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Diffstat (limited to 'OpenSim/Region/Physics/Meshing/Extruder.cs')
-rw-r--r-- | OpenSim/Region/Physics/Meshing/Extruder.cs | 472 |
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diff --git a/OpenSim/Region/Physics/Meshing/Extruder.cs b/OpenSim/Region/Physics/Meshing/Extruder.cs deleted file mode 100644 index 1fc65e3..0000000 --- a/OpenSim/Region/Physics/Meshing/Extruder.cs +++ /dev/null | |||
@@ -1,472 +0,0 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyright | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSim Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | //#define SPAM | ||
28 | |||
29 | using OpenMetaverse; | ||
30 | using OpenSim.Region.Physics.Manager; | ||
31 | |||
32 | namespace OpenSim.Region.Physics.Meshing | ||
33 | { | ||
34 | internal class Extruder | ||
35 | { | ||
36 | //public float startParameter; | ||
37 | //public float stopParameter; | ||
38 | public PhysicsVector size; | ||
39 | |||
40 | public float taperTopFactorX = 1f; | ||
41 | public float taperTopFactorY = 1f; | ||
42 | public float taperBotFactorX = 1f; | ||
43 | public float taperBotFactorY = 1f; | ||
44 | |||
45 | public float pushX = 0f; | ||
46 | public float pushY = 0f; | ||
47 | |||
48 | // twist amount in radians. NOT DEGREES. | ||
49 | public float twistTop = 0; | ||
50 | public float twistBot = 0; | ||
51 | public float twistMid = 0; | ||
52 | public float pathScaleX = 1.0f; | ||
53 | public float pathScaleY = 0.5f; | ||
54 | public float skew = 0.0f; | ||
55 | public float radius = 0.0f; | ||
56 | public float revolutions = 1.0f; | ||
57 | |||
58 | public float pathCutBegin = 0.0f; | ||
59 | public float pathCutEnd = 1.0f; | ||
60 | |||
61 | public ushort pathBegin = 0; | ||
62 | public ushort pathEnd = 0; | ||
63 | |||
64 | public float pathTaperX = 0.0f; | ||
65 | public float pathTaperY = 0.0f; | ||
66 | |||
67 | /// <summary> | ||
68 | /// Creates an extrusion of a profile along a linear path. Used to create prim types box, cylinder, and prism. | ||
69 | /// </summary> | ||
70 | /// <param name="m"></param> | ||
71 | /// <returns>A mesh of the extruded shape</returns> | ||
72 | public Mesh ExtrudeLinearPath(Mesh m) | ||
73 | { | ||
74 | Mesh result = new Mesh(); | ||
75 | |||
76 | Mesh newLayer; | ||
77 | Mesh lastLayer = null; | ||
78 | |||
79 | int step = 0; | ||
80 | int steps = 1; | ||
81 | |||
82 | float twistTotal = twistTop - twistBot; | ||
83 | // if the profile has a lot of twist, add more layers otherwise the layers may overlap | ||
84 | // and the resulting mesh may be quite inaccurate. This method is arbitrary and may not | ||
85 | // accurately match the viewer | ||
86 | float twistTotalAbs = System.Math.Abs(twistTotal); | ||
87 | if (twistTotalAbs > 0.01) | ||
88 | steps += (int)(twistTotalAbs * 3.66f); // dahlia's magic number ;) | ||
89 | |||
90 | #if SPAM | ||
91 | System.Console.WriteLine("ExtrudeLinearPath: twistTotalAbs: " + twistTotalAbs.ToString() + " steps: " + steps.ToString()); | ||
92 | #endif | ||
93 | |||
94 | double percentOfPathMultiplier = 1.0 / steps; | ||
95 | |||
96 | float start = -0.5f; | ||
97 | |||
98 | float stepSize = 1.0f / (float)steps; | ||
99 | |||
100 | float xProfileScale = 1.0f; | ||
101 | float yProfileScale = 1.0f; | ||
102 | |||
103 | float xOffset = 0.0f; | ||
104 | float yOffset = 0.0f; | ||
105 | float zOffset = start; | ||
106 | |||
107 | float xOffsetStepIncrement = pushX / steps; | ||
108 | float yOffsetStepIncrement = pushY / steps; | ||
109 | |||
110 | #if SPAM | ||
111 | System.Console.WriteLine("Extruder: twistTop: " + twistTop.ToString() + " twistbot: " + twistBot.ToString() + " twisttotal: " + twistTotal.ToString()); | ||
112 | System.Console.WriteLine("Extruder: taperBotFactorX: " + taperBotFactorX.ToString() + " taperBotFactorY: " + taperBotFactorY.ToString() | ||
113 | + " taperTopFactorX: " + taperTopFactorX.ToString() + " taperTopFactorY: " + taperTopFactorY.ToString()); | ||
114 | System.Console.WriteLine("Extruder: PathScaleX: " + pathScaleX.ToString() + " pathScaleY: " + pathScaleY.ToString()); | ||
115 | #endif | ||
116 | |||
117 | //float percentOfPath = 0.0f; | ||
118 | float percentOfPath = (float)pathBegin * 2.0e-5f; | ||
119 | zOffset += percentOfPath; | ||
120 | bool done = false; | ||
121 | do // loop through the length of the path and add the layers | ||
122 | { | ||
123 | newLayer = m.Clone(); | ||
124 | |||
125 | if (taperBotFactorX < 1.0f) | ||
126 | xProfileScale = 1.0f - (1.0f - percentOfPath) * (1.0f - taperBotFactorX); | ||
127 | else if (taperTopFactorX < 1.0f) | ||
128 | xProfileScale = 1.0f - percentOfPath * (1.0f - taperTopFactorX); | ||
129 | else xProfileScale = 1.0f; | ||
130 | |||
131 | if (taperBotFactorY < 1.0f) | ||
132 | yProfileScale = 1.0f - (1.0f - percentOfPath) * (1.0f - taperBotFactorY); | ||
133 | else if (taperTopFactorY < 1.0f) | ||
134 | yProfileScale = 1.0f - percentOfPath * (1.0f - taperTopFactorY); | ||
135 | else yProfileScale = 1.0f; | ||
136 | |||
137 | #if SPAM | ||
138 | //System.Console.WriteLine("xProfileScale: " + xProfileScale.ToString() + " yProfileScale: " + yProfileScale.ToString()); | ||
139 | #endif | ||
140 | Vertex vTemp = new Vertex(0.0f, 0.0f, 0.0f); | ||
141 | |||
142 | // apply the taper to the profile before any rotations | ||
143 | if (xProfileScale != 1.0f || yProfileScale != 1.0f) | ||
144 | { | ||
145 | foreach (Vertex v in newLayer.vertices) | ||
146 | { | ||
147 | if (v != null) | ||
148 | { | ||
149 | v.X *= xProfileScale; | ||
150 | v.Y *= yProfileScale; | ||
151 | } | ||
152 | } | ||
153 | } | ||
154 | |||
155 | |||
156 | float twist = twistBot + (twistTotal * (float)percentOfPath); | ||
157 | #if SPAM | ||
158 | System.Console.WriteLine("Extruder: percentOfPath: " + percentOfPath.ToString() + " zOffset: " + zOffset.ToString() | ||
159 | + " xProfileScale: " + xProfileScale.ToString() + " yProfileScale: " + yProfileScale.ToString()); | ||
160 | #endif | ||
161 | |||
162 | // apply twist rotation to the profile layer and position the layer in the prim | ||
163 | |||
164 | Quaternion profileRot = Quaternion.CreateFromAxisAngle(new Vector3(0.0f, 0.0f, 1.0f), twist); | ||
165 | foreach (Vertex v in newLayer.vertices) | ||
166 | { | ||
167 | if (v != null) | ||
168 | { | ||
169 | vTemp = v * profileRot; | ||
170 | v.X = vTemp.X + xOffset; | ||
171 | v.Y = vTemp.Y + yOffset; | ||
172 | v.Z = vTemp.Z + zOffset; | ||
173 | } | ||
174 | } | ||
175 | |||
176 | if (step == 0) // the first layer, invert normals | ||
177 | { | ||
178 | foreach (Triangle t in newLayer.triangles) | ||
179 | { | ||
180 | t.invertNormal(); | ||
181 | } | ||
182 | } | ||
183 | |||
184 | result.Append(newLayer); | ||
185 | |||
186 | int iLastNull = 0; | ||
187 | |||
188 | if (lastLayer != null) | ||
189 | { | ||
190 | int i, count = newLayer.vertices.Count; | ||
191 | |||
192 | for (i = 0; i < count; i++) | ||
193 | { | ||
194 | int iNext = (i + 1); | ||
195 | |||
196 | if (lastLayer.vertices[i] == null) // cant make a simplex here | ||
197 | { | ||
198 | iLastNull = i + 1; | ||
199 | } | ||
200 | else | ||
201 | { | ||
202 | if (i == count - 1) // End of list | ||
203 | iNext = iLastNull; | ||
204 | |||
205 | if (lastLayer.vertices[iNext] == null) // Null means wrap to begin of last segment | ||
206 | iNext = iLastNull; | ||
207 | |||
208 | result.Add(new Triangle(newLayer.vertices[i], lastLayer.vertices[i], newLayer.vertices[iNext])); | ||
209 | result.Add(new Triangle(newLayer.vertices[iNext], lastLayer.vertices[i], lastLayer.vertices[iNext])); | ||
210 | } | ||
211 | } | ||
212 | } | ||
213 | lastLayer = newLayer; | ||
214 | |||
215 | // calc the step for the next interation of the loop | ||
216 | |||
217 | if (step < steps) | ||
218 | { | ||
219 | step++; | ||
220 | percentOfPath += (float)percentOfPathMultiplier; | ||
221 | |||
222 | xOffset += xOffsetStepIncrement; | ||
223 | yOffset += yOffsetStepIncrement; | ||
224 | zOffset += stepSize; | ||
225 | |||
226 | if (percentOfPath > 1.0f - (float)pathEnd * 2.0e-5f) | ||
227 | done = true; | ||
228 | } | ||
229 | else done = true; | ||
230 | |||
231 | } while (!done); // loop until all the layers in the path are completed | ||
232 | |||
233 | // scale the mesh to the desired size | ||
234 | float xScale = size.X; | ||
235 | float yScale = size.Y; | ||
236 | float zScale = size.Z; | ||
237 | |||
238 | foreach (Vertex v in result.vertices) | ||
239 | { | ||
240 | if (v != null) | ||
241 | { | ||
242 | v.X *= xScale; | ||
243 | v.Y *= yScale; | ||
244 | v.Z *= zScale; | ||
245 | } | ||
246 | } | ||
247 | |||
248 | return result; | ||
249 | } | ||
250 | |||
251 | /// <summary> | ||
252 | /// Extrudes a shape around a circular path. Used to create prim types torus, ring, and tube. | ||
253 | /// </summary> | ||
254 | /// <param name="m"></param> | ||
255 | /// <returns>a mesh of the extruded shape</returns> | ||
256 | public Mesh ExtrudeCircularPath(Mesh m) | ||
257 | { | ||
258 | Mesh result = new Mesh(); | ||
259 | |||
260 | Mesh newLayer; | ||
261 | Mesh lastLayer = null; | ||
262 | |||
263 | int step; | ||
264 | int steps = 24; | ||
265 | |||
266 | float twistTotal = twistTop - twistBot; | ||
267 | // if the profile has a lot of twist, add more layers otherwise the layers may overlap | ||
268 | // and the resulting mesh may be quite inaccurate. This method is arbitrary and doesn't | ||
269 | // accurately match the viewer | ||
270 | if (System.Math.Abs(twistTotal) > (float)System.Math.PI * 1.5f) steps *= 2; | ||
271 | if (System.Math.Abs(twistTotal) > (float)System.Math.PI * 3.0f) steps *= 2; | ||
272 | |||
273 | // double percentOfPathMultiplier = 1.0 / steps; | ||
274 | // double angleStepMultiplier = System.Math.PI * 2.0 / steps; | ||
275 | |||
276 | float yPathScale = pathScaleY * 0.5f; | ||
277 | float pathLength = pathCutEnd - pathCutBegin; | ||
278 | float totalSkew = skew * 2.0f * pathLength; | ||
279 | float skewStart = (-skew) + pathCutBegin * 2.0f * skew; | ||
280 | |||
281 | // It's not quite clear what pushY (Y top shear) does, but subtracting it from the start and end | ||
282 | // angles appears to approximate it's effects on path cut. Likewise, adding it to the angle used | ||
283 | // to calculate the sine for generating the path radius appears to approximate it's effects there | ||
284 | // too, but there are some subtle differences in the radius which are noticeable as the prim size | ||
285 | // increases and it may affect megaprims quite a bit. The effect of the Y top shear parameter on | ||
286 | // the meshes generated with this technique appear nearly identical in shape to the same prims when | ||
287 | // displayed by the viewer. | ||
288 | |||
289 | |||
290 | float startAngle = (float)(System.Math.PI * 2.0 * pathCutBegin * revolutions) - pushY * 0.9f; | ||
291 | float endAngle = (float)(System.Math.PI * 2.0 * pathCutEnd * revolutions) - pushY * 0.9f; | ||
292 | float stepSize = (float)0.2617993878; // 2*PI / 24 segments per revolution | ||
293 | |||
294 | step = (int)(startAngle / stepSize); | ||
295 | float angle = startAngle; | ||
296 | |||
297 | float xProfileScale = 1.0f; | ||
298 | float yProfileScale = 1.0f; | ||
299 | |||
300 | |||
301 | #if SPAM | ||
302 | System.Console.WriteLine("Extruder: twistTop: " + twistTop.ToString() + " twistbot: " + twistBot.ToString() + " twisttotal: " + twistTotal.ToString()); | ||
303 | System.Console.WriteLine("Extruder: startAngle: " + startAngle.ToString() + " endAngle: " + endAngle.ToString() + " step: " + step.ToString()); | ||
304 | System.Console.WriteLine("Extruder: taperBotFactorX: " + taperBotFactorX.ToString() + " taperBotFactorY: " + taperBotFactorY.ToString() | ||
305 | + " taperTopFactorX: " + taperTopFactorX.ToString() + " taperTopFactorY: " + taperTopFactorY.ToString()); | ||
306 | System.Console.WriteLine("Extruder: PathScaleX: " + pathScaleX.ToString() + " pathScaleY: " + pathScaleY.ToString()); | ||
307 | #endif | ||
308 | |||
309 | bool done = false; | ||
310 | do // loop through the length of the path and add the layers | ||
311 | { | ||
312 | newLayer = m.Clone(); | ||
313 | |||
314 | float percentOfPath = (angle - startAngle) / (endAngle - startAngle); // endAngle should always be larger than startAngle | ||
315 | |||
316 | if (pathTaperX > 0.001f) // can't really compare to 0.0f as the value passed is never exactly zero | ||
317 | xProfileScale = 1.0f - percentOfPath * pathTaperX; | ||
318 | else if (pathTaperX < -0.001f) | ||
319 | xProfileScale = 1.0f + (1.0f - percentOfPath) * pathTaperX; | ||
320 | else xProfileScale = 1.0f; | ||
321 | |||
322 | if (pathTaperY > 0.001f) | ||
323 | yProfileScale = 1.0f - percentOfPath * pathTaperY; | ||
324 | else if (pathTaperY < -0.001f) | ||
325 | yProfileScale = 1.0f + (1.0f - percentOfPath) * pathTaperY; | ||
326 | else yProfileScale = 1.0f; | ||
327 | |||
328 | #if SPAM | ||
329 | //System.Console.WriteLine("xProfileScale: " + xProfileScale.ToString() + " yProfileScale: " + yProfileScale.ToString()); | ||
330 | #endif | ||
331 | Vertex vTemp = new Vertex(0.0f, 0.0f, 0.0f); | ||
332 | |||
333 | // apply the taper to the profile before any rotations | ||
334 | if (xProfileScale != 1.0f || yProfileScale != 1.0f) | ||
335 | { | ||
336 | foreach (Vertex v in newLayer.vertices) | ||
337 | { | ||
338 | if (v != null) | ||
339 | { | ||
340 | v.X *= xProfileScale; | ||
341 | v.Y *= yProfileScale; | ||
342 | } | ||
343 | } | ||
344 | } | ||
345 | |||
346 | float radiusScale; | ||
347 | |||
348 | if (radius > 0.001f) | ||
349 | radiusScale = 1.0f - radius * percentOfPath; | ||
350 | else if (radius < 0.001f) | ||
351 | radiusScale = 1.0f + radius * (1.0f - percentOfPath); | ||
352 | else | ||
353 | radiusScale = 1.0f; | ||
354 | |||
355 | #if SPAM | ||
356 | System.Console.WriteLine("Extruder: angle: " + angle.ToString() + " percentOfPath: " + percentOfPath.ToString() | ||
357 | + " radius: " + radius.ToString() + " radiusScale: " + radiusScale.ToString() | ||
358 | + " xProfileScale: " + xProfileScale.ToString() + " yProfileScale: " + yProfileScale.ToString()); | ||
359 | #endif | ||
360 | |||
361 | float twist = twistBot + (twistTotal * (float)percentOfPath); | ||
362 | |||
363 | float xOffset; | ||
364 | float yOffset; | ||
365 | float zOffset; | ||
366 | |||
367 | xOffset = 0.5f * (skewStart + totalSkew * (float)percentOfPath); | ||
368 | xOffset += (float) System.Math.Sin(angle) * pushX * 0.45f; | ||
369 | yOffset = (float)(System.Math.Cos(angle) * (0.5f - yPathScale)) * radiusScale; | ||
370 | zOffset = (float)(System.Math.Sin(angle + pushY * 0.9f) * (0.5f - yPathScale)) * radiusScale; | ||
371 | |||
372 | // next apply twist rotation to the profile layer | ||
373 | if (twistTotal != 0.0f || twistBot != 0.0f) | ||
374 | { | ||
375 | Quaternion profileRot = new Quaternion(new Vector3(0.0f, 0.0f, 1.0f), twist); | ||
376 | foreach (Vertex v in newLayer.vertices) | ||
377 | { | ||
378 | if (v != null) | ||
379 | { | ||
380 | vTemp = v * profileRot; | ||
381 | v.X = vTemp.X; | ||
382 | v.Y = vTemp.Y; | ||
383 | v.Z = vTemp.Z; | ||
384 | } | ||
385 | } | ||
386 | } | ||
387 | |||
388 | // now orient the rotation of the profile layer relative to it's position on the path | ||
389 | // adding pushY to the angle used to generate the quat appears to approximate the viewer | ||
390 | Quaternion layerRot = Quaternion.CreateFromAxisAngle(new Vector3(1.0f, 0.0f, 0.0f), (float)angle + pushY * 0.9f); | ||
391 | foreach (Vertex v in newLayer.vertices) | ||
392 | { | ||
393 | if (v != null) | ||
394 | { | ||
395 | vTemp = v * layerRot; | ||
396 | v.X = vTemp.X + xOffset; | ||
397 | v.Y = vTemp.Y + yOffset; | ||
398 | v.Z = vTemp.Z + zOffset; | ||
399 | } | ||
400 | } | ||
401 | |||
402 | if (angle == startAngle) // the first layer, invert normals | ||
403 | { | ||
404 | foreach (Triangle t in newLayer.triangles) | ||
405 | { | ||
406 | t.invertNormal(); | ||
407 | } | ||
408 | } | ||
409 | |||
410 | result.Append(newLayer); | ||
411 | |||
412 | int iLastNull = 0; | ||
413 | |||
414 | if (lastLayer != null) | ||
415 | { | ||
416 | int i, count = newLayer.vertices.Count; | ||
417 | |||
418 | for (i = 0; i < count; i++) | ||
419 | { | ||
420 | int iNext = (i + 1); | ||
421 | |||
422 | if (lastLayer.vertices[i] == null) // cant make a simplex here | ||
423 | { | ||
424 | iLastNull = i + 1; | ||
425 | } | ||
426 | else | ||
427 | { | ||
428 | if (i == count - 1) // End of list | ||
429 | iNext = iLastNull; | ||
430 | |||
431 | if (lastLayer.vertices[iNext] == null) // Null means wrap to begin of last segment | ||
432 | iNext = iLastNull; | ||
433 | |||
434 | result.Add(new Triangle(newLayer.vertices[i], lastLayer.vertices[i], newLayer.vertices[iNext])); | ||
435 | result.Add(new Triangle(newLayer.vertices[iNext], lastLayer.vertices[i], lastLayer.vertices[iNext])); | ||
436 | } | ||
437 | } | ||
438 | } | ||
439 | lastLayer = newLayer; | ||
440 | |||
441 | // calc the angle for the next interation of the loop | ||
442 | if (angle >= endAngle) | ||
443 | { | ||
444 | done = true; | ||
445 | } | ||
446 | else | ||
447 | { | ||
448 | angle = stepSize * ++step; | ||
449 | if (angle > endAngle) | ||
450 | angle = endAngle; | ||
451 | } | ||
452 | } while (!done); // loop until all the layers in the path are completed | ||
453 | |||
454 | // scale the mesh to the desired size | ||
455 | float xScale = size.X; | ||
456 | float yScale = size.Y; | ||
457 | float zScale = size.Z; | ||
458 | |||
459 | foreach (Vertex v in result.vertices) | ||
460 | { | ||
461 | if (v != null) | ||
462 | { | ||
463 | v.X *= xScale; | ||
464 | v.Y *= yScale; | ||
465 | v.Z *= zScale; | ||
466 | } | ||
467 | } | ||
468 | |||
469 | return result; | ||
470 | } | ||
471 | } | ||
472 | } | ||