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-rw-r--r--OpenSim/Region/Physics/Meshing/PrimMesher.cs843
1 files changed, 10 insertions, 833 deletions
diff --git a/OpenSim/Region/Physics/Meshing/PrimMesher.cs b/OpenSim/Region/Physics/Meshing/PrimMesher.cs
index 47ce615..c7c9160 100644
--- a/OpenSim/Region/Physics/Meshing/PrimMesher.cs
+++ b/OpenSim/Region/Physics/Meshing/PrimMesher.cs
@@ -67,11 +67,6 @@ namespace PrimMesher
67 Normalize(); 67 Normalize();
68 } 68 }
69 69
70 public Quat Identity()
71 {
72 return new Quat(0.0f, 0.0f, 0.0f, 1.0f);
73 }
74
75 public float Length() 70 public float Length()
76 { 71 {
77 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);
@@ -660,7 +655,7 @@ namespace PrimMesher
660 this.faceNumbers = new List<int>(); 655 this.faceNumbers = new List<int>();
661 656
662 Coord center = new Coord(0.0f, 0.0f, 0.0f); 657 Coord center = new Coord(0.0f, 0.0f, 0.0f);
663 bool hasCenter = false; 658 //bool hasCenter = false;
664 659
665 List<Coord> hollowCoords = new List<Coord>(); 660 List<Coord> hollowCoords = new List<Coord>();
666 List<Coord> hollowNormals = new List<Coord>(); 661 List<Coord> hollowNormals = new List<Coord>();
@@ -727,7 +722,7 @@ namespace PrimMesher
727 else if (!simpleFace) 722 else if (!simpleFace)
728 { 723 {
729 this.coords.Add(center); 724 this.coords.Add(center);
730 hasCenter = true; 725 //hasCenter = true;
731 if (this.calcVertexNormals) 726 if (this.calcVertexNormals)
732 this.vertexNormals.Add(new Coord(0.0f, 0.0f, 1.0f)); 727 this.vertexNormals.Add(new Coord(0.0f, 0.0f, 1.0f));
733 this.us.Add(0.0f); 728 this.us.Add(0.0f);
@@ -1541,7 +1536,7 @@ namespace PrimMesher
1541 } 1536 }
1542 1537
1543 /// <summary> 1538 /// <summary>
1544 /// Extrudes a profile along a straight line path. Used for prim types box, cylinder, and prism. 1539 /// Extrudes a profile along a path.
1545 /// </summary> 1540 /// </summary>
1546 public void Extrude(PathType pathType) 1541 public void Extrude(PathType pathType)
1547 { 1542 {
@@ -1557,7 +1552,6 @@ namespace PrimMesher
1557 if (this.calcVertexNormals) 1552 if (this.calcVertexNormals)
1558 this.normals = new List<Coord>(); 1553 this.normals = new List<Coord>();
1559 1554
1560 //int step = 0;
1561 int steps = 1; 1555 int steps = 1;
1562 1556
1563 float length = this.pathCutEnd - this.pathCutBegin; 1557 float length = this.pathCutEnd - this.pathCutBegin;
@@ -1579,20 +1573,6 @@ namespace PrimMesher
1579 if (twistTotalAbs > 0.01f) 1573 if (twistTotalAbs > 0.01f)
1580 steps += (int)(twistTotalAbs * 3.66); // dahlia's magic number 1574 steps += (int)(twistTotalAbs * 3.66); // dahlia's magic number
1581 1575
1582 //float start = -0.5f;
1583 //float stepSize = length / (float)steps;
1584 //float percentOfPathMultiplier = stepSize;
1585 //float xProfileScale = 1.0f;
1586 //float yProfileScale = 1.0f;
1587 //float xOffset = 0.0f;
1588 //float yOffset = 0.0f;
1589 //float zOffset = start;
1590 //float xOffsetStepIncrement = this.topShearX / steps;
1591 //float yOffsetStepIncrement = this.topShearY / steps;
1592
1593 //float percentOfPath = this.pathCutBegin;
1594 //zOffset += percentOfPath;
1595
1596 float hollow = this.hollow; 1576 float hollow = this.hollow;
1597 1577
1598 // sanity checks 1578 // sanity checks
@@ -1662,7 +1642,6 @@ namespace PrimMesher
1662 cut2Vert = hasHollow ? profile.numOuterVerts - 1 : profile.numOuterVerts; 1642 cut2Vert = hasHollow ? profile.numOuterVerts - 1 : profile.numOuterVerts;
1663 } 1643 }
1664 1644
1665
1666 if (initialProfileRot != 0.0f) 1645 if (initialProfileRot != 0.0f)
1667 { 1646 {
1668 profile.AddRot(new Quat(new Coord(0.0f, 0.0f, 1.0f), initialProfileRot)); 1647 profile.AddRot(new Quat(new Coord(0.0f, 0.0f, 1.0f), initialProfileRot));
@@ -1693,24 +1672,6 @@ namespace PrimMesher
1693 path.stepsPerRevolution = stepsPerRevolution; 1672 path.stepsPerRevolution = stepsPerRevolution;
1694 1673
1695 path.Create(pathType, steps); 1674 path.Create(pathType, steps);
1696 /*
1697 public int twistBegin = 0;
1698 public int twistEnd = 0;
1699 public float topShearX = 0.0f;
1700 public float topShearY = 0.0f;
1701 public float pathCutBegin = 0.0f;
1702 public float pathCutEnd = 1.0f;
1703 public float dimpleBegin = 0.0f;
1704 public float dimpleEnd = 1.0f;
1705 public float skew = 0.0f;
1706 public float holeSizeX = 1.0f; // called pathScaleX in pbs
1707 public float holeSizeY = 0.25f;
1708 public float taperX = 0.0f;
1709 public float taperY = 0.0f;
1710 public float radius = 0.0f;
1711 public float revolutions = 1.0f;
1712 public int stepsPerRevolution = 24;
1713 */
1714 1675
1715 bool needEndFaces = false; 1676 bool needEndFaces = false;
1716 if (pathType == PathType.Circular) 1677 if (pathType == PathType.Circular)
@@ -1796,7 +1757,6 @@ namespace PrimMesher
1796 int numVerts = newLayer.coords.Count; 1757 int numVerts = newLayer.coords.Count;
1797 Face newFace = new Face(); 1758 Face newFace = new Face();
1798 1759
1799 //if (step > 0)
1800 if (nodeIndex > 0) 1760 if (nodeIndex > 0)
1801 { 1761 {
1802 int startVert = coordsLen + 1; 1762 int startVert = coordsLen + 1;
@@ -1812,7 +1772,6 @@ namespace PrimMesher
1812 iNext = startVert; 1772 iNext = startVert;
1813 1773
1814 int whichVert = i - startVert; 1774 int whichVert = i - startVert;
1815 //int whichVert2 = i - lastCoordsLen;
1816 1775
1817 newFace.v1 = i; 1776 newFace.v1 = i;
1818 newFace.v2 = i - numVerts; 1777 newFace.v2 = i - numVerts;
@@ -1982,809 +1941,27 @@ namespace PrimMesher
1982 1941
1983 1942
1984 /// <summary> 1943 /// <summary>
1944 /// DEPRICATED - use Extrude(PathType.Linear) instead
1985 /// Extrudes a profile along a straight line path. Used for prim types box, cylinder, and prism. 1945 /// Extrudes a profile along a straight line path. Used for prim types box, cylinder, and prism.
1986 /// </summary> 1946 /// </summary>
1947 ///
1987 public void ExtrudeLinear() 1948 public void ExtrudeLinear()
1988 { 1949 {
1989 this.coords = new List<Coord>(); 1950 this.Extrude(PathType.Linear);
1990 this.faces = new List<Face>();
1991
1992 if (this.viewerMode)
1993 {
1994 this.viewerFaces = new List<ViewerFace>();
1995 this.calcVertexNormals = true;
1996 }
1997
1998 if (this.calcVertexNormals)
1999 this.normals = new List<Coord>();
2000
2001 int step = 0;
2002 int steps = 1;
2003
2004 float length = this.pathCutEnd - this.pathCutBegin;
2005 normalsProcessed = false;
2006
2007 if (this.viewerMode && this.sides == 3)
2008 {
2009 // prisms don't taper well so add some vertical resolution
2010 // other prims may benefit from this but just do prisms for now
2011 if (Math.Abs(this.taperX) > 0.01 || Math.Abs(this.taperY) > 0.01)
2012 steps = (int)(steps * 4.5 * length);
2013 }
2014
2015
2016 float twistBegin = this.twistBegin / 360.0f * twoPi;
2017 float twistEnd = this.twistEnd / 360.0f * twoPi;
2018 float twistTotal = twistEnd - twistBegin;
2019 float twistTotalAbs = Math.Abs(twistTotal);
2020 if (twistTotalAbs > 0.01f)
2021 steps += (int)(twistTotalAbs * 3.66); // dahlia's magic number
2022
2023 float start = -0.5f;
2024 float stepSize = length / (float)steps;
2025 float percentOfPathMultiplier = stepSize;
2026 float xProfileScale = 1.0f;
2027 float yProfileScale = 1.0f;
2028 float xOffset = 0.0f;
2029 float yOffset = 0.0f;
2030 float zOffset = start;
2031 float xOffsetStepIncrement = this.topShearX / steps;
2032 float yOffsetStepIncrement = this.topShearY / steps;
2033
2034 float percentOfPath = this.pathCutBegin;
2035 zOffset += percentOfPath;
2036
2037 float hollow = this.hollow;
2038
2039 // sanity checks
2040 float initialProfileRot = 0.0f;
2041 if (this.sides == 3)
2042 {
2043 if (this.hollowSides == 4)
2044 {
2045 if (hollow > 0.7f)
2046 hollow = 0.7f;
2047 hollow *= 0.707f;
2048 }
2049 else hollow *= 0.5f;
2050 }
2051 else if (this.sides == 4)
2052 {
2053 initialProfileRot = 1.25f * (float)Math.PI;
2054 if (this.hollowSides != 4)
2055 hollow *= 0.707f;
2056 }
2057 else if (this.sides == 24 && this.hollowSides == 4)
2058 hollow *= 1.414f;
2059
2060 Profile profile = new Profile(this.sides, this.profileStart, this.profileEnd, hollow, this.hollowSides, true, calcVertexNormals);
2061 this.errorMessage = profile.errorMessage;
2062
2063 this.numPrimFaces = profile.numPrimFaces;
2064
2065 int cut1Vert = -1;
2066 int cut2Vert = -1;
2067 if (hasProfileCut)
2068 {
2069 cut1Vert = hasHollow ? profile.coords.Count - 1 : 0;
2070 cut2Vert = hasHollow ? profile.numOuterVerts - 1 : profile.numOuterVerts;
2071 }
2072
2073 if (initialProfileRot != 0.0f)
2074 {
2075 profile.AddRot(new Quat(new Coord(0.0f, 0.0f, 1.0f), initialProfileRot));
2076 if (viewerMode)
2077 profile.MakeFaceUVs();
2078 }
2079
2080 Coord lastCutNormal1 = new Coord();
2081 Coord lastCutNormal2 = new Coord();
2082 float lastV = 1.0f;
2083
2084 bool done = false;
2085 while (!done)
2086 {
2087 Profile newLayer = profile.Copy();
2088
2089 if (this.taperX == 0.0f)
2090 xProfileScale = 1.0f;
2091 else if (this.taperX > 0.0f)
2092 xProfileScale = 1.0f - percentOfPath * this.taperX;
2093 else xProfileScale = 1.0f + (1.0f - percentOfPath) * this.taperX;
2094
2095 if (this.taperY == 0.0f)
2096 yProfileScale = 1.0f;
2097 else if (this.taperY > 0.0f)
2098 yProfileScale = 1.0f - percentOfPath * this.taperY;
2099 else yProfileScale = 1.0f + (1.0f - percentOfPath) * this.taperY;
2100
2101 if (xProfileScale != 1.0f || yProfileScale != 1.0f)
2102 newLayer.Scale(xProfileScale, yProfileScale);
2103
2104 float twist = twistBegin + twistTotal * percentOfPath;
2105 if (twist != 0.0f)
2106 newLayer.AddRot(new Quat(new Coord(0.0f, 0.0f, 1.0f), twist));
2107
2108 newLayer.AddPos(xOffset, yOffset, zOffset);
2109
2110 if (step == 0)
2111 {
2112 newLayer.FlipNormals();
2113
2114 // add the top faces to the viewerFaces list here
2115 if (this.viewerMode)
2116 {
2117 Coord faceNormal = newLayer.faceNormal;
2118 ViewerFace newViewerFace = new ViewerFace(profile.bottomFaceNumber);
2119 int numFaces = newLayer.faces.Count;
2120 List<Face> faces = newLayer.faces;
2121
2122 for (int i = 0; i < numFaces; i++)
2123 {
2124 Face face = faces[i];
2125 newViewerFace.v1 = newLayer.coords[face.v1];
2126 newViewerFace.v2 = newLayer.coords[face.v2];
2127 newViewerFace.v3 = newLayer.coords[face.v3];
2128
2129 newViewerFace.coordIndex1 = face.v1;
2130 newViewerFace.coordIndex2 = face.v2;
2131 newViewerFace.coordIndex3 = face.v3;
2132
2133 newViewerFace.n1 = faceNormal;
2134 newViewerFace.n2 = faceNormal;
2135 newViewerFace.n3 = faceNormal;
2136
2137 newViewerFace.uv1 = newLayer.faceUVs[face.v1];
2138 newViewerFace.uv2 = newLayer.faceUVs[face.v2];
2139 newViewerFace.uv3 = newLayer.faceUVs[face.v3];
2140
2141 this.viewerFaces.Add(newViewerFace);
2142 }
2143 }
2144 }
2145
2146 // append this layer
2147
2148 int coordsLen = this.coords.Count;
2149 int lastCoordsLen = coordsLen;
2150 newLayer.AddValue2FaceVertexIndices(coordsLen);
2151
2152 this.coords.AddRange(newLayer.coords);
2153
2154 if (this.calcVertexNormals)
2155 {
2156 newLayer.AddValue2FaceNormalIndices(this.normals.Count);
2157 this.normals.AddRange(newLayer.vertexNormals);
2158 }
2159
2160 if (percentOfPath < this.pathCutBegin + 0.01f || percentOfPath > this.pathCutEnd - 0.01f)
2161 this.faces.AddRange(newLayer.faces);
2162
2163 // fill faces between layers
2164
2165 int numVerts = newLayer.coords.Count;
2166 Face newFace = new Face();
2167
2168 if (step > 0)
2169 {
2170 int startVert = coordsLen + 1;
2171 int endVert = this.coords.Count;
2172
2173 if (sides < 5 || this.hasProfileCut || hollow > 0.0f)
2174 startVert--;
2175
2176 for (int i = startVert; i < endVert; i++)
2177 {
2178 int iNext = i + 1;
2179 if (i == endVert - 1)
2180 iNext = startVert;
2181
2182 int whichVert = i - startVert;
2183 //int whichVert2 = i - lastCoordsLen;
2184
2185 newFace.v1 = i;
2186 newFace.v2 = i - numVerts;
2187 newFace.v3 = iNext - numVerts;
2188 this.faces.Add(newFace);
2189
2190 newFace.v2 = iNext - numVerts;
2191 newFace.v3 = iNext;
2192 this.faces.Add(newFace);
2193
2194 if (this.viewerMode)
2195 {
2196 // add the side faces to the list of viewerFaces here
2197 //int primFaceNum = 1;
2198 //if (whichVert >= sides)
2199 // primFaceNum = 2;
2200 int primFaceNum = profile.faceNumbers[whichVert];
2201
2202 ViewerFace newViewerFace1 = new ViewerFace(primFaceNum);
2203 ViewerFace newViewerFace2 = new ViewerFace(primFaceNum);
2204
2205 float u1 = newLayer.us[whichVert];
2206 float u2 = 1.0f;
2207 if (whichVert < newLayer.us.Count - 1)
2208 u2 = newLayer.us[whichVert + 1];
2209
2210 if (whichVert == cut1Vert || whichVert == cut2Vert)
2211 {
2212 u1 = 0.0f;
2213 u2 = 1.0f;
2214 }
2215 else if (sides < 5)
2216 { // boxes and prisms have one texture face per side of the prim, so the U values have to be scaled
2217 // to reflect the entire texture width
2218 u1 *= sides;
2219 u2 *= sides;
2220 u2 -= (int)u1;
2221 u1 -= (int)u1;
2222 if (u2 < 0.1f)
2223 u2 = 1.0f;
2224
2225 //newViewerFace2.primFaceNumber = newViewerFace1.primFaceNumber = whichVert + 1;
2226 }
2227
2228 newViewerFace1.uv1.U = u1;
2229 newViewerFace1.uv2.U = u1;
2230 newViewerFace1.uv3.U = u2;
2231
2232 newViewerFace1.uv1.V = 1.0f - percentOfPath;
2233 newViewerFace1.uv2.V = lastV;
2234 newViewerFace1.uv3.V = lastV;
2235
2236 newViewerFace2.uv1.U = u1;
2237 newViewerFace2.uv2.U = u2;
2238 newViewerFace2.uv3.U = u2;
2239
2240 newViewerFace2.uv1.V = 1.0f - percentOfPath;
2241 newViewerFace2.uv2.V = lastV;
2242 newViewerFace2.uv3.V = 1.0f - percentOfPath;
2243
2244 newViewerFace1.v1 = this.coords[i];
2245 newViewerFace1.v2 = this.coords[i - numVerts];
2246 newViewerFace1.v3 = this.coords[iNext - numVerts];
2247
2248 newViewerFace2.v1 = this.coords[i];
2249 newViewerFace2.v2 = this.coords[iNext - numVerts];
2250 newViewerFace2.v3 = this.coords[iNext];
2251
2252 newViewerFace1.coordIndex1 = i;
2253 newViewerFace1.coordIndex2 = i - numVerts;
2254 newViewerFace1.coordIndex3 = iNext - numVerts;
2255
2256 newViewerFace2.coordIndex1 = i;
2257 newViewerFace2.coordIndex2 = iNext - numVerts;
2258 newViewerFace2.coordIndex3 = iNext;
2259
2260 // profile cut faces
2261 if (whichVert == cut1Vert)
2262 {
2263 newViewerFace1.n1 = newLayer.cutNormal1;
2264 newViewerFace1.n2 = newViewerFace1.n3 = lastCutNormal1;
2265
2266 newViewerFace2.n1 = newViewerFace2.n3 = newLayer.cutNormal1;
2267 newViewerFace2.n2 = lastCutNormal1;
2268 }
2269 else if (whichVert == cut2Vert)
2270 {
2271 newViewerFace1.n1 = newLayer.cutNormal2;
2272 newViewerFace1.n2 = newViewerFace1.n3 = lastCutNormal2;
2273
2274 newViewerFace2.n1 = newViewerFace2.n3 = newLayer.cutNormal2;
2275 newViewerFace2.n2 = lastCutNormal2;
2276 }
2277
2278 else // outer and hollow faces
2279 {
2280 if ((sides < 5 && whichVert < newLayer.numOuterVerts) || (hollowSides < 5 && whichVert >= newLayer.numOuterVerts))
2281 {
2282 newViewerFace1.CalcSurfaceNormal();
2283 newViewerFace2.CalcSurfaceNormal();
2284 }
2285 else
2286 {
2287 newViewerFace1.n1 = this.normals[i];
2288 newViewerFace1.n2 = this.normals[i - numVerts];
2289 newViewerFace1.n3 = this.normals[iNext - numVerts];
2290
2291 newViewerFace2.n1 = this.normals[i];
2292 newViewerFace2.n2 = this.normals[iNext - numVerts];
2293 newViewerFace2.n3 = this.normals[iNext];
2294 }
2295 }
2296
2297 //newViewerFace2.primFaceNumber = newViewerFace1.primFaceNumber = newLayer.faceNumbers[whichVert];
2298
2299 this.viewerFaces.Add(newViewerFace1);
2300 this.viewerFaces.Add(newViewerFace2);
2301
2302 }
2303 }
2304 }
2305
2306 lastCutNormal1 = newLayer.cutNormal1;
2307 lastCutNormal2 = newLayer.cutNormal2;
2308 lastV = 1.0f - percentOfPath;
2309
2310 // calc the step for the next iteration of the loop
2311
2312 if (step < steps)
2313 {
2314 step += 1;
2315 percentOfPath += percentOfPathMultiplier;
2316 xOffset += xOffsetStepIncrement;
2317 yOffset += yOffsetStepIncrement;
2318 zOffset += stepSize;
2319 if (percentOfPath > this.pathCutEnd)
2320 done = true;
2321 }
2322 else done = true;
2323
2324 if (done && viewerMode)
2325 {
2326 // add the top faces to the viewerFaces list here
2327 Coord faceNormal = newLayer.faceNormal;
2328 ViewerFace newViewerFace = new ViewerFace();
2329 newViewerFace.primFaceNumber = 0;
2330 int numFaces = newLayer.faces.Count;
2331 List<Face> faces = newLayer.faces;
2332
2333 for (int i = 0; i < numFaces; i++)
2334 {
2335 Face face = faces[i];
2336 newViewerFace.v1 = newLayer.coords[face.v1 - coordsLen];
2337 newViewerFace.v2 = newLayer.coords[face.v2 - coordsLen];
2338 newViewerFace.v3 = newLayer.coords[face.v3 - coordsLen];
2339
2340 newViewerFace.coordIndex1 = face.v1 - coordsLen;
2341 newViewerFace.coordIndex2 = face.v2 - coordsLen;
2342 newViewerFace.coordIndex3 = face.v3 - coordsLen;
2343
2344 newViewerFace.n1 = faceNormal;
2345 newViewerFace.n2 = faceNormal;
2346 newViewerFace.n3 = faceNormal;
2347
2348 newViewerFace.uv1 = newLayer.faceUVs[face.v1 - coordsLen];
2349 newViewerFace.uv2 = newLayer.faceUVs[face.v2 - coordsLen];
2350 newViewerFace.uv3 = newLayer.faceUVs[face.v3 - coordsLen];
2351
2352 this.viewerFaces.Add(newViewerFace);
2353 }
2354 }
2355 }
2356 } 1951 }
2357 1952
2358 1953
2359 /// <summary> 1954 /// <summary>
1955 /// DEPRICATED - use Extrude(PathType.Circular) instead
2360 /// Extrude a profile into a circular path prim mesh. Used for prim types torus, tube, and ring. 1956 /// Extrude a profile into a circular path prim mesh. Used for prim types torus, tube, and ring.
2361 /// </summary> 1957 /// </summary>
1958 ///
2362 public void ExtrudeCircular() 1959 public void ExtrudeCircular()
2363 { 1960 {
2364 this.coords = new List<Coord>(); 1961 this.Extrude(PathType.Circular);
2365 this.faces = new List<Face>();
2366
2367 if (this.viewerMode)
2368 {
2369 this.viewerFaces = new List<ViewerFace>();
2370 this.calcVertexNormals = true;
2371 }
2372
2373 if (this.calcVertexNormals)
2374 this.normals = new List<Coord>();
2375
2376 int step = 0;
2377 int steps = 24;
2378
2379 normalsProcessed = false;
2380
2381 float twistBegin = this.twistBegin / 360.0f * twoPi;
2382 float twistEnd = this.twistEnd / 360.0f * twoPi;
2383 float twistTotal = twistEnd - twistBegin;
2384
2385 // if the profile has a lot of twist, add more layers otherwise the layers may overlap
2386 // and the resulting mesh may be quite inaccurate. This method is arbitrary and doesn't
2387 // accurately match the viewer
2388 float twistTotalAbs = Math.Abs(twistTotal);
2389 if (twistTotalAbs > 0.01f)
2390 {
2391 if (twistTotalAbs > Math.PI * 1.5f)
2392 steps *= 2;
2393 if (twistTotalAbs > Math.PI * 3.0f)
2394 steps *= 2;
2395 }
2396
2397 float yPathScale = this.holeSizeY * 0.5f;
2398 float pathLength = this.pathCutEnd - this.pathCutBegin;
2399 float totalSkew = this.skew * 2.0f * pathLength;
2400 float skewStart = this.pathCutBegin * 2.0f * this.skew - this.skew;
2401 float xOffsetTopShearXFactor = this.topShearX * (0.25f + 0.5f * (0.5f - this.holeSizeY));
2402 float yShearCompensation = 1.0f + Math.Abs(this.topShearY) * 0.25f;
2403
2404 // It's not quite clear what pushY (Y top shear) does, but subtracting it from the start and end
2405 // angles appears to approximate it's effects on path cut. Likewise, adding it to the angle used
2406 // to calculate the sine for generating the path radius appears to approximate it's effects there
2407 // too, but there are some subtle differences in the radius which are noticeable as the prim size
2408 // increases and it may affect megaprims quite a bit. The effect of the Y top shear parameter on
2409 // the meshes generated with this technique appear nearly identical in shape to the same prims when
2410 // displayed by the viewer.
2411
2412 float startAngle = (twoPi * this.pathCutBegin * this.revolutions) - this.topShearY * 0.9f;
2413 float endAngle = (twoPi * this.pathCutEnd * this.revolutions) - this.topShearY * 0.9f;
2414 float stepSize = twoPi / this.stepsPerRevolution;
2415
2416 step = (int)(startAngle / stepSize);
2417 int firstStep = step;
2418 float angle = startAngle;
2419 float hollow = this.hollow;
2420
2421 // sanity checks
2422 float initialProfileRot = 0.0f;
2423 if (this.sides == 3)
2424 {
2425 initialProfileRot = (float)Math.PI;
2426 if (this.hollowSides == 4)
2427 {
2428 if (hollow > 0.7f)
2429 hollow = 0.7f;
2430 hollow *= 0.707f;
2431 }
2432 else hollow *= 0.5f;
2433 }
2434 else if (this.sides == 4)
2435 {
2436 initialProfileRot = 0.25f * (float)Math.PI;
2437 if (this.hollowSides != 4)
2438 hollow *= 0.707f;
2439 }
2440 else if (this.sides > 4)
2441 {
2442 initialProfileRot = (float)Math.PI;
2443 if (this.hollowSides == 4)
2444 {
2445 if (hollow > 0.7f)
2446 hollow = 0.7f;
2447 hollow /= 0.7f;
2448 }
2449 }
2450
2451 bool needEndFaces = false;
2452 if (this.pathCutBegin != 0.0f || this.pathCutEnd != 1.0f)
2453 needEndFaces = true;
2454 else if (this.taperX != 0.0f || this.taperY != 0.0f)
2455 needEndFaces = true;
2456 else if (this.skew != 0.0f)
2457 needEndFaces = true;
2458 else if (twistTotal != 0.0f)
2459 needEndFaces = true;
2460 else if (this.radius != 0.0f)
2461 needEndFaces = true;
2462
2463 Profile profile = new Profile(this.sides, this.profileStart, this.profileEnd, hollow, this.hollowSides, needEndFaces, calcVertexNormals);
2464 this.errorMessage = profile.errorMessage;
2465
2466 this.numPrimFaces = profile.numPrimFaces;
2467
2468 int cut1Vert = -1;
2469 int cut2Vert = -1;
2470 if (hasProfileCut)
2471 {
2472 cut1Vert = hasHollow ? profile.coords.Count - 1 : 0;
2473 cut2Vert = hasHollow ? profile.numOuterVerts - 1 : profile.numOuterVerts;
2474 }
2475
2476 if (initialProfileRot != 0.0f)
2477 {
2478 profile.AddRot(new Quat(new Coord(0.0f, 0.0f, 1.0f), initialProfileRot));
2479 if (viewerMode)
2480 profile.MakeFaceUVs();
2481 }
2482
2483 Coord lastCutNormal1 = new Coord();
2484 Coord lastCutNormal2 = new Coord();
2485 float lastV = 1.0f;
2486
2487 bool done = false;
2488 while (!done) // loop through the length of the path and add the layers
2489 {
2490 bool isEndLayer = false;
2491 if (angle <= startAngle + .01f || angle >= endAngle - .01f)
2492 isEndLayer = true;
2493
2494 Profile newLayer = profile.Copy();
2495
2496 float xProfileScale = (1.0f - Math.Abs(this.skew)) * this.holeSizeX;
2497 float yProfileScale = this.holeSizeY;
2498
2499 float percentOfPath = angle / (twoPi * this.revolutions);
2500 float percentOfAngles = (angle - startAngle) / (endAngle - startAngle);
2501
2502 if (this.taperX > 0.01f)
2503 xProfileScale *= 1.0f - percentOfPath * this.taperX;
2504 else if (this.taperX < -0.01f)
2505 xProfileScale *= 1.0f + (1.0f - percentOfPath) * this.taperX;
2506
2507 if (this.taperY > 0.01f)
2508 yProfileScale *= 1.0f - percentOfPath * this.taperY;
2509 else if (this.taperY < -0.01f)
2510 yProfileScale *= 1.0f + (1.0f - percentOfPath) * this.taperY;
2511
2512 if (xProfileScale != 1.0f || yProfileScale != 1.0f)
2513 newLayer.Scale(xProfileScale, yProfileScale);
2514
2515 float radiusScale = 1.0f;
2516 if (this.radius > 0.001f)
2517 radiusScale = 1.0f - this.radius * percentOfPath;
2518 else if (this.radius < 0.001f)
2519 radiusScale = 1.0f + this.radius * (1.0f - percentOfPath);
2520
2521 float twist = twistBegin + twistTotal * percentOfPath;
2522
2523 float xOffset = 0.5f * (skewStart + totalSkew * percentOfAngles);
2524 xOffset += (float)Math.Sin(angle) * xOffsetTopShearXFactor;
2525
2526 float yOffset = yShearCompensation * (float)Math.Cos(angle) * (0.5f - yPathScale) * radiusScale;
2527
2528 float zOffset = (float)Math.Sin(angle + this.topShearY) * (0.5f - yPathScale) * radiusScale;
2529
2530 // next apply twist rotation to the profile layer
2531 if (twistTotal != 0.0f || twistBegin != 0.0f)
2532 newLayer.AddRot(new Quat(new Coord(0.0f, 0.0f, 1.0f), twist));
2533
2534 // now orient the rotation of the profile layer relative to it's position on the path
2535 // adding taperY to the angle used to generate the quat appears to approximate the viewer
2536 newLayer.AddRot(new Quat(new Coord(1.0f, 0.0f, 0.0f), angle + this.topShearY));
2537 newLayer.AddPos(xOffset, yOffset, zOffset);
2538
2539 if (isEndLayer && angle <= startAngle + .01f)
2540 {
2541 newLayer.FlipNormals();
2542
2543 // add the top faces to the viewerFaces list here
2544 if (this.viewerMode && needEndFaces)
2545 {
2546 Coord faceNormal = newLayer.faceNormal;
2547 ViewerFace newViewerFace = new ViewerFace();
2548 newViewerFace.primFaceNumber = 0;
2549 foreach (Face face in newLayer.faces)
2550 {
2551 newViewerFace.v1 = newLayer.coords[face.v1];
2552 newViewerFace.v2 = newLayer.coords[face.v2];
2553 newViewerFace.v3 = newLayer.coords[face.v3];
2554
2555 newViewerFace.coordIndex1 = face.v1;
2556 newViewerFace.coordIndex2 = face.v2;
2557 newViewerFace.coordIndex3 = face.v3;
2558
2559 newViewerFace.n1 = faceNormal;
2560 newViewerFace.n2 = faceNormal;
2561 newViewerFace.n3 = faceNormal;
2562
2563 newViewerFace.uv1 = newLayer.faceUVs[face.v1];
2564 newViewerFace.uv2 = newLayer.faceUVs[face.v2];
2565 newViewerFace.uv3 = newLayer.faceUVs[face.v3];
2566
2567 this.viewerFaces.Add(newViewerFace);
2568 }
2569 }
2570 }
2571
2572 // append the layer and fill in the sides
2573
2574 int coordsLen = this.coords.Count;
2575 newLayer.AddValue2FaceVertexIndices(coordsLen);
2576
2577 this.coords.AddRange(newLayer.coords);
2578
2579 if (this.calcVertexNormals)
2580 {
2581 newLayer.AddValue2FaceNormalIndices(this.normals.Count);
2582 this.normals.AddRange(newLayer.vertexNormals);
2583 }
2584
2585 if (isEndLayer)
2586 this.faces.AddRange(newLayer.faces);
2587
2588 // fill faces between layers
2589
2590 int numVerts = newLayer.coords.Count;
2591 Face newFace = new Face();
2592 if (step > firstStep)
2593 {
2594 int startVert = coordsLen + 1;
2595 int endVert = this.coords.Count;
2596
2597 if (sides < 5 || this.hasProfileCut || hollow > 0.0f)
2598 startVert--;
2599
2600 for (int i = startVert; i < endVert; i++)
2601 {
2602 int iNext = i + 1;
2603 if (i == endVert - 1)
2604 iNext = startVert;
2605
2606 int whichVert = i - startVert;
2607
2608 newFace.v1 = i;
2609 newFace.v2 = i - numVerts;
2610 newFace.v3 = iNext - numVerts;
2611 this.faces.Add(newFace);
2612
2613 newFace.v2 = iNext - numVerts;
2614 newFace.v3 = iNext;
2615 this.faces.Add(newFace);
2616
2617 if (this.viewerMode)
2618 {
2619 int primFaceNumber = profile.faceNumbers[whichVert];
2620 if (!needEndFaces)
2621 primFaceNumber -= 1;
2622
2623 // add the side faces to the list of viewerFaces here
2624 ViewerFace newViewerFace1 = new ViewerFace(primFaceNumber);
2625 ViewerFace newViewerFace2 = new ViewerFace(primFaceNumber);
2626 float u1 = newLayer.us[whichVert];
2627 float u2 = 1.0f;
2628 if (whichVert < newLayer.us.Count - 1)
2629 u2 = newLayer.us[whichVert + 1];
2630
2631 if (whichVert == cut1Vert || whichVert == cut2Vert)
2632 {
2633 u1 = 0.0f;
2634 u2 = 1.0f;
2635 }
2636 else if (sides < 5)
2637 { // boxes and prisms have one texture face per side of the prim, so the U values have to be scaled
2638 // to reflect the entire texture width
2639 u1 *= sides;
2640 u2 *= sides;
2641 u2 -= (int)u1;
2642 u1 -= (int)u1;
2643 if (u2 < 0.1f)
2644 u2 = 1.0f;
2645
2646 //newViewerFace2.primFaceNumber = newViewerFace1.primFaceNumber = whichVert + 1;
2647 }
2648
2649 newViewerFace1.uv1.U = u1;
2650 newViewerFace1.uv2.U = u1;
2651 newViewerFace1.uv3.U = u2;
2652
2653 newViewerFace1.uv1.V = 1.0f - percentOfPath;
2654 newViewerFace1.uv2.V = lastV;
2655 newViewerFace1.uv3.V = lastV;
2656
2657 newViewerFace2.uv1.U = u1;
2658 newViewerFace2.uv2.U = u2;
2659 newViewerFace2.uv3.U = u2;
2660
2661 newViewerFace2.uv1.V = 1.0f - percentOfPath;
2662 newViewerFace2.uv2.V = lastV;
2663 newViewerFace2.uv3.V = 1.0f - percentOfPath;
2664
2665 newViewerFace1.v1 = this.coords[i];
2666 newViewerFace1.v2 = this.coords[i - numVerts];
2667 newViewerFace1.v3 = this.coords[iNext - numVerts];
2668
2669 newViewerFace2.v1 = this.coords[i];
2670 newViewerFace2.v2 = this.coords[iNext - numVerts];
2671 newViewerFace2.v3 = this.coords[iNext];
2672
2673 newViewerFace1.coordIndex1 = i;
2674 newViewerFace1.coordIndex2 = i - numVerts;
2675 newViewerFace1.coordIndex3 = iNext - numVerts;
2676
2677 newViewerFace2.coordIndex1 = i;
2678 newViewerFace2.coordIndex2 = iNext - numVerts;
2679 newViewerFace2.coordIndex3 = iNext;
2680
2681 // profile cut faces
2682 if (whichVert == cut1Vert)
2683 {
2684 newViewerFace1.n1 = newLayer.cutNormal1;
2685 newViewerFace1.n2 = newViewerFace1.n3 = lastCutNormal1;
2686
2687 newViewerFace2.n1 = newViewerFace2.n3 = newLayer.cutNormal1;
2688 newViewerFace2.n2 = lastCutNormal1;
2689 }
2690 else if (whichVert == cut2Vert)
2691 {
2692 newViewerFace1.n1 = newLayer.cutNormal2;
2693 newViewerFace1.n2 = newViewerFace1.n3 = lastCutNormal2;
2694
2695 newViewerFace2.n1 = newViewerFace2.n3 = newLayer.cutNormal2;
2696 newViewerFace2.n2 = lastCutNormal2;
2697 }
2698 else // periphery faces
2699 {
2700 if (sides < 5 && whichVert < newLayer.numOuterVerts)
2701 {
2702 newViewerFace1.n1 = this.normals[i];
2703 newViewerFace1.n2 = this.normals[i - numVerts];
2704 newViewerFace1.n3 = this.normals[i - numVerts];
2705
2706 newViewerFace2.n1 = this.normals[i];
2707 newViewerFace2.n2 = this.normals[i - numVerts];
2708 newViewerFace2.n3 = this.normals[i];
2709 }
2710 else if (hollowSides < 5 && whichVert >= newLayer.numOuterVerts)
2711 {
2712 newViewerFace1.n1 = this.normals[iNext];
2713 newViewerFace1.n2 = this.normals[iNext - numVerts];
2714 newViewerFace1.n3 = this.normals[iNext - numVerts];
2715
2716 newViewerFace2.n1 = this.normals[iNext];
2717 newViewerFace2.n2 = this.normals[iNext - numVerts];
2718 newViewerFace2.n3 = this.normals[iNext];
2719 }
2720 else
2721 {
2722 newViewerFace1.n1 = this.normals[i];
2723 newViewerFace1.n2 = this.normals[i - numVerts];
2724 newViewerFace1.n3 = this.normals[iNext - numVerts];
2725
2726 newViewerFace2.n1 = this.normals[i];
2727 newViewerFace2.n2 = this.normals[iNext - numVerts];
2728 newViewerFace2.n3 = this.normals[iNext];
2729 }
2730 }
2731
2732 //newViewerFace1.primFaceNumber = newViewerFace2.primFaceNumber = newLayer.faceNumbers[whichVert];
2733 this.viewerFaces.Add(newViewerFace1);
2734 this.viewerFaces.Add(newViewerFace2);
2735
2736 }
2737 }
2738 }
2739
2740 lastCutNormal1 = newLayer.cutNormal1;
2741 lastCutNormal2 = newLayer.cutNormal2;
2742 lastV = 1.0f - percentOfPath;
2743
2744 // calculate terms for next iteration
2745 // calculate the angle for the next iteration of the loop
2746
2747 if (angle >= endAngle - 0.01)
2748 done = true;
2749 else
2750 {
2751 step += 1;
2752 angle = stepSize * step;
2753 if (angle > endAngle)
2754 angle = endAngle;
2755 }
2756
2757 if (done && viewerMode && needEndFaces)
2758 {
2759 // add the bottom faces to the viewerFaces list here
2760 Coord faceNormal = newLayer.faceNormal;
2761 ViewerFace newViewerFace = new ViewerFace();
2762 //newViewerFace.primFaceNumber = newLayer.bottomFaceNumber + 1;
2763 newViewerFace.primFaceNumber = newLayer.bottomFaceNumber;
2764 foreach (Face face in newLayer.faces)
2765 {
2766 newViewerFace.v1 = newLayer.coords[face.v1 - coordsLen];
2767 newViewerFace.v2 = newLayer.coords[face.v2 - coordsLen];
2768 newViewerFace.v3 = newLayer.coords[face.v3 - coordsLen];
2769
2770 newViewerFace.coordIndex1 = face.v1 - coordsLen;
2771 newViewerFace.coordIndex2 = face.v2 - coordsLen;
2772 newViewerFace.coordIndex3 = face.v3 - coordsLen;
2773
2774 newViewerFace.n1 = faceNormal;
2775 newViewerFace.n2 = faceNormal;
2776 newViewerFace.n3 = faceNormal;
2777
2778 newViewerFace.uv1 = newLayer.faceUVs[face.v1 - coordsLen];
2779 newViewerFace.uv2 = newLayer.faceUVs[face.v2 - coordsLen];
2780 newViewerFace.uv3 = newLayer.faceUVs[face.v3 - coordsLen];
2781
2782 this.viewerFaces.Add(newViewerFace);
2783 }
2784 }
2785 }
2786 } 1962 }
2787 1963
1964
2788 private Coord SurfaceNormal(Coord c1, Coord c2, Coord c3) 1965 private Coord SurfaceNormal(Coord c1, Coord c2, Coord c3)
2789 { 1966 {
2790 Coord edge1 = new Coord(c2.X - c1.X, c2.Y - c1.Y, c2.Z - c1.Z); 1967 Coord edge1 = new Coord(c2.X - c1.X, c2.Y - c1.Y, c2.Z - c1.Z);