | |||
230 | tSide = | ||
231 | new Triangle(workingPlus.vertices[iNext], workingMiddle.vertices[i], workingMiddle.vertices[iNext]); | ||
232 | result.Add(tSide); | ||
233 | } | ||
234 | |||
235 | if (twistMid != 0) | ||
236 | { | ||
237 | foreach (Vertex v in result.vertices) | ||
238 | { | ||
239 | // twist and shout | ||
240 | if (v != null) | ||
241 | { | ||
242 | tt = new Quaternion(new Vertex(0, 0, -1), twistMid*2); | ||
243 | v2 = v * tt; | ||
244 | v.X = v2.X; | ||
245 | v.Y = v2.Y; | ||
246 | v.Z = v2.Z; | ||
247 | } | ||
248 | } | ||
249 | } | ||
250 | return result; | ||
251 | } | ||
252 | |||
253 | /// <summary> | ||
254 | /// Creates an extrusion of a profile along a linear path. Used to create prim types box, cylinder, and prism. | 67 | /// Creates an extrusion of a profile along a linear path. Used to create prim types box, cylinder, and prism. |
255 | /// </summary> | 68 | /// </summary> |
256 | /// <param name="m"></param> | 69 | /// <param name="m"></param> |
@@ -350,7 +163,7 @@ namespace OpenSim.Region.Physics.Meshing | |||
350 | 163 | ||
351 | // apply twist rotation to the profile layer and position the layer in the prim | 164 | // apply twist rotation to the profile layer and position the layer in the prim |
352 | 165 | ||
353 | Quaternion profileRot = new Quaternion(new Vertex(0.0f, 0.0f, -1.0f), twist); | 166 | Quaternion profileRot = new Quaternion(new Vertex(0.0f, 0.0f, 1.0f), twist); |
354 | foreach (Vertex v in newLayer.vertices) | 167 | foreach (Vertex v in newLayer.vertices) |
355 | { | 168 | { |
356 | if (v != null) | 169 | if (v != null) |
@@ -566,7 +379,7 @@ namespace OpenSim.Region.Physics.Meshing | |||
566 | // next apply twist rotation to the profile layer | 379 | // next apply twist rotation to the profile layer |
567 | if (twistTotal != 0.0f || twistBot != 0.0f) | 380 | if (twistTotal != 0.0f || twistBot != 0.0f) |
568 | { | 381 | { |
569 | Quaternion profileRot = new Quaternion(new Vertex(0.0f, 0.0f, -1.0f), twist); | 382 | Quaternion profileRot = new Quaternion(new Vertex(0.0f, 0.0f, 1.0f), twist); |
570 | foreach (Vertex v in newLayer.vertices) | 383 | foreach (Vertex v in newLayer.vertices) |
571 | { | 384 | { |
572 | if (v != null) | 385 | if (v != null) |
@@ -581,7 +394,7 @@ namespace OpenSim.Region.Physics.Meshing | |||
581 | 394 | ||
582 | // now orient the rotation of the profile layer relative to it's position on the path | 395 | // now orient the rotation of the profile layer relative to it's position on the path |
583 | // adding pushY to the angle used to generate the quat appears to approximate the viewer | 396 | // adding pushY to the angle used to generate the quat appears to approximate the viewer |
584 | Quaternion layerRot = new Quaternion(new Vertex(-1.0f, 0.0f, 0.0f), (float)angle + pushY * 0.9f); | 397 | Quaternion layerRot = new Quaternion(new Vertex(1.0f, 0.0f, 0.0f), (float)angle + pushY * 0.9f); |
585 | foreach (Vertex v in newLayer.vertices) | 398 | foreach (Vertex v in newLayer.vertices) |
586 | { | 399 | { |
587 | if (v != null) | 400 | if (v != null) |