From 1d3677eb9b31cc9a1238caabd464538438d573af Mon Sep 17 00:00:00 2001 From: Dahlia Trimble Date: Fri, 1 Aug 2008 05:45:58 +0000 Subject: Thank you jhurliman for a meshmerizer patch that replaces the quaternion->matrix->vertex*matrix->vertex code with a direct transformation. --- OpenSim/Region/Physics/Meshing/Extruder.cs | 193 +---------------------------- 1 file changed, 3 insertions(+), 190 deletions(-) (limited to 'OpenSim/Region/Physics/Meshing/Extruder.cs') diff --git a/OpenSim/Region/Physics/Meshing/Extruder.cs b/OpenSim/Region/Physics/Meshing/Extruder.cs index 77bd9a4..b14deeb 100644 --- a/OpenSim/Region/Physics/Meshing/Extruder.cs +++ b/OpenSim/Region/Physics/Meshing/Extruder.cs @@ -64,193 +64,6 @@ namespace OpenSim.Region.Physics.Meshing public float pathTaperY = 0.0f; /// - /// (deprecated) creates a 3 layer extruded mesh of a profile hull - /// - /// - /// - public Mesh Extrude(Mesh m) - { - startParameter = float.MinValue; - stopParameter = float.MaxValue; - // Currently only works for iSteps=1; - Mesh result = new Mesh(); - - Mesh workingPlus = m.Clone(); - Mesh workingMiddle = m.Clone(); - Mesh workingMinus = m.Clone(); - - Quaternion tt = new Quaternion(); - Vertex v2 = new Vertex(0, 0, 0); - - foreach (Vertex v in workingPlus.vertices) - { - if (v == null) - continue; - - // This is the top - // Set the Z + .5 to match the rest of the scale of the mesh - // Scale it by Size, and Taper the scaling - v.Z = +.5f; - v.X *= (size.X * taperTopFactorX); - v.Y *= (size.Y * taperTopFactorY); - v.Z *= size.Z; - - //Push the top of the object over by the Top Shear amount - v.X += pushX * size.X; - v.Y += pushY * size.Y; - - if (twistTop != 0) - { - // twist and shout - tt = new Quaternion(new Vertex(0, 0, 1), twistTop); - v2 = v * tt; - v.X = v2.X; - v.Y = v2.Y; - v.Z = v2.Z; - } - } - - foreach (Vertex v in workingMiddle.vertices) - { - if (v == null) - continue; - - // This is the top - // Set the Z + .5 to match the rest of the scale of the mesh - // Scale it by Size, and Taper the scaling - v.Z *= size.Z; - v.X *= (size.X * ((taperTopFactorX + taperBotFactorX) /2)); - v.Y *= (size.Y * ((taperTopFactorY + taperBotFactorY) / 2)); - - v.X += (pushX / 2) * size.X; - v.Y += (pushY / 2) * size.Y; - //Push the top of the object over by the Top Shear amount - if (twistMid != 0) - { - // twist and shout - tt = new Quaternion(new Vertex(0, 0, 1), twistMid); - v2 = v * tt; - v.X = v2.X; - v.Y = v2.Y; - v.Z = v2.Z; - } - } - - foreach (Vertex v in workingMinus.vertices) - { - if (v == null) - continue; - - // This is the bottom - v.Z = -.5f; - v.X *= (size.X * taperBotFactorX); - v.Y *= (size.Y * taperBotFactorY); - v.Z *= size.Z; - - if (twistBot != 0) - { - // twist and shout - tt = new Quaternion(new Vertex(0, 0, 1), twistBot); - v2 = v * tt; - v.X = v2.X; - v.Y = v2.Y; - v.Z = v2.Z; - } - } - - foreach (Triangle t in workingMinus.triangles) - { - t.invertNormal(); - } - - result.Append(workingMinus); - result.Append(workingMiddle); - - int iLastNull = 0; - - for (int i = 0; i < workingMiddle.vertices.Count; i++) - { - int iNext = i + 1; - - if (workingMiddle.vertices[i] == null) // Can't make a simplex here - { - iLastNull = i + 1; - continue; - } - - if (i == workingMiddle.vertices.Count - 1) // End of list - { - iNext = iLastNull; - } - - if (workingMiddle.vertices[iNext] == null) // Null means wrap to begin of last segment - { - iNext = iLastNull; - } - - Triangle tSide; - tSide = new Triangle(workingMiddle.vertices[i], workingMinus.vertices[i], workingMiddle.vertices[iNext]); - result.Add(tSide); - - tSide = - new Triangle(workingMiddle.vertices[iNext], workingMinus.vertices[i], workingMinus.vertices[iNext]); - result.Add(tSide); - } - //foreach (Triangle t in workingPlus.triangles) - //{ - //t.invertNormal(); - // } - result.Append(workingPlus); - - iLastNull = 0; - for (int i = 0; i < workingPlus.vertices.Count; i++) - { - int iNext = i + 1; - - if (workingPlus.vertices[i] == null) // Can't make a simplex here - { - iLastNull = i + 1; - continue; - } - - if (i == workingPlus.vertices.Count - 1) // End of list - { - iNext = iLastNull; - } - - if (workingPlus.vertices[iNext] == null) // Null means wrap to begin of last segment - { - iNext = iLastNull; - } - - Triangle tSide; - tSide = new Triangle(workingPlus.vertices[i], workingMiddle.vertices[i], workingPlus.vertices[iNext]); - result.Add(tSide); - - tSide = - new Triangle(workingPlus.vertices[iNext], workingMiddle.vertices[i], workingMiddle.vertices[iNext]); - result.Add(tSide); - } - - if (twistMid != 0) - { - foreach (Vertex v in result.vertices) - { - // twist and shout - if (v != null) - { - tt = new Quaternion(new Vertex(0, 0, -1), twistMid*2); - v2 = v * tt; - v.X = v2.X; - v.Y = v2.Y; - v.Z = v2.Z; - } - } - } - return result; - } - - /// /// Creates an extrusion of a profile along a linear path. Used to create prim types box, cylinder, and prism. /// /// @@ -350,7 +163,7 @@ namespace OpenSim.Region.Physics.Meshing // apply twist rotation to the profile layer and position the layer in the prim - Quaternion profileRot = new Quaternion(new Vertex(0.0f, 0.0f, -1.0f), twist); + Quaternion profileRot = new Quaternion(new Vertex(0.0f, 0.0f, 1.0f), twist); foreach (Vertex v in newLayer.vertices) { if (v != null) @@ -566,7 +379,7 @@ namespace OpenSim.Region.Physics.Meshing // next apply twist rotation to the profile layer if (twistTotal != 0.0f || twistBot != 0.0f) { - Quaternion profileRot = new Quaternion(new Vertex(0.0f, 0.0f, -1.0f), twist); + Quaternion profileRot = new Quaternion(new Vertex(0.0f, 0.0f, 1.0f), twist); foreach (Vertex v in newLayer.vertices) { if (v != null) @@ -581,7 +394,7 @@ namespace OpenSim.Region.Physics.Meshing // now orient the rotation of the profile layer relative to it's position on the path // adding pushY to the angle used to generate the quat appears to approximate the viewer - Quaternion layerRot = new Quaternion(new Vertex(-1.0f, 0.0f, 0.0f), (float)angle + pushY * 0.9f); + Quaternion layerRot = new Quaternion(new Vertex(1.0f, 0.0f, 0.0f), (float)angle + pushY * 0.9f); foreach (Vertex v in newLayer.vertices) { if (v != null) -- cgit v1.1