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-rw-r--r--OpenSim/Region/Physics/Meshing/Extruder.cs116
-rw-r--r--OpenSim/Region/Physics/Meshing/HelperTypes.cs136
-rw-r--r--OpenSim/Region/Physics/Meshing/Meshmerizer.cs119
3 files changed, 361 insertions, 10 deletions
diff --git a/OpenSim/Region/Physics/Meshing/Extruder.cs b/OpenSim/Region/Physics/Meshing/Extruder.cs
index 4d2ed4b..c7dcf33 100644
--- a/OpenSim/Region/Physics/Meshing/Extruder.cs
+++ b/OpenSim/Region/Physics/Meshing/Extruder.cs
@@ -39,9 +39,15 @@ namespace OpenSim.Region.Physics.Meshing
39 public float taperTopFactorY = 1f; 39 public float taperTopFactorY = 1f;
40 public float taperBotFactorX = 1f; 40 public float taperBotFactorX = 1f;
41 public float taperBotFactorY = 1f; 41 public float taperBotFactorY = 1f;
42
42 public float pushX = 0f; 43 public float pushX = 0f;
43 public float pushY = 0f; 44 public float pushY = 0f;
44 45
46 // twist amount in radians. NOT DEGREES.
47 public float twistTop = 0;
48 public float twistBot = 0;
49 public float twistMid = 0;
50
45 public Mesh Extrude(Mesh m) 51 public Mesh Extrude(Mesh m)
46 { 52 {
47 startParameter = float.MinValue; 53 startParameter = float.MinValue;
@@ -50,8 +56,12 @@ namespace OpenSim.Region.Physics.Meshing
50 Mesh result = new Mesh(); 56 Mesh result = new Mesh();
51 57
52 Mesh workingPlus = m.Clone(); 58 Mesh workingPlus = m.Clone();
59 Mesh workingMiddle = m.Clone();
53 Mesh workingMinus = m.Clone(); 60 Mesh workingMinus = m.Clone();
54 61
62 Quaternion tt = new Quaternion();
63 Vertex v2 = new Vertex(0, 0, 0);
64
55 foreach (Vertex v in workingPlus.vertices) 65 foreach (Vertex v in workingPlus.vertices)
56 { 66 {
57 if (v == null) 67 if (v == null)
@@ -68,8 +78,44 @@ namespace OpenSim.Region.Physics.Meshing
68 //Push the top of the object over by the Top Shear amount 78 //Push the top of the object over by the Top Shear amount
69 v.X += pushX * size.X; 79 v.X += pushX * size.X;
70 v.Y += pushY * size.X; 80 v.Y += pushY * size.X;
81
82 if (twistTop != 0)
83 {
84 // twist and shout
85 tt = new Quaternion(new Vertex(0, 0, 1), twistTop);
86 v2 = v * tt;
87 v.X = v2.X;
88 v.Y = v2.Y;
89 v.Z = v2.Z;
90 }
71 } 91 }
72 92
93 foreach (Vertex v in workingMiddle.vertices)
94 {
95 if (v == null)
96 continue;
97
98 // This is the top
99 // Set the Z + .5 to match the rest of the scale of the mesh
100 // Scale it by Size, and Taper the scaling
101 v.Z *= size.Z;
102 v.X *= (size.X * ((taperTopFactorX + taperBotFactorX) /2));
103 v.Y *= (size.Y * ((taperTopFactorY + taperBotFactorY) / 2));
104
105 v.X += (pushX / 2) * size.X;
106 v.Y += (pushY / 2) * size.X;
107 //Push the top of the object over by the Top Shear amount
108 if (twistMid != 0)
109 {
110 // twist and shout
111 tt = new Quaternion(new Vertex(0, 0, 1), twistMid);
112 v2 = v * tt;
113 v.X = v2.X;
114 v.Y = v2.Y;
115 v.Z = v2.Z;
116 }
117
118 }
73 foreach (Vertex v in workingMinus.vertices) 119 foreach (Vertex v in workingMinus.vertices)
74 { 120 {
75 if (v == null) 121 if (v == null)
@@ -80,6 +126,16 @@ namespace OpenSim.Region.Physics.Meshing
80 v.X *= (size.X * taperBotFactorX); 126 v.X *= (size.X * taperBotFactorX);
81 v.Y *= (size.Y * taperBotFactorY); 127 v.Y *= (size.Y * taperBotFactorY);
82 v.Z *= size.Z; 128 v.Z *= size.Z;
129
130 if (twistBot != 0)
131 {
132 // twist and shout
133 tt = new Quaternion(new Vertex(0, 0, 1), twistBot);
134 v2 = v * tt;
135 v.X = v2.X;
136 v.Y = v2.Y;
137 v.Z = v2.Z;
138 }
83 } 139 }
84 140
85 foreach (Triangle t in workingMinus.triangles) 141 foreach (Triangle t in workingMinus.triangles)
@@ -88,9 +144,47 @@ namespace OpenSim.Region.Physics.Meshing
88 } 144 }
89 145
90 result.Append(workingMinus); 146 result.Append(workingMinus);
91 result.Append(workingPlus); 147
148 result.Append(workingMiddle);
149
92 150
93 int iLastNull = 0; 151 int iLastNull = 0;
152
153 for (int i = 0; i < workingMiddle.vertices.Count; i++)
154 {
155 int iNext = (i + 1);
156
157 if (workingMiddle.vertices[i] == null) // Can't make a simplex here
158 {
159 iLastNull = i + 1;
160 continue;
161 }
162
163 if (i == workingMiddle.vertices.Count - 1) // End of list
164 {
165 iNext = iLastNull;
166 }
167
168 if (workingMiddle.vertices[iNext] == null) // Null means wrap to begin of last segment
169 {
170 iNext = iLastNull;
171 }
172
173 Triangle tSide;
174 tSide = new Triangle(workingMiddle.vertices[i], workingMinus.vertices[i], workingMiddle.vertices[iNext]);
175 result.Add(tSide);
176
177 tSide =
178 new Triangle(workingMiddle.vertices[iNext], workingMinus.vertices[i], workingMinus.vertices[iNext]);
179 result.Add(tSide);
180 }
181 //foreach (Triangle t in workingPlus.triangles)
182 //{
183 //t.invertNormal();
184 // }
185 result.Append(workingPlus);
186
187 iLastNull = 0;
94 for (int i = 0; i < workingPlus.vertices.Count; i++) 188 for (int i = 0; i < workingPlus.vertices.Count; i++)
95 { 189 {
96 int iNext = (i + 1); 190 int iNext = (i + 1);
@@ -112,14 +206,28 @@ namespace OpenSim.Region.Physics.Meshing
112 } 206 }
113 207
114 Triangle tSide; 208 Triangle tSide;
115 tSide = new Triangle(workingPlus.vertices[i], workingMinus.vertices[i], workingPlus.vertices[iNext]); 209 tSide = new Triangle(workingPlus.vertices[i], workingMiddle.vertices[i], workingPlus.vertices[iNext]);
116 result.Add(tSide); 210 result.Add(tSide);
117 211
118 tSide = 212 tSide =
119 new Triangle(workingPlus.vertices[iNext], workingMinus.vertices[i], workingMinus.vertices[iNext]); 213 new Triangle(workingPlus.vertices[iNext], workingMiddle.vertices[i], workingMiddle.vertices[iNext]);
120 result.Add(tSide); 214 result.Add(tSide);
121 } 215 }
122 216 if (twistMid != 0)
217 {
218 foreach (Vertex v in result.vertices)
219 {
220 // twist and shout
221 if (v != null)
222 {
223 tt = new Quaternion(new Vertex(0, 0, -1), twistMid*2);
224 v2 = v * tt;
225 v.X = v2.X;
226 v.Y = v2.Y;
227 v.Z = v2.Z;
228 }
229 }
230 }
123 return result; 231 return result;
124 } 232 }
125 } 233 }
diff --git a/OpenSim/Region/Physics/Meshing/HelperTypes.cs b/OpenSim/Region/Physics/Meshing/HelperTypes.cs
index 7b17a3f..efc5968 100644
--- a/OpenSim/Region/Physics/Meshing/HelperTypes.cs
+++ b/OpenSim/Region/Physics/Meshing/HelperTypes.cs
@@ -32,16 +32,136 @@ using System.Globalization;
32using OpenSim.Region.Physics.Manager; 32using OpenSim.Region.Physics.Manager;
33using OpenSim.Region.Physics.Meshing; 33using OpenSim.Region.Physics.Meshing;
34 34
35public class Vertex : PhysicsVector, IComparable<Vertex> 35public class Quaternion
36{ 36{
37 public Vertex(float x, float y, float z) 37 public float x = 0;
38 : base(x, y, z) 38 public float y = 0;
39 public float z = 0;
40 public float w = 1;
41
42 public Quaternion()
39 { 43 {
40 }
41 44
45 }
46 public Quaternion(float x1, float y1, float z1, float w1)
47 {
48 x = x1; y = y1; z = z1; w = w1;
49 }
50 public Quaternion(Vertex axis, float angle)
51 {
52 // using (* 0.5) instead of (/2)
53 w = (float)Math.Cos(angle * 0.5f);
54 x = axis.X * (float)Math.Sin(angle * 0.5f);
55 y = axis.Y * (float)Math.Sin(angle * 0.5f);
56 z = axis.Z * (float)Math.Sin(angle * 0.5f);
57 normalize();
58 }
59 public static Quaternion operator *(Quaternion a, Quaternion b)
60 {
61 Quaternion c = new Quaternion();
62 c.x = a.w * b.x + a.x * b.w + a.y * b.z - a.z * b.y;
63 c.y = a.w * b.y + a.y * b.w + a.z * b.x - a.x * b.z;
64 c.z = a.w * b.z + a.z * b.w + a.x * b.y - a.y * b.x;
65 c.w = a.w * b.w - a.x * b.x - a.y * b.y - a.z * b.z;
66 return c;
67 }
68
69
70 public Matrix4 computeMatrix()
71 {
72 return new Matrix4(this);
73 }
74 public void normalize()
75 {
76 float mag = length();
77
78 w /= mag;
79 x /= mag;
80 y /= mag;
81 z /= mag;
82 }
42 public float length() 83 public float length()
43 { 84 {
44 return (float)Math.Sqrt(X * X + Y * Y + Z * Z); 85 return (float)Math.Sqrt(w * w + x * x + y * y + z * z);
86 }
87}
88public class Matrix4
89{
90 public float m00 = 0;
91 public float m01 = 0;
92 public float m02 = 0;
93 public float m03 = 0;
94 public float m10 = 0;
95 public float m11 = 0;
96 public float m12 = 0;
97 public float m13 = 0;
98 public float m20 = 0;
99 public float m21 = 0;
100 public float m22 = 0;
101 public float m23 = 0;
102 public float m30 = 0;
103 public float m31 = 0;
104 public float m32 = 0;
105 public float m33 = 1;
106
107 public Matrix4(float m001, float m011, float m021, float m031, float m101, float m111, float m121, float m131, float m201, float m211, float m221, float m231, float m301, float m311, float m321, float m331)
108 {
109 m00 = m001;
110 m01 = m011;
111 m02 = m021;
112 m03 = m031;
113 m10 = m101;
114 m11 = m111;
115 m12 = m121;
116 m13 = m131;
117 m20 = m201;
118 m21 = m211;
119 m22 = m221;
120 m23 = m231;
121 m30 = m301;
122 m31 = m311;
123 m32 = m321;
124 m33 = m331;
125 }
126 public Matrix4()
127 {
128 }
129 public Matrix4(Quaternion r)
130 {
131 m00 = 1 - (2 * (r.y * r.y)) - (2 * (r.z * r.z));
132 m01 = (r.x * r.y * 2) - (r.w * r.z * 2);
133 m02 = (r.x * r.z * 2) + (r.w * r.y * 2);
134 m03 = 0f;
135 m10 = (r.x * r.y * 2) + (r.w * r.z * 2);
136 m11 = 1 - (2 * (r.x * r.x)) - (2 * (r.z * r.z));
137 m12 = (r.y * r.z * 2) - (r.w * r.x * 2);
138 m13 = 0f;
139 m20 = (r.x * r.z * 2) - (r.w * r.y * 2);
140 m21 = (r.y * r.z * 2) - (r.w * r.x * 2);
141 m22 = 1 - (2 * (r.x * r.x)) - (2 * (r.y * r.y));
142 m23 = 0f;
143 m30 = 0f;
144 m31 = 0f;
145 m32 = 0f;
146 m33 = 1f;
147 }
148 public Vertex transform(Vertex o)
149 {
150 Vertex r = new Vertex(0,0,0);
151 // w value implicitly 1 therefore the last + m3x actually represents (m3x * o.W) = m3x
152 // in calculating the dot product.
153 r.X = (m00 * o.X) + (m10 * o.Y) + (m20 * o.Z) + m30;
154 r.Y = (m01 * o.X) + (m11 * o.Y) + (m21 * o.Z) + m31;
155 r.Z = (m02 * o.X) + (m12 * o.Y) + (m22 * o.Z) + m32;
156 return r;
157 }
158}
159
160public class Vertex : PhysicsVector, IComparable<Vertex>
161{
162 public Vertex(float x, float y, float z)
163 : base(x, y, z)
164 {
45 } 165 }
46 166
47 public Vertex normalize() 167 public Vertex normalize()
@@ -62,6 +182,12 @@ public class Vertex : PhysicsVector, IComparable<Vertex>
62 return new Vertex(Y * v.Z - Z * v.Y, Z * v.X - X * v.Z, X * v.Y - Y * v.X); 182 return new Vertex(Y * v.Z - Z * v.Y, Z * v.X - X * v.Z, X * v.Y - Y * v.X);
63 } 183 }
64 184
185 public static Vertex operator *(Vertex v, Quaternion q)
186 {
187 Matrix4 tm = q.computeMatrix();
188 return tm.transform(v);
189 }
190
65 public static Vertex operator +(Vertex v1, Vertex v2) 191 public static Vertex operator +(Vertex v1, Vertex v2)
66 { 192 {
67 return new Vertex(v1.X + v2.X, v1.Y + v2.Y, v1.Z + v2.Z); 193 return new Vertex(v1.X + v2.X, v1.Y + v2.Y, v1.Z + v2.Z);
diff --git a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs
index 80f5bd1..d4b6a50 100644
--- a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs
+++ b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs
@@ -58,6 +58,7 @@ namespace OpenSim.Region.Physics.Meshing
58 // raw files can be imported by blender so a visual inspection of the results can be done 58 // raw files can be imported by blender so a visual inspection of the results can be done
59 // const string baseDir = "rawFiles"; 59 // const string baseDir = "rawFiles";
60 private const string baseDir = null; //"rawFiles"; 60 private const string baseDir = null; //"rawFiles";
61 private const float DEG_TO_RAD = 0.01745329238f;
61 62
62// TODO: unused 63// TODO: unused
63// private static void IntersectionParameterPD(PhysicsVector p1, PhysicsVector r1, PhysicsVector p2, 64// private static void IntersectionParameterPD(PhysicsVector p1, PhysicsVector r1, PhysicsVector p2,
@@ -195,6 +196,7 @@ namespace OpenSim.Region.Physics.Meshing
195 196
196 break; 197 break;
197 198
199 case ProfileShape.HalfCircle:
198 case ProfileShape.Circle: 200 case ProfileShape.Circle:
199 if (pbs.PathCurve == (byte)Extrusion.Straight) 201 if (pbs.PathCurve == (byte)Extrusion.Straight)
200 { 202 {
@@ -359,6 +361,8 @@ namespace OpenSim.Region.Physics.Meshing
359 UInt16 taperY = primShape.PathScaleY; 361 UInt16 taperY = primShape.PathScaleY;
360 UInt16 pathShearX = primShape.PathShearX; 362 UInt16 pathShearX = primShape.PathShearX;
361 UInt16 pathShearY = primShape.PathShearY; 363 UInt16 pathShearY = primShape.PathShearY;
364 Int16 twistTop = primShape.PathTwistBegin;
365 Int16 twistBot = primShape.PathTwist;
362 366
363 367
364 //m_log.Error("pathShear:" + primShape.PathShearX.ToString() + "," + primShape.PathShearY.ToString()); 368 //m_log.Error("pathShear:" + primShape.PathShearX.ToString() + "," + primShape.PathShearY.ToString());
@@ -531,7 +535,42 @@ namespace OpenSim.Region.Physics.Meshing
531 //m_log.Warn("pushY: " + extr.pushY); 535 //m_log.Warn("pushY: " + extr.pushY);
532 } 536 }
533 } 537 }
534 538
539 if (twistTop != 0)
540 {
541 extr.twistTop = 180 * ((float)twistTop / 100);
542 if (extr.twistTop > 0)
543 {
544 extr.twistTop = 360 - (-1 * extr.twistTop);
545
546 }
547
548
549 extr.twistTop = (float)(extr.twistTop * DEG_TO_RAD);
550 }
551
552 float twistMid = ((twistTop + twistBot) * 0.5f);
553
554 if (twistMid != 0)
555 {
556 extr.twistMid = 180 * ((float)twistMid / 100);
557 if (extr.twistMid > 0)
558 {
559 extr.twistMid = 360 - (-1 * extr.twistMid);
560 }
561 extr.twistMid = (float)(extr.twistMid * DEG_TO_RAD);
562 }
563
564 if (twistBot != 0)
565 {
566 extr.twistBot = 180 * ((float)twistBot / 100);
567 if (extr.twistBot > 0)
568 {
569 extr.twistBot = 360 - (-1 * extr.twistBot);
570 }
571 extr.twistBot = (float)(extr.twistBot * DEG_TO_RAD);
572 }
573
535 Mesh result = extr.Extrude(m); 574 Mesh result = extr.Extrude(m);
536 result.DumpRaw(baseDir, primName, "Z extruded"); 575 result.DumpRaw(baseDir, primName, "Z extruded");
537 return result; 576 return result;
@@ -540,6 +579,7 @@ namespace OpenSim.Region.Physics.Meshing
540 private static Mesh CreateCyllinderMesh(String primName, PrimitiveBaseShape primShape, PhysicsVector size) 579 private static Mesh CreateCyllinderMesh(String primName, PrimitiveBaseShape primShape, PhysicsVector size)
541 // Builds the z (+ and -) surfaces of a box shaped prim 580 // Builds the z (+ and -) surfaces of a box shaped prim
542 { 581 {
582
543 UInt16 hollowFactor = primShape.ProfileHollow; 583 UInt16 hollowFactor = primShape.ProfileHollow;
544 UInt16 profileBegin = primShape.ProfileBegin; 584 UInt16 profileBegin = primShape.ProfileBegin;
545 UInt16 profileEnd = primShape.ProfileEnd; 585 UInt16 profileEnd = primShape.ProfileEnd;
@@ -547,6 +587,9 @@ namespace OpenSim.Region.Physics.Meshing
547 UInt16 taperY = primShape.PathScaleY; 587 UInt16 taperY = primShape.PathScaleY;
548 UInt16 pathShearX = primShape.PathShearX; 588 UInt16 pathShearX = primShape.PathShearX;
549 UInt16 pathShearY = primShape.PathShearY; 589 UInt16 pathShearY = primShape.PathShearY;
590 Int16 twistBot = primShape.PathTwist;
591 Int16 twistTop = primShape.PathTwistBegin;
592
550 593
551 // Procedure: This is based on the fact that the upper (plus) and lower (minus) Z-surface 594 // Procedure: This is based on the fact that the upper (plus) and lower (minus) Z-surface
552 // of a block are basically the same 595 // of a block are basically the same
@@ -797,8 +840,45 @@ namespace OpenSim.Region.Physics.Meshing
797 extr.pushY = (float)pathShearY / 100; 840 extr.pushY = (float)pathShearY / 100;
798 //m_log.Warn("pushY: " + extr.pushY); 841 //m_log.Warn("pushY: " + extr.pushY);
799 } 842 }
843
844 }
845
846 if (twistTop != 0)
847 {
848 extr.twistTop = 180 * ((float)twistTop / 100);
849 if (extr.twistTop > 0)
850 {
851 extr.twistTop = 360 - (-1 * extr.twistTop);
852
853 }
854
855
856 extr.twistTop = (float)(extr.twistTop * DEG_TO_RAD);
857 }
858
859 float twistMid = ((twistTop + twistBot) * 0.5f);
860
861 if (twistMid != 0)
862 {
863 extr.twistMid = 180 * ((float)twistMid / 100);
864 if (extr.twistMid > 0)
865 {
866 extr.twistMid = 360 - (-1 * extr.twistMid);
867 }
868 extr.twistMid = (float)(extr.twistMid * DEG_TO_RAD);
869 }
870
871 if (twistBot != 0)
872 {
873 extr.twistBot = 180 * ((float)twistBot / 100);
874 if (extr.twistBot > 0)
875 {
876 extr.twistBot = 360 - (-1 * extr.twistBot);
877 }
878 extr.twistBot = (float)(extr.twistBot * DEG_TO_RAD);
800 } 879 }
801 880
881 //System.Console.WriteLine("[MESH]: twistTop = " + twistTop.ToString() + "|" + extr.twistTop.ToString() + ", twistMid = " + twistMid.ToString() + "|" + extr.twistMid.ToString() + ", twistbot = " + twistBot.ToString() + "|" + extr.twistBot.ToString());
802 Mesh result = extr.Extrude(m); 882 Mesh result = extr.Extrude(m);
803 result.DumpRaw(baseDir, primName, "Z extruded"); 883 result.DumpRaw(baseDir, primName, "Z extruded");
804 return result; 884 return result;
@@ -815,6 +895,8 @@ namespace OpenSim.Region.Physics.Meshing
815 UInt16 pathShearX = primShape.PathShearX; 895 UInt16 pathShearX = primShape.PathShearX;
816 UInt16 pathShearY = primShape.PathShearY; 896 UInt16 pathShearY = primShape.PathShearY;
817 897
898 Int16 twistTop = primShape.PathTwistBegin;
899 Int16 twistBot = primShape.PathTwist;
818 //m_log.Error("pathShear:" + primShape.PathShearX.ToString() + "," + primShape.PathShearY.ToString()); 900 //m_log.Error("pathShear:" + primShape.PathShearX.ToString() + "," + primShape.PathShearY.ToString());
819 //m_log.Error("pathTaper:" + primShape.PathTaperX.ToString() + "," + primShape.PathTaperY.ToString()); 901 //m_log.Error("pathTaper:" + primShape.PathTaperX.ToString() + "," + primShape.PathTaperY.ToString());
820 //m_log.Error("ProfileBegin:" + primShape.ProfileBegin.ToString() + "," + primShape.ProfileBegin.ToString()); 902 //m_log.Error("ProfileBegin:" + primShape.ProfileBegin.ToString() + "," + primShape.ProfileBegin.ToString());
@@ -984,6 +1066,41 @@ namespace OpenSim.Region.Physics.Meshing
984 } 1066 }
985 } 1067 }
986 1068
1069 if (twistTop != 0)
1070 {
1071 extr.twistTop = 180 * ((float)twistTop / 100);
1072 if (extr.twistTop > 0)
1073 {
1074 extr.twistTop = 360 - (-1 * extr.twistTop);
1075
1076 }
1077
1078
1079 extr.twistTop = (float)(extr.twistTop * DEG_TO_RAD);
1080 }
1081
1082 float twistMid = ((twistTop + twistBot) * 0.5f);
1083
1084 if (twistMid != 0)
1085 {
1086 extr.twistMid = 180 * ((float)twistMid / 100);
1087 if (extr.twistMid > 0)
1088 {
1089 extr.twistMid = 360 - (-1 * extr.twistMid);
1090 }
1091 extr.twistMid = (float)(extr.twistMid * DEG_TO_RAD);
1092 }
1093
1094 if (twistBot != 0)
1095 {
1096 extr.twistBot = 180 * ((float)twistBot / 100);
1097 if (extr.twistBot > 0)
1098 {
1099 extr.twistBot = 360 - (-1 * extr.twistBot);
1100 }
1101 extr.twistBot = (float)(extr.twistBot * DEG_TO_RAD);
1102 }
1103
987 Mesh result = extr.Extrude(m); 1104 Mesh result = extr.Extrude(m);
988 result.DumpRaw(baseDir, primName, "Z extruded"); 1105 result.DumpRaw(baseDir, primName, "Z extruded");
989 return result; 1106 return result;