diff options
Diffstat (limited to 'OpenSim/Region')
-rw-r--r-- | OpenSim/Region/Physics/BulletXPlugin/TriangleIndexVertexArray.cs | 322 | ||||
-rw-r--r-- | OpenSim/Region/Physics/Manager/IMesher.cs | 52 | ||||
-rw-r--r-- | OpenSim/Region/Physics/Meshing/Extruder.cs | 166 | ||||
-rw-r--r-- | OpenSim/Region/Physics/Meshing/HelperTypes.cs | 610 | ||||
-rw-r--r-- | OpenSim/Region/Physics/Meshing/Mesh.cs | 426 | ||||
-rw-r--r-- | OpenSim/Region/Physics/Meshing/Meshmerizer.cs | 786 | ||||
-rw-r--r-- | OpenSim/Region/Physics/Meshing/SimpleHull.cs | 726 | ||||
-rw-r--r-- | OpenSim/Region/Physics/Meshing/Simplex.cs | 394 |
8 files changed, 1741 insertions, 1741 deletions
diff --git a/OpenSim/Region/Physics/BulletXPlugin/TriangleIndexVertexArray.cs b/OpenSim/Region/Physics/BulletXPlugin/TriangleIndexVertexArray.cs index fb30296..4f63687 100644 --- a/OpenSim/Region/Physics/BulletXPlugin/TriangleIndexVertexArray.cs +++ b/OpenSim/Region/Physics/BulletXPlugin/TriangleIndexVertexArray.cs | |||
@@ -1,161 +1,161 @@ | |||
1 | /* | 1 | /* |
2 | Bullet for XNA Copyright (c) 2003-2007 Vsevolod Klementjev http://www.codeplex.com/xnadevru | 2 | Bullet for XNA Copyright (c) 2003-2007 Vsevolod Klementjev http://www.codeplex.com/xnadevru |
3 | Bullet original C++ version Copyright (c) 2003-2007 Erwin Coumans http://bulletphysics.com | 3 | Bullet original C++ version Copyright (c) 2003-2007 Erwin Coumans http://bulletphysics.com |
4 | 4 | ||
5 | This software is provided 'as-is', without any express or implied | 5 | This software is provided 'as-is', without any express or implied |
6 | warranty. In no event will the authors be held liable for any damages | 6 | warranty. In no event will the authors be held liable for any damages |
7 | arising from the use of this software. | 7 | arising from the use of this software. |
8 | 8 | ||
9 | Permission is granted to anyone to use this software for any purpose, | 9 | Permission is granted to anyone to use this software for any purpose, |
10 | including commercial applications, and to alter it and redistribute it | 10 | including commercial applications, and to alter it and redistribute it |
11 | freely, subject to the following restrictions: | 11 | freely, subject to the following restrictions: |
12 | 12 | ||
13 | 1. The origin of this software must not be misrepresented; you must not | 13 | 1. The origin of this software must not be misrepresented; you must not |
14 | claim that you wrote the original software. If you use this software | 14 | claim that you wrote the original software. If you use this software |
15 | in a product, an acknowledgment in the product documentation would be | 15 | in a product, an acknowledgment in the product documentation would be |
16 | appreciated but is not required. | 16 | appreciated but is not required. |
17 | 2. Altered source versions must be plainly marked as such, and must not be | 17 | 2. Altered source versions must be plainly marked as such, and must not be |
18 | misrepresented as being the original software. | 18 | misrepresented as being the original software. |
19 | 3. This notice may not be removed or altered from any source distribution. | 19 | 3. This notice may not be removed or altered from any source distribution. |
20 | */ | 20 | */ |
21 | 21 | ||
22 | /* | 22 | /* |
23 | 23 | ||
24 | This file contains a class TriangleIndexVertexArray. I tried using the class with the same name | 24 | This file contains a class TriangleIndexVertexArray. I tried using the class with the same name |
25 | from the BulletX implementation and found it unusable for the purpose of using triangle meshes | 25 | from the BulletX implementation and found it unusable for the purpose of using triangle meshes |
26 | within BulletX as the implementation was painfully incomplete. | 26 | within BulletX as the implementation was painfully incomplete. |
27 | The attempt to derive from the original class failed as viable members were hidden. | 27 | The attempt to derive from the original class failed as viable members were hidden. |
28 | Fiddling around with BulletX itself was not my intention. | 28 | Fiddling around with BulletX itself was not my intention. |
29 | So I copied the class to the BulletX-plugin and modified it. | 29 | So I copied the class to the BulletX-plugin and modified it. |
30 | If you want to fiddle around with it it's up to you to move all this to BulletX. | 30 | If you want to fiddle around with it it's up to you to move all this to BulletX. |
31 | If someone someday implements the missing functionality in BulletX, feel free to remove this class. | 31 | If someone someday implements the missing functionality in BulletX, feel free to remove this class. |
32 | It's just an ugly hack. | 32 | It's just an ugly hack. |
33 | 33 | ||
34 | */ | 34 | */ |
35 | using System; | 35 | using System; |
36 | using System.Collections.Generic; | 36 | using System.Collections.Generic; |
37 | using System.Text; | 37 | using System.Text; |
38 | using MonoXnaCompactMaths; | 38 | using MonoXnaCompactMaths; |
39 | 39 | ||
40 | namespace OpenSim.Region.Physics.BulletXPlugin | 40 | namespace OpenSim.Region.Physics.BulletXPlugin |
41 | { | 41 | { |
42 | /// <summary> | 42 | /// <summary> |
43 | /// IndexedMesh indexes into existing vertex and index arrays, in a similar way OpenGL glDrawElements | 43 | /// IndexedMesh indexes into existing vertex and index arrays, in a similar way OpenGL glDrawElements |
44 | /// instead of the number of indices, we pass the number of triangles | 44 | /// instead of the number of indices, we pass the number of triangles |
45 | /// </summary> | 45 | /// </summary> |
46 | public struct IndexedMesh | 46 | public struct IndexedMesh |
47 | { | 47 | { |
48 | private int _numTriangles; | 48 | private int _numTriangles; |
49 | private int[] _triangleIndexBase; | 49 | private int[] _triangleIndexBase; |
50 | private int _triangleIndexStride; | 50 | private int _triangleIndexStride; |
51 | private int _numVertices; | 51 | private int _numVertices; |
52 | private Vector3[] _vertexBase; | 52 | private Vector3[] _vertexBase; |
53 | private int _vertexStride; | 53 | private int _vertexStride; |
54 | 54 | ||
55 | public IndexedMesh(int numTriangleIndices, int[] triangleIndexBase, int triangleIndexStride, int numVertices, Vector3[] vertexBase, int vertexStride) | 55 | public IndexedMesh(int numTriangleIndices, int[] triangleIndexBase, int triangleIndexStride, int numVertices, Vector3[] vertexBase, int vertexStride) |
56 | { | 56 | { |
57 | _numTriangles = numTriangleIndices; | 57 | _numTriangles = numTriangleIndices; |
58 | _triangleIndexBase = triangleIndexBase; | 58 | _triangleIndexBase = triangleIndexBase; |
59 | _triangleIndexStride = triangleIndexStride; | 59 | _triangleIndexStride = triangleIndexStride; |
60 | _vertexBase = vertexBase; | 60 | _vertexBase = vertexBase; |
61 | _numVertices = numVertices; | 61 | _numVertices = numVertices; |
62 | _vertexStride = vertexStride; | 62 | _vertexStride = vertexStride; |
63 | } | 63 | } |
64 | 64 | ||
65 | public IndexedMesh(int[] triangleIndexBase, Vector3[] vertexBase) | 65 | public IndexedMesh(int[] triangleIndexBase, Vector3[] vertexBase) |
66 | { | 66 | { |
67 | _numTriangles = triangleIndexBase.Length; | 67 | _numTriangles = triangleIndexBase.Length; |
68 | _triangleIndexBase = triangleIndexBase; | 68 | _triangleIndexBase = triangleIndexBase; |
69 | _triangleIndexStride = 32; | 69 | _triangleIndexStride = 32; |
70 | _vertexBase = vertexBase; | 70 | _vertexBase = vertexBase; |
71 | _numVertices = vertexBase.Length; | 71 | _numVertices = vertexBase.Length; |
72 | _vertexStride = 24; | 72 | _vertexStride = 24; |
73 | } | 73 | } |
74 | 74 | ||
75 | public int TriangleCount { get { return _numTriangles; } set { _numTriangles = value; } } | 75 | public int TriangleCount { get { return _numTriangles; } set { _numTriangles = value; } } |
76 | public int[] TriangleIndexBase { get { return _triangleIndexBase; } set { _triangleIndexBase = value; } } | 76 | public int[] TriangleIndexBase { get { return _triangleIndexBase; } set { _triangleIndexBase = value; } } |
77 | public int TriangleIndexStride { get { return _triangleIndexStride; } set { _triangleIndexStride = value; } } | 77 | public int TriangleIndexStride { get { return _triangleIndexStride; } set { _triangleIndexStride = value; } } |
78 | public int VertexCount { get { return _numVertices; } set { _numVertices = value; } } | 78 | public int VertexCount { get { return _numVertices; } set { _numVertices = value; } } |
79 | public Vector3[] VertexBase { get { return _vertexBase; } set { _vertexBase = value; } } | 79 | public Vector3[] VertexBase { get { return _vertexBase; } set { _vertexBase = value; } } |
80 | public int VertexStride { get { return _vertexStride; } set { _vertexStride = value; } } | 80 | public int VertexStride { get { return _vertexStride; } set { _vertexStride = value; } } |
81 | } | 81 | } |
82 | 82 | ||
83 | /// <summary> | 83 | /// <summary> |
84 | /// TriangleIndexVertexArray allows to use multiple meshes, by indexing into existing triangle/index arrays. | 84 | /// TriangleIndexVertexArray allows to use multiple meshes, by indexing into existing triangle/index arrays. |
85 | /// Additional meshes can be added using addIndexedMesh | 85 | /// Additional meshes can be added using addIndexedMesh |
86 | /// </summary> | 86 | /// </summary> |
87 | public class TriangleIndexVertexArray : XnaDevRu.BulletX.StridingMeshInterface | 87 | public class TriangleIndexVertexArray : XnaDevRu.BulletX.StridingMeshInterface |
88 | { | 88 | { |
89 | List<IndexedMesh> _indexedMeshes = new List<IndexedMesh>(); | 89 | List<IndexedMesh> _indexedMeshes = new List<IndexedMesh>(); |
90 | 90 | ||
91 | public TriangleIndexVertexArray() { } | 91 | public TriangleIndexVertexArray() { } |
92 | 92 | ||
93 | public TriangleIndexVertexArray(int numTriangleIndices, int[] triangleIndexBase, int triangleIndexStride, int numVertices, Vector3[] vertexBase, int vertexStride) | 93 | public TriangleIndexVertexArray(int numTriangleIndices, int[] triangleIndexBase, int triangleIndexStride, int numVertices, Vector3[] vertexBase, int vertexStride) |
94 | { | 94 | { |
95 | IndexedMesh mesh = new IndexedMesh(); | 95 | IndexedMesh mesh = new IndexedMesh(); |
96 | mesh.TriangleCount = numTriangleIndices; | 96 | mesh.TriangleCount = numTriangleIndices; |
97 | mesh.TriangleIndexBase = triangleIndexBase; | 97 | mesh.TriangleIndexBase = triangleIndexBase; |
98 | mesh.TriangleIndexStride = triangleIndexStride; | 98 | mesh.TriangleIndexStride = triangleIndexStride; |
99 | mesh.VertexBase = vertexBase; | 99 | mesh.VertexBase = vertexBase; |
100 | mesh.VertexCount = numVertices; | 100 | mesh.VertexCount = numVertices; |
101 | mesh.VertexStride = vertexStride; | 101 | mesh.VertexStride = vertexStride; |
102 | 102 | ||
103 | AddIndexedMesh(mesh); | 103 | AddIndexedMesh(mesh); |
104 | } | 104 | } |
105 | 105 | ||
106 | public TriangleIndexVertexArray(int[] triangleIndexBase, Vector3[] vertexBase) | 106 | public TriangleIndexVertexArray(int[] triangleIndexBase, Vector3[] vertexBase) |
107 | : this(triangleIndexBase.Length, triangleIndexBase, 32, vertexBase.Length, vertexBase, 24) { } | 107 | : this(triangleIndexBase.Length, triangleIndexBase, 32, vertexBase.Length, vertexBase, 24) { } |
108 | 108 | ||
109 | public void AddIndexedMesh(IndexedMesh indexedMesh) | 109 | public void AddIndexedMesh(IndexedMesh indexedMesh) |
110 | { | 110 | { |
111 | _indexedMeshes.Add(indexedMesh); | 111 | _indexedMeshes.Add(indexedMesh); |
112 | } | 112 | } |
113 | 113 | ||
114 | public override void GetLockedVertexIndexBase(out List<Vector3> verts, out List<int> indicies, out int numfaces, int subpart) | 114 | public override void GetLockedVertexIndexBase(out List<Vector3> verts, out List<int> indicies, out int numfaces, int subpart) |
115 | { | 115 | { |
116 | throw new Exception("The method or operation is not implemented."); | 116 | throw new Exception("The method or operation is not implemented."); |
117 | } | 117 | } |
118 | 118 | ||
119 | public override void GetLockedReadOnlyVertexIndexBase(out List<Vector3> verts, out List<int> indicies, out int numfaces, int subpart) | 119 | public override void GetLockedReadOnlyVertexIndexBase(out List<Vector3> verts, out List<int> indicies, out int numfaces, int subpart) |
120 | { | 120 | { |
121 | IndexedMesh m = _indexedMeshes[0]; | 121 | IndexedMesh m = _indexedMeshes[0]; |
122 | Vector3[] vertexBase = m.VertexBase; | 122 | Vector3[] vertexBase = m.VertexBase; |
123 | verts = new List<Vector3>(); | 123 | verts = new List<Vector3>(); |
124 | foreach (Vector3 v in vertexBase) | 124 | foreach (Vector3 v in vertexBase) |
125 | { | 125 | { |
126 | verts.Add(v); | 126 | verts.Add(v); |
127 | } | 127 | } |
128 | int[] indexBase = m.TriangleIndexBase; | 128 | int[] indexBase = m.TriangleIndexBase; |
129 | indicies = new List<int>(); | 129 | indicies = new List<int>(); |
130 | foreach (int i in indexBase) | 130 | foreach (int i in indexBase) |
131 | { | 131 | { |
132 | indicies.Add(i); | 132 | indicies.Add(i); |
133 | } | 133 | } |
134 | numfaces = vertexBase.GetLength(0); | 134 | numfaces = vertexBase.GetLength(0); |
135 | } | 135 | } |
136 | 136 | ||
137 | public override void UnLockVertexBase(int subpart) | 137 | public override void UnLockVertexBase(int subpart) |
138 | { | 138 | { |
139 | throw new Exception("The method or operation is not implemented."); | 139 | throw new Exception("The method or operation is not implemented."); |
140 | } | 140 | } |
141 | 141 | ||
142 | public override void UnLockReadOnlyVertexBase(int subpart) | 142 | public override void UnLockReadOnlyVertexBase(int subpart) |
143 | { | 143 | { |
144 | } | 144 | } |
145 | 145 | ||
146 | public override int SubPartsCount() | 146 | public override int SubPartsCount() |
147 | { | 147 | { |
148 | return _indexedMeshes.Count; | 148 | return _indexedMeshes.Count; |
149 | } | 149 | } |
150 | 150 | ||
151 | public override void PreallocateVertices(int numverts) | 151 | public override void PreallocateVertices(int numverts) |
152 | { | 152 | { |
153 | throw new Exception("The method or operation is not implemented."); | 153 | throw new Exception("The method or operation is not implemented."); |
154 | } | 154 | } |
155 | 155 | ||
156 | public override void PreallocateIndices(int numindices) | 156 | public override void PreallocateIndices(int numindices) |
157 | { | 157 | { |
158 | throw new Exception("The method or operation is not implemented."); | 158 | throw new Exception("The method or operation is not implemented."); |
159 | } | 159 | } |
160 | } | 160 | } |
161 | } | 161 | } |
diff --git a/OpenSim/Region/Physics/Manager/IMesher.cs b/OpenSim/Region/Physics/Manager/IMesher.cs index 037616c..be3b272 100644 --- a/OpenSim/Region/Physics/Manager/IMesher.cs +++ b/OpenSim/Region/Physics/Manager/IMesher.cs | |||
@@ -1,26 +1,26 @@ | |||
1 | using System; | 1 | using System; |
2 | using System.Collections.Generic; | 2 | using System.Collections.Generic; |
3 | using System.Text; | 3 | using System.Text; |
4 | 4 | ||
5 | using OpenSim.Framework; | 5 | using OpenSim.Framework; |
6 | 6 | ||
7 | namespace OpenSim.Region.Physics.Manager | 7 | namespace OpenSim.Region.Physics.Manager |
8 | { | 8 | { |
9 | public interface IMesher | 9 | public interface IMesher |
10 | { | 10 | { |
11 | IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, PhysicsVector size); | 11 | IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, PhysicsVector size); |
12 | } | 12 | } |
13 | 13 | ||
14 | public interface IVertex { | 14 | public interface IVertex { |
15 | } | 15 | } |
16 | 16 | ||
17 | public interface IMesh | 17 | public interface IMesh |
18 | { | 18 | { |
19 | List<PhysicsVector> getVertexList(); | 19 | List<PhysicsVector> getVertexList(); |
20 | int[] getIndexListAsInt(); | 20 | int[] getIndexListAsInt(); |
21 | int[] getIndexListAsIntLocked(); | 21 | int[] getIndexListAsIntLocked(); |
22 | float[] getVertexListAsFloatLocked(); | 22 | float[] getVertexListAsFloatLocked(); |
23 | 23 | ||
24 | 24 | ||
25 | } | 25 | } |
26 | } | 26 | } |
diff --git a/OpenSim/Region/Physics/Meshing/Extruder.cs b/OpenSim/Region/Physics/Meshing/Extruder.cs index 63d727f..c8fd91b 100644 --- a/OpenSim/Region/Physics/Meshing/Extruder.cs +++ b/OpenSim/Region/Physics/Meshing/Extruder.cs | |||
@@ -1,83 +1,83 @@ | |||
1 | using System; | 1 | using System; |
2 | using System.Collections.Generic; | 2 | using System.Collections.Generic; |
3 | using System.Text; | 3 | using System.Text; |
4 | 4 | ||
5 | namespace OpenSim.Region.Physics.Meshing | 5 | namespace OpenSim.Region.Physics.Meshing |
6 | { | 6 | { |
7 | class Extruder | 7 | class Extruder |
8 | { | 8 | { |
9 | public float startParameter; | 9 | public float startParameter; |
10 | public float stopParameter; | 10 | public float stopParameter; |
11 | public Manager.PhysicsVector size; | 11 | public Manager.PhysicsVector size; |
12 | 12 | ||
13 | public Mesh Extrude(Mesh m) | 13 | public Mesh Extrude(Mesh m) |
14 | { | 14 | { |
15 | // Currently only works for iSteps=1; | 15 | // Currently only works for iSteps=1; |
16 | Mesh result = new Mesh(); | 16 | Mesh result = new Mesh(); |
17 | 17 | ||
18 | Mesh workingPlus = m.Clone(); | 18 | Mesh workingPlus = m.Clone(); |
19 | Mesh workingMinus = m.Clone(); | 19 | Mesh workingMinus = m.Clone(); |
20 | 20 | ||
21 | foreach (Vertex v in workingPlus.vertices) | 21 | foreach (Vertex v in workingPlus.vertices) |
22 | { | 22 | { |
23 | if (v == null) | 23 | if (v == null) |
24 | continue; | 24 | continue; |
25 | 25 | ||
26 | v.Z = +.5f; | 26 | v.Z = +.5f; |
27 | v.X *= size.X; | 27 | v.X *= size.X; |
28 | v.Y *= size.Y; | 28 | v.Y *= size.Y; |
29 | v.Z *= size.Z; | 29 | v.Z *= size.Z; |
30 | } | 30 | } |
31 | 31 | ||
32 | foreach (Vertex v in workingMinus.vertices) | 32 | foreach (Vertex v in workingMinus.vertices) |
33 | { | 33 | { |
34 | if (v == null) | 34 | if (v == null) |
35 | continue; | 35 | continue; |
36 | 36 | ||
37 | v.Z = -.5f; | 37 | v.Z = -.5f; |
38 | v.X *= size.X; | 38 | v.X *= size.X; |
39 | v.Y *= size.Y; | 39 | v.Y *= size.Y; |
40 | v.Z *= size.Z; | 40 | v.Z *= size.Z; |
41 | } | 41 | } |
42 | 42 | ||
43 | foreach (Triangle t in workingMinus.triangles) | 43 | foreach (Triangle t in workingMinus.triangles) |
44 | { | 44 | { |
45 | t.invertNormal(); | 45 | t.invertNormal(); |
46 | } | 46 | } |
47 | 47 | ||
48 | result.Append(workingMinus); | 48 | result.Append(workingMinus); |
49 | result.Append(workingPlus); | 49 | result.Append(workingPlus); |
50 | 50 | ||
51 | int iLastNull = 0; | 51 | int iLastNull = 0; |
52 | for (int i = 0; i < workingPlus.vertices.Count; i++) | 52 | for (int i = 0; i < workingPlus.vertices.Count; i++) |
53 | { | 53 | { |
54 | int iNext = (i + 1); | 54 | int iNext = (i + 1); |
55 | 55 | ||
56 | if (workingPlus.vertices[i] == null) // Can't make a simplex here | 56 | if (workingPlus.vertices[i] == null) // Can't make a simplex here |
57 | { | 57 | { |
58 | iLastNull = i+1; | 58 | iLastNull = i+1; |
59 | continue; | 59 | continue; |
60 | } | 60 | } |
61 | 61 | ||
62 | if (i == workingPlus.vertices.Count-1) // End of list | 62 | if (i == workingPlus.vertices.Count-1) // End of list |
63 | { | 63 | { |
64 | iNext = iLastNull; | 64 | iNext = iLastNull; |
65 | } | 65 | } |
66 | 66 | ||
67 | if (workingPlus.vertices[iNext] == null) // Null means wrap to begin of last segment | 67 | if (workingPlus.vertices[iNext] == null) // Null means wrap to begin of last segment |
68 | { | 68 | { |
69 | iNext = iLastNull; | 69 | iNext = iLastNull; |
70 | } | 70 | } |
71 | 71 | ||
72 | Triangle tSide; | 72 | Triangle tSide; |
73 | tSide = new Triangle(workingPlus.vertices[i], workingMinus.vertices[i], workingPlus.vertices[iNext]); | 73 | tSide = new Triangle(workingPlus.vertices[i], workingMinus.vertices[i], workingPlus.vertices[iNext]); |
74 | result.Add(tSide); | 74 | result.Add(tSide); |
75 | 75 | ||
76 | tSide = new Triangle(workingPlus.vertices[iNext], workingMinus.vertices[i], workingMinus.vertices[iNext]); | 76 | tSide = new Triangle(workingPlus.vertices[iNext], workingMinus.vertices[i], workingMinus.vertices[iNext]); |
77 | result.Add(tSide); | 77 | result.Add(tSide); |
78 | } | 78 | } |
79 | 79 | ||
80 | return result; | 80 | return result; |
81 | } | 81 | } |
82 | } | 82 | } |
83 | } | 83 | } |
diff --git a/OpenSim/Region/Physics/Meshing/HelperTypes.cs b/OpenSim/Region/Physics/Meshing/HelperTypes.cs index 9e75826..be82c32 100644 --- a/OpenSim/Region/Physics/Meshing/HelperTypes.cs +++ b/OpenSim/Region/Physics/Meshing/HelperTypes.cs | |||
@@ -1,306 +1,306 @@ | |||
1 | /* | 1 | /* |
2 | * Copyright (c) Contributors, http://opensimulator.org/ | 2 | * Copyright (c) Contributors, http://opensimulator.org/ |
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | 3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. |
4 | * | 4 | * |
5 | * Redistribution and use in source and binary forms, with or without | 5 | * Redistribution and use in source and binary forms, with or without |
6 | * modification, are permitted provided that the following conditions are met: | 6 | * modification, are permitted provided that the following conditions are met: |
7 | * * Redistributions of source code must retain the above copyright | 7 | * * Redistributions of source code must retain the above copyright |
8 | * notice, this list of conditions and the following disclaimer. | 8 | * notice, this list of conditions and the following disclaimer. |
9 | * * Redistributions in binary form must reproduce the above copyright | 9 | * * Redistributions in binary form must reproduce the above copyright |
10 | * notice, this list of conditions and the following disclaimer in the | 10 | * notice, this list of conditions and the following disclaimer in the |
11 | * documentation and/or other materials provided with the distribution. | 11 | * documentation and/or other materials provided with the distribution. |
12 | * * Neither the name of the OpenSim Project nor the | 12 | * * Neither the name of the OpenSim Project nor the |
13 | * names of its contributors may be used to endorse or promote products | 13 | * names of its contributors may be used to endorse or promote products |
14 | * derived from this software without specific prior written permission. | 14 | * derived from this software without specific prior written permission. |
15 | * | 15 | * |
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS AS IS AND ANY | 16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS AS IS AND ANY |
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | 17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED |
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | 18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE |
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | 19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY |
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | 20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES |
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | 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 | 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 | 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 | 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. | 25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
26 | * | 26 | * |
27 | */ | 27 | */ |
28 | 28 | ||
29 | using System; | 29 | using System; |
30 | using System.Collections.Generic; | 30 | using System.Collections.Generic; |
31 | using System.Diagnostics; | 31 | using System.Diagnostics; |
32 | using System.Globalization; | 32 | using System.Globalization; |
33 | using OpenSim.Framework.Console; | 33 | using OpenSim.Framework.Console; |
34 | using OpenSim.Region.Physics.Manager; | 34 | using OpenSim.Region.Physics.Manager; |
35 | 35 | ||
36 | using OpenSim.Region.Physics.Meshing; | 36 | using OpenSim.Region.Physics.Meshing; |
37 | 37 | ||
38 | public class Vertex : PhysicsVector, IComparable<Vertex> | 38 | public class Vertex : PhysicsVector, IComparable<Vertex> |
39 | { | 39 | { |
40 | public Vertex(float x, float y, float z) | 40 | public Vertex(float x, float y, float z) |
41 | : base(x, y, z) | 41 | : base(x, y, z) |
42 | { | 42 | { |
43 | } | 43 | } |
44 | 44 | ||
45 | public Vertex(PhysicsVector v) | 45 | public Vertex(PhysicsVector v) |
46 | : base(v.X, v.Y, v.Z) | 46 | : base(v.X, v.Y, v.Z) |
47 | { | 47 | { |
48 | } | 48 | } |
49 | 49 | ||
50 | public Vertex Clone() | 50 | public Vertex Clone() |
51 | { | 51 | { |
52 | return new Vertex(X, Y, Z); | 52 | return new Vertex(X, Y, Z); |
53 | } | 53 | } |
54 | 54 | ||
55 | public static Vertex FromAngle(double angle) | 55 | public static Vertex FromAngle(double angle) |
56 | { | 56 | { |
57 | return new Vertex((float)Math.Cos(angle), (float)Math.Sin(angle), 0.0f); | 57 | return new Vertex((float)Math.Cos(angle), (float)Math.Sin(angle), 0.0f); |
58 | } | 58 | } |
59 | 59 | ||
60 | 60 | ||
61 | public virtual bool Equals(Vertex v, float tolerance) | 61 | public virtual bool Equals(Vertex v, float tolerance) |
62 | { | 62 | { |
63 | PhysicsVector diff = this - v; | 63 | PhysicsVector diff = this - v; |
64 | float d = diff.length(); | 64 | float d = diff.length(); |
65 | if (d < tolerance) | 65 | if (d < tolerance) |
66 | return true; | 66 | return true; |
67 | 67 | ||
68 | return false; | 68 | return false; |
69 | } | 69 | } |
70 | 70 | ||
71 | 71 | ||
72 | public int CompareTo(Vertex other) | 72 | public int CompareTo(Vertex other) |
73 | { | 73 | { |
74 | if (X < other.X) | 74 | if (X < other.X) |
75 | return -1; | 75 | return -1; |
76 | 76 | ||
77 | if (X > other.X) | 77 | if (X > other.X) |
78 | return 1; | 78 | return 1; |
79 | 79 | ||
80 | if (Y < other.Y) | 80 | if (Y < other.Y) |
81 | return -1; | 81 | return -1; |
82 | 82 | ||
83 | if (Y > other.Y) | 83 | if (Y > other.Y) |
84 | return 1; | 84 | return 1; |
85 | 85 | ||
86 | if (Z < other.Z) | 86 | if (Z < other.Z) |
87 | return -1; | 87 | return -1; |
88 | 88 | ||
89 | if (Z > other.Z) | 89 | if (Z > other.Z) |
90 | return 1; | 90 | return 1; |
91 | 91 | ||
92 | return 0; | 92 | return 0; |
93 | } | 93 | } |
94 | 94 | ||
95 | public static bool operator >(Vertex me, Vertex other) | 95 | public static bool operator >(Vertex me, Vertex other) |
96 | { | 96 | { |
97 | return me.CompareTo(other) > 0; | 97 | return me.CompareTo(other) > 0; |
98 | } | 98 | } |
99 | 99 | ||
100 | public static bool operator <(Vertex me, Vertex other) | 100 | public static bool operator <(Vertex me, Vertex other) |
101 | { | 101 | { |
102 | return me.CompareTo(other) < 0; | 102 | return me.CompareTo(other) < 0; |
103 | } | 103 | } |
104 | public String ToRaw() | 104 | public String ToRaw() |
105 | { | 105 | { |
106 | // Why this stuff with the number formatter? | 106 | // Why this stuff with the number formatter? |
107 | // Well, the raw format uses the english/US notation of numbers | 107 | // Well, the raw format uses the english/US notation of numbers |
108 | // where the "," separates groups of 1000 while the "." marks the border between 1 and 10E-1. | 108 | // where the "," separates groups of 1000 while the "." marks the border between 1 and 10E-1. |
109 | // The german notation uses these characters exactly vice versa! | 109 | // The german notation uses these characters exactly vice versa! |
110 | // The Float.ToString() routine is a localized one, giving different results depending on the country | 110 | // The Float.ToString() routine is a localized one, giving different results depending on the country |
111 | // settings your machine works with. Unusable for a machine readable file format :-( | 111 | // settings your machine works with. Unusable for a machine readable file format :-( |
112 | NumberFormatInfo nfi = new NumberFormatInfo(); | 112 | NumberFormatInfo nfi = new NumberFormatInfo(); |
113 | nfi.NumberDecimalSeparator = "."; | 113 | nfi.NumberDecimalSeparator = "."; |
114 | nfi.NumberDecimalDigits = 3; | 114 | nfi.NumberDecimalDigits = 3; |
115 | 115 | ||
116 | String s1 = X.ToString("N2", nfi) + " " + Y.ToString("N2", nfi) + " " + Z.ToString("N2", nfi); | 116 | String s1 = X.ToString("N2", nfi) + " " + Y.ToString("N2", nfi) + " " + Z.ToString("N2", nfi); |
117 | 117 | ||
118 | return s1; | 118 | return s1; |
119 | } | 119 | } |
120 | 120 | ||
121 | } | 121 | } |
122 | 122 | ||
123 | public class Triangle | 123 | public class Triangle |
124 | { | 124 | { |
125 | public Vertex v1; | 125 | public Vertex v1; |
126 | public Vertex v2; | 126 | public Vertex v2; |
127 | public Vertex v3; | 127 | public Vertex v3; |
128 | 128 | ||
129 | private float radius_square; | 129 | private float radius_square; |
130 | private float cx; | 130 | private float cx; |
131 | private float cy; | 131 | private float cy; |
132 | 132 | ||
133 | public Triangle(Vertex _v1, Vertex _v2, Vertex _v3) | 133 | public Triangle(Vertex _v1, Vertex _v2, Vertex _v3) |
134 | { | 134 | { |
135 | v1 = _v1; | 135 | v1 = _v1; |
136 | v2 = _v2; | 136 | v2 = _v2; |
137 | v3 = _v3; | 137 | v3 = _v3; |
138 | 138 | ||
139 | CalcCircle(); | 139 | CalcCircle(); |
140 | } | 140 | } |
141 | 141 | ||
142 | public bool isInCircle(float x, float y) | 142 | public bool isInCircle(float x, float y) |
143 | { | 143 | { |
144 | float dx, dy; | 144 | float dx, dy; |
145 | float dd; | 145 | float dd; |
146 | 146 | ||
147 | dx = x - cx; | 147 | dx = x - cx; |
148 | dy = y - cy; | 148 | dy = y - cy; |
149 | 149 | ||
150 | dd = dx*dx + dy*dy; | 150 | dd = dx*dx + dy*dy; |
151 | if (dd < radius_square) | 151 | if (dd < radius_square) |
152 | return true; | 152 | return true; |
153 | else | 153 | else |
154 | return false; | 154 | return false; |
155 | } | 155 | } |
156 | 156 | ||
157 | public bool isDegraded() | 157 | public bool isDegraded() |
158 | { | 158 | { |
159 | // This means, the vertices of this triangle are somewhat strange. | 159 | // This means, the vertices of this triangle are somewhat strange. |
160 | // They either line up or at least two of them are identical | 160 | // They either line up or at least two of them are identical |
161 | return (radius_square == 0.0); | 161 | return (radius_square == 0.0); |
162 | } | 162 | } |
163 | 163 | ||
164 | private void CalcCircle() | 164 | private void CalcCircle() |
165 | { | 165 | { |
166 | // Calculate the center and the radius of a circle given by three points p1, p2, p3 | 166 | // Calculate the center and the radius of a circle given by three points p1, p2, p3 |
167 | // It is assumed, that the triangles vertices are already set correctly | 167 | // It is assumed, that the triangles vertices are already set correctly |
168 | double p1x, p2x, p1y, p2y, p3x, p3y; | 168 | double p1x, p2x, p1y, p2y, p3x, p3y; |
169 | 169 | ||
170 | // Deviation of this routine: | 170 | // Deviation of this routine: |
171 | // A circle has the general equation (M-p)^2=r^2, where M and p are vectors | 171 | // A circle has the general equation (M-p)^2=r^2, where M and p are vectors |
172 | // this gives us three equations f(p)=r^2, each for one point p1, p2, p3 | 172 | // this gives us three equations f(p)=r^2, each for one point p1, p2, p3 |
173 | // putting respectively two equations together gives two equations | 173 | // putting respectively two equations together gives two equations |
174 | // f(p1)=f(p2) and f(p1)=f(p3) | 174 | // f(p1)=f(p2) and f(p1)=f(p3) |
175 | // bringing all constant terms to one side brings them to the form | 175 | // bringing all constant terms to one side brings them to the form |
176 | // M*v1=c1 resp.M*v2=c2 where v1=(p1-p2) and v2=(p1-p3) (still vectors) | 176 | // M*v1=c1 resp.M*v2=c2 where v1=(p1-p2) and v2=(p1-p3) (still vectors) |
177 | // and c1, c2 are scalars (Naming conventions like the variables below) | 177 | // and c1, c2 are scalars (Naming conventions like the variables below) |
178 | // Now using the equations that are formed by the components of the vectors | 178 | // Now using the equations that are formed by the components of the vectors |
179 | // and isolate Mx lets you make one equation that only holds My | 179 | // and isolate Mx lets you make one equation that only holds My |
180 | // The rest is straight forward and eaasy :-) | 180 | // The rest is straight forward and eaasy :-) |
181 | // | 181 | // |
182 | 182 | ||
183 | /* helping variables for temporary results */ | 183 | /* helping variables for temporary results */ |
184 | double c1, c2; | 184 | double c1, c2; |
185 | double v1x, v1y, v2x, v2y; | 185 | double v1x, v1y, v2x, v2y; |
186 | 186 | ||
187 | double z, n; | 187 | double z, n; |
188 | 188 | ||
189 | double rx, ry; | 189 | double rx, ry; |
190 | 190 | ||
191 | // Readout the three points, the triangle consists of | 191 | // Readout the three points, the triangle consists of |
192 | p1x = v1.X; | 192 | p1x = v1.X; |
193 | p1y = v1.Y; | 193 | p1y = v1.Y; |
194 | 194 | ||
195 | p2x = v2.X; | 195 | p2x = v2.X; |
196 | p2y = v2.Y; | 196 | p2y = v2.Y; |
197 | 197 | ||
198 | p3x = v3.X; | 198 | p3x = v3.X; |
199 | p3y = v3.Y; | 199 | p3y = v3.Y; |
200 | 200 | ||
201 | /* calc helping values first */ | 201 | /* calc helping values first */ |
202 | c1 = (p1x*p1x + p1y*p1y - p2x*p2x - p2y*p2y)/2; | 202 | c1 = (p1x*p1x + p1y*p1y - p2x*p2x - p2y*p2y)/2; |
203 | c2 = (p1x*p1x + p1y*p1y - p3x*p3x - p3y*p3y)/2; | 203 | c2 = (p1x*p1x + p1y*p1y - p3x*p3x - p3y*p3y)/2; |
204 | 204 | ||
205 | v1x = p1x - p2x; | 205 | v1x = p1x - p2x; |
206 | v1y = p1y - p2y; | 206 | v1y = p1y - p2y; |
207 | 207 | ||
208 | v2x = p1x - p3x; | 208 | v2x = p1x - p3x; |
209 | v2y = p1y - p3y; | 209 | v2y = p1y - p3y; |
210 | 210 | ||
211 | z = (c1*v2x - c2*v1x); | 211 | z = (c1*v2x - c2*v1x); |
212 | n = (v1y*v2x - v2y*v1x); | 212 | n = (v1y*v2x - v2y*v1x); |
213 | 213 | ||
214 | if (n == 0.0) // This is no triangle, i.e there are (at least) two points at the same location | 214 | if (n == 0.0) // This is no triangle, i.e there are (at least) two points at the same location |
215 | { | 215 | { |
216 | radius_square = 0.0f; | 216 | radius_square = 0.0f; |
217 | return; | 217 | return; |
218 | } | 218 | } |
219 | 219 | ||
220 | cy = (float) (z/n); | 220 | cy = (float) (z/n); |
221 | 221 | ||
222 | if (v2x != 0.0) | 222 | if (v2x != 0.0) |
223 | { | 223 | { |
224 | cx = (float) ((c2 - v2y*cy)/v2x); | 224 | cx = (float) ((c2 - v2y*cy)/v2x); |
225 | } | 225 | } |
226 | else if (v1x != 0.0) | 226 | else if (v1x != 0.0) |
227 | { | 227 | { |
228 | cx = (float) ((c1 - v1y*cy)/v1x); | 228 | cx = (float) ((c1 - v1y*cy)/v1x); |
229 | } | 229 | } |
230 | else | 230 | else |
231 | { | 231 | { |
232 | Debug.Assert(false, "Malformed triangle"); /* Both terms zero means nothing good */ | 232 | Debug.Assert(false, "Malformed triangle"); /* Both terms zero means nothing good */ |
233 | } | 233 | } |
234 | 234 | ||
235 | rx = (p1x - cx); | 235 | rx = (p1x - cx); |
236 | ry = (p1y - cy); | 236 | ry = (p1y - cy); |
237 | 237 | ||
238 | radius_square = (float) (rx*rx + ry*ry); | 238 | radius_square = (float) (rx*rx + ry*ry); |
239 | } | 239 | } |
240 | 240 | ||
241 | public List<Simplex> GetSimplices() | 241 | public List<Simplex> GetSimplices() |
242 | { | 242 | { |
243 | List<Simplex> result = new List<Simplex>(); | 243 | List<Simplex> result = new List<Simplex>(); |
244 | Simplex s1 = new Simplex(v1, v2); | 244 | Simplex s1 = new Simplex(v1, v2); |
245 | Simplex s2 = new Simplex(v2, v3); | 245 | Simplex s2 = new Simplex(v2, v3); |
246 | Simplex s3 = new Simplex(v3, v1); | 246 | Simplex s3 = new Simplex(v3, v1); |
247 | 247 | ||
248 | result.Add(s1); | 248 | result.Add(s1); |
249 | result.Add(s2); | 249 | result.Add(s2); |
250 | result.Add(s3); | 250 | result.Add(s3); |
251 | 251 | ||
252 | return result; | 252 | return result; |
253 | } | 253 | } |
254 | 254 | ||
255 | public override String ToString() | 255 | public override String ToString() |
256 | { | 256 | { |
257 | NumberFormatInfo nfi = new NumberFormatInfo(); | 257 | NumberFormatInfo nfi = new NumberFormatInfo(); |
258 | nfi.CurrencyDecimalDigits = 2; | 258 | nfi.CurrencyDecimalDigits = 2; |
259 | nfi.CurrencyDecimalSeparator = "."; | 259 | nfi.CurrencyDecimalSeparator = "."; |
260 | 260 | ||
261 | String s1 = "<" + v1.X.ToString(nfi) + "," + v1.Y.ToString(nfi) + "," + v1.Z.ToString(nfi) + ">"; | 261 | String s1 = "<" + v1.X.ToString(nfi) + "," + v1.Y.ToString(nfi) + "," + v1.Z.ToString(nfi) + ">"; |
262 | String s2 = "<" + v2.X.ToString(nfi) + "," + v2.Y.ToString(nfi) + "," + v2.Z.ToString(nfi) + ">"; | 262 | String s2 = "<" + v2.X.ToString(nfi) + "," + v2.Y.ToString(nfi) + "," + v2.Z.ToString(nfi) + ">"; |
263 | String s3 = "<" + v3.X.ToString(nfi) + "," + v3.Y.ToString(nfi) + "," + v3.Z.ToString(nfi) + ">"; | 263 | String s3 = "<" + v3.X.ToString(nfi) + "," + v3.Y.ToString(nfi) + "," + v3.Z.ToString(nfi) + ">"; |
264 | 264 | ||
265 | return s1 + ";" + s2 + ";" + s3; | 265 | return s1 + ";" + s2 + ";" + s3; |
266 | } | 266 | } |
267 | 267 | ||
268 | public PhysicsVector getNormal() | 268 | public PhysicsVector getNormal() |
269 | { | 269 | { |
270 | // Vertices | 270 | // Vertices |
271 | 271 | ||
272 | // Vectors for edges | 272 | // Vectors for edges |
273 | PhysicsVector e1; | 273 | PhysicsVector e1; |
274 | PhysicsVector e2; | 274 | PhysicsVector e2; |
275 | 275 | ||
276 | e1 = new PhysicsVector(v1.X - v2.X, v1.Y - v2.Y, v1.Z - v2.Z); | 276 | e1 = new PhysicsVector(v1.X - v2.X, v1.Y - v2.Y, v1.Z - v2.Z); |
277 | e2 = new PhysicsVector(v1.X - v3.X, v1.Y - v3.Y, v1.Z - v3.Z); | 277 | e2 = new PhysicsVector(v1.X - v3.X, v1.Y - v3.Y, v1.Z - v3.Z); |
278 | 278 | ||
279 | // Cross product for normal | 279 | // Cross product for normal |
280 | PhysicsVector n = PhysicsVector.cross(e1, e2); | 280 | PhysicsVector n = PhysicsVector.cross(e1, e2); |
281 | 281 | ||
282 | // Length | 282 | // Length |
283 | float l = n.length(); | 283 | float l = n.length(); |
284 | 284 | ||
285 | // Normalized "normal" | 285 | // Normalized "normal" |
286 | n = n / l; | 286 | n = n / l; |
287 | 287 | ||
288 | return n; | 288 | return n; |
289 | } | 289 | } |
290 | 290 | ||
291 | public void invertNormal() | 291 | public void invertNormal() |
292 | { | 292 | { |
293 | Vertex vt; | 293 | Vertex vt; |
294 | vt = v1; | 294 | vt = v1; |
295 | v1 = v2; | 295 | v1 = v2; |
296 | v2 = vt; | 296 | v2 = vt; |
297 | } | 297 | } |
298 | 298 | ||
299 | // Dumps a triangle in the "raw faces" format, blender can import. This is for visualisation and | 299 | // Dumps a triangle in the "raw faces" format, blender can import. This is for visualisation and |
300 | // debugging purposes | 300 | // debugging purposes |
301 | public String ToStringRaw() | 301 | public String ToStringRaw() |
302 | { | 302 | { |
303 | String output = v1.ToRaw() + " " + v2.ToRaw() + " " +v3.ToRaw(); | 303 | String output = v1.ToRaw() + " " + v2.ToRaw() + " " +v3.ToRaw(); |
304 | return output; | 304 | return output; |
305 | } | 305 | } |
306 | } \ No newline at end of file | 306 | } \ No newline at end of file |
diff --git a/OpenSim/Region/Physics/Meshing/Mesh.cs b/OpenSim/Region/Physics/Meshing/Mesh.cs index fd4ce4e..f569386 100644 --- a/OpenSim/Region/Physics/Meshing/Mesh.cs +++ b/OpenSim/Region/Physics/Meshing/Mesh.cs | |||
@@ -1,213 +1,213 @@ | |||
1 | using System; | 1 | using System; |
2 | using System.IO; | 2 | using System.IO; |
3 | using System.Collections.Generic; | 3 | using System.Collections.Generic; |
4 | using System.Text; | 4 | using System.Text; |
5 | 5 | ||
6 | using System.Runtime.InteropServices; | 6 | using System.Runtime.InteropServices; |
7 | 7 | ||
8 | 8 | ||
9 | using OpenSim.Region.Physics.Manager; | 9 | using OpenSim.Region.Physics.Manager; |
10 | 10 | ||
11 | namespace OpenSim.Region.Physics.Meshing | 11 | namespace OpenSim.Region.Physics.Meshing |
12 | { | 12 | { |
13 | public class Mesh : IMesh | 13 | public class Mesh : IMesh |
14 | { | 14 | { |
15 | public List<Vertex> vertices; | 15 | public List<Vertex> vertices; |
16 | public List<Triangle> triangles; | 16 | public List<Triangle> triangles; |
17 | 17 | ||
18 | public float[] normals; | 18 | public float[] normals; |
19 | 19 | ||
20 | public Mesh() | 20 | public Mesh() |
21 | { | 21 | { |
22 | vertices = new List<Vertex>(); | 22 | vertices = new List<Vertex>(); |
23 | triangles = new List<Triangle>(); | 23 | triangles = new List<Triangle>(); |
24 | } | 24 | } |
25 | 25 | ||
26 | public Mesh Clone() | 26 | public Mesh Clone() |
27 | { | 27 | { |
28 | Mesh result = new Mesh(); | 28 | Mesh result = new Mesh(); |
29 | 29 | ||
30 | foreach (Vertex v in vertices) | 30 | foreach (Vertex v in vertices) |
31 | { | 31 | { |
32 | if (v == null) | 32 | if (v == null) |
33 | result.vertices.Add(null); | 33 | result.vertices.Add(null); |
34 | else | 34 | else |
35 | result.vertices.Add(v.Clone()); | 35 | result.vertices.Add(v.Clone()); |
36 | } | 36 | } |
37 | 37 | ||
38 | foreach (Triangle t in triangles) | 38 | foreach (Triangle t in triangles) |
39 | { | 39 | { |
40 | int iV1, iV2, iV3; | 40 | int iV1, iV2, iV3; |
41 | iV1 = this.vertices.IndexOf(t.v1); | 41 | iV1 = this.vertices.IndexOf(t.v1); |
42 | iV2 = this.vertices.IndexOf(t.v2); | 42 | iV2 = this.vertices.IndexOf(t.v2); |
43 | iV3 = this.vertices.IndexOf(t.v3); | 43 | iV3 = this.vertices.IndexOf(t.v3); |
44 | 44 | ||
45 | Triangle newT = new Triangle(result.vertices[iV1], result.vertices[iV2], result.vertices[iV3]); | 45 | Triangle newT = new Triangle(result.vertices[iV1], result.vertices[iV2], result.vertices[iV3]); |
46 | result.Add(newT); | 46 | result.Add(newT); |
47 | } | 47 | } |
48 | 48 | ||
49 | return result; | 49 | return result; |
50 | } | 50 | } |
51 | 51 | ||
52 | 52 | ||
53 | 53 | ||
54 | public void Add(Triangle triangle) | 54 | public void Add(Triangle triangle) |
55 | { | 55 | { |
56 | int i; | 56 | int i; |
57 | i = vertices.IndexOf(triangle.v1); | 57 | i = vertices.IndexOf(triangle.v1); |
58 | if (i < 0) | 58 | if (i < 0) |
59 | throw new ArgumentException("Vertex v1 not known to mesh"); | 59 | throw new ArgumentException("Vertex v1 not known to mesh"); |
60 | i = vertices.IndexOf(triangle.v2); | 60 | i = vertices.IndexOf(triangle.v2); |
61 | if (i < 0) | 61 | if (i < 0) |
62 | throw new ArgumentException("Vertex v2 not known to mesh"); | 62 | throw new ArgumentException("Vertex v2 not known to mesh"); |
63 | i = vertices.IndexOf(triangle.v3); | 63 | i = vertices.IndexOf(triangle.v3); |
64 | if (i < 0) | 64 | if (i < 0) |
65 | throw new ArgumentException("Vertex v3 not known to mesh"); | 65 | throw new ArgumentException("Vertex v3 not known to mesh"); |
66 | 66 | ||
67 | triangles.Add(triangle); | 67 | triangles.Add(triangle); |
68 | } | 68 | } |
69 | 69 | ||
70 | public void Add(Vertex v) | 70 | public void Add(Vertex v) |
71 | { | 71 | { |
72 | vertices.Add(v); | 72 | vertices.Add(v); |
73 | } | 73 | } |
74 | 74 | ||
75 | public void Remove(Vertex v) | 75 | public void Remove(Vertex v) |
76 | { | 76 | { |
77 | int i; | 77 | int i; |
78 | 78 | ||
79 | // First, remove all triangles that are build on v | 79 | // First, remove all triangles that are build on v |
80 | for (i = 0; i < triangles.Count; i++) | 80 | for (i = 0; i < triangles.Count; i++) |
81 | { | 81 | { |
82 | Triangle t = triangles[i]; | 82 | Triangle t = triangles[i]; |
83 | if (t.v1 == v || t.v2 == v || t.v3 == v) | 83 | if (t.v1 == v || t.v2 == v || t.v3 == v) |
84 | { | 84 | { |
85 | triangles.RemoveAt(i); | 85 | triangles.RemoveAt(i); |
86 | i--; | 86 | i--; |
87 | } | 87 | } |
88 | } | 88 | } |
89 | 89 | ||
90 | // Second remove v itself | 90 | // Second remove v itself |
91 | vertices.Remove(v); | 91 | vertices.Remove(v); |
92 | } | 92 | } |
93 | 93 | ||
94 | public void RemoveTrianglesOutside(SimpleHull hull) | 94 | public void RemoveTrianglesOutside(SimpleHull hull) |
95 | { | 95 | { |
96 | int i; | 96 | int i; |
97 | 97 | ||
98 | for (i = 0; i < triangles.Count; i++) | 98 | for (i = 0; i < triangles.Count; i++) |
99 | { | 99 | { |
100 | Triangle t = triangles[i]; | 100 | Triangle t = triangles[i]; |
101 | Vertex v1 = t.v1; | 101 | Vertex v1 = t.v1; |
102 | Vertex v2 = t.v2; | 102 | Vertex v2 = t.v2; |
103 | Vertex v3 = t.v3; | 103 | Vertex v3 = t.v3; |
104 | PhysicsVector m = v1 + v2 + v3; | 104 | PhysicsVector m = v1 + v2 + v3; |
105 | m /= 3.0f; | 105 | m /= 3.0f; |
106 | if (!hull.IsPointIn(new Vertex(m))) | 106 | if (!hull.IsPointIn(new Vertex(m))) |
107 | { | 107 | { |
108 | triangles.RemoveAt(i); | 108 | triangles.RemoveAt(i); |
109 | i--; | 109 | i--; |
110 | } | 110 | } |
111 | } | 111 | } |
112 | } | 112 | } |
113 | 113 | ||
114 | 114 | ||
115 | public void Add(List<Vertex> lv) | 115 | public void Add(List<Vertex> lv) |
116 | { | 116 | { |
117 | foreach (Vertex v in lv) | 117 | foreach (Vertex v in lv) |
118 | { | 118 | { |
119 | vertices.Add(v); | 119 | vertices.Add(v); |
120 | } | 120 | } |
121 | } | 121 | } |
122 | 122 | ||
123 | public List<PhysicsVector> getVertexList() | 123 | public List<PhysicsVector> getVertexList() |
124 | { | 124 | { |
125 | List<PhysicsVector> result = new List<PhysicsVector>(); | 125 | List<PhysicsVector> result = new List<PhysicsVector>(); |
126 | foreach (Vertex v in vertices) | 126 | foreach (Vertex v in vertices) |
127 | { | 127 | { |
128 | result.Add(v); | 128 | result.Add(v); |
129 | } | 129 | } |
130 | return result; | 130 | return result; |
131 | } | 131 | } |
132 | 132 | ||
133 | public float[] getVertexListAsFloatLocked() | 133 | public float[] getVertexListAsFloatLocked() |
134 | { | 134 | { |
135 | float[] result = new float[vertices.Count * 3]; | 135 | float[] result = new float[vertices.Count * 3]; |
136 | for (int i = 0; i < vertices.Count; i++) | 136 | for (int i = 0; i < vertices.Count; i++) |
137 | { | 137 | { |
138 | Vertex v = vertices[i]; | 138 | Vertex v = vertices[i]; |
139 | if (v == null) | 139 | if (v == null) |
140 | continue; | 140 | continue; |
141 | result[3 * i + 0] = v.X; | 141 | result[3 * i + 0] = v.X; |
142 | result[3 * i + 1] = v.Y; | 142 | result[3 * i + 1] = v.Y; |
143 | result[3 * i + 2] = v.Z; | 143 | result[3 * i + 2] = v.Z; |
144 | } | 144 | } |
145 | GCHandle.Alloc(result, GCHandleType.Pinned); | 145 | GCHandle.Alloc(result, GCHandleType.Pinned); |
146 | return result; | 146 | return result; |
147 | } | 147 | } |
148 | 148 | ||
149 | public int[] getIndexListAsInt() | 149 | public int[] getIndexListAsInt() |
150 | { | 150 | { |
151 | int[] result = new int[triangles.Count * 3]; | 151 | int[] result = new int[triangles.Count * 3]; |
152 | for (int i = 0; i < triangles.Count; i++) | 152 | for (int i = 0; i < triangles.Count; i++) |
153 | { | 153 | { |
154 | Triangle t = triangles[i]; | 154 | Triangle t = triangles[i]; |
155 | result[3 * i + 0] = vertices.IndexOf(t.v1); | 155 | result[3 * i + 0] = vertices.IndexOf(t.v1); |
156 | result[3 * i + 1] = vertices.IndexOf(t.v2); | 156 | result[3 * i + 1] = vertices.IndexOf(t.v2); |
157 | result[3 * i + 2] = vertices.IndexOf(t.v3); | 157 | result[3 * i + 2] = vertices.IndexOf(t.v3); |
158 | } | 158 | } |
159 | return result; | 159 | return result; |
160 | } | 160 | } |
161 | 161 | ||
162 | public int[] getIndexListAsIntLocked() | 162 | public int[] getIndexListAsIntLocked() |
163 | { | 163 | { |
164 | int[] result = getIndexListAsInt(); | 164 | int[] result = getIndexListAsInt(); |
165 | GCHandle.Alloc(result, GCHandleType.Pinned); | 165 | GCHandle.Alloc(result, GCHandleType.Pinned); |
166 | return result; | 166 | return result; |
167 | } | 167 | } |
168 | 168 | ||
169 | 169 | ||
170 | public void Append(Mesh newMesh) | 170 | public void Append(Mesh newMesh) |
171 | { | 171 | { |
172 | foreach (Vertex v in newMesh.vertices) | 172 | foreach (Vertex v in newMesh.vertices) |
173 | vertices.Add(v); | 173 | vertices.Add(v); |
174 | 174 | ||
175 | foreach (Triangle t in newMesh.triangles) | 175 | foreach (Triangle t in newMesh.triangles) |
176 | Add(t); | 176 | Add(t); |
177 | 177 | ||
178 | } | 178 | } |
179 | 179 | ||
180 | // Do a linear transformation of mesh. | 180 | // Do a linear transformation of mesh. |
181 | public void TransformLinear(float[,] matrix, float[] offset) | 181 | public void TransformLinear(float[,] matrix, float[] offset) |
182 | { | 182 | { |
183 | foreach (Vertex v in vertices) | 183 | foreach (Vertex v in vertices) |
184 | { | 184 | { |
185 | if (v == null) | 185 | if (v == null) |
186 | continue; | 186 | continue; |
187 | float x, y, z; | 187 | float x, y, z; |
188 | x = v.X * matrix[0, 0] + v.Y * matrix[1, 0] + v.Z * matrix[2, 0]; | 188 | x = v.X * matrix[0, 0] + v.Y * matrix[1, 0] + v.Z * matrix[2, 0]; |
189 | y = v.X * matrix[0, 1] + v.Y * matrix[1, 1] + v.Z * matrix[2, 1]; | 189 | y = v.X * matrix[0, 1] + v.Y * matrix[1, 1] + v.Z * matrix[2, 1]; |
190 | z = v.X * matrix[0, 2] + v.Y * matrix[1, 2] + v.Z * matrix[2, 2]; | 190 | z = v.X * matrix[0, 2] + v.Y * matrix[1, 2] + v.Z * matrix[2, 2]; |
191 | v.X = x + offset[0]; | 191 | v.X = x + offset[0]; |
192 | v.Y = y + offset[1]; | 192 | v.Y = y + offset[1]; |
193 | v.Z = z + offset[2]; | 193 | v.Z = z + offset[2]; |
194 | } | 194 | } |
195 | } | 195 | } |
196 | 196 | ||
197 | public void DumpRaw(String path, String name, String title) | 197 | public void DumpRaw(String path, String name, String title) |
198 | { | 198 | { |
199 | if (path == null) | 199 | if (path == null) |
200 | return; | 200 | return; |
201 | String fileName = name + "_" + title + ".raw"; | 201 | String fileName = name + "_" + title + ".raw"; |
202 | String completePath = Path.Combine(path, fileName); | 202 | String completePath = Path.Combine(path, fileName); |
203 | StreamWriter sw = new StreamWriter(completePath); | 203 | StreamWriter sw = new StreamWriter(completePath); |
204 | foreach (Triangle t in triangles) | 204 | foreach (Triangle t in triangles) |
205 | { | 205 | { |
206 | String s = t.ToStringRaw(); | 206 | String s = t.ToStringRaw(); |
207 | sw.WriteLine(s); | 207 | sw.WriteLine(s); |
208 | } | 208 | } |
209 | sw.Close(); | 209 | sw.Close(); |
210 | } | 210 | } |
211 | } | 211 | } |
212 | 212 | ||
213 | } | 213 | } |
diff --git a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs index da4ee58..9c35f81 100644 --- a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs +++ b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs | |||
@@ -1,393 +1,393 @@ | |||
1 | /* | 1 | /* |
2 | * Copyright (c) Contributors, http://opensimulator.org/ | 2 | * Copyright (c) Contributors, http://opensimulator.org/ |
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | 3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. |
4 | * | 4 | * |
5 | * Redistribution and use in source and binary forms, with or without | 5 | * Redistribution and use in source and binary forms, with or without |
6 | * modification, are permitted provided that the following conditions are met: | 6 | * modification, are permitted provided that the following conditions are met: |
7 | * * Redistributions of source code must retain the above copyright | 7 | * * Redistributions of source code must retain the above copyright |
8 | * notice, this list of conditions and the following disclaimer. | 8 | * notice, this list of conditions and the following disclaimer. |
9 | * * Redistributions in binary form must reproduce the above copyright | 9 | * * Redistributions in binary form must reproduce the above copyright |
10 | * notice, this list of conditions and the following disclaimer in the | 10 | * notice, this list of conditions and the following disclaimer in the |
11 | * documentation and/or other materials provided with the distribution. | 11 | * documentation and/or other materials provided with the distribution. |
12 | * * Neither the name of the OpenSim Project nor the | 12 | * * Neither the name of the OpenSim Project nor the |
13 | * names of its contributors may be used to endorse or promote products | 13 | * names of its contributors may be used to endorse or promote products |
14 | * derived from this software without specific prior written permission. | 14 | * derived from this software without specific prior written permission. |
15 | * | 15 | * |
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS AS IS AND ANY | 16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS AS IS AND ANY |
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | 17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED |
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | 18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE |
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | 19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY |
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | 20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES |
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | 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 | 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 | 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 | 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. | 25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
26 | * | 26 | * |
27 | */ | 27 | */ |
28 | 28 | ||
29 | using System; | 29 | using System; |
30 | using System.IO; | 30 | using System.IO; |
31 | using System.Globalization; | 31 | using System.Globalization; |
32 | using System.Diagnostics; | 32 | using System.Diagnostics; |
33 | using System.Collections.Generic; | 33 | using System.Collections.Generic; |
34 | using System.Runtime.InteropServices; | 34 | using System.Runtime.InteropServices; |
35 | using OpenSim.Framework; | 35 | using OpenSim.Framework; |
36 | using OpenSim.Framework.Console; | 36 | using OpenSim.Framework.Console; |
37 | using OpenSim.Region.Physics.Manager; | 37 | using OpenSim.Region.Physics.Manager; |
38 | 38 | ||
39 | namespace OpenSim.Region.Physics.Meshing | 39 | namespace OpenSim.Region.Physics.Meshing |
40 | { | 40 | { |
41 | 41 | ||
42 | public class MeshmerizerPlugin : IMeshingPlugin | 42 | public class MeshmerizerPlugin : IMeshingPlugin |
43 | { | 43 | { |
44 | public MeshmerizerPlugin() | 44 | public MeshmerizerPlugin() |
45 | { | 45 | { |
46 | } | 46 | } |
47 | 47 | ||
48 | public string GetName() | 48 | public string GetName() |
49 | { | 49 | { |
50 | return "Meshmerizer"; | 50 | return "Meshmerizer"; |
51 | } | 51 | } |
52 | 52 | ||
53 | public IMesher GetMesher() | 53 | public IMesher GetMesher() |
54 | { | 54 | { |
55 | return new Meshmerizer(); | 55 | return new Meshmerizer(); |
56 | } | 56 | } |
57 | } | 57 | } |
58 | 58 | ||
59 | public class Meshmerizer : IMesher | 59 | public class Meshmerizer : IMesher |
60 | { | 60 | { |
61 | // Setting baseDir to a path will enable the dumping of raw files | 61 | // Setting baseDir to a path will enable the dumping of raw files |
62 | // raw files can be imported by blender so a visual inspection of the results can be done | 62 | // raw files can be imported by blender so a visual inspection of the results can be done |
63 | // const string baseDir = "rawFiles"; | 63 | // const string baseDir = "rawFiles"; |
64 | const string baseDir = null; | 64 | const string baseDir = null; |
65 | 65 | ||
66 | static void IntersectionParameterPD(PhysicsVector p1, PhysicsVector r1, PhysicsVector p2, PhysicsVector r2, ref float lambda, ref float mu) | 66 | static void IntersectionParameterPD(PhysicsVector p1, PhysicsVector r1, PhysicsVector p2, PhysicsVector r2, ref float lambda, ref float mu) |
67 | { | 67 | { |
68 | // p1, p2, points on the straight | 68 | // p1, p2, points on the straight |
69 | // r1, r2, directional vectors of the straight. Not necessarily of length 1! | 69 | // r1, r2, directional vectors of the straight. Not necessarily of length 1! |
70 | // note, that l, m can be scaled such, that the range 0..1 is mapped to the area between two points, | 70 | // note, that l, m can be scaled such, that the range 0..1 is mapped to the area between two points, |
71 | // thus allowing to decide whether an intersection is between two points | 71 | // thus allowing to decide whether an intersection is between two points |
72 | 72 | ||
73 | float r1x = r1.X; | 73 | float r1x = r1.X; |
74 | float r1y = r1.Y; | 74 | float r1y = r1.Y; |
75 | float r2x = r2.X; | 75 | float r2x = r2.X; |
76 | float r2y = r2.Y; | 76 | float r2y = r2.Y; |
77 | 77 | ||
78 | float denom = r1y*r2x - r1x*r2y; | 78 | float denom = r1y*r2x - r1x*r2y; |
79 | 79 | ||
80 | if (denom == 0.0) | 80 | if (denom == 0.0) |
81 | { | 81 | { |
82 | lambda = Single.NaN; | 82 | lambda = Single.NaN; |
83 | mu = Single.NaN; | 83 | mu = Single.NaN; |
84 | return; | 84 | return; |
85 | } | 85 | } |
86 | 86 | ||
87 | float p1x = p1.X; | 87 | float p1x = p1.X; |
88 | float p1y = p1.Y; | 88 | float p1y = p1.Y; |
89 | float p2x = p2.X; | 89 | float p2x = p2.X; |
90 | float p2y = p2.Y; | 90 | float p2y = p2.Y; |
91 | lambda = (-p2x * r2y + p1x * r2y + (p2y - p1y) * r2x) / denom; | 91 | lambda = (-p2x * r2y + p1x * r2y + (p2y - p1y) * r2x) / denom; |
92 | mu = (-p2x * r1y + p1x * r1y + (p2y - p1y) * r1x) / denom; | 92 | mu = (-p2x * r1y + p1x * r1y + (p2y - p1y) * r1x) / denom; |
93 | 93 | ||
94 | } | 94 | } |
95 | 95 | ||
96 | private static List<Triangle> FindInfluencedTriangles(List<Triangle> triangles, Vertex v) | 96 | private static List<Triangle> FindInfluencedTriangles(List<Triangle> triangles, Vertex v) |
97 | { | 97 | { |
98 | List<Triangle> influenced = new List<Triangle>(); | 98 | List<Triangle> influenced = new List<Triangle>(); |
99 | foreach (Triangle t in triangles) | 99 | foreach (Triangle t in triangles) |
100 | { | 100 | { |
101 | if (t.isInCircle(v.X, v.Y)) | 101 | if (t.isInCircle(v.X, v.Y)) |
102 | { | 102 | { |
103 | influenced.Add(t); | 103 | influenced.Add(t); |
104 | } | 104 | } |
105 | } | 105 | } |
106 | return influenced; | 106 | return influenced; |
107 | } | 107 | } |
108 | 108 | ||
109 | 109 | ||
110 | private static void InsertVertices(List<Vertex> vertices, int usedForSeed, List<Triangle> triangles) | 110 | private static void InsertVertices(List<Vertex> vertices, int usedForSeed, List<Triangle> triangles) |
111 | { | 111 | { |
112 | // This is a variant of the delaunay algorithm | 112 | // This is a variant of the delaunay algorithm |
113 | // each time a new vertex is inserted, all triangles that are influenced by it are deleted | 113 | // each time a new vertex is inserted, all triangles that are influenced by it are deleted |
114 | // and replaced by new ones including the new vertex | 114 | // and replaced by new ones including the new vertex |
115 | // It is not very time efficient but easy to implement. | 115 | // It is not very time efficient but easy to implement. |
116 | 116 | ||
117 | int iCurrentVertex; | 117 | int iCurrentVertex; |
118 | int iMaxVertex = vertices.Count; | 118 | int iMaxVertex = vertices.Count; |
119 | for (iCurrentVertex = usedForSeed; iCurrentVertex < iMaxVertex; iCurrentVertex++) | 119 | for (iCurrentVertex = usedForSeed; iCurrentVertex < iMaxVertex; iCurrentVertex++) |
120 | { | 120 | { |
121 | // Background: A triangle mesh fulfills the delaunay condition if (iff!) | 121 | // Background: A triangle mesh fulfills the delaunay condition if (iff!) |
122 | // each circumlocutory circle (i.e. the circle that touches all three corners) | 122 | // each circumlocutory circle (i.e. the circle that touches all three corners) |
123 | // of each triangle is empty of other vertices. | 123 | // of each triangle is empty of other vertices. |
124 | // Obviously a single (seeding) triangle fulfills this condition. | 124 | // Obviously a single (seeding) triangle fulfills this condition. |
125 | // If we now add one vertex, we need to reconstruct all triangles, that | 125 | // If we now add one vertex, we need to reconstruct all triangles, that |
126 | // do not fulfill this condition with respect to the new triangle | 126 | // do not fulfill this condition with respect to the new triangle |
127 | 127 | ||
128 | // Find the triangles that are influenced by the new vertex | 128 | // Find the triangles that are influenced by the new vertex |
129 | Vertex v=vertices[iCurrentVertex]; | 129 | Vertex v=vertices[iCurrentVertex]; |
130 | if (v == null) | 130 | if (v == null) |
131 | continue; // Null is polygon stop marker. Ignore it | 131 | continue; // Null is polygon stop marker. Ignore it |
132 | List<Triangle> influencedTriangles=FindInfluencedTriangles(triangles, v); | 132 | List<Triangle> influencedTriangles=FindInfluencedTriangles(triangles, v); |
133 | 133 | ||
134 | List<Simplex> simplices = new List<Simplex>(); | 134 | List<Simplex> simplices = new List<Simplex>(); |
135 | 135 | ||
136 | // Reconstruction phase. First step, dissolve each triangle into it's simplices, | 136 | // Reconstruction phase. First step, dissolve each triangle into it's simplices, |
137 | // i.e. it's "border lines" | 137 | // i.e. it's "border lines" |
138 | // Goal is to find "inner" borders and delete them, while the hull gets conserved. | 138 | // Goal is to find "inner" borders and delete them, while the hull gets conserved. |
139 | // Inner borders are special in the way that they always come twice, which is how we detect them | 139 | // Inner borders are special in the way that they always come twice, which is how we detect them |
140 | foreach (Triangle t in influencedTriangles) | 140 | foreach (Triangle t in influencedTriangles) |
141 | { | 141 | { |
142 | List<Simplex> newSimplices = t.GetSimplices(); | 142 | List<Simplex> newSimplices = t.GetSimplices(); |
143 | simplices.AddRange(newSimplices); | 143 | simplices.AddRange(newSimplices); |
144 | triangles.Remove(t); | 144 | triangles.Remove(t); |
145 | } | 145 | } |
146 | // Now sort the simplices. That will make identical ones reside side by side in the list | 146 | // Now sort the simplices. That will make identical ones reside side by side in the list |
147 | simplices.Sort(); | 147 | simplices.Sort(); |
148 | 148 | ||
149 | // Look for duplicate simplices here. | 149 | // Look for duplicate simplices here. |
150 | // Remember, they are directly side by side in the list right now, | 150 | // Remember, they are directly side by side in the list right now, |
151 | // So we only check directly neighbours | 151 | // So we only check directly neighbours |
152 | int iSimplex; | 152 | int iSimplex; |
153 | List<Simplex> innerSimplices = new List<Simplex>(); | 153 | List<Simplex> innerSimplices = new List<Simplex>(); |
154 | for (iSimplex = 1; iSimplex < simplices.Count; iSimplex++) // Startindex=1, so we can refer backwards | 154 | for (iSimplex = 1; iSimplex < simplices.Count; iSimplex++) // Startindex=1, so we can refer backwards |
155 | { | 155 | { |
156 | if (simplices[iSimplex - 1].CompareTo(simplices[iSimplex]) == 0) | 156 | if (simplices[iSimplex - 1].CompareTo(simplices[iSimplex]) == 0) |
157 | { | 157 | { |
158 | innerSimplices.Add(simplices[iSimplex - 1]); | 158 | innerSimplices.Add(simplices[iSimplex - 1]); |
159 | innerSimplices.Add(simplices[iSimplex]); | 159 | innerSimplices.Add(simplices[iSimplex]); |
160 | } | 160 | } |
161 | } | 161 | } |
162 | 162 | ||
163 | foreach (Simplex s in innerSimplices) | 163 | foreach (Simplex s in innerSimplices) |
164 | { | 164 | { |
165 | simplices.Remove(s); | 165 | simplices.Remove(s); |
166 | } | 166 | } |
167 | 167 | ||
168 | // each simplex still in the list belongs to the hull of the region in question | 168 | // each simplex still in the list belongs to the hull of the region in question |
169 | // The new vertex (yes, we still deal with verices here :-) ) forms a triangle | 169 | // The new vertex (yes, we still deal with verices here :-) ) forms a triangle |
170 | // with each of these simplices. Build the new triangles and add them to the list | 170 | // with each of these simplices. Build the new triangles and add them to the list |
171 | foreach (Simplex s in simplices) | 171 | foreach (Simplex s in simplices) |
172 | { | 172 | { |
173 | Triangle t = new Triangle(s.v1, s.v2, vertices[iCurrentVertex]); | 173 | Triangle t = new Triangle(s.v1, s.v2, vertices[iCurrentVertex]); |
174 | if (!t.isDegraded()) | 174 | if (!t.isDegraded()) |
175 | { | 175 | { |
176 | triangles.Add(t); | 176 | triangles.Add(t); |
177 | } | 177 | } |
178 | } | 178 | } |
179 | } | 179 | } |
180 | 180 | ||
181 | } | 181 | } |
182 | 182 | ||
183 | 183 | ||
184 | static Mesh CreateBoxMesh(String primName, PrimitiveBaseShape primShape, PhysicsVector size) | 184 | static Mesh CreateBoxMesh(String primName, PrimitiveBaseShape primShape, PhysicsVector size) |
185 | // Builds the z (+ and -) surfaces of a box shaped prim | 185 | // Builds the z (+ and -) surfaces of a box shaped prim |
186 | { | 186 | { |
187 | UInt16 hollowFactor = primShape.ProfileHollow; | 187 | UInt16 hollowFactor = primShape.ProfileHollow; |
188 | UInt16 profileBegin = primShape.ProfileBegin; | 188 | UInt16 profileBegin = primShape.ProfileBegin; |
189 | UInt16 profileEnd = primShape.ProfileEnd; | 189 | UInt16 profileEnd = primShape.ProfileEnd; |
190 | 190 | ||
191 | // Procedure: This is based on the fact that the upper (plus) and lower (minus) Z-surface | 191 | // Procedure: This is based on the fact that the upper (plus) and lower (minus) Z-surface |
192 | // of a block are basically the same | 192 | // of a block are basically the same |
193 | // They may be warped differently but the shape is identical | 193 | // They may be warped differently but the shape is identical |
194 | // So we only create one surface as a model and derive both plus and minus surface of the block from it | 194 | // So we only create one surface as a model and derive both plus and minus surface of the block from it |
195 | // This is done in a model space where the block spans from -.5 to +.5 in X and Y | 195 | // This is done in a model space where the block spans from -.5 to +.5 in X and Y |
196 | // The mapping to Scene space is done later during the "extrusion" phase | 196 | // The mapping to Scene space is done later during the "extrusion" phase |
197 | 197 | ||
198 | // Base | 198 | // Base |
199 | Vertex MM = new Vertex(-0.5f, -0.5f, 0.0f); | 199 | Vertex MM = new Vertex(-0.5f, -0.5f, 0.0f); |
200 | Vertex PM = new Vertex(+0.5f, -0.5f, 0.0f); | 200 | Vertex PM = new Vertex(+0.5f, -0.5f, 0.0f); |
201 | Vertex MP = new Vertex(-0.5f, +0.5f, 0.0f); | 201 | Vertex MP = new Vertex(-0.5f, +0.5f, 0.0f); |
202 | Vertex PP = new Vertex(+0.5f, +0.5f, 0.0f); | 202 | Vertex PP = new Vertex(+0.5f, +0.5f, 0.0f); |
203 | 203 | ||
204 | Meshing.SimpleHull outerHull = new SimpleHull(); | 204 | Meshing.SimpleHull outerHull = new SimpleHull(); |
205 | outerHull.AddVertex(MM); | 205 | outerHull.AddVertex(MM); |
206 | outerHull.AddVertex(PM); | 206 | outerHull.AddVertex(PM); |
207 | outerHull.AddVertex(PP); | 207 | outerHull.AddVertex(PP); |
208 | outerHull.AddVertex(MP); | 208 | outerHull.AddVertex(MP); |
209 | 209 | ||
210 | // Deal with cuts now | 210 | // Deal with cuts now |
211 | if ((profileBegin != 0) || (profileEnd != 0)) | 211 | if ((profileBegin != 0) || (profileEnd != 0)) |
212 | { | 212 | { |
213 | double fProfileBeginAngle = profileBegin / 50000.0 * 360.0; // In degree, for easier debugging and understanding | 213 | double fProfileBeginAngle = profileBegin / 50000.0 * 360.0; // In degree, for easier debugging and understanding |
214 | fProfileBeginAngle -= (90.0 + 45.0); // for some reasons, the SL client counts from the corner -X/-Y | 214 | fProfileBeginAngle -= (90.0 + 45.0); // for some reasons, the SL client counts from the corner -X/-Y |
215 | double fProfileEndAngle = 360.0 - profileEnd / 50000.0 * 360.0; // Pathend comes as complement to 1.0 | 215 | double fProfileEndAngle = 360.0 - profileEnd / 50000.0 * 360.0; // Pathend comes as complement to 1.0 |
216 | fProfileEndAngle -= (90.0 + 45.0); | 216 | fProfileEndAngle -= (90.0 + 45.0); |
217 | if (fProfileBeginAngle < fProfileEndAngle) | 217 | if (fProfileBeginAngle < fProfileEndAngle) |
218 | fProfileEndAngle -= 360.0; | 218 | fProfileEndAngle -= 360.0; |
219 | 219 | ||
220 | // Note, that we don't want to cut out a triangle, even if this is a | 220 | // Note, that we don't want to cut out a triangle, even if this is a |
221 | // good approximation for small cuts. Indeed we want to cut out an arc | 221 | // good approximation for small cuts. Indeed we want to cut out an arc |
222 | // and we approximate this arc by a polygon chain | 222 | // and we approximate this arc by a polygon chain |
223 | // Also note, that these vectors are of length 1.0 and thus their endpoints lay outside the model space | 223 | // Also note, that these vectors are of length 1.0 and thus their endpoints lay outside the model space |
224 | // So it can easily be subtracted from the outer hull | 224 | // So it can easily be subtracted from the outer hull |
225 | int iSteps = (int)(((fProfileBeginAngle - fProfileEndAngle) / 45.0) + .5); // how many steps do we need with approximately 45 degree | 225 | int iSteps = (int)(((fProfileBeginAngle - fProfileEndAngle) / 45.0) + .5); // how many steps do we need with approximately 45 degree |
226 | double dStepWidth=(fProfileBeginAngle-fProfileEndAngle)/iSteps; | 226 | double dStepWidth=(fProfileBeginAngle-fProfileEndAngle)/iSteps; |
227 | 227 | ||
228 | Vertex origin = new Vertex(0.0f, 0.0f, 0.0f); | 228 | Vertex origin = new Vertex(0.0f, 0.0f, 0.0f); |
229 | 229 | ||
230 | // Note the sequence of vertices here. It's important to have the other rotational sense than in outerHull | 230 | // Note the sequence of vertices here. It's important to have the other rotational sense than in outerHull |
231 | SimpleHull cutHull = new SimpleHull(); | 231 | SimpleHull cutHull = new SimpleHull(); |
232 | cutHull.AddVertex(origin); | 232 | cutHull.AddVertex(origin); |
233 | for (int i=0; i<iSteps; i++) { | 233 | for (int i=0; i<iSteps; i++) { |
234 | double angle=fProfileBeginAngle-i*dStepWidth; // we count against the angle orientation!!!! | 234 | double angle=fProfileBeginAngle-i*dStepWidth; // we count against the angle orientation!!!! |
235 | Vertex v = Vertex.FromAngle(angle * Math.PI / 180.0); | 235 | Vertex v = Vertex.FromAngle(angle * Math.PI / 180.0); |
236 | cutHull.AddVertex(v); | 236 | cutHull.AddVertex(v); |
237 | } | 237 | } |
238 | Vertex legEnd = Vertex.FromAngle(fProfileEndAngle * Math.PI / 180.0); // Calculated separately to avoid errors | 238 | Vertex legEnd = Vertex.FromAngle(fProfileEndAngle * Math.PI / 180.0); // Calculated separately to avoid errors |
239 | cutHull.AddVertex(legEnd); | 239 | cutHull.AddVertex(legEnd); |
240 | 240 | ||
241 | MainLog.Instance.Debug("Starting cutting of the hollow shape from the prim {1}", 0, primName); | 241 | MainLog.Instance.Debug("Starting cutting of the hollow shape from the prim {1}", 0, primName); |
242 | SimpleHull cuttedHull = SimpleHull.SubtractHull(outerHull, cutHull); | 242 | SimpleHull cuttedHull = SimpleHull.SubtractHull(outerHull, cutHull); |
243 | 243 | ||
244 | outerHull = cuttedHull; | 244 | outerHull = cuttedHull; |
245 | } | 245 | } |
246 | 246 | ||
247 | // Deal with the hole here | 247 | // Deal with the hole here |
248 | if (hollowFactor > 0) | 248 | if (hollowFactor > 0) |
249 | { | 249 | { |
250 | float hollowFactorF = (float) hollowFactor/(float) 50000; | 250 | float hollowFactorF = (float) hollowFactor/(float) 50000; |
251 | Vertex IMM = new Vertex(-0.5f * hollowFactorF, -0.5f * hollowFactorF, 0.0f); | 251 | Vertex IMM = new Vertex(-0.5f * hollowFactorF, -0.5f * hollowFactorF, 0.0f); |
252 | Vertex IPM = new Vertex(+0.5f * hollowFactorF, -0.5f * hollowFactorF, 0.0f); | 252 | Vertex IPM = new Vertex(+0.5f * hollowFactorF, -0.5f * hollowFactorF, 0.0f); |
253 | Vertex IMP = new Vertex(-0.5f * hollowFactorF, +0.5f * hollowFactorF, 0.0f); | 253 | Vertex IMP = new Vertex(-0.5f * hollowFactorF, +0.5f * hollowFactorF, 0.0f); |
254 | Vertex IPP = new Vertex(+0.5f * hollowFactorF, +0.5f * hollowFactorF, 0.0f); | 254 | Vertex IPP = new Vertex(+0.5f * hollowFactorF, +0.5f * hollowFactorF, 0.0f); |
255 | 255 | ||
256 | SimpleHull holeHull = new SimpleHull(); | 256 | SimpleHull holeHull = new SimpleHull(); |
257 | 257 | ||
258 | holeHull.AddVertex(IMM); | 258 | holeHull.AddVertex(IMM); |
259 | holeHull.AddVertex(IMP); | 259 | holeHull.AddVertex(IMP); |
260 | holeHull.AddVertex(IPP); | 260 | holeHull.AddVertex(IPP); |
261 | holeHull.AddVertex(IPM); | 261 | holeHull.AddVertex(IPM); |
262 | 262 | ||
263 | SimpleHull hollowedHull = SimpleHull.SubtractHull(outerHull, holeHull); | 263 | SimpleHull hollowedHull = SimpleHull.SubtractHull(outerHull, holeHull); |
264 | 264 | ||
265 | outerHull = hollowedHull; | 265 | outerHull = hollowedHull; |
266 | 266 | ||
267 | } | 267 | } |
268 | 268 | ||
269 | Mesh m = new Mesh(); | 269 | Mesh m = new Mesh(); |
270 | 270 | ||
271 | Vertex Seed1 = new Vertex(0.0f, -10.0f, 0.0f); | 271 | Vertex Seed1 = new Vertex(0.0f, -10.0f, 0.0f); |
272 | Vertex Seed2 = new Vertex(-10.0f, 10.0f, 0.0f); | 272 | Vertex Seed2 = new Vertex(-10.0f, 10.0f, 0.0f); |
273 | Vertex Seed3 = new Vertex(10.0f, 10.0f, 0.0f); | 273 | Vertex Seed3 = new Vertex(10.0f, 10.0f, 0.0f); |
274 | 274 | ||
275 | m.Add(Seed1); | 275 | m.Add(Seed1); |
276 | m.Add(Seed2); | 276 | m.Add(Seed2); |
277 | m.Add(Seed3); | 277 | m.Add(Seed3); |
278 | 278 | ||
279 | m.Add(new Triangle(Seed1, Seed2, Seed3)); | 279 | m.Add(new Triangle(Seed1, Seed2, Seed3)); |
280 | m.Add(outerHull.getVertices()); | 280 | m.Add(outerHull.getVertices()); |
281 | 281 | ||
282 | InsertVertices(m.vertices, 3, m.triangles); | 282 | InsertVertices(m.vertices, 3, m.triangles); |
283 | m.DumpRaw(baseDir, primName, "Proto first Mesh"); | 283 | m.DumpRaw(baseDir, primName, "Proto first Mesh"); |
284 | 284 | ||
285 | m.Remove(Seed1); | 285 | m.Remove(Seed1); |
286 | m.Remove(Seed2); | 286 | m.Remove(Seed2); |
287 | m.Remove(Seed3); | 287 | m.Remove(Seed3); |
288 | m.DumpRaw(baseDir, primName, "Proto seeds removed"); | 288 | m.DumpRaw(baseDir, primName, "Proto seeds removed"); |
289 | 289 | ||
290 | m.RemoveTrianglesOutside(outerHull); | 290 | m.RemoveTrianglesOutside(outerHull); |
291 | m.DumpRaw(baseDir, primName, "Proto outsides removed"); | 291 | m.DumpRaw(baseDir, primName, "Proto outsides removed"); |
292 | 292 | ||
293 | foreach (Triangle t in m.triangles) | 293 | foreach (Triangle t in m.triangles) |
294 | { | 294 | { |
295 | PhysicsVector n = t.getNormal(); | 295 | PhysicsVector n = t.getNormal(); |
296 | if (n.Z < 0.0) | 296 | if (n.Z < 0.0) |
297 | t.invertNormal(); | 297 | t.invertNormal(); |
298 | } | 298 | } |
299 | 299 | ||
300 | Extruder extr = new Extruder(); | 300 | Extruder extr = new Extruder(); |
301 | 301 | ||
302 | extr.size = size; | 302 | extr.size = size; |
303 | 303 | ||
304 | Mesh result = extr.Extrude(m); | 304 | Mesh result = extr.Extrude(m); |
305 | result.DumpRaw(baseDir, primName, "Z extruded"); | 305 | result.DumpRaw(baseDir, primName, "Z extruded"); |
306 | return result; | 306 | return result; |
307 | } | 307 | } |
308 | 308 | ||
309 | public static void CalcNormals(Mesh mesh) | 309 | public static void CalcNormals(Mesh mesh) |
310 | { | 310 | { |
311 | int iTriangles = mesh.triangles.Count; | 311 | int iTriangles = mesh.triangles.Count; |
312 | 312 | ||
313 | mesh.normals = new float[iTriangles*3]; | 313 | mesh.normals = new float[iTriangles*3]; |
314 | 314 | ||
315 | int i = 0; | 315 | int i = 0; |
316 | foreach (Triangle t in mesh.triangles) | 316 | foreach (Triangle t in mesh.triangles) |
317 | { | 317 | { |
318 | float ux, uy, uz; | 318 | float ux, uy, uz; |
319 | float vx, vy, vz; | 319 | float vx, vy, vz; |
320 | float wx, wy, wz; | 320 | float wx, wy, wz; |
321 | 321 | ||
322 | ux = t.v1.X; | 322 | ux = t.v1.X; |
323 | uy = t.v1.Y; | 323 | uy = t.v1.Y; |
324 | uz = t.v1.Z; | 324 | uz = t.v1.Z; |
325 | 325 | ||
326 | vx = t.v2.X; | 326 | vx = t.v2.X; |
327 | vy = t.v2.Y; | 327 | vy = t.v2.Y; |
328 | vz = t.v2.Z; | 328 | vz = t.v2.Z; |
329 | 329 | ||
330 | wx = t.v3.X; | 330 | wx = t.v3.X; |
331 | wy = t.v3.Y; | 331 | wy = t.v3.Y; |
332 | wz = t.v3.Z; | 332 | wz = t.v3.Z; |
333 | 333 | ||
334 | 334 | ||
335 | // Vectors for edges | 335 | // Vectors for edges |
336 | float e1x, e1y, e1z; | 336 | float e1x, e1y, e1z; |
337 | float e2x, e2y, e2z; | 337 | float e2x, e2y, e2z; |
338 | 338 | ||
339 | e1x = ux - vx; | 339 | e1x = ux - vx; |
340 | e1y = uy - vy; | 340 | e1y = uy - vy; |
341 | e1z = uz - vz; | 341 | e1z = uz - vz; |
342 | 342 | ||
343 | e2x = ux - wx; | 343 | e2x = ux - wx; |
344 | e2y = uy - wy; | 344 | e2y = uy - wy; |
345 | e2z = uz - wz; | 345 | e2z = uz - wz; |
346 | 346 | ||
347 | 347 | ||
348 | // Cross product for normal | 348 | // Cross product for normal |
349 | float nx, ny, nz; | 349 | float nx, ny, nz; |
350 | nx = e1y*e2z - e1z*e2y; | 350 | nx = e1y*e2z - e1z*e2y; |
351 | ny = e1z*e2x - e1x*e2z; | 351 | ny = e1z*e2x - e1x*e2z; |
352 | nz = e1x*e2y - e1y*e2x; | 352 | nz = e1x*e2y - e1y*e2x; |
353 | 353 | ||
354 | // Length | 354 | // Length |
355 | float l = (float) Math.Sqrt(nx*nx + ny*ny + nz*nz); | 355 | float l = (float) Math.Sqrt(nx*nx + ny*ny + nz*nz); |
356 | 356 | ||
357 | // Normalized "normal" | 357 | // Normalized "normal" |
358 | nx /= l; | 358 | nx /= l; |
359 | ny /= l; | 359 | ny /= l; |
360 | nz /= l; | 360 | nz /= l; |
361 | 361 | ||
362 | mesh.normals[i] = nx; | 362 | mesh.normals[i] = nx; |
363 | mesh.normals[i + 1] = ny; | 363 | mesh.normals[i + 1] = ny; |
364 | mesh.normals[i + 2] = nz; | 364 | mesh.normals[i + 2] = nz; |
365 | 365 | ||
366 | i += 3; | 366 | i += 3; |
367 | } | 367 | } |
368 | } | 368 | } |
369 | 369 | ||
370 | public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, PhysicsVector size) | 370 | public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, PhysicsVector size) |
371 | { | 371 | { |
372 | Mesh mesh = null; | 372 | Mesh mesh = null; |
373 | 373 | ||
374 | switch (primShape.ProfileShape) | 374 | switch (primShape.ProfileShape) |
375 | { | 375 | { |
376 | case ProfileShape.Square: | 376 | case ProfileShape.Square: |
377 | mesh=CreateBoxMesh(primName, primShape, size); | 377 | mesh=CreateBoxMesh(primName, primShape, size); |
378 | CalcNormals(mesh); | 378 | CalcNormals(mesh); |
379 | break; | 379 | break; |
380 | default: | 380 | default: |
381 | mesh = CreateBoxMesh(primName, primShape, size); | 381 | mesh = CreateBoxMesh(primName, primShape, size); |
382 | CalcNormals(mesh); | 382 | CalcNormals(mesh); |
383 | //Set default mesh to cube otherwise it'll return | 383 | //Set default mesh to cube otherwise it'll return |
384 | // null and crash on the 'setMesh' method in the physics plugins. | 384 | // null and crash on the 'setMesh' method in the physics plugins. |
385 | //mesh = null; | 385 | //mesh = null; |
386 | break; | 386 | break; |
387 | } | 387 | } |
388 | 388 | ||
389 | return mesh; | 389 | return mesh; |
390 | } | 390 | } |
391 | } | 391 | } |
392 | 392 | ||
393 | } | 393 | } |
diff --git a/OpenSim/Region/Physics/Meshing/SimpleHull.cs b/OpenSim/Region/Physics/Meshing/SimpleHull.cs index c199949..6de7e91 100644 --- a/OpenSim/Region/Physics/Meshing/SimpleHull.cs +++ b/OpenSim/Region/Physics/Meshing/SimpleHull.cs | |||
@@ -1,363 +1,363 @@ | |||
1 | using System; | 1 | using System; |
2 | using System.Collections.Generic; | 2 | using System.Collections.Generic; |
3 | using System.Text; | 3 | using System.Text; |
4 | 4 | ||
5 | using OpenSim.Framework.Console; | 5 | using OpenSim.Framework.Console; |
6 | 6 | ||
7 | namespace OpenSim.Region.Physics.Meshing | 7 | namespace OpenSim.Region.Physics.Meshing |
8 | { | 8 | { |
9 | // A simple hull is a set of vertices building up to simplices that border a region | 9 | // A simple hull is a set of vertices building up to simplices that border a region |
10 | // The word simple referes to the fact, that this class assumes, that all simplices | 10 | // The word simple referes to the fact, that this class assumes, that all simplices |
11 | // do not intersect | 11 | // do not intersect |
12 | // Simple hulls can be added and subtracted. | 12 | // Simple hulls can be added and subtracted. |
13 | // Vertices can be checked to lie inside a hull | 13 | // Vertices can be checked to lie inside a hull |
14 | // Also note, that the sequence of the vertices is important and defines if the region that | 14 | // Also note, that the sequence of the vertices is important and defines if the region that |
15 | // is defined by the hull lies inside or outside the simplex chain | 15 | // is defined by the hull lies inside or outside the simplex chain |
16 | public class SimpleHull | 16 | public class SimpleHull |
17 | { | 17 | { |
18 | List<Vertex> vertices = new List<Vertex>(); | 18 | List<Vertex> vertices = new List<Vertex>(); |
19 | List<Vertex> holeVertices = new List<Vertex>(); // Only used, when the hull is hollow | 19 | List<Vertex> holeVertices = new List<Vertex>(); // Only used, when the hull is hollow |
20 | 20 | ||
21 | // Adds a vertex to the end of the list | 21 | // Adds a vertex to the end of the list |
22 | public void AddVertex(Vertex v) { | 22 | public void AddVertex(Vertex v) { |
23 | vertices.Add(v); | 23 | vertices.Add(v); |
24 | } | 24 | } |
25 | 25 | ||
26 | override public String ToString() | 26 | override public String ToString() |
27 | { | 27 | { |
28 | String result=""; | 28 | String result=""; |
29 | foreach (Vertex v in vertices) | 29 | foreach (Vertex v in vertices) |
30 | { | 30 | { |
31 | result += "b:" + v.ToString() + "\n"; | 31 | result += "b:" + v.ToString() + "\n"; |
32 | } | 32 | } |
33 | 33 | ||
34 | return result; | 34 | return result; |
35 | } | 35 | } |
36 | 36 | ||
37 | 37 | ||
38 | public List<Vertex> getVertices() { | 38 | public List<Vertex> getVertices() { |
39 | List<Vertex> newVertices = new List<Vertex>(); | 39 | List<Vertex> newVertices = new List<Vertex>(); |
40 | 40 | ||
41 | newVertices.AddRange(vertices); | 41 | newVertices.AddRange(vertices); |
42 | newVertices.Add(null); | 42 | newVertices.Add(null); |
43 | newVertices.AddRange(holeVertices); | 43 | newVertices.AddRange(holeVertices); |
44 | 44 | ||
45 | return newVertices; | 45 | return newVertices; |
46 | } | 46 | } |
47 | 47 | ||
48 | public SimpleHull Clone() | 48 | public SimpleHull Clone() |
49 | { | 49 | { |
50 | SimpleHull result = new SimpleHull(); | 50 | SimpleHull result = new SimpleHull(); |
51 | foreach (Vertex v in vertices) | 51 | foreach (Vertex v in vertices) |
52 | { | 52 | { |
53 | result.AddVertex(v.Clone()); | 53 | result.AddVertex(v.Clone()); |
54 | } | 54 | } |
55 | 55 | ||
56 | foreach (Vertex v in this.holeVertices) | 56 | foreach (Vertex v in this.holeVertices) |
57 | { | 57 | { |
58 | result.holeVertices.Add(v.Clone()); | 58 | result.holeVertices.Add(v.Clone()); |
59 | } | 59 | } |
60 | 60 | ||
61 | return result; | 61 | return result; |
62 | } | 62 | } |
63 | 63 | ||
64 | public bool IsPointIn(Vertex v1) | 64 | public bool IsPointIn(Vertex v1) |
65 | { | 65 | { |
66 | int iCounter=0; | 66 | int iCounter=0; |
67 | List<Simplex> simplices=buildSimplexList(); | 67 | List<Simplex> simplices=buildSimplexList(); |
68 | foreach (Simplex s in simplices) | 68 | foreach (Simplex s in simplices) |
69 | { | 69 | { |
70 | // Send a ray along the positive X-Direction | 70 | // Send a ray along the positive X-Direction |
71 | // Note, that this direction must correlate with the "below" interpretation | 71 | // Note, that this direction must correlate with the "below" interpretation |
72 | // of handling for the special cases below | 72 | // of handling for the special cases below |
73 | Manager.PhysicsVector intersection = s.RayIntersect(v1, new Manager.PhysicsVector(1.0f, 0.0f, 0.0f), true); | 73 | Manager.PhysicsVector intersection = s.RayIntersect(v1, new Manager.PhysicsVector(1.0f, 0.0f, 0.0f), true); |
74 | 74 | ||
75 | if (intersection == null) | 75 | if (intersection == null) |
76 | continue; // No intersection. Done. More tests to follow otherwise | 76 | continue; // No intersection. Done. More tests to follow otherwise |
77 | 77 | ||
78 | // Did we hit the end of a simplex? | 78 | // Did we hit the end of a simplex? |
79 | // Then this can be one of two special cases: | 79 | // Then this can be one of two special cases: |
80 | // 1. we go through a border exactly at a joint | 80 | // 1. we go through a border exactly at a joint |
81 | // 2. we have just marginally touched a corner | 81 | // 2. we have just marginally touched a corner |
82 | // 3. we can slide along a border | 82 | // 3. we can slide along a border |
83 | // Solution: If the other vertex is "below" the ray, we don't count it | 83 | // Solution: If the other vertex is "below" the ray, we don't count it |
84 | // Thus corners pointing down are counted twice, corners pointing up are not counted | 84 | // Thus corners pointing down are counted twice, corners pointing up are not counted |
85 | // borders are counted once | 85 | // borders are counted once |
86 | if (intersection.IsIdentical(s.v1, 0.001f)) { | 86 | if (intersection.IsIdentical(s.v1, 0.001f)) { |
87 | if (s.v2.Y < v1.Y) | 87 | if (s.v2.Y < v1.Y) |
88 | continue; | 88 | continue; |
89 | } | 89 | } |
90 | // Do this for the other vertex two | 90 | // Do this for the other vertex two |
91 | if (intersection.IsIdentical(s.v2, 0.001f)) { | 91 | if (intersection.IsIdentical(s.v2, 0.001f)) { |
92 | if (s.v1.Y<v1.Y) | 92 | if (s.v1.Y<v1.Y) |
93 | continue; | 93 | continue; |
94 | } | 94 | } |
95 | iCounter++; | 95 | iCounter++; |
96 | } | 96 | } |
97 | 97 | ||
98 | return iCounter % 2 == 1; // Point is inside if the number of intersections is odd | 98 | return iCounter % 2 == 1; // Point is inside if the number of intersections is odd |
99 | } | 99 | } |
100 | 100 | ||
101 | public bool containsPointsFrom(SimpleHull otherHull) | 101 | public bool containsPointsFrom(SimpleHull otherHull) |
102 | { | 102 | { |
103 | foreach (Vertex v in otherHull.vertices) | 103 | foreach (Vertex v in otherHull.vertices) |
104 | { | 104 | { |
105 | if (IsPointIn(v)) | 105 | if (IsPointIn(v)) |
106 | return true; | 106 | return true; |
107 | } | 107 | } |
108 | 108 | ||
109 | return false; | 109 | return false; |
110 | } | 110 | } |
111 | 111 | ||
112 | 112 | ||
113 | List<Simplex> buildSimplexList() { | 113 | List<Simplex> buildSimplexList() { |
114 | 114 | ||
115 | List<Simplex> result = new List<Simplex>(); | 115 | List<Simplex> result = new List<Simplex>(); |
116 | 116 | ||
117 | // Not asserted but assumed: at least three vertices | 117 | // Not asserted but assumed: at least three vertices |
118 | for (int i=0; i<vertices.Count-1; i++) { | 118 | for (int i=0; i<vertices.Count-1; i++) { |
119 | Simplex s=new Simplex(vertices[i], vertices[i+1]); | 119 | Simplex s=new Simplex(vertices[i], vertices[i+1]); |
120 | result.Add(s); | 120 | result.Add(s); |
121 | } | 121 | } |
122 | Simplex s1=new Simplex(vertices[vertices.Count-1], vertices[0]); | 122 | Simplex s1=new Simplex(vertices[vertices.Count-1], vertices[0]); |
123 | result.Add(s1); | 123 | result.Add(s1); |
124 | 124 | ||
125 | if (holeVertices.Count==0) | 125 | if (holeVertices.Count==0) |
126 | return result; | 126 | return result; |
127 | 127 | ||
128 | // Same here. At least three vertices in hole assumed | 128 | // Same here. At least three vertices in hole assumed |
129 | for (int i = 0; i < holeVertices.Count - 1; i++) | 129 | for (int i = 0; i < holeVertices.Count - 1; i++) |
130 | { | 130 | { |
131 | Simplex s = new Simplex(holeVertices[i], holeVertices[i + 1]); | 131 | Simplex s = new Simplex(holeVertices[i], holeVertices[i + 1]); |
132 | result.Add(s); | 132 | result.Add(s); |
133 | } | 133 | } |
134 | 134 | ||
135 | s1 = new Simplex(holeVertices[holeVertices.Count - 1], holeVertices[0]); | 135 | s1 = new Simplex(holeVertices[holeVertices.Count - 1], holeVertices[0]); |
136 | result.Add(s1); | 136 | result.Add(s1); |
137 | return result; | 137 | return result; |
138 | } | 138 | } |
139 | 139 | ||
140 | bool InsertVertex(Vertex v, int iAfter) | 140 | bool InsertVertex(Vertex v, int iAfter) |
141 | { | 141 | { |
142 | vertices.Insert(iAfter + 1, v); | 142 | vertices.Insert(iAfter + 1, v); |
143 | return true; | 143 | return true; |
144 | } | 144 | } |
145 | 145 | ||
146 | Vertex getNextVertex(Vertex currentVertex) | 146 | Vertex getNextVertex(Vertex currentVertex) |
147 | { | 147 | { |
148 | int iCurrentIndex; | 148 | int iCurrentIndex; |
149 | iCurrentIndex = vertices.IndexOf(currentVertex); | 149 | iCurrentIndex = vertices.IndexOf(currentVertex); |
150 | 150 | ||
151 | // Error handling for iCurrentIndex==-1 should go here (and probably never will) | 151 | // Error handling for iCurrentIndex==-1 should go here (and probably never will) |
152 | 152 | ||
153 | iCurrentIndex++; | 153 | iCurrentIndex++; |
154 | if (iCurrentIndex == vertices.Count) | 154 | if (iCurrentIndex == vertices.Count) |
155 | iCurrentIndex = 0; | 155 | iCurrentIndex = 0; |
156 | 156 | ||
157 | return vertices[iCurrentIndex]; | 157 | return vertices[iCurrentIndex]; |
158 | } | 158 | } |
159 | 159 | ||
160 | public Vertex FindVertex(Vertex vBase, float tolerance) { | 160 | public Vertex FindVertex(Vertex vBase, float tolerance) { |
161 | foreach (Vertex v in vertices) { | 161 | foreach (Vertex v in vertices) { |
162 | if (v.IsIdentical(vBase, tolerance)) | 162 | if (v.IsIdentical(vBase, tolerance)) |
163 | return v; | 163 | return v; |
164 | } | 164 | } |
165 | 165 | ||
166 | return null; | 166 | return null; |
167 | } | 167 | } |
168 | 168 | ||
169 | public void FindIntersection(Simplex s, ref Vertex Intersection, ref Vertex nextVertex) | 169 | public void FindIntersection(Simplex s, ref Vertex Intersection, ref Vertex nextVertex) |
170 | { | 170 | { |
171 | Vertex bestIntersection=null; | 171 | Vertex bestIntersection=null; |
172 | float distToV1=Single.PositiveInfinity; | 172 | float distToV1=Single.PositiveInfinity; |
173 | Simplex bestIntersectingSimplex=null; | 173 | Simplex bestIntersectingSimplex=null; |
174 | 174 | ||
175 | List<Simplex> simple = buildSimplexList(); | 175 | List<Simplex> simple = buildSimplexList(); |
176 | foreach (Simplex sTest in simple) | 176 | foreach (Simplex sTest in simple) |
177 | { | 177 | { |
178 | Manager.PhysicsVector vvTemp = Simplex.Intersect(sTest, s, -.001f, -.001f, 0.999f, .999f); | 178 | Manager.PhysicsVector vvTemp = Simplex.Intersect(sTest, s, -.001f, -.001f, 0.999f, .999f); |
179 | 179 | ||
180 | Vertex vTemp=null; | 180 | Vertex vTemp=null; |
181 | if (vvTemp != null) | 181 | if (vvTemp != null) |
182 | vTemp = new Vertex(vvTemp); | 182 | vTemp = new Vertex(vvTemp); |
183 | 183 | ||
184 | if (vTemp!=null) { | 184 | if (vTemp!=null) { |
185 | 185 | ||
186 | Manager.PhysicsVector diff=(s.v1-vTemp); | 186 | Manager.PhysicsVector diff=(s.v1-vTemp); |
187 | float distTemp=diff.length(); | 187 | float distTemp=diff.length(); |
188 | 188 | ||
189 | if (bestIntersection==null || distTemp<distToV1) { | 189 | if (bestIntersection==null || distTemp<distToV1) { |
190 | bestIntersection=vTemp; | 190 | bestIntersection=vTemp; |
191 | distToV1=distTemp; | 191 | distToV1=distTemp; |
192 | bestIntersectingSimplex = sTest; | 192 | bestIntersectingSimplex = sTest; |
193 | } | 193 | } |
194 | 194 | ||
195 | } // end if vTemp | 195 | } // end if vTemp |
196 | 196 | ||
197 | } // end foreach | 197 | } // end foreach |
198 | 198 | ||
199 | Intersection = bestIntersection; | 199 | Intersection = bestIntersection; |
200 | if (bestIntersectingSimplex != null) | 200 | if (bestIntersectingSimplex != null) |
201 | nextVertex = bestIntersectingSimplex.v2; | 201 | nextVertex = bestIntersectingSimplex.v2; |
202 | else | 202 | else |
203 | nextVertex = null; | 203 | nextVertex = null; |
204 | } | 204 | } |
205 | 205 | ||
206 | 206 | ||
207 | public static SimpleHull SubtractHull(SimpleHull baseHull, SimpleHull otherHull) | 207 | public static SimpleHull SubtractHull(SimpleHull baseHull, SimpleHull otherHull) |
208 | { | 208 | { |
209 | 209 | ||
210 | SimpleHull baseHullClone = baseHull.Clone(); | 210 | SimpleHull baseHullClone = baseHull.Clone(); |
211 | SimpleHull otherHullClone = otherHull.Clone(); | 211 | SimpleHull otherHullClone = otherHull.Clone(); |
212 | bool intersects = false; | 212 | bool intersects = false; |
213 | 213 | ||
214 | MainLog.Instance.Debug("State before intersection detection"); | 214 | MainLog.Instance.Debug("State before intersection detection"); |
215 | MainLog.Instance.Debug("The baseHull is:\n{1}", 0, baseHullClone.ToString()); | 215 | MainLog.Instance.Debug("The baseHull is:\n{1}", 0, baseHullClone.ToString()); |
216 | MainLog.Instance.Debug("The otherHull is:\n{1}", 0, otherHullClone.ToString()); | 216 | MainLog.Instance.Debug("The otherHull is:\n{1}", 0, otherHullClone.ToString()); |
217 | 217 | ||
218 | { | 218 | { |
219 | int iBase, iOther; | 219 | int iBase, iOther; |
220 | 220 | ||
221 | // Insert into baseHull | 221 | // Insert into baseHull |
222 | for (iBase = 0; iBase < baseHullClone.vertices.Count; iBase++) | 222 | for (iBase = 0; iBase < baseHullClone.vertices.Count; iBase++) |
223 | { | 223 | { |
224 | int iBaseNext = (iBase + 1) % baseHullClone.vertices.Count; | 224 | int iBaseNext = (iBase + 1) % baseHullClone.vertices.Count; |
225 | Simplex sBase = new Simplex(baseHullClone.vertices[iBase], baseHullClone.vertices[iBaseNext]); | 225 | Simplex sBase = new Simplex(baseHullClone.vertices[iBase], baseHullClone.vertices[iBaseNext]); |
226 | 226 | ||
227 | for (iOther = 0; iOther < otherHullClone.vertices.Count; iOther++) | 227 | for (iOther = 0; iOther < otherHullClone.vertices.Count; iOther++) |
228 | { | 228 | { |
229 | int iOtherNext = (iOther + 1) % otherHullClone.vertices.Count; | 229 | int iOtherNext = (iOther + 1) % otherHullClone.vertices.Count; |
230 | Simplex sOther = new Simplex(otherHullClone.vertices[iOther], otherHullClone.vertices[iOtherNext]); | 230 | Simplex sOther = new Simplex(otherHullClone.vertices[iOther], otherHullClone.vertices[iOtherNext]); |
231 | 231 | ||
232 | Manager.PhysicsVector intersect = Simplex.Intersect(sBase, sOther, 0.001f, -.001f, 0.999f, 1.001f); | 232 | Manager.PhysicsVector intersect = Simplex.Intersect(sBase, sOther, 0.001f, -.001f, 0.999f, 1.001f); |
233 | if (intersect != null) | 233 | if (intersect != null) |
234 | { | 234 | { |
235 | Vertex vIntersect = new Vertex(intersect); | 235 | Vertex vIntersect = new Vertex(intersect); |
236 | baseHullClone.vertices.Insert(iBase + 1, vIntersect); | 236 | baseHullClone.vertices.Insert(iBase + 1, vIntersect); |
237 | sBase.v2 = vIntersect; | 237 | sBase.v2 = vIntersect; |
238 | intersects = true; | 238 | intersects = true; |
239 | } | 239 | } |
240 | } | 240 | } |
241 | } | 241 | } |
242 | } | 242 | } |
243 | 243 | ||
244 | MainLog.Instance.Debug("State after intersection detection for the base hull"); | 244 | MainLog.Instance.Debug("State after intersection detection for the base hull"); |
245 | MainLog.Instance.Debug("The baseHull is:\n{1}", 0, baseHullClone.ToString()); | 245 | MainLog.Instance.Debug("The baseHull is:\n{1}", 0, baseHullClone.ToString()); |
246 | 246 | ||
247 | { | 247 | { |
248 | int iOther, iBase; | 248 | int iOther, iBase; |
249 | 249 | ||
250 | // Insert into otherHull | 250 | // Insert into otherHull |
251 | for (iOther = 0; iOther < otherHullClone.vertices.Count; iOther++) | 251 | for (iOther = 0; iOther < otherHullClone.vertices.Count; iOther++) |
252 | { | 252 | { |
253 | int iOtherNext = (iOther + 1) % otherHullClone.vertices.Count; | 253 | int iOtherNext = (iOther + 1) % otherHullClone.vertices.Count; |
254 | Simplex sOther = new Simplex(otherHullClone.vertices[iOther], otherHullClone.vertices[iOtherNext]); | 254 | Simplex sOther = new Simplex(otherHullClone.vertices[iOther], otherHullClone.vertices[iOtherNext]); |
255 | 255 | ||
256 | for (iBase = 0; iBase < baseHullClone.vertices.Count; iBase++) | 256 | for (iBase = 0; iBase < baseHullClone.vertices.Count; iBase++) |
257 | { | 257 | { |
258 | int iBaseNext = (iBase + 1) % baseHullClone.vertices.Count; | 258 | int iBaseNext = (iBase + 1) % baseHullClone.vertices.Count; |
259 | Simplex sBase = new Simplex(baseHullClone.vertices[iBase], baseHullClone.vertices[iBaseNext]); | 259 | Simplex sBase = new Simplex(baseHullClone.vertices[iBase], baseHullClone.vertices[iBaseNext]); |
260 | 260 | ||
261 | Manager.PhysicsVector intersect = Simplex.Intersect(sBase, sOther, -.001f, 0.001f, 1.001f, 0.999f); | 261 | Manager.PhysicsVector intersect = Simplex.Intersect(sBase, sOther, -.001f, 0.001f, 1.001f, 0.999f); |
262 | if (intersect != null) | 262 | if (intersect != null) |
263 | { | 263 | { |
264 | Vertex vIntersect = new Vertex(intersect); | 264 | Vertex vIntersect = new Vertex(intersect); |
265 | otherHullClone.vertices.Insert(iOther + 1, vIntersect); | 265 | otherHullClone.vertices.Insert(iOther + 1, vIntersect); |
266 | sOther.v2 = vIntersect; | 266 | sOther.v2 = vIntersect; |
267 | intersects = true; | 267 | intersects = true; |
268 | } | 268 | } |
269 | } | 269 | } |
270 | } | 270 | } |
271 | } | 271 | } |
272 | 272 | ||
273 | MainLog.Instance.Debug("State after intersection detection for the base hull"); | 273 | MainLog.Instance.Debug("State after intersection detection for the base hull"); |
274 | MainLog.Instance.Debug("The otherHull is:\n{1}", 0, otherHullClone.ToString()); | 274 | MainLog.Instance.Debug("The otherHull is:\n{1}", 0, otherHullClone.ToString()); |
275 | 275 | ||
276 | 276 | ||
277 | bool otherIsInBase = baseHullClone.containsPointsFrom(otherHullClone); | 277 | bool otherIsInBase = baseHullClone.containsPointsFrom(otherHullClone); |
278 | if (!intersects && otherIsInBase) | 278 | if (!intersects && otherIsInBase) |
279 | { | 279 | { |
280 | // We have a hole here | 280 | // We have a hole here |
281 | baseHullClone.holeVertices = otherHullClone.vertices; | 281 | baseHullClone.holeVertices = otherHullClone.vertices; |
282 | return baseHullClone; | 282 | return baseHullClone; |
283 | } | 283 | } |
284 | 284 | ||
285 | 285 | ||
286 | SimpleHull result = new SimpleHull(); | 286 | SimpleHull result = new SimpleHull(); |
287 | 287 | ||
288 | // Find a good starting Simplex from baseHull | 288 | // Find a good starting Simplex from baseHull |
289 | // A good starting simplex is one that is outside otherHull | 289 | // A good starting simplex is one that is outside otherHull |
290 | // Such a simplex must exist, otherwise the result will be empty | 290 | // Such a simplex must exist, otherwise the result will be empty |
291 | Vertex baseStartVertex = null; | 291 | Vertex baseStartVertex = null; |
292 | { | 292 | { |
293 | int iBase; | 293 | int iBase; |
294 | for (iBase = 0; iBase < baseHullClone.vertices.Count; iBase++) | 294 | for (iBase = 0; iBase < baseHullClone.vertices.Count; iBase++) |
295 | { | 295 | { |
296 | int iBaseNext = (iBase + 1) % baseHullClone.vertices.Count; | 296 | int iBaseNext = (iBase + 1) % baseHullClone.vertices.Count; |
297 | Vertex center = new Vertex((baseHullClone.vertices[iBase] + baseHullClone.vertices[iBaseNext]) / 2.0f); | 297 | Vertex center = new Vertex((baseHullClone.vertices[iBase] + baseHullClone.vertices[iBaseNext]) / 2.0f); |
298 | bool isOutside = !otherHullClone.IsPointIn(center); | 298 | bool isOutside = !otherHullClone.IsPointIn(center); |
299 | if (isOutside) | 299 | if (isOutside) |
300 | { | 300 | { |
301 | baseStartVertex = baseHullClone.vertices[iBaseNext]; | 301 | baseStartVertex = baseHullClone.vertices[iBaseNext]; |
302 | break; | 302 | break; |
303 | } | 303 | } |
304 | } | 304 | } |
305 | } | 305 | } |
306 | 306 | ||
307 | 307 | ||
308 | if (baseStartVertex == null) // i.e. no simplex fulfilled the "outside" condition. | 308 | if (baseStartVertex == null) // i.e. no simplex fulfilled the "outside" condition. |
309 | // In otherwords, subtractHull completely embraces baseHull | 309 | // In otherwords, subtractHull completely embraces baseHull |
310 | { | 310 | { |
311 | return result; | 311 | return result; |
312 | } | 312 | } |
313 | 313 | ||
314 | // The simplex that *starts* with baseStartVertex is outside the cutting hull, | 314 | // The simplex that *starts* with baseStartVertex is outside the cutting hull, |
315 | // so we can start our walk with the next vertex without loosing a branch | 315 | // so we can start our walk with the next vertex without loosing a branch |
316 | Vertex V1 = baseStartVertex; | 316 | Vertex V1 = baseStartVertex; |
317 | bool onBase = true; | 317 | bool onBase = true; |
318 | 318 | ||
319 | // And here is how we do the magic :-) | 319 | // And here is how we do the magic :-) |
320 | // Start on the base hull. | 320 | // Start on the base hull. |
321 | // Walk the vertices in the positive direction | 321 | // Walk the vertices in the positive direction |
322 | // For each vertex check, whether it is a vertex shared with the other hull | 322 | // For each vertex check, whether it is a vertex shared with the other hull |
323 | // if this is the case, switch over to walking the other vertex list. | 323 | // if this is the case, switch over to walking the other vertex list. |
324 | // Note: The other hull *must* go backwards to our starting point (via several orther vertices) | 324 | // Note: The other hull *must* go backwards to our starting point (via several orther vertices) |
325 | // Thus it is important that the cutting hull has the inverse directional sense than the | 325 | // Thus it is important that the cutting hull has the inverse directional sense than the |
326 | // base hull!!!!!!!!! (means if base goes CW around it's center cutting hull must go CCW) | 326 | // base hull!!!!!!!!! (means if base goes CW around it's center cutting hull must go CCW) |
327 | 327 | ||
328 | bool done = false; | 328 | bool done = false; |
329 | while (!done) | 329 | while (!done) |
330 | { | 330 | { |
331 | result.AddVertex(V1); | 331 | result.AddVertex(V1); |
332 | Vertex nextVertex = null; | 332 | Vertex nextVertex = null; |
333 | if (onBase) | 333 | if (onBase) |
334 | { | 334 | { |
335 | nextVertex = otherHullClone.FindVertex(V1, 0.001f); | 335 | nextVertex = otherHullClone.FindVertex(V1, 0.001f); |
336 | } | 336 | } |
337 | else | 337 | else |
338 | { | 338 | { |
339 | nextVertex = baseHullClone.FindVertex(V1, 0.001f); | 339 | nextVertex = baseHullClone.FindVertex(V1, 0.001f); |
340 | } | 340 | } |
341 | 341 | ||
342 | if (nextVertex != null) // A node that represents an intersection | 342 | if (nextVertex != null) // A node that represents an intersection |
343 | { | 343 | { |
344 | V1 = nextVertex; // Needed to find the next vertex on the other hull | 344 | V1 = nextVertex; // Needed to find the next vertex on the other hull |
345 | onBase = !onBase; | 345 | onBase = !onBase; |
346 | } | 346 | } |
347 | 347 | ||
348 | if (onBase) | 348 | if (onBase) |
349 | V1 = baseHullClone.getNextVertex(V1); | 349 | V1 = baseHullClone.getNextVertex(V1); |
350 | else | 350 | else |
351 | V1 = otherHullClone.getNextVertex(V1); | 351 | V1 = otherHullClone.getNextVertex(V1); |
352 | 352 | ||
353 | if (V1 == baseStartVertex) | 353 | if (V1 == baseStartVertex) |
354 | done = true; | 354 | done = true; |
355 | } | 355 | } |
356 | 356 | ||
357 | MainLog.Instance.Debug("The resulting Hull is:\n{1}", 0, result.ToString()); | 357 | MainLog.Instance.Debug("The resulting Hull is:\n{1}", 0, result.ToString()); |
358 | 358 | ||
359 | return result; | 359 | return result; |
360 | 360 | ||
361 | } | 361 | } |
362 | } | 362 | } |
363 | } | 363 | } |
diff --git a/OpenSim/Region/Physics/Meshing/Simplex.cs b/OpenSim/Region/Physics/Meshing/Simplex.cs index 4944f22..42dbefa 100644 --- a/OpenSim/Region/Physics/Meshing/Simplex.cs +++ b/OpenSim/Region/Physics/Meshing/Simplex.cs | |||
@@ -1,198 +1,198 @@ | |||
1 | using System; | 1 | using System; |
2 | using System.Collections.Generic; | 2 | using System.Collections.Generic; |
3 | using System.Text; | 3 | using System.Text; |
4 | using OpenSim.Region.Physics.Manager; | 4 | using OpenSim.Region.Physics.Manager; |
5 | 5 | ||
6 | namespace OpenSim.Region.Physics.Meshing | 6 | namespace OpenSim.Region.Physics.Meshing |
7 | { | 7 | { |
8 | // A simplex is a section of a straight line. | 8 | // A simplex is a section of a straight line. |
9 | // It is defined by its endpoints, i.e. by two vertices | 9 | // It is defined by its endpoints, i.e. by two vertices |
10 | // Operation on vertices are | 10 | // Operation on vertices are |
11 | public class Simplex : IComparable<Simplex> | 11 | public class Simplex : IComparable<Simplex> |
12 | { | 12 | { |
13 | public Vertex v1; | 13 | public Vertex v1; |
14 | public Vertex v2; | 14 | public Vertex v2; |
15 | 15 | ||
16 | public Simplex(Vertex _v1, Vertex _v2) | 16 | public Simplex(Vertex _v1, Vertex _v2) |
17 | { | 17 | { |
18 | v1 = _v1; | 18 | v1 = _v1; |
19 | v2 = _v2; | 19 | v2 = _v2; |
20 | } | 20 | } |
21 | 21 | ||
22 | public int CompareTo(Simplex other) | 22 | public int CompareTo(Simplex other) |
23 | { | 23 | { |
24 | 24 | ||
25 | Vertex lv1, lv2, ov1, ov2, temp; | 25 | Vertex lv1, lv2, ov1, ov2, temp; |
26 | 26 | ||
27 | lv1 = v1; | 27 | lv1 = v1; |
28 | lv2 = v2; | 28 | lv2 = v2; |
29 | ov1 = other.v1; | 29 | ov1 = other.v1; |
30 | ov2 = other.v2; | 30 | ov2 = other.v2; |
31 | 31 | ||
32 | if (lv1 > lv2) | 32 | if (lv1 > lv2) |
33 | { | 33 | { |
34 | temp = lv1; | 34 | temp = lv1; |
35 | lv1 = lv2; | 35 | lv1 = lv2; |
36 | lv2 = temp; | 36 | lv2 = temp; |
37 | } | 37 | } |
38 | 38 | ||
39 | if (ov1 > ov2) | 39 | if (ov1 > ov2) |
40 | { | 40 | { |
41 | temp = ov1; | 41 | temp = ov1; |
42 | ov1 = ov2; | 42 | ov1 = ov2; |
43 | ov2 = temp; | 43 | ov2 = temp; |
44 | } | 44 | } |
45 | 45 | ||
46 | if (lv1 > ov1) | 46 | if (lv1 > ov1) |
47 | { | 47 | { |
48 | return 1; | 48 | return 1; |
49 | } | 49 | } |
50 | if (lv1 < ov1) | 50 | if (lv1 < ov1) |
51 | { | 51 | { |
52 | return -1; | 52 | return -1; |
53 | } | 53 | } |
54 | 54 | ||
55 | if (lv2 > ov2) | 55 | if (lv2 > ov2) |
56 | { | 56 | { |
57 | return 1; | 57 | return 1; |
58 | } | 58 | } |
59 | if (lv2 < ov2) | 59 | if (lv2 < ov2) |
60 | { | 60 | { |
61 | return -1; | 61 | return -1; |
62 | } | 62 | } |
63 | 63 | ||
64 | return 0; | 64 | return 0; |
65 | } | 65 | } |
66 | 66 | ||
67 | private static void intersectParameter(PhysicsVector p1, PhysicsVector r1, PhysicsVector p2, PhysicsVector r2, ref float lambda, ref float mu) | 67 | private static void intersectParameter(PhysicsVector p1, PhysicsVector r1, PhysicsVector p2, PhysicsVector r2, ref float lambda, ref float mu) |
68 | { | 68 | { |
69 | // Intersects two straights | 69 | // Intersects two straights |
70 | // p1, p2, points on the straight | 70 | // p1, p2, points on the straight |
71 | // r1, r2, directional vectors of the straight. Not necessarily of length 1! | 71 | // r1, r2, directional vectors of the straight. Not necessarily of length 1! |
72 | // note, that l, m can be scaled such, that the range 0..1 is mapped to the area between two points, | 72 | // note, that l, m can be scaled such, that the range 0..1 is mapped to the area between two points, |
73 | // thus allowing to decide whether an intersection is between two points | 73 | // thus allowing to decide whether an intersection is between two points |
74 | 74 | ||
75 | float r1x = r1.X; | 75 | float r1x = r1.X; |
76 | float r1y = r1.Y; | 76 | float r1y = r1.Y; |
77 | float r2x = r2.X; | 77 | float r2x = r2.X; |
78 | float r2y = r2.Y; | 78 | float r2y = r2.Y; |
79 | 79 | ||
80 | float denom = r1y*r2x - r1x*r2y; | 80 | float denom = r1y*r2x - r1x*r2y; |
81 | 81 | ||
82 | float p1x = p1.X; | 82 | float p1x = p1.X; |
83 | float p1y = p1.Y; | 83 | float p1y = p1.Y; |
84 | float p2x = p2.X; | 84 | float p2x = p2.X; |
85 | float p2y = p2.Y; | 85 | float p2y = p2.Y; |
86 | 86 | ||
87 | float z1=-p2x * r2y + p1x * r2y + (p2y - p1y) * r2x; | 87 | float z1=-p2x * r2y + p1x * r2y + (p2y - p1y) * r2x; |
88 | float z2=-p2x * r1y + p1x * r1y + (p2y - p1y) * r1x; | 88 | float z2=-p2x * r1y + p1x * r1y + (p2y - p1y) * r1x; |
89 | 89 | ||
90 | if (denom == 0.0f) // Means the straights are parallel. Either no intersection or an infinite number of them | 90 | if (denom == 0.0f) // Means the straights are parallel. Either no intersection or an infinite number of them |
91 | { | 91 | { |
92 | if (z1==0.0f) {// Means they are identical -> many, many intersections | 92 | if (z1==0.0f) {// Means they are identical -> many, many intersections |
93 | lambda = Single.NaN; | 93 | lambda = Single.NaN; |
94 | mu = Single.NaN; | 94 | mu = Single.NaN; |
95 | } else { | 95 | } else { |
96 | lambda = Single.PositiveInfinity; | 96 | lambda = Single.PositiveInfinity; |
97 | mu = Single.PositiveInfinity; | 97 | mu = Single.PositiveInfinity; |
98 | } | 98 | } |
99 | return; | 99 | return; |
100 | 100 | ||
101 | } | 101 | } |
102 | 102 | ||
103 | 103 | ||
104 | 104 | ||
105 | lambda = z1 / denom; | 105 | lambda = z1 / denom; |
106 | mu = z2 / denom; | 106 | mu = z2 / denom; |
107 | 107 | ||
108 | } | 108 | } |
109 | 109 | ||
110 | 110 | ||
111 | // Intersects the simplex with another one. | 111 | // Intersects the simplex with another one. |
112 | // the borders are used to deal with float inaccuracies | 112 | // the borders are used to deal with float inaccuracies |
113 | // As a rule of thumb, the borders are | 113 | // As a rule of thumb, the borders are |
114 | // lowerBorder1 : 0.0 | 114 | // lowerBorder1 : 0.0 |
115 | // lowerBorder2 : 0.0 | 115 | // lowerBorder2 : 0.0 |
116 | // upperBorder1 : 1.0 | 116 | // upperBorder1 : 1.0 |
117 | // upperBorder2 : 1.0 | 117 | // upperBorder2 : 1.0 |
118 | // Set these to values near the given parameters (e.g. 0.001 instead of 1 to exclude simplex starts safely, or to -0.001 to include them safely) | 118 | // Set these to values near the given parameters (e.g. 0.001 instead of 1 to exclude simplex starts safely, or to -0.001 to include them safely) |
119 | public static PhysicsVector Intersect( | 119 | public static PhysicsVector Intersect( |
120 | Simplex s1, | 120 | Simplex s1, |
121 | Simplex s2, | 121 | Simplex s2, |
122 | float lowerBorder1, | 122 | float lowerBorder1, |
123 | float lowerBorder2, | 123 | float lowerBorder2, |
124 | float upperBorder1, | 124 | float upperBorder1, |
125 | float upperBorder2) | 125 | float upperBorder2) |
126 | { | 126 | { |
127 | PhysicsVector firstSimplexDirection = s1.v2 - s1.v1; | 127 | PhysicsVector firstSimplexDirection = s1.v2 - s1.v1; |
128 | PhysicsVector secondSimplexDirection = s2.v2 - s2.v1; | 128 | PhysicsVector secondSimplexDirection = s2.v2 - s2.v1; |
129 | 129 | ||
130 | float lambda = 0.0f; | 130 | float lambda = 0.0f; |
131 | float mu = 0.0f; | 131 | float mu = 0.0f; |
132 | 132 | ||
133 | // Give us the parameters of an intersection. This subroutine does *not* take the constraints | 133 | // Give us the parameters of an intersection. This subroutine does *not* take the constraints |
134 | // (intersection must be between v1 and v2 and it must be in the positive direction of the ray) | 134 | // (intersection must be between v1 and v2 and it must be in the positive direction of the ray) |
135 | // into account. We do that afterwards. | 135 | // into account. We do that afterwards. |
136 | intersectParameter(s1.v1, firstSimplexDirection, s2.v1, secondSimplexDirection, ref lambda, ref mu); | 136 | intersectParameter(s1.v1, firstSimplexDirection, s2.v1, secondSimplexDirection, ref lambda, ref mu); |
137 | 137 | ||
138 | if (Single.IsInfinity(lambda)) // Special case. No intersection at all. directions parallel. | 138 | if (Single.IsInfinity(lambda)) // Special case. No intersection at all. directions parallel. |
139 | return null; | 139 | return null; |
140 | 140 | ||
141 | if (Single.IsNaN(lambda)) // Special case. many, many intersections. | 141 | if (Single.IsNaN(lambda)) // Special case. many, many intersections. |
142 | return null; | 142 | return null; |
143 | 143 | ||
144 | if (lambda > upperBorder1) // We're behind v2 | 144 | if (lambda > upperBorder1) // We're behind v2 |
145 | return null; | 145 | return null; |
146 | 146 | ||
147 | if (lambda < lowerBorder1) | 147 | if (lambda < lowerBorder1) |
148 | return null; | 148 | return null; |
149 | 149 | ||
150 | if (mu < lowerBorder2) // outside simplex 2 | 150 | if (mu < lowerBorder2) // outside simplex 2 |
151 | return null; | 151 | return null; |
152 | 152 | ||
153 | if (mu > upperBorder2) // outside simplex 2 | 153 | if (mu > upperBorder2) // outside simplex 2 |
154 | return null; | 154 | return null; |
155 | 155 | ||
156 | return s1.v1 + lambda * firstSimplexDirection; | 156 | return s1.v1 + lambda * firstSimplexDirection; |
157 | 157 | ||
158 | } | 158 | } |
159 | 159 | ||
160 | // Intersects the simplex with a ray. The ray is defined as all p=origin + lambda*direction | 160 | // Intersects the simplex with a ray. The ray is defined as all p=origin + lambda*direction |
161 | // where lambda >= 0 | 161 | // where lambda >= 0 |
162 | public PhysicsVector RayIntersect(Vertex origin, PhysicsVector direction, bool bEndsIncluded) | 162 | public PhysicsVector RayIntersect(Vertex origin, PhysicsVector direction, bool bEndsIncluded) |
163 | { | 163 | { |
164 | PhysicsVector simplexDirection = v2 - v1; | 164 | PhysicsVector simplexDirection = v2 - v1; |
165 | 165 | ||
166 | float lambda = 0.0f; | 166 | float lambda = 0.0f; |
167 | float mu = 0.0f; | 167 | float mu = 0.0f; |
168 | 168 | ||
169 | // Give us the parameters of an intersection. This subroutine does *not* take the constraints | 169 | // Give us the parameters of an intersection. This subroutine does *not* take the constraints |
170 | // (intersection must be between v1 and v2 and it must be in the positive direction of the ray) | 170 | // (intersection must be between v1 and v2 and it must be in the positive direction of the ray) |
171 | // into account. We do that afterwards. | 171 | // into account. We do that afterwards. |
172 | intersectParameter(v1, simplexDirection, origin, direction, ref lambda, ref mu); | 172 | intersectParameter(v1, simplexDirection, origin, direction, ref lambda, ref mu); |
173 | 173 | ||
174 | if (Single.IsInfinity(lambda)) // Special case. No intersection at all. directions parallel. | 174 | if (Single.IsInfinity(lambda)) // Special case. No intersection at all. directions parallel. |
175 | return null; | 175 | return null; |
176 | 176 | ||
177 | if (Single.IsNaN(lambda)) // Special case. many, many intersections. | 177 | if (Single.IsNaN(lambda)) // Special case. many, many intersections. |
178 | return null; | 178 | return null; |
179 | 179 | ||
180 | if (mu < 0.0) // We're on the wrong side of the ray | 180 | if (mu < 0.0) // We're on the wrong side of the ray |
181 | return null; | 181 | return null; |
182 | 182 | ||
183 | if (lambda > 1.0) // We're behind v2 | 183 | if (lambda > 1.0) // We're behind v2 |
184 | return null; | 184 | return null; |
185 | 185 | ||
186 | if (lambda == 1.0 && !bEndsIncluded) | 186 | if (lambda == 1.0 && !bEndsIncluded) |
187 | return null; // The end of the simplices are not included | 187 | return null; // The end of the simplices are not included |
188 | 188 | ||
189 | if (lambda < 0.0f) // we're before v1; | 189 | if (lambda < 0.0f) // we're before v1; |
190 | return null; | 190 | return null; |
191 | 191 | ||
192 | return this.v1 + lambda * simplexDirection; | 192 | return this.v1 + lambda * simplexDirection; |
193 | 193 | ||
194 | } | 194 | } |
195 | 195 | ||
196 | 196 | ||
197 | } | 197 | } |
198 | } \ No newline at end of file | 198 | } \ No newline at end of file |