From a58859a0d4206c194c9c56212218e2cafc2cc373 Mon Sep 17 00:00:00 2001
From: Diva Canto
Date: Fri, 7 May 2010 21:29:56 -0700
Subject: GridUserService in place. Replaces the contrived concept of storing
user's home and position info in the presence service. WARNING: I violated a
taboo by deleting 2 migration files and simplifying the original table
creation for Presence. This should not cause any problems to anyone, though.
Things will work with the new simplified table, as well as with the previous
contrived one. If there are any problems, solving them is as easy as dropping
the presence table and deleting its row in the migrations table. The presence
info only exists during a user's session anyway.
BTW, the Meshing files want to be committed too -- EOFs.
---
OpenSim/Region/Physics/Meshing/PrimMesher.cs | 4568 +++++++++++++-------------
OpenSim/Region/Physics/Meshing/SculptMap.cs | 352 +-
OpenSim/Region/Physics/Meshing/SculptMesh.cs | 1282 ++++----
3 files changed, 3101 insertions(+), 3101 deletions(-)
(limited to 'OpenSim/Region/Physics/Meshing')
diff --git a/OpenSim/Region/Physics/Meshing/PrimMesher.cs b/OpenSim/Region/Physics/Meshing/PrimMesher.cs
index b4e101a..53022ad 100644
--- a/OpenSim/Region/Physics/Meshing/PrimMesher.cs
+++ b/OpenSim/Region/Physics/Meshing/PrimMesher.cs
@@ -1,2284 +1,2284 @@
-/*
- * Copyright (c) Contributors
- * See CONTRIBUTORS.TXT for a full list of copyright holders.
- *
- * Redistribution and use in source and binary forms, with or without
- * modification, are permitted provided that the following conditions are met:
- * * Redistributions of source code must retain the above copyright
- * notice, this list of conditions and the following disclaimer.
- * * Redistributions in binary form must reproduce the above copyright
- * notice, this list of conditions and the following disclaimer in the
- * documentation and/or other materials provided with the distribution.
- * * Neither the name of the OpenSimulator Project nor the
- * names of its contributors may be used to endorse or promote products
- * derived from this software without specific prior written permission.
- *
- * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
- * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
- * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
- * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
- * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
- * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
- * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
- * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
- * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- */
-
-using System;
-using System.Collections.Generic;
-using System.Text;
-using System.IO;
-
-namespace PrimMesher
-{
- public struct Quat
- {
- /// X value
- public float X;
- /// Y value
- public float Y;
- /// Z value
- public float Z;
- /// W value
- public float W;
-
- public Quat(float x, float y, float z, float w)
- {
- X = x;
- Y = y;
- Z = z;
- W = w;
- }
-
- public Quat(Coord axis, float angle)
- {
- axis = axis.Normalize();
-
- angle *= 0.5f;
- float c = (float)Math.Cos(angle);
- float s = (float)Math.Sin(angle);
-
- X = axis.X * s;
- Y = axis.Y * s;
- Z = axis.Z * s;
- W = c;
-
- Normalize();
- }
-
- public float Length()
- {
- return (float)Math.Sqrt(X * X + Y * Y + Z * Z + W * W);
- }
-
- public Quat Normalize()
- {
- const float MAG_THRESHOLD = 0.0000001f;
- float mag = Length();
-
- // Catch very small rounding errors when normalizing
- if (mag > MAG_THRESHOLD)
- {
- float oomag = 1f / mag;
- X *= oomag;
- Y *= oomag;
- Z *= oomag;
- W *= oomag;
- }
- else
- {
- X = 0f;
- Y = 0f;
- Z = 0f;
- W = 1f;
- }
-
- return this;
- }
-
- public static Quat operator *(Quat q1, Quat q2)
- {
- float x = q1.W * q2.X + q1.X * q2.W + q1.Y * q2.Z - q1.Z * q2.Y;
- float y = q1.W * q2.Y - q1.X * q2.Z + q1.Y * q2.W + q1.Z * q2.X;
- float z = q1.W * q2.Z + q1.X * q2.Y - q1.Y * q2.X + q1.Z * q2.W;
- float w = q1.W * q2.W - q1.X * q2.X - q1.Y * q2.Y - q1.Z * q2.Z;
- return new Quat(x, y, z, w);
- }
-
- public override string ToString()
- {
- return "< X: " + this.X.ToString() + ", Y: " + this.Y.ToString() + ", Z: " + this.Z.ToString() + ", W: " + this.W.ToString() + ">";
- }
- }
-
- public struct Coord
- {
- public float X;
- public float Y;
- public float Z;
-
- public Coord(float x, float y, float z)
- {
- this.X = x;
- this.Y = y;
- this.Z = z;
- }
-
- public float Length()
- {
- return (float)Math.Sqrt(this.X * this.X + this.Y * this.Y + this.Z * this.Z);
- }
-
- public Coord Invert()
- {
- this.X = -this.X;
- this.Y = -this.Y;
- this.Z = -this.Z;
-
- return this;
- }
-
- public Coord Normalize()
- {
- const float MAG_THRESHOLD = 0.0000001f;
- float mag = Length();
-
- // Catch very small rounding errors when normalizing
- if (mag > MAG_THRESHOLD)
- {
- float oomag = 1.0f / mag;
- this.X *= oomag;
- this.Y *= oomag;
- this.Z *= oomag;
- }
- else
- {
- this.X = 0.0f;
- this.Y = 0.0f;
- this.Z = 0.0f;
- }
-
- return this;
- }
-
- public override string ToString()
- {
- return this.X.ToString() + " " + this.Y.ToString() + " " + this.Z.ToString();
- }
-
- public static Coord Cross(Coord c1, Coord c2)
- {
- return new Coord(
- c1.Y * c2.Z - c2.Y * c1.Z,
- c1.Z * c2.X - c2.Z * c1.X,
- c1.X * c2.Y - c2.X * c1.Y
- );
- }
-
- public static Coord operator +(Coord v, Coord a)
- {
- return new Coord(v.X + a.X, v.Y + a.Y, v.Z + a.Z);
- }
-
- public static Coord operator *(Coord v, Coord m)
- {
- return new Coord(v.X * m.X, v.Y * m.Y, v.Z * m.Z);
- }
-
- public static Coord operator *(Coord v, Quat q)
- {
- // From http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/transforms/
-
- Coord c2 = new Coord(0.0f, 0.0f, 0.0f);
-
- c2.X = q.W * q.W * v.X +
- 2f * q.Y * q.W * v.Z -
- 2f * q.Z * q.W * v.Y +
- q.X * q.X * v.X +
- 2f * q.Y * q.X * v.Y +
- 2f * q.Z * q.X * v.Z -
- q.Z * q.Z * v.X -
- q.Y * q.Y * v.X;
-
- c2.Y =
- 2f * q.X * q.Y * v.X +
- q.Y * q.Y * v.Y +
- 2f * q.Z * q.Y * v.Z +
- 2f * q.W * q.Z * v.X -
- q.Z * q.Z * v.Y +
- q.W * q.W * v.Y -
- 2f * q.X * q.W * v.Z -
- q.X * q.X * v.Y;
-
- c2.Z =
- 2f * q.X * q.Z * v.X +
- 2f * q.Y * q.Z * v.Y +
- q.Z * q.Z * v.Z -
- 2f * q.W * q.Y * v.X -
- q.Y * q.Y * v.Z +
- 2f * q.W * q.X * v.Y -
- q.X * q.X * v.Z +
- q.W * q.W * v.Z;
-
- return c2;
- }
- }
-
- public struct UVCoord
- {
- public float U;
- public float V;
-
-
- public UVCoord(float u, float v)
- {
- this.U = u;
- this.V = v;
- }
- }
-
- public struct Face
- {
- public int primFace;
-
- // vertices
- public int v1;
- public int v2;
- public int v3;
-
- //normals
- public int n1;
- public int n2;
- public int n3;
-
- // uvs
- public int uv1;
- public int uv2;
- public int uv3;
-
- public Face(int v1, int v2, int v3)
- {
- primFace = 0;
-
- this.v1 = v1;
- this.v2 = v2;
- this.v3 = v3;
-
- this.n1 = 0;
- this.n2 = 0;
- this.n3 = 0;
-
- this.uv1 = 0;
- this.uv2 = 0;
- this.uv3 = 0;
-
- }
-
- public Face(int v1, int v2, int v3, int n1, int n2, int n3)
- {
- primFace = 0;
-
- this.v1 = v1;
- this.v2 = v2;
- this.v3 = v3;
-
- this.n1 = n1;
- this.n2 = n2;
- this.n3 = n3;
-
- this.uv1 = 0;
- this.uv2 = 0;
- this.uv3 = 0;
- }
-
- public Coord SurfaceNormal(List coordList)
- {
- Coord c1 = coordList[this.v1];
- Coord c2 = coordList[this.v2];
- Coord c3 = coordList[this.v3];
-
- Coord edge1 = new Coord(c2.X - c1.X, c2.Y - c1.Y, c2.Z - c1.Z);
- Coord edge2 = new Coord(c3.X - c1.X, c3.Y - c1.Y, c3.Z - c1.Z);
-
- return Coord.Cross(edge1, edge2).Normalize();
- }
- }
-
- public struct ViewerFace
- {
- public int primFaceNumber;
-
- public Coord v1;
- public Coord v2;
- public Coord v3;
-
- public int coordIndex1;
- public int coordIndex2;
- public int coordIndex3;
-
- public Coord n1;
- public Coord n2;
- public Coord n3;
-
- public UVCoord uv1;
- public UVCoord uv2;
- public UVCoord uv3;
-
- public ViewerFace(int primFaceNumber)
- {
- this.primFaceNumber = primFaceNumber;
-
- this.v1 = new Coord();
- this.v2 = new Coord();
- this.v3 = new Coord();
-
- this.coordIndex1 = this.coordIndex2 = this.coordIndex3 = -1; // -1 means not assigned yet
-
- this.n1 = new Coord();
- this.n2 = new Coord();
- this.n3 = new Coord();
-
- this.uv1 = new UVCoord();
- this.uv2 = new UVCoord();
- this.uv3 = new UVCoord();
- }
-
- public void Scale(float x, float y, float z)
- {
- this.v1.X *= x;
- this.v1.Y *= y;
- this.v1.Z *= z;
-
- this.v2.X *= x;
- this.v2.Y *= y;
- this.v2.Z *= z;
-
- this.v3.X *= x;
- this.v3.Y *= y;
- this.v3.Z *= z;
- }
-
- public void AddPos(float x, float y, float z)
- {
- this.v1.X += x;
- this.v2.X += x;
- this.v3.X += x;
-
- this.v1.Y += y;
- this.v2.Y += y;
- this.v3.Y += y;
-
- this.v1.Z += z;
- this.v2.Z += z;
- this.v3.Z += z;
- }
-
- public void AddRot(Quat q)
- {
- this.v1 *= q;
- this.v2 *= q;
- this.v3 *= q;
-
- this.n1 *= q;
- this.n2 *= q;
- this.n3 *= q;
- }
-
- public void CalcSurfaceNormal()
- {
-
- Coord edge1 = new Coord(this.v2.X - this.v1.X, this.v2.Y - this.v1.Y, this.v2.Z - this.v1.Z);
- Coord edge2 = new Coord(this.v3.X - this.v1.X, this.v3.Y - this.v1.Y, this.v3.Z - this.v1.Z);
-
- this.n1 = this.n2 = this.n3 = Coord.Cross(edge1, edge2).Normalize();
- }
- }
-
- internal struct Angle
- {
- internal float angle;
- internal float X;
- internal float Y;
-
- internal Angle(float angle, float x, float y)
- {
- this.angle = angle;
- this.X = x;
- this.Y = y;
- }
- }
-
- internal class AngleList
- {
- private float iX, iY; // intersection point
-
- private static Angle[] angles3 =
- {
- new Angle(0.0f, 1.0f, 0.0f),
- new Angle(0.33333333333333333f, -0.5f, 0.86602540378443871f),
- new Angle(0.66666666666666667f, -0.5f, -0.86602540378443837f),
- new Angle(1.0f, 1.0f, 0.0f)
- };
-
- private static Coord[] normals3 =
- {
- new Coord(0.25f, 0.4330127019f, 0.0f).Normalize(),
- new Coord(-0.5f, 0.0f, 0.0f).Normalize(),
- new Coord(0.25f, -0.4330127019f, 0.0f).Normalize(),
- new Coord(0.25f, 0.4330127019f, 0.0f).Normalize()
- };
-
- private static Angle[] angles4 =
- {
- new Angle(0.0f, 1.0f, 0.0f),
- new Angle(0.25f, 0.0f, 1.0f),
- new Angle(0.5f, -1.0f, 0.0f),
- new Angle(0.75f, 0.0f, -1.0f),
- new Angle(1.0f, 1.0f, 0.0f)
- };
-
- private static Coord[] normals4 =
- {
- new Coord(0.5f, 0.5f, 0.0f).Normalize(),
- new Coord(-0.5f, 0.5f, 0.0f).Normalize(),
- new Coord(-0.5f, -0.5f, 0.0f).Normalize(),
- new Coord(0.5f, -0.5f, 0.0f).Normalize(),
- new Coord(0.5f, 0.5f, 0.0f).Normalize()
- };
-
- private static Angle[] angles24 =
- {
- new Angle(0.0f, 1.0f, 0.0f),
- new Angle(0.041666666666666664f, 0.96592582628906831f, 0.25881904510252074f),
- new Angle(0.083333333333333329f, 0.86602540378443871f, 0.5f),
- new Angle(0.125f, 0.70710678118654757f, 0.70710678118654746f),
- new Angle(0.16666666666666667f, 0.5f, 0.8660254037844386f),
- new Angle(0.20833333333333331f, 0.25881904510252096f, 0.9659258262890682f),
- new Angle(0.25f, 0.0f, 1.0f),
- new Angle(0.29166666666666663f, -0.25881904510252063f, 0.96592582628906831f),
- new Angle(0.33333333333333333f, -0.5f, 0.86602540378443871f),
- new Angle(0.375f, -0.70710678118654746f, 0.70710678118654757f),
- new Angle(0.41666666666666663f, -0.86602540378443849f, 0.5f),
- new Angle(0.45833333333333331f, -0.9659258262890682f, 0.25881904510252102f),
- new Angle(0.5f, -1.0f, 0.0f),
- new Angle(0.54166666666666663f, -0.96592582628906842f, -0.25881904510252035f),
- new Angle(0.58333333333333326f, -0.86602540378443882f, -0.5f),
- new Angle(0.62499999999999989f, -0.70710678118654791f, -0.70710678118654713f),
- new Angle(0.66666666666666667f, -0.5f, -0.86602540378443837f),
- new Angle(0.70833333333333326f, -0.25881904510252152f, -0.96592582628906809f),
- new Angle(0.75f, 0.0f, -1.0f),
- new Angle(0.79166666666666663f, 0.2588190451025203f, -0.96592582628906842f),
- new Angle(0.83333333333333326f, 0.5f, -0.86602540378443904f),
- new Angle(0.875f, 0.70710678118654735f, -0.70710678118654768f),
- new Angle(0.91666666666666663f, 0.86602540378443837f, -0.5f),
- new Angle(0.95833333333333326f, 0.96592582628906809f, -0.25881904510252157f),
- new Angle(1.0f, 1.0f, 0.0f)
- };
-
- private Angle interpolatePoints(float newPoint, Angle p1, Angle p2)
- {
- float m = (newPoint - p1.angle) / (p2.angle - p1.angle);
- return new Angle(newPoint, p1.X + m * (p2.X - p1.X), p1.Y + m * (p2.Y - p1.Y));
- }
-
- private void intersection(double x1, double y1, double x2, double y2, double x3, double y3, double x4, double y4)
- { // ref: http://local.wasp.uwa.edu.au/~pbourke/geometry/lineline2d/
- double denom = (y4 - y3) * (x2 - x1) - (x4 - x3) * (y2 - y1);
- double uaNumerator = (x4 - x3) * (y1 - y3) - (y4 - y3) * (x1 - x3);
-
- if (denom != 0.0)
- {
- double ua = uaNumerator / denom;
- iX = (float)(x1 + ua * (x2 - x1));
- iY = (float)(y1 + ua * (y2 - y1));
- }
- }
-
- internal List angles;
- internal List normals;
-
- internal void makeAngles(int sides, float startAngle, float stopAngle)
- {
- angles = new List();
- normals = new List();
-
- double twoPi = System.Math.PI * 2.0;
- float twoPiInv = 1.0f / (float)twoPi;
-
- if (sides < 1)
- throw new Exception("number of sides not greater than zero");
- if (stopAngle <= startAngle)
- throw new Exception("stopAngle not greater than startAngle");
-
- if ((sides == 3 || sides == 4 || sides == 24))
- {
- startAngle *= twoPiInv;
- stopAngle *= twoPiInv;
-
- Angle[] sourceAngles;
- if (sides == 3)
- sourceAngles = angles3;
- else if (sides == 4)
- sourceAngles = angles4;
- else sourceAngles = angles24;
-
- int startAngleIndex = (int)(startAngle * sides);
- int endAngleIndex = sourceAngles.Length - 1;
- if (stopAngle < 1.0f)
- endAngleIndex = (int)(stopAngle * sides) + 1;
- if (endAngleIndex == startAngleIndex)
- endAngleIndex++;
-
- for (int angleIndex = startAngleIndex; angleIndex < endAngleIndex + 1; angleIndex++)
- {
- angles.Add(sourceAngles[angleIndex]);
- if (sides == 3)
- normals.Add(normals3[angleIndex]);
- else if (sides == 4)
- normals.Add(normals4[angleIndex]);
- }
-
- if (startAngle > 0.0f)
- angles[0] = interpolatePoints(startAngle, angles[0], angles[1]);
-
- if (stopAngle < 1.0f)
- {
- int lastAngleIndex = angles.Count - 1;
- angles[lastAngleIndex] = interpolatePoints(stopAngle, angles[lastAngleIndex - 1], angles[lastAngleIndex]);
- }
- }
- else
- {
- double stepSize = twoPi / sides;
-
- int startStep = (int)(startAngle / stepSize);
- double angle = stepSize * startStep;
- int step = startStep;
- double stopAngleTest = stopAngle;
- if (stopAngle < twoPi)
- {
- stopAngleTest = stepSize * ((int)(stopAngle / stepSize) + 1);
- if (stopAngleTest < stopAngle)
- stopAngleTest += stepSize;
- if (stopAngleTest > twoPi)
- stopAngleTest = twoPi;
- }
-
- while (angle <= stopAngleTest)
- {
- Angle newAngle;
- newAngle.angle = (float)angle;
- newAngle.X = (float)System.Math.Cos(angle);
- newAngle.Y = (float)System.Math.Sin(angle);
- angles.Add(newAngle);
- step += 1;
- angle = stepSize * step;
- }
-
- if (startAngle > angles[0].angle)
- {
- Angle newAngle;
- intersection(angles[0].X, angles[0].Y, angles[1].X, angles[1].Y, 0.0f, 0.0f, (float)Math.Cos(startAngle), (float)Math.Sin(startAngle));
- newAngle.angle = startAngle;
- newAngle.X = iX;
- newAngle.Y = iY;
- angles[0] = newAngle;
- }
-
- int index = angles.Count - 1;
- if (stopAngle < angles[index].angle)
- {
- Angle newAngle;
- intersection(angles[index - 1].X, angles[index - 1].Y, angles[index].X, angles[index].Y, 0.0f, 0.0f, (float)Math.Cos(stopAngle), (float)Math.Sin(stopAngle));
- newAngle.angle = stopAngle;
- newAngle.X = iX;
- newAngle.Y = iY;
- angles[index] = newAngle;
- }
- }
- }
- }
-
- ///
- /// generates a profile for extrusion
- ///
- internal class Profile
- {
- private const float twoPi = 2.0f * (float)Math.PI;
-
- internal string errorMessage = null;
-
- internal List coords;
- internal List faces;
- internal List vertexNormals;
- internal List us;
- internal List faceUVs;
- internal List faceNumbers;
-
- // use these for making individual meshes for each prim face
- internal List outerCoordIndices = null;
- internal List hollowCoordIndices = null;
- internal List cut1CoordIndices = null;
- internal List cut2CoordIndices = null;
-
- internal Coord faceNormal = new Coord(0.0f, 0.0f, 1.0f);
- internal Coord cutNormal1 = new Coord();
- internal Coord cutNormal2 = new Coord();
-
- internal int numOuterVerts = 0;
- internal int numHollowVerts = 0;
-
- internal int outerFaceNumber = -1;
- internal int hollowFaceNumber = -1;
-
- internal bool calcVertexNormals = false;
- internal int bottomFaceNumber = 0;
- internal int numPrimFaces = 0;
-
- internal Profile()
- {
- this.coords = new List();
- this.faces = new List();
- this.vertexNormals = new List();
- this.us = new List();
- this.faceUVs = new List();
- this.faceNumbers = new List();
- }
-
- internal Profile(int sides, float profileStart, float profileEnd, float hollow, int hollowSides, bool createFaces, bool calcVertexNormals)
- {
- this.calcVertexNormals = calcVertexNormals;
- this.coords = new List();
- this.faces = new List();
- this.vertexNormals = new List();
- this.us = new List();
- this.faceUVs = new List();
- this.faceNumbers = new List();
-
- Coord center = new Coord(0.0f, 0.0f, 0.0f);
- //bool hasCenter = false;
-
- List hollowCoords = new List();
- List hollowNormals = new List();
- List hollowUs = new List();
-
- if (calcVertexNormals)
- {
- this.outerCoordIndices = new List();
- this.hollowCoordIndices = new List();
- this.cut1CoordIndices = new List();
- this.cut2CoordIndices = new List();
- }
-
- bool hasHollow = (hollow > 0.0f);
-
- bool hasProfileCut = (profileStart > 0.0f || profileEnd < 1.0f);
-
- AngleList angles = new AngleList();
- AngleList hollowAngles = new AngleList();
-
- float xScale = 0.5f;
- float yScale = 0.5f;
- if (sides == 4) // corners of a square are sqrt(2) from center
- {
- xScale = 0.707f;
- yScale = 0.707f;
- }
-
- float startAngle = profileStart * twoPi;
- float stopAngle = profileEnd * twoPi;
-
- try { angles.makeAngles(sides, startAngle, stopAngle); }
- catch (Exception ex)
- {
-
- errorMessage = "makeAngles failed: Exception: " + ex.ToString()
- + "\nsides: " + sides.ToString() + " startAngle: " + startAngle.ToString() + " stopAngle: " + stopAngle.ToString();
-
- return;
- }
-
- this.numOuterVerts = angles.angles.Count;
-
- // flag to create as few triangles as possible for 3 or 4 side profile
- bool simpleFace = (sides < 5 && !hasHollow && !hasProfileCut);
-
- if (hasHollow)
- {
- if (sides == hollowSides)
- hollowAngles = angles;
- else
- {
- try { hollowAngles.makeAngles(hollowSides, startAngle, stopAngle); }
- catch (Exception ex)
- {
- errorMessage = "makeAngles failed: Exception: " + ex.ToString()
- + "\nsides: " + sides.ToString() + " startAngle: " + startAngle.ToString() + " stopAngle: " + stopAngle.ToString();
-
- return;
- }
- }
- this.numHollowVerts = hollowAngles.angles.Count;
- }
- else if (!simpleFace)
- {
- this.coords.Add(center);
- //hasCenter = true;
- if (this.calcVertexNormals)
- this.vertexNormals.Add(new Coord(0.0f, 0.0f, 1.0f));
- this.us.Add(0.0f);
- }
-
- float z = 0.0f;
-
- Angle angle;
- Coord newVert = new Coord();
- if (hasHollow && hollowSides != sides)
- {
- int numHollowAngles = hollowAngles.angles.Count;
- for (int i = 0; i < numHollowAngles; i++)
- {
- angle = hollowAngles.angles[i];
- newVert.X = hollow * xScale * angle.X;
- newVert.Y = hollow * yScale * angle.Y;
- newVert.Z = z;
-
- hollowCoords.Add(newVert);
- if (this.calcVertexNormals)
- {
- if (hollowSides < 5)
- hollowNormals.Add(hollowAngles.normals[i].Invert());
- else
- hollowNormals.Add(new Coord(-angle.X, -angle.Y, 0.0f));
-
- hollowUs.Add(angle.angle * hollow);
- }
- }
- }
-
- int index = 0;
- int numAngles = angles.angles.Count;
-
- for (int i = 0; i < numAngles; i++)
- {
- angle = angles.angles[i];
- newVert.X = angle.X * xScale;
- newVert.Y = angle.Y * yScale;
- newVert.Z = z;
- this.coords.Add(newVert);
- if (this.calcVertexNormals)
- {
- this.outerCoordIndices.Add(this.coords.Count - 1);
-
- if (sides < 5)
- {
- this.vertexNormals.Add(angles.normals[i]);
- float u = angle.angle;
- this.us.Add(u);
- }
- else
- {
- this.vertexNormals.Add(new Coord(angle.X, angle.Y, 0.0f));
- this.us.Add(angle.angle);
- }
- }
-
- if (hasHollow)
- {
- if (hollowSides == sides)
- {
- newVert.X *= hollow;
- newVert.Y *= hollow;
- newVert.Z = z;
- hollowCoords.Add(newVert);
- if (this.calcVertexNormals)
- {
- if (sides < 5)
- {
- hollowNormals.Add(angles.normals[i].Invert());
- }
-
- else
- hollowNormals.Add(new Coord(-angle.X, -angle.Y, 0.0f));
-
- hollowUs.Add(angle.angle * hollow);
- }
- }
- }
- else if (!simpleFace && createFaces && angle.angle > 0.0001f)
- {
- Face newFace = new Face();
- newFace.v1 = 0;
- newFace.v2 = index;
- newFace.v3 = index + 1;
-
- this.faces.Add(newFace);
- }
- index += 1;
- }
-
- if (hasHollow)
- {
- hollowCoords.Reverse();
- if (this.calcVertexNormals)
- {
- hollowNormals.Reverse();
- hollowUs.Reverse();
- }
-
- if (createFaces)
- {
- //int numOuterVerts = this.coords.Count;
- //numOuterVerts = this.coords.Count;
- //int numHollowVerts = hollowCoords.Count;
- int numTotalVerts = this.numOuterVerts + this.numHollowVerts;
-
- if (this.numOuterVerts == this.numHollowVerts)
- {
- Face newFace = new Face();
-
- for (int coordIndex = 0; coordIndex < this.numOuterVerts - 1; coordIndex++)
- {
- newFace.v1 = coordIndex;
- newFace.v2 = coordIndex + 1;
- newFace.v3 = numTotalVerts - coordIndex - 1;
- this.faces.Add(newFace);
-
- newFace.v1 = coordIndex + 1;
- newFace.v2 = numTotalVerts - coordIndex - 2;
- newFace.v3 = numTotalVerts - coordIndex - 1;
- this.faces.Add(newFace);
- }
- }
- else
- {
- if (this.numOuterVerts < this.numHollowVerts)
- {
- Face newFace = new Face();
- int j = 0; // j is the index for outer vertices
- int maxJ = this.numOuterVerts - 1;
- for (int i = 0; i < this.numHollowVerts; i++) // i is the index for inner vertices
- {
- if (j < maxJ)
- if (angles.angles[j + 1].angle - hollowAngles.angles[i].angle < hollowAngles.angles[i].angle - angles.angles[j].angle + 0.000001f)
- {
- newFace.v1 = numTotalVerts - i - 1;
- newFace.v2 = j;
- newFace.v3 = j + 1;
-
- this.faces.Add(newFace);
- j += 1;
- }
-
- newFace.v1 = j;
- newFace.v2 = numTotalVerts - i - 2;
- newFace.v3 = numTotalVerts - i - 1;
-
- this.faces.Add(newFace);
- }
- }
- else // numHollowVerts < numOuterVerts
- {
- Face newFace = new Face();
- int j = 0; // j is the index for inner vertices
- int maxJ = this.numHollowVerts - 1;
- for (int i = 0; i < this.numOuterVerts; i++)
- {
- if (j < maxJ)
- if (hollowAngles.angles[j + 1].angle - angles.angles[i].angle < angles.angles[i].angle - hollowAngles.angles[j].angle + 0.000001f)
- {
- newFace.v1 = i;
- newFace.v2 = numTotalVerts - j - 2;
- newFace.v3 = numTotalVerts - j - 1;
-
- this.faces.Add(newFace);
- j += 1;
- }
-
- newFace.v1 = numTotalVerts - j - 1;
- newFace.v2 = i;
- newFace.v3 = i + 1;
-
- this.faces.Add(newFace);
- }
- }
- }
- }
-
- if (calcVertexNormals)
- {
- foreach (Coord hc in hollowCoords)
- {
- this.coords.Add(hc);
- hollowCoordIndices.Add(this.coords.Count - 1);
- }
- }
- else
- this.coords.AddRange(hollowCoords);
-
- if (this.calcVertexNormals)
- {
- this.vertexNormals.AddRange(hollowNormals);
- this.us.AddRange(hollowUs);
-
- }
- }
-
- if (simpleFace && createFaces)
- {
- if (sides == 3)
- this.faces.Add(new Face(0, 1, 2));
- else if (sides == 4)
- {
- this.faces.Add(new Face(0, 1, 2));
- this.faces.Add(new Face(0, 2, 3));
- }
- }
-
- if (calcVertexNormals && hasProfileCut)
- {
- int lastOuterVertIndex = this.numOuterVerts - 1;
-
- if (hasHollow)
- {
- this.cut1CoordIndices.Add(0);
- this.cut1CoordIndices.Add(this.coords.Count - 1);
-
- this.cut2CoordIndices.Add(lastOuterVertIndex + 1);
- this.cut2CoordIndices.Add(lastOuterVertIndex);
-
- this.cutNormal1.X = this.coords[0].Y - this.coords[this.coords.Count - 1].Y;
- this.cutNormal1.Y = -(this.coords[0].X - this.coords[this.coords.Count - 1].X);
-
- this.cutNormal2.X = this.coords[lastOuterVertIndex + 1].Y - this.coords[lastOuterVertIndex].Y;
- this.cutNormal2.Y = -(this.coords[lastOuterVertIndex + 1].X - this.coords[lastOuterVertIndex].X);
- }
-
- else
- {
- this.cut1CoordIndices.Add(0);
- this.cut1CoordIndices.Add(1);
-
- this.cut2CoordIndices.Add(lastOuterVertIndex);
- this.cut2CoordIndices.Add(0);
-
- this.cutNormal1.X = this.vertexNormals[1].Y;
- this.cutNormal1.Y = -this.vertexNormals[1].X;
-
- this.cutNormal2.X = -this.vertexNormals[this.vertexNormals.Count - 2].Y;
- this.cutNormal2.Y = this.vertexNormals[this.vertexNormals.Count - 2].X;
-
- }
- this.cutNormal1.Normalize();
- this.cutNormal2.Normalize();
- }
-
- this.MakeFaceUVs();
-
- hollowCoords = null;
- hollowNormals = null;
- hollowUs = null;
-
- if (calcVertexNormals)
- { // calculate prim face numbers
-
- // face number order is top, outer, hollow, bottom, start cut, end cut
- // I know it's ugly but so is the whole concept of prim face numbers
-
- int faceNum = 1; // start with outer faces
- this.outerFaceNumber = faceNum;
-
- int startVert = hasProfileCut && !hasHollow ? 1 : 0;
- if (startVert > 0)
- this.faceNumbers.Add(-1);
- for (int i = 0; i < this.numOuterVerts - 1; i++)
- //this.faceNumbers.Add(sides < 5 ? faceNum++ : faceNum);
- this.faceNumbers.Add(sides < 5 && i < sides ? faceNum++ : faceNum);
-
- //if (!hasHollow && !hasProfileCut)
- // this.bottomFaceNumber = faceNum++;
-
- this.faceNumbers.Add(hasProfileCut ? -1 : faceNum++);
-
- if (sides > 4 && (hasHollow || hasProfileCut))
- faceNum++;
-
- if (sides < 5 && (hasHollow || hasProfileCut) && this.numOuterVerts < sides)
- faceNum++;
-
- if (hasHollow)
- {
- for (int i = 0; i < this.numHollowVerts; i++)
- this.faceNumbers.Add(faceNum);
-
- this.hollowFaceNumber = faceNum++;
- }
- //if (hasProfileCut || hasHollow)
- // this.bottomFaceNumber = faceNum++;
- this.bottomFaceNumber = faceNum++;
-
- if (hasHollow && hasProfileCut)
- this.faceNumbers.Add(faceNum++);
-
- for (int i = 0; i < this.faceNumbers.Count; i++)
- if (this.faceNumbers[i] == -1)
- this.faceNumbers[i] = faceNum++;
-
- this.numPrimFaces = faceNum;
- }
-
- }
-
- internal void MakeFaceUVs()
- {
- this.faceUVs = new List();
- foreach (Coord c in this.coords)
- this.faceUVs.Add(new UVCoord(0.5f + c.X, 0.5f - c.Y));
- }
-
- internal Profile Copy()
- {
- return this.Copy(true);
- }
-
- internal Profile Copy(bool needFaces)
- {
- Profile copy = new Profile();
-
- copy.coords.AddRange(this.coords);
- copy.faceUVs.AddRange(this.faceUVs);
-
- if (needFaces)
- copy.faces.AddRange(this.faces);
- if ((copy.calcVertexNormals = this.calcVertexNormals) == true)
- {
- copy.vertexNormals.AddRange(this.vertexNormals);
- copy.faceNormal = this.faceNormal;
- copy.cutNormal1 = this.cutNormal1;
- copy.cutNormal2 = this.cutNormal2;
- copy.us.AddRange(this.us);
- copy.faceNumbers.AddRange(this.faceNumbers);
-
- copy.cut1CoordIndices = new List(this.cut1CoordIndices);
- copy.cut2CoordIndices = new List(this.cut2CoordIndices);
- copy.hollowCoordIndices = new List(this.hollowCoordIndices);
- copy.outerCoordIndices = new List(this.outerCoordIndices);
- }
- copy.numOuterVerts = this.numOuterVerts;
- copy.numHollowVerts = this.numHollowVerts;
-
- return copy;
- }
-
- internal void AddPos(Coord v)
- {
- this.AddPos(v.X, v.Y, v.Z);
- }
-
- internal void AddPos(float x, float y, float z)
- {
- int i;
- int numVerts = this.coords.Count;
- Coord vert;
-
- for (i = 0; i < numVerts; i++)
- {
- vert = this.coords[i];
- vert.X += x;
- vert.Y += y;
- vert.Z += z;
- this.coords[i] = vert;
- }
- }
-
- internal void AddRot(Quat q)
- {
- int i;
- int numVerts = this.coords.Count;
-
- for (i = 0; i < numVerts; i++)
- this.coords[i] *= q;
-
- if (this.calcVertexNormals)
- {
- int numNormals = this.vertexNormals.Count;
- for (i = 0; i < numNormals; i++)
- this.vertexNormals[i] *= q;
-
- this.faceNormal *= q;
- this.cutNormal1 *= q;
- this.cutNormal2 *= q;
-
- }
- }
-
- internal void Scale(float x, float y)
- {
- int i;
- int numVerts = this.coords.Count;
- Coord vert;
-
- for (i = 0; i < numVerts; i++)
- {
- vert = this.coords[i];
- vert.X *= x;
- vert.Y *= y;
- this.coords[i] = vert;
- }
- }
-
- ///
- /// Changes order of the vertex indices and negates the center vertex normal. Does not alter vertex normals of radial vertices
- ///
- internal void FlipNormals()
- {
- int i;
- int numFaces = this.faces.Count;
- Face tmpFace;
- int tmp;
-
- for (i = 0; i < numFaces; i++)
- {
- tmpFace = this.faces[i];
- tmp = tmpFace.v3;
- tmpFace.v3 = tmpFace.v1;
- tmpFace.v1 = tmp;
- this.faces[i] = tmpFace;
- }
-
- if (this.calcVertexNormals)
- {
- int normalCount = this.vertexNormals.Count;
- if (normalCount > 0)
- {
- Coord n = this.vertexNormals[normalCount - 1];
- n.Z = -n.Z;
- this.vertexNormals[normalCount - 1] = n;
- }
- }
-
- this.faceNormal.X = -this.faceNormal.X;
- this.faceNormal.Y = -this.faceNormal.Y;
- this.faceNormal.Z = -this.faceNormal.Z;
-
- int numfaceUVs = this.faceUVs.Count;
- for (i = 0; i < numfaceUVs; i++)
- {
- UVCoord uv = this.faceUVs[i];
- uv.V = 1.0f - uv.V;
- this.faceUVs[i] = uv;
- }
- }
-
- internal void AddValue2FaceVertexIndices(int num)
- {
- int numFaces = this.faces.Count;
- Face tmpFace;
- for (int i = 0; i < numFaces; i++)
- {
- tmpFace = this.faces[i];
- tmpFace.v1 += num;
- tmpFace.v2 += num;
- tmpFace.v3 += num;
-
- this.faces[i] = tmpFace;
- }
- }
-
- internal void AddValue2FaceNormalIndices(int num)
- {
- if (this.calcVertexNormals)
- {
- int numFaces = this.faces.Count;
- Face tmpFace;
- for (int i = 0; i < numFaces; i++)
- {
- tmpFace = this.faces[i];
- tmpFace.n1 += num;
- tmpFace.n2 += num;
- tmpFace.n3 += num;
-
- this.faces[i] = tmpFace;
- }
- }
- }
-
- internal void DumpRaw(String path, String name, String title)
- {
- if (path == null)
- return;
- String fileName = name + "_" + title + ".raw";
- String completePath = System.IO.Path.Combine(path, fileName);
- StreamWriter sw = new StreamWriter(completePath);
-
- for (int i = 0; i < this.faces.Count; i++)
- {
- string s = this.coords[this.faces[i].v1].ToString();
- s += " " + this.coords[this.faces[i].v2].ToString();
- s += " " + this.coords[this.faces[i].v3].ToString();
-
- sw.WriteLine(s);
- }
-
- sw.Close();
- }
- }
-
- public struct PathNode
- {
- public Coord position;
- public Quat rotation;
- public float xScale;
- public float yScale;
- public float percentOfPath;
- }
-
- public enum PathType { Linear = 0, Circular = 1, Flexible = 2 }
-
- public class Path
- {
- public List pathNodes = new List();
-
- public float twistBegin = 0.0f;
- public float twistEnd = 0.0f;
- public float topShearX = 0.0f;
- public float topShearY = 0.0f;
- public float pathCutBegin = 0.0f;
- public float pathCutEnd = 1.0f;
- public float dimpleBegin = 0.0f;
- public float dimpleEnd = 1.0f;
- public float skew = 0.0f;
- public float holeSizeX = 1.0f; // called pathScaleX in pbs
- public float holeSizeY = 0.25f;
- public float taperX = 0.0f;
- public float taperY = 0.0f;
- public float radius = 0.0f;
- public float revolutions = 1.0f;
- public int stepsPerRevolution = 24;
-
- private const float twoPi = 2.0f * (float)Math.PI;
-
- public void Create(PathType pathType, int steps)
- {
- if (pathType == PathType.Linear || pathType == PathType.Flexible)
- {
- int step = 0;
-
- float length = this.pathCutEnd - this.pathCutBegin;
- float twistTotal = twistEnd - twistBegin;
- float twistTotalAbs = Math.Abs(twistTotal);
- if (twistTotalAbs > 0.01f)
- steps += (int)(twistTotalAbs * 3.66); // dahlia's magic number
-
- float start = -0.5f;
- float stepSize = length / (float)steps;
- float percentOfPathMultiplier = stepSize;
- float xOffset = 0.0f;
- float yOffset = 0.0f;
- float zOffset = start;
- float xOffsetStepIncrement = this.topShearX / steps;
- float yOffsetStepIncrement = this.topShearY / steps;
-
- float percentOfPath = this.pathCutBegin;
- zOffset += percentOfPath;
-
- // sanity checks
-
- bool done = false;
-
- while (!done)
- {
- PathNode newNode = new PathNode();
-
- newNode.xScale = 1.0f;
- if (this.taperX == 0.0f)
- newNode.xScale = 1.0f;
- else if (this.taperX > 0.0f)
- newNode.xScale = 1.0f - percentOfPath * this.taperX;
- else newNode.xScale = 1.0f + (1.0f - percentOfPath) * this.taperX;
-
- newNode.yScale = 1.0f;
- if (this.taperY == 0.0f)
- newNode.yScale = 1.0f;
- else if (this.taperY > 0.0f)
- newNode.yScale = 1.0f - percentOfPath * this.taperY;
- else newNode.yScale = 1.0f + (1.0f - percentOfPath) * this.taperY;
-
- float twist = twistBegin + twistTotal * percentOfPath;
-
- newNode.rotation = new Quat(new Coord(0.0f, 0.0f, 1.0f), twist);
- newNode.position = new Coord(xOffset, yOffset, zOffset);
- newNode.percentOfPath = percentOfPath;
-
- pathNodes.Add(newNode);
-
- if (step < steps)
- {
- step += 1;
- percentOfPath += percentOfPathMultiplier;
- xOffset += xOffsetStepIncrement;
- yOffset += yOffsetStepIncrement;
- zOffset += stepSize;
- if (percentOfPath > this.pathCutEnd)
- done = true;
- }
- else done = true;
- }
- } // end of linear path code
-
- else // pathType == Circular
- {
- float twistTotal = twistEnd - twistBegin;
-
- // if the profile has a lot of twist, add more layers otherwise the layers may overlap
- // and the resulting mesh may be quite inaccurate. This method is arbitrary and doesn't
- // accurately match the viewer
- float twistTotalAbs = Math.Abs(twistTotal);
- if (twistTotalAbs > 0.01f)
- {
- if (twistTotalAbs > Math.PI * 1.5f)
- steps *= 2;
- if (twistTotalAbs > Math.PI * 3.0f)
- steps *= 2;
- }
-
- float yPathScale = this.holeSizeY * 0.5f;
- float pathLength = this.pathCutEnd - this.pathCutBegin;
- float totalSkew = this.skew * 2.0f * pathLength;
- float skewStart = this.pathCutBegin * 2.0f * this.skew - this.skew;
- float xOffsetTopShearXFactor = this.topShearX * (0.25f + 0.5f * (0.5f - this.holeSizeY));
- float yShearCompensation = 1.0f + Math.Abs(this.topShearY) * 0.25f;
-
- // It's not quite clear what pushY (Y top shear) does, but subtracting it from the start and end
- // angles appears to approximate it's effects on path cut. Likewise, adding it to the angle used
- // to calculate the sine for generating the path radius appears to approximate it's effects there
- // too, but there are some subtle differences in the radius which are noticeable as the prim size
- // increases and it may affect megaprims quite a bit. The effect of the Y top shear parameter on
- // the meshes generated with this technique appear nearly identical in shape to the same prims when
- // displayed by the viewer.
-
- float startAngle = (twoPi * this.pathCutBegin * this.revolutions) - this.topShearY * 0.9f;
- float endAngle = (twoPi * this.pathCutEnd * this.revolutions) - this.topShearY * 0.9f;
- float stepSize = twoPi / this.stepsPerRevolution;
-
- int step = (int)(startAngle / stepSize);
- float angle = startAngle;
-
- bool done = false;
- while (!done) // loop through the length of the path and add the layers
- {
- PathNode newNode = new PathNode();
-
- float xProfileScale = (1.0f - Math.Abs(this.skew)) * this.holeSizeX;
- float yProfileScale = this.holeSizeY;
-
- float percentOfPath = angle / (twoPi * this.revolutions);
- float percentOfAngles = (angle - startAngle) / (endAngle - startAngle);
-
- if (this.taperX > 0.01f)
- xProfileScale *= 1.0f - percentOfPath * this.taperX;
- else if (this.taperX < -0.01f)
- xProfileScale *= 1.0f + (1.0f - percentOfPath) * this.taperX;
-
- if (this.taperY > 0.01f)
- yProfileScale *= 1.0f - percentOfPath * this.taperY;
- else if (this.taperY < -0.01f)
- yProfileScale *= 1.0f + (1.0f - percentOfPath) * this.taperY;
-
- newNode.xScale = xProfileScale;
- newNode.yScale = yProfileScale;
-
- float radiusScale = 1.0f;
- if (this.radius > 0.001f)
- radiusScale = 1.0f - this.radius * percentOfPath;
- else if (this.radius < 0.001f)
- radiusScale = 1.0f + this.radius * (1.0f - percentOfPath);
-
- float twist = twistBegin + twistTotal * percentOfPath;
-
- float xOffset = 0.5f * (skewStart + totalSkew * percentOfAngles);
- xOffset += (float)Math.Sin(angle) * xOffsetTopShearXFactor;
-
- float yOffset = yShearCompensation * (float)Math.Cos(angle) * (0.5f - yPathScale) * radiusScale;
-
- float zOffset = (float)Math.Sin(angle + this.topShearY) * (0.5f - yPathScale) * radiusScale;
-
- newNode.position = new Coord(xOffset, yOffset, zOffset);
-
- // now orient the rotation of the profile layer relative to it's position on the path
- // adding taperY to the angle used to generate the quat appears to approximate the viewer
-
- newNode.rotation = new Quat(new Coord(1.0f, 0.0f, 0.0f), angle + this.topShearY);
-
- // next apply twist rotation to the profile layer
- if (twistTotal != 0.0f || twistBegin != 0.0f)
- newNode.rotation *= new Quat(new Coord(0.0f, 0.0f, 1.0f), twist);
-
- newNode.percentOfPath = percentOfPath;
-
- pathNodes.Add(newNode);
-
- // calculate terms for next iteration
- // calculate the angle for the next iteration of the loop
-
- if (angle >= endAngle - 0.01)
- done = true;
- else
- {
- step += 1;
- angle = stepSize * step;
- if (angle > endAngle)
- angle = endAngle;
- }
- }
- }
- }
- }
-
- public class PrimMesh
- {
- public string errorMessage = "";
- private const float twoPi = 2.0f * (float)Math.PI;
-
- public List coords;
- public List normals;
- public List faces;
-
- public List viewerFaces;
-
- private int sides = 4;
- private int hollowSides = 4;
- private float profileStart = 0.0f;
- private float profileEnd = 1.0f;
- private float hollow = 0.0f;
- public int twistBegin = 0;
- public int twistEnd = 0;
- public float topShearX = 0.0f;
- public float topShearY = 0.0f;
- public float pathCutBegin = 0.0f;
- public float pathCutEnd = 1.0f;
- public float dimpleBegin = 0.0f;
- public float dimpleEnd = 1.0f;
- public float skew = 0.0f;
- public float holeSizeX = 1.0f; // called pathScaleX in pbs
- public float holeSizeY = 0.25f;
- public float taperX = 0.0f;
- public float taperY = 0.0f;
- public float radius = 0.0f;
- public float revolutions = 1.0f;
- public int stepsPerRevolution = 24;
-
- private int profileOuterFaceNumber = -1;
- private int profileHollowFaceNumber = -1;
-
- private bool hasProfileCut = false;
- private bool hasHollow = false;
- public bool calcVertexNormals = false;
- private bool normalsProcessed = false;
- public bool viewerMode = false;
- public bool sphereMode = false;
-
- public int numPrimFaces = 0;
-
- ///
- /// Human readable string representation of the parameters used to create a mesh.
- ///
- ///
- public string ParamsToDisplayString()
- {
- string s = "";
- s += "sides..................: " + this.sides.ToString();
- s += "\nhollowSides..........: " + this.hollowSides.ToString();
- s += "\nprofileStart.........: " + this.profileStart.ToString();
- s += "\nprofileEnd...........: " + this.profileEnd.ToString();
- s += "\nhollow...............: " + this.hollow.ToString();
- s += "\ntwistBegin...........: " + this.twistBegin.ToString();
- s += "\ntwistEnd.............: " + this.twistEnd.ToString();
- s += "\ntopShearX............: " + this.topShearX.ToString();
- s += "\ntopShearY............: " + this.topShearY.ToString();
- s += "\npathCutBegin.........: " + this.pathCutBegin.ToString();
- s += "\npathCutEnd...........: " + this.pathCutEnd.ToString();
- s += "\ndimpleBegin..........: " + this.dimpleBegin.ToString();
- s += "\ndimpleEnd............: " + this.dimpleEnd.ToString();
- s += "\nskew.................: " + this.skew.ToString();
- s += "\nholeSizeX............: " + this.holeSizeX.ToString();
- s += "\nholeSizeY............: " + this.holeSizeY.ToString();
- s += "\ntaperX...............: " + this.taperX.ToString();
- s += "\ntaperY...............: " + this.taperY.ToString();
- s += "\nradius...............: " + this.radius.ToString();
- s += "\nrevolutions..........: " + this.revolutions.ToString();
- s += "\nstepsPerRevolution...: " + this.stepsPerRevolution.ToString();
- s += "\nsphereMode...........: " + this.sphereMode.ToString();
- s += "\nhasProfileCut........: " + this.hasProfileCut.ToString();
- s += "\nhasHollow............: " + this.hasHollow.ToString();
- s += "\nviewerMode...........: " + this.viewerMode.ToString();
-
- return s;
- }
-
- public int ProfileOuterFaceNumber
- {
- get { return profileOuterFaceNumber; }
- }
-
- public int ProfileHollowFaceNumber
- {
- get { return profileHollowFaceNumber; }
- }
-
- public bool HasProfileCut
- {
- get { return hasProfileCut; }
- }
-
- public bool HasHollow
- {
- get { return hasHollow; }
- }
-
-
- ///
- /// Constructs a PrimMesh object and creates the profile for extrusion.
- ///
- ///
- ///
- ///
- ///
- ///
- public PrimMesh(int sides, float profileStart, float profileEnd, float hollow, int hollowSides)
- {
- this.coords = new List();
- this.faces = new List();
-
- this.sides = sides;
- this.profileStart = profileStart;
- this.profileEnd = profileEnd;
- this.hollow = hollow;
- this.hollowSides = hollowSides;
-
- if (sides < 3)
- this.sides = 3;
- if (hollowSides < 3)
- this.hollowSides = 3;
- if (profileStart < 0.0f)
- this.profileStart = 0.0f;
- if (profileEnd > 1.0f)
- this.profileEnd = 1.0f;
- if (profileEnd < 0.02f)
- this.profileEnd = 0.02f;
- if (profileStart >= profileEnd)
- this.profileStart = profileEnd - 0.02f;
- if (hollow > 0.99f)
- this.hollow = 0.99f;
- if (hollow < 0.0f)
- this.hollow = 0.0f;
-
- //if (sphereMode)
- // this.hasProfileCut = this.profileEnd - this.profileStart < 0.4999f;
- //else
- // //this.hasProfileCut = (this.profileStart > 0.0f || this.profileEnd < 1.0f);
- // this.hasProfileCut = this.profileEnd - this.profileStart < 0.9999f;
- //this.hasHollow = (this.hollow > 0.001f);
- }
-
- ///
- /// Extrudes a profile along a path.
- ///
- public void Extrude(PathType pathType)
- {
- bool needEndFaces = false;
-
- this.coords = new List();
- this.faces = new List();
-
- if (this.viewerMode)
- {
- this.viewerFaces = new List();
- this.calcVertexNormals = true;
- }
-
- if (this.calcVertexNormals)
- this.normals = new List();
-
- int steps = 1;
-
- float length = this.pathCutEnd - this.pathCutBegin;
- normalsProcessed = false;
-
- if (this.viewerMode && this.sides == 3)
- {
- // prisms don't taper well so add some vertical resolution
- // other prims may benefit from this but just do prisms for now
- if (Math.Abs(this.taperX) > 0.01 || Math.Abs(this.taperY) > 0.01)
- steps = (int)(steps * 4.5 * length);
- }
-
- if (sphereMode)
- this.hasProfileCut = this.profileEnd - this.profileStart < 0.4999f;
- else
- //this.hasProfileCut = (this.profileStart > 0.0f || this.profileEnd < 1.0f);
- this.hasProfileCut = this.profileEnd - this.profileStart < 0.9999f;
- this.hasHollow = (this.hollow > 0.001f);
-
- float twistBegin = this.twistBegin / 360.0f * twoPi;
- float twistEnd = this.twistEnd / 360.0f * twoPi;
- float twistTotal = twistEnd - twistBegin;
- float twistTotalAbs = Math.Abs(twistTotal);
- if (twistTotalAbs > 0.01f)
- steps += (int)(twistTotalAbs * 3.66); // dahlia's magic number
-
- float hollow = this.hollow;
-
- // sanity checks
- float initialProfileRot = 0.0f;
- if (pathType == PathType.Circular)
- {
- if (this.sides == 3)
- {
- initialProfileRot = (float)Math.PI;
- if (this.hollowSides == 4)
- {
- if (hollow > 0.7f)
- hollow = 0.7f;
- hollow *= 0.707f;
- }
- else hollow *= 0.5f;
- }
- else if (this.sides == 4)
- {
- initialProfileRot = 0.25f * (float)Math.PI;
- if (this.hollowSides != 4)
- hollow *= 0.707f;
- }
- else if (this.sides > 4)
- {
- initialProfileRot = (float)Math.PI;
- if (this.hollowSides == 4)
- {
- if (hollow > 0.7f)
- hollow = 0.7f;
- hollow /= 0.7f;
- }
- }
- }
- else
- {
- if (this.sides == 3)
- {
- if (this.hollowSides == 4)
- {
- if (hollow > 0.7f)
- hollow = 0.7f;
- hollow *= 0.707f;
- }
- else hollow *= 0.5f;
- }
- else if (this.sides == 4)
- {
- initialProfileRot = 1.25f * (float)Math.PI;
- if (this.hollowSides != 4)
- hollow *= 0.707f;
- }
- else if (this.sides == 24 && this.hollowSides == 4)
- hollow *= 1.414f;
- }
-
- Profile profile = new Profile(this.sides, this.profileStart, this.profileEnd, hollow, this.hollowSides, true, calcVertexNormals);
- this.errorMessage = profile.errorMessage;
-
- this.numPrimFaces = profile.numPrimFaces;
-
- //profileOuterFaceNumber = profile.faceNumbers[0];
- //if (!needEndFaces)
- // profileOuterFaceNumber--;
- //profileOuterFaceNumber = needEndFaces ? 1 : 0;
-
-
- //if (hasHollow)
- //{
- // if (needEndFaces)
- // profileHollowFaceNumber = profile.faceNumbers[profile.numOuterVerts + 1];
- // else
- // profileHollowFaceNumber = profile.faceNumbers[profile.numOuterVerts] - 1;
- //}
-
-
- profileOuterFaceNumber = profile.outerFaceNumber;
- if (!needEndFaces)
- profileOuterFaceNumber--;
-
- if (hasHollow)
- {
- profileHollowFaceNumber = profile.hollowFaceNumber;
- if (!needEndFaces)
- profileHollowFaceNumber--;
- }
-
- int cut1Vert = -1;
- int cut2Vert = -1;
- if (hasProfileCut)
- {
- cut1Vert = hasHollow ? profile.coords.Count - 1 : 0;
- cut2Vert = hasHollow ? profile.numOuterVerts - 1 : profile.numOuterVerts;
- }
-
- if (initialProfileRot != 0.0f)
- {
- profile.AddRot(new Quat(new Coord(0.0f, 0.0f, 1.0f), initialProfileRot));
- if (viewerMode)
- profile.MakeFaceUVs();
- }
-
- Coord lastCutNormal1 = new Coord();
- Coord lastCutNormal2 = new Coord();
- float lastV = 1.0f;
-
- Path path = new Path();
- path.twistBegin = twistBegin;
- path.twistEnd = twistEnd;
- path.topShearX = topShearX;
- path.topShearY = topShearY;
- path.pathCutBegin = pathCutBegin;
- path.pathCutEnd = pathCutEnd;
- path.dimpleBegin = dimpleBegin;
- path.dimpleEnd = dimpleEnd;
- path.skew = skew;
- path.holeSizeX = holeSizeX;
- path.holeSizeY = holeSizeY;
- path.taperX = taperX;
- path.taperY = taperY;
- path.radius = radius;
- path.revolutions = revolutions;
- path.stepsPerRevolution = stepsPerRevolution;
-
- path.Create(pathType, steps);
-
-
- if (pathType == PathType.Circular)
- {
- needEndFaces = false;
- if (this.pathCutBegin != 0.0f || this.pathCutEnd != 1.0f)
- needEndFaces = true;
- else if (this.taperX != 0.0f || this.taperY != 0.0f)
- needEndFaces = true;
- else if (this.skew != 0.0f)
- needEndFaces = true;
- else if (twistTotal != 0.0f)
- needEndFaces = true;
- else if (this.radius != 0.0f)
- needEndFaces = true;
- }
- else needEndFaces = true;
-
- for (int nodeIndex = 0; nodeIndex < path.pathNodes.Count; nodeIndex++)
- {
- PathNode node = path.pathNodes[nodeIndex];
- Profile newLayer = profile.Copy();
- newLayer.Scale(node.xScale, node.yScale);
-
- newLayer.AddRot(node.rotation);
- newLayer.AddPos(node.position);
-
- if (needEndFaces && nodeIndex == 0)
- {
- newLayer.FlipNormals();
-
- // add the top faces to the viewerFaces list here
- if (this.viewerMode)
- {
- Coord faceNormal = newLayer.faceNormal;
- ViewerFace newViewerFace = new ViewerFace(profile.bottomFaceNumber);
- int numFaces = newLayer.faces.Count;
- List faces = newLayer.faces;
-
- for (int i = 0; i < numFaces; i++)
- {
- Face face = faces[i];
- newViewerFace.v1 = newLayer.coords[face.v1];
- newViewerFace.v2 = newLayer.coords[face.v2];
- newViewerFace.v3 = newLayer.coords[face.v3];
-
- newViewerFace.coordIndex1 = face.v1;
- newViewerFace.coordIndex2 = face.v2;
- newViewerFace.coordIndex3 = face.v3;
-
- newViewerFace.n1 = faceNormal;
- newViewerFace.n2 = faceNormal;
- newViewerFace.n3 = faceNormal;
-
- newViewerFace.uv1 = newLayer.faceUVs[face.v1];
- newViewerFace.uv2 = newLayer.faceUVs[face.v2];
- newViewerFace.uv3 = newLayer.faceUVs[face.v3];
-
- this.viewerFaces.Add(newViewerFace);
- }
- }
- } // if (nodeIndex == 0)
-
- // append this layer
-
- int coordsLen = this.coords.Count;
- newLayer.AddValue2FaceVertexIndices(coordsLen);
-
- this.coords.AddRange(newLayer.coords);
-
- if (this.calcVertexNormals)
- {
- newLayer.AddValue2FaceNormalIndices(this.normals.Count);
- this.normals.AddRange(newLayer.vertexNormals);
- }
-
- if (node.percentOfPath < this.pathCutBegin + 0.01f || node.percentOfPath > this.pathCutEnd - 0.01f)
- this.faces.AddRange(newLayer.faces);
-
- // fill faces between layers
-
- int numVerts = newLayer.coords.Count;
- Face newFace = new Face();
-
- if (nodeIndex > 0)
- {
- int startVert = coordsLen + 1;
- int endVert = this.coords.Count;
-
- if (sides < 5 || this.hasProfileCut || this.hasHollow)
- startVert--;
-
- for (int i = startVert; i < endVert; i++)
- {
- int iNext = i + 1;
- if (i == endVert - 1)
- iNext = startVert;
-
- int whichVert = i - startVert;
-
- newFace.v1 = i;
- newFace.v2 = i - numVerts;
- newFace.v3 = iNext - numVerts;
- this.faces.Add(newFace);
-
- newFace.v2 = iNext - numVerts;
- newFace.v3 = iNext;
- this.faces.Add(newFace);
-
- if (this.viewerMode)
- {
- // add the side faces to the list of viewerFaces here
-
- int primFaceNum = profile.faceNumbers[whichVert];
- if (!needEndFaces)
- primFaceNum -= 1;
-
- ViewerFace newViewerFace1 = new ViewerFace(primFaceNum);
- ViewerFace newViewerFace2 = new ViewerFace(primFaceNum);
-
- float u1 = newLayer.us[whichVert];
- float u2 = 1.0f;
- if (whichVert < newLayer.us.Count - 1)
- u2 = newLayer.us[whichVert + 1];
-
- if (whichVert == cut1Vert || whichVert == cut2Vert)
- {
- u1 = 0.0f;
- u2 = 1.0f;
- }
- else if (sides < 5)
- {
- if (whichVert < profile.numOuterVerts)
- { // boxes and prisms have one texture face per side of the prim, so the U values have to be scaled
- // to reflect the entire texture width
- u1 *= sides;
- u2 *= sides;
- u2 -= (int)u1;
- u1 -= (int)u1;
- if (u2 < 0.1f)
- u2 = 1.0f;
- //this.profileOuterFaceNumber = primFaceNum;
- }
- else if (whichVert > profile.coords.Count - profile.numHollowVerts - 1)
- {
- u1 *= 2.0f;
- u2 *= 2.0f;
- //this.profileHollowFaceNumber = primFaceNum;
- }
- }
-
- newViewerFace1.uv1.U = u1;
- newViewerFace1.uv2.U = u1;
- newViewerFace1.uv3.U = u2;
-
- newViewerFace1.uv1.V = 1.0f - node.percentOfPath;
- newViewerFace1.uv2.V = lastV;
- newViewerFace1.uv3.V = lastV;
-
- newViewerFace2.uv1.U = u1;
- newViewerFace2.uv2.U = u2;
- newViewerFace2.uv3.U = u2;
-
- newViewerFace2.uv1.V = 1.0f - node.percentOfPath;
- newViewerFace2.uv2.V = lastV;
- newViewerFace2.uv3.V = 1.0f - node.percentOfPath;
-
- newViewerFace1.v1 = this.coords[i];
- newViewerFace1.v2 = this.coords[i - numVerts];
- newViewerFace1.v3 = this.coords[iNext - numVerts];
-
- newViewerFace2.v1 = this.coords[i];
- newViewerFace2.v2 = this.coords[iNext - numVerts];
- newViewerFace2.v3 = this.coords[iNext];
-
- newViewerFace1.coordIndex1 = i;
- newViewerFace1.coordIndex2 = i - numVerts;
- newViewerFace1.coordIndex3 = iNext - numVerts;
-
- newViewerFace2.coordIndex1 = i;
- newViewerFace2.coordIndex2 = iNext - numVerts;
- newViewerFace2.coordIndex3 = iNext;
-
- // profile cut faces
- if (whichVert == cut1Vert)
- {
- newViewerFace1.n1 = newLayer.cutNormal1;
- newViewerFace1.n2 = newViewerFace1.n3 = lastCutNormal1;
-
- newViewerFace2.n1 = newViewerFace2.n3 = newLayer.cutNormal1;
- newViewerFace2.n2 = lastCutNormal1;
- }
- else if (whichVert == cut2Vert)
- {
- newViewerFace1.n1 = newLayer.cutNormal2;
- newViewerFace1.n2 = newViewerFace1.n3 = lastCutNormal2;
-
- newViewerFace2.n1 = newViewerFace2.n3 = newLayer.cutNormal2;
- newViewerFace2.n2 = lastCutNormal2;
- }
-
- else // outer and hollow faces
- {
- if ((sides < 5 && whichVert < newLayer.numOuterVerts) || (hollowSides < 5 && whichVert >= newLayer.numOuterVerts))
- { // looks terrible when path is twisted... need vertex normals here
- newViewerFace1.CalcSurfaceNormal();
- newViewerFace2.CalcSurfaceNormal();
- }
- else
- {
- newViewerFace1.n1 = this.normals[i];
- newViewerFace1.n2 = this.normals[i - numVerts];
- newViewerFace1.n3 = this.normals[iNext - numVerts];
-
- newViewerFace2.n1 = this.normals[i];
- newViewerFace2.n2 = this.normals[iNext - numVerts];
- newViewerFace2.n3 = this.normals[iNext];
- }
- }
-
- this.viewerFaces.Add(newViewerFace1);
- this.viewerFaces.Add(newViewerFace2);
-
- }
- }
- }
-
- lastCutNormal1 = newLayer.cutNormal1;
- lastCutNormal2 = newLayer.cutNormal2;
- lastV = 1.0f - node.percentOfPath;
-
- if (needEndFaces && nodeIndex == path.pathNodes.Count - 1 && viewerMode)
- {
- // add the top faces to the viewerFaces list here
- Coord faceNormal = newLayer.faceNormal;
- ViewerFace newViewerFace = new ViewerFace();
- newViewerFace.primFaceNumber = 0;
- int numFaces = newLayer.faces.Count;
- List faces = newLayer.faces;
-
- for (int i = 0; i < numFaces; i++)
- {
- Face face = faces[i];
- newViewerFace.v1 = newLayer.coords[face.v1 - coordsLen];
- newViewerFace.v2 = newLayer.coords[face.v2 - coordsLen];
- newViewerFace.v3 = newLayer.coords[face.v3 - coordsLen];
-
- newViewerFace.coordIndex1 = face.v1 - coordsLen;
- newViewerFace.coordIndex2 = face.v2 - coordsLen;
- newViewerFace.coordIndex3 = face.v3 - coordsLen;
-
- newViewerFace.n1 = faceNormal;
- newViewerFace.n2 = faceNormal;
- newViewerFace.n3 = faceNormal;
-
- newViewerFace.uv1 = newLayer.faceUVs[face.v1 - coordsLen];
- newViewerFace.uv2 = newLayer.faceUVs[face.v2 - coordsLen];
- newViewerFace.uv3 = newLayer.faceUVs[face.v3 - coordsLen];
-
- this.viewerFaces.Add(newViewerFace);
- }
- }
-
-
- } // for (int nodeIndex = 0; nodeIndex < path.pathNodes.Count; nodeIndex++)
-
- }
-
-
- ///
- /// DEPRICATED - use Extrude(PathType.Linear) instead
- /// Extrudes a profile along a straight line path. Used for prim types box, cylinder, and prism.
- ///
- ///
- public void ExtrudeLinear()
- {
- this.Extrude(PathType.Linear);
- }
-
-
- ///
- /// DEPRICATED - use Extrude(PathType.Circular) instead
- /// Extrude a profile into a circular path prim mesh. Used for prim types torus, tube, and ring.
- ///
- ///
- public void ExtrudeCircular()
- {
- this.Extrude(PathType.Circular);
- }
-
-
- private Coord SurfaceNormal(Coord c1, Coord c2, Coord c3)
- {
- Coord edge1 = new Coord(c2.X - c1.X, c2.Y - c1.Y, c2.Z - c1.Z);
- Coord edge2 = new Coord(c3.X - c1.X, c3.Y - c1.Y, c3.Z - c1.Z);
-
- Coord normal = Coord.Cross(edge1, edge2);
-
- normal.Normalize();
-
- return normal;
- }
-
- private Coord SurfaceNormal(Face face)
- {
- return SurfaceNormal(this.coords[face.v1], this.coords[face.v2], this.coords[face.v3]);
- }
-
- ///
- /// Calculate the surface normal for a face in the list of faces
- ///
- ///
- ///
- public Coord SurfaceNormal(int faceIndex)
- {
- int numFaces = this.faces.Count;
- if (faceIndex < 0 || faceIndex >= numFaces)
- throw new Exception("faceIndex out of range");
-
- return SurfaceNormal(this.faces[faceIndex]);
- }
-
- ///
- /// Duplicates a PrimMesh object. All object properties are copied by value, including lists.
- ///
- ///
- public PrimMesh Copy()
- {
- PrimMesh copy = new PrimMesh(this.sides, this.profileStart, this.profileEnd, this.hollow, this.hollowSides);
- copy.twistBegin = this.twistBegin;
- copy.twistEnd = this.twistEnd;
- copy.topShearX = this.topShearX;
- copy.topShearY = this.topShearY;
- copy.pathCutBegin = this.pathCutBegin;
- copy.pathCutEnd = this.pathCutEnd;
- copy.dimpleBegin = this.dimpleBegin;
- copy.dimpleEnd = this.dimpleEnd;
- copy.skew = this.skew;
- copy.holeSizeX = this.holeSizeX;
- copy.holeSizeY = this.holeSizeY;
- copy.taperX = this.taperX;
- copy.taperY = this.taperY;
- copy.radius = this.radius;
- copy.revolutions = this.revolutions;
- copy.stepsPerRevolution = this.stepsPerRevolution;
- copy.calcVertexNormals = this.calcVertexNormals;
- copy.normalsProcessed = this.normalsProcessed;
- copy.viewerMode = this.viewerMode;
- copy.numPrimFaces = this.numPrimFaces;
- copy.errorMessage = this.errorMessage;
-
- copy.coords = new List(this.coords);
- copy.faces = new List(this.faces);
- copy.viewerFaces = new List(this.viewerFaces);
- copy.normals = new List(this.normals);
-
- return copy;
- }
-
- ///
- /// Calculate surface normals for all of the faces in the list of faces in this mesh
- ///
- public void CalcNormals()
- {
- if (normalsProcessed)
- return;
-
- normalsProcessed = true;
-
- int numFaces = faces.Count;
-
- if (!this.calcVertexNormals)
- this.normals = new List();
-
- for (int i = 0; i < numFaces; i++)
- {
- Face face = faces[i];
-
- this.normals.Add(SurfaceNormal(i).Normalize());
-
- int normIndex = normals.Count - 1;
- face.n1 = normIndex;
- face.n2 = normIndex;
- face.n3 = normIndex;
-
- this.faces[i] = face;
- }
- }
-
- ///
- /// Adds a value to each XYZ vertex coordinate in the mesh
- ///
- ///
- ///
- ///
- public void AddPos(float x, float y, float z)
- {
- int i;
- int numVerts = this.coords.Count;
- Coord vert;
-
- for (i = 0; i < numVerts; i++)
- {
- vert = this.coords[i];
- vert.X += x;
- vert.Y += y;
- vert.Z += z;
- this.coords[i] = vert;
- }
-
- if (this.viewerFaces != null)
- {
- int numViewerFaces = this.viewerFaces.Count;
-
- for (i = 0; i < numViewerFaces; i++)
- {
- ViewerFace v = this.viewerFaces[i];
- v.AddPos(x, y, z);
- this.viewerFaces[i] = v;
- }
- }
- }
-
- ///
- /// Rotates the mesh
- ///
- ///
- public void AddRot(Quat q)
- {
- int i;
- int numVerts = this.coords.Count;
-
- for (i = 0; i < numVerts; i++)
- this.coords[i] *= q;
-
- if (this.normals != null)
- {
- int numNormals = this.normals.Count;
- for (i = 0; i < numNormals; i++)
- this.normals[i] *= q;
- }
-
- if (this.viewerFaces != null)
- {
- int numViewerFaces = this.viewerFaces.Count;
-
- for (i = 0; i < numViewerFaces; i++)
- {
- ViewerFace v = this.viewerFaces[i];
- v.v1 *= q;
- v.v2 *= q;
- v.v3 *= q;
-
- v.n1 *= q;
- v.n2 *= q;
- v.n3 *= q;
- this.viewerFaces[i] = v;
- }
- }
- }
-
-#if VERTEX_INDEXER
- public VertexIndexer GetVertexIndexer()
- {
- if (this.viewerMode && this.viewerFaces.Count > 0)
- return new VertexIndexer(this);
- return null;
- }
-#endif
-
- ///
- /// Scales the mesh
- ///
- ///
- ///
- ///
- public void Scale(float x, float y, float z)
- {
- int i;
- int numVerts = this.coords.Count;
- //Coord vert;
-
- Coord m = new Coord(x, y, z);
- for (i = 0; i < numVerts; i++)
- this.coords[i] *= m;
-
- if (this.viewerFaces != null)
- {
- int numViewerFaces = this.viewerFaces.Count;
- for (i = 0; i < numViewerFaces; i++)
- {
- ViewerFace v = this.viewerFaces[i];
- v.v1 *= m;
- v.v2 *= m;
- v.v3 *= m;
- this.viewerFaces[i] = v;
- }
-
- }
-
- }
-
- ///
- /// Dumps the mesh to a Blender compatible "Raw" format file
- ///
- ///
- ///
- ///
- public void DumpRaw(String path, String name, String title)
- {
- if (path == null)
- return;
- String fileName = name + "_" + title + ".raw";
- String completePath = System.IO.Path.Combine(path, fileName);
- StreamWriter sw = new StreamWriter(completePath);
-
- for (int i = 0; i < this.faces.Count; i++)
- {
- string s = this.coords[this.faces[i].v1].ToString();
- s += " " + this.coords[this.faces[i].v2].ToString();
- s += " " + this.coords[this.faces[i].v3].ToString();
-
- sw.WriteLine(s);
- }
-
- sw.Close();
- }
- }
-}
+/*
+ * Copyright (c) Contributors
+ * See CONTRIBUTORS.TXT for a full list of copyright holders.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions are met:
+ * * Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ * * Redistributions in binary form must reproduce the above copyright
+ * notice, this list of conditions and the following disclaimer in the
+ * documentation and/or other materials provided with the distribution.
+ * * Neither the name of the OpenSimulator Project nor the
+ * names of its contributors may be used to endorse or promote products
+ * derived from this software without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
+ * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
+ * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
+ * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
+ * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
+ * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
+ * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
+ * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
+ * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ */
+
+using System;
+using System.Collections.Generic;
+using System.Text;
+using System.IO;
+
+namespace PrimMesher
+{
+ public struct Quat
+ {
+ /// X value
+ public float X;
+ /// Y value
+ public float Y;
+ /// Z value
+ public float Z;
+ /// W value
+ public float W;
+
+ public Quat(float x, float y, float z, float w)
+ {
+ X = x;
+ Y = y;
+ Z = z;
+ W = w;
+ }
+
+ public Quat(Coord axis, float angle)
+ {
+ axis = axis.Normalize();
+
+ angle *= 0.5f;
+ float c = (float)Math.Cos(angle);
+ float s = (float)Math.Sin(angle);
+
+ X = axis.X * s;
+ Y = axis.Y * s;
+ Z = axis.Z * s;
+ W = c;
+
+ Normalize();
+ }
+
+ public float Length()
+ {
+ return (float)Math.Sqrt(X * X + Y * Y + Z * Z + W * W);
+ }
+
+ public Quat Normalize()
+ {
+ const float MAG_THRESHOLD = 0.0000001f;
+ float mag = Length();
+
+ // Catch very small rounding errors when normalizing
+ if (mag > MAG_THRESHOLD)
+ {
+ float oomag = 1f / mag;
+ X *= oomag;
+ Y *= oomag;
+ Z *= oomag;
+ W *= oomag;
+ }
+ else
+ {
+ X = 0f;
+ Y = 0f;
+ Z = 0f;
+ W = 1f;
+ }
+
+ return this;
+ }
+
+ public static Quat operator *(Quat q1, Quat q2)
+ {
+ float x = q1.W * q2.X + q1.X * q2.W + q1.Y * q2.Z - q1.Z * q2.Y;
+ float y = q1.W * q2.Y - q1.X * q2.Z + q1.Y * q2.W + q1.Z * q2.X;
+ float z = q1.W * q2.Z + q1.X * q2.Y - q1.Y * q2.X + q1.Z * q2.W;
+ float w = q1.W * q2.W - q1.X * q2.X - q1.Y * q2.Y - q1.Z * q2.Z;
+ return new Quat(x, y, z, w);
+ }
+
+ public override string ToString()
+ {
+ return "< X: " + this.X.ToString() + ", Y: " + this.Y.ToString() + ", Z: " + this.Z.ToString() + ", W: " + this.W.ToString() + ">";
+ }
+ }
+
+ public struct Coord
+ {
+ public float X;
+ public float Y;
+ public float Z;
+
+ public Coord(float x, float y, float z)
+ {
+ this.X = x;
+ this.Y = y;
+ this.Z = z;
+ }
+
+ public float Length()
+ {
+ return (float)Math.Sqrt(this.X * this.X + this.Y * this.Y + this.Z * this.Z);
+ }
+
+ public Coord Invert()
+ {
+ this.X = -this.X;
+ this.Y = -this.Y;
+ this.Z = -this.Z;
+
+ return this;
+ }
+
+ public Coord Normalize()
+ {
+ const float MAG_THRESHOLD = 0.0000001f;
+ float mag = Length();
+
+ // Catch very small rounding errors when normalizing
+ if (mag > MAG_THRESHOLD)
+ {
+ float oomag = 1.0f / mag;
+ this.X *= oomag;
+ this.Y *= oomag;
+ this.Z *= oomag;
+ }
+ else
+ {
+ this.X = 0.0f;
+ this.Y = 0.0f;
+ this.Z = 0.0f;
+ }
+
+ return this;
+ }
+
+ public override string ToString()
+ {
+ return this.X.ToString() + " " + this.Y.ToString() + " " + this.Z.ToString();
+ }
+
+ public static Coord Cross(Coord c1, Coord c2)
+ {
+ return new Coord(
+ c1.Y * c2.Z - c2.Y * c1.Z,
+ c1.Z * c2.X - c2.Z * c1.X,
+ c1.X * c2.Y - c2.X * c1.Y
+ );
+ }
+
+ public static Coord operator +(Coord v, Coord a)
+ {
+ return new Coord(v.X + a.X, v.Y + a.Y, v.Z + a.Z);
+ }
+
+ public static Coord operator *(Coord v, Coord m)
+ {
+ return new Coord(v.X * m.X, v.Y * m.Y, v.Z * m.Z);
+ }
+
+ public static Coord operator *(Coord v, Quat q)
+ {
+ // From http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/transforms/
+
+ Coord c2 = new Coord(0.0f, 0.0f, 0.0f);
+
+ c2.X = q.W * q.W * v.X +
+ 2f * q.Y * q.W * v.Z -
+ 2f * q.Z * q.W * v.Y +
+ q.X * q.X * v.X +
+ 2f * q.Y * q.X * v.Y +
+ 2f * q.Z * q.X * v.Z -
+ q.Z * q.Z * v.X -
+ q.Y * q.Y * v.X;
+
+ c2.Y =
+ 2f * q.X * q.Y * v.X +
+ q.Y * q.Y * v.Y +
+ 2f * q.Z * q.Y * v.Z +
+ 2f * q.W * q.Z * v.X -
+ q.Z * q.Z * v.Y +
+ q.W * q.W * v.Y -
+ 2f * q.X * q.W * v.Z -
+ q.X * q.X * v.Y;
+
+ c2.Z =
+ 2f * q.X * q.Z * v.X +
+ 2f * q.Y * q.Z * v.Y +
+ q.Z * q.Z * v.Z -
+ 2f * q.W * q.Y * v.X -
+ q.Y * q.Y * v.Z +
+ 2f * q.W * q.X * v.Y -
+ q.X * q.X * v.Z +
+ q.W * q.W * v.Z;
+
+ return c2;
+ }
+ }
+
+ public struct UVCoord
+ {
+ public float U;
+ public float V;
+
+
+ public UVCoord(float u, float v)
+ {
+ this.U = u;
+ this.V = v;
+ }
+ }
+
+ public struct Face
+ {
+ public int primFace;
+
+ // vertices
+ public int v1;
+ public int v2;
+ public int v3;
+
+ //normals
+ public int n1;
+ public int n2;
+ public int n3;
+
+ // uvs
+ public int uv1;
+ public int uv2;
+ public int uv3;
+
+ public Face(int v1, int v2, int v3)
+ {
+ primFace = 0;
+
+ this.v1 = v1;
+ this.v2 = v2;
+ this.v3 = v3;
+
+ this.n1 = 0;
+ this.n2 = 0;
+ this.n3 = 0;
+
+ this.uv1 = 0;
+ this.uv2 = 0;
+ this.uv3 = 0;
+
+ }
+
+ public Face(int v1, int v2, int v3, int n1, int n2, int n3)
+ {
+ primFace = 0;
+
+ this.v1 = v1;
+ this.v2 = v2;
+ this.v3 = v3;
+
+ this.n1 = n1;
+ this.n2 = n2;
+ this.n3 = n3;
+
+ this.uv1 = 0;
+ this.uv2 = 0;
+ this.uv3 = 0;
+ }
+
+ public Coord SurfaceNormal(List coordList)
+ {
+ Coord c1 = coordList[this.v1];
+ Coord c2 = coordList[this.v2];
+ Coord c3 = coordList[this.v3];
+
+ Coord edge1 = new Coord(c2.X - c1.X, c2.Y - c1.Y, c2.Z - c1.Z);
+ Coord edge2 = new Coord(c3.X - c1.X, c3.Y - c1.Y, c3.Z - c1.Z);
+
+ return Coord.Cross(edge1, edge2).Normalize();
+ }
+ }
+
+ public struct ViewerFace
+ {
+ public int primFaceNumber;
+
+ public Coord v1;
+ public Coord v2;
+ public Coord v3;
+
+ public int coordIndex1;
+ public int coordIndex2;
+ public int coordIndex3;
+
+ public Coord n1;
+ public Coord n2;
+ public Coord n3;
+
+ public UVCoord uv1;
+ public UVCoord uv2;
+ public UVCoord uv3;
+
+ public ViewerFace(int primFaceNumber)
+ {
+ this.primFaceNumber = primFaceNumber;
+
+ this.v1 = new Coord();
+ this.v2 = new Coord();
+ this.v3 = new Coord();
+
+ this.coordIndex1 = this.coordIndex2 = this.coordIndex3 = -1; // -1 means not assigned yet
+
+ this.n1 = new Coord();
+ this.n2 = new Coord();
+ this.n3 = new Coord();
+
+ this.uv1 = new UVCoord();
+ this.uv2 = new UVCoord();
+ this.uv3 = new UVCoord();
+ }
+
+ public void Scale(float x, float y, float z)
+ {
+ this.v1.X *= x;
+ this.v1.Y *= y;
+ this.v1.Z *= z;
+
+ this.v2.X *= x;
+ this.v2.Y *= y;
+ this.v2.Z *= z;
+
+ this.v3.X *= x;
+ this.v3.Y *= y;
+ this.v3.Z *= z;
+ }
+
+ public void AddPos(float x, float y, float z)
+ {
+ this.v1.X += x;
+ this.v2.X += x;
+ this.v3.X += x;
+
+ this.v1.Y += y;
+ this.v2.Y += y;
+ this.v3.Y += y;
+
+ this.v1.Z += z;
+ this.v2.Z += z;
+ this.v3.Z += z;
+ }
+
+ public void AddRot(Quat q)
+ {
+ this.v1 *= q;
+ this.v2 *= q;
+ this.v3 *= q;
+
+ this.n1 *= q;
+ this.n2 *= q;
+ this.n3 *= q;
+ }
+
+ public void CalcSurfaceNormal()
+ {
+
+ Coord edge1 = new Coord(this.v2.X - this.v1.X, this.v2.Y - this.v1.Y, this.v2.Z - this.v1.Z);
+ Coord edge2 = new Coord(this.v3.X - this.v1.X, this.v3.Y - this.v1.Y, this.v3.Z - this.v1.Z);
+
+ this.n1 = this.n2 = this.n3 = Coord.Cross(edge1, edge2).Normalize();
+ }
+ }
+
+ internal struct Angle
+ {
+ internal float angle;
+ internal float X;
+ internal float Y;
+
+ internal Angle(float angle, float x, float y)
+ {
+ this.angle = angle;
+ this.X = x;
+ this.Y = y;
+ }
+ }
+
+ internal class AngleList
+ {
+ private float iX, iY; // intersection point
+
+ private static Angle[] angles3 =
+ {
+ new Angle(0.0f, 1.0f, 0.0f),
+ new Angle(0.33333333333333333f, -0.5f, 0.86602540378443871f),
+ new Angle(0.66666666666666667f, -0.5f, -0.86602540378443837f),
+ new Angle(1.0f, 1.0f, 0.0f)
+ };
+
+ private static Coord[] normals3 =
+ {
+ new Coord(0.25f, 0.4330127019f, 0.0f).Normalize(),
+ new Coord(-0.5f, 0.0f, 0.0f).Normalize(),
+ new Coord(0.25f, -0.4330127019f, 0.0f).Normalize(),
+ new Coord(0.25f, 0.4330127019f, 0.0f).Normalize()
+ };
+
+ private static Angle[] angles4 =
+ {
+ new Angle(0.0f, 1.0f, 0.0f),
+ new Angle(0.25f, 0.0f, 1.0f),
+ new Angle(0.5f, -1.0f, 0.0f),
+ new Angle(0.75f, 0.0f, -1.0f),
+ new Angle(1.0f, 1.0f, 0.0f)
+ };
+
+ private static Coord[] normals4 =
+ {
+ new Coord(0.5f, 0.5f, 0.0f).Normalize(),
+ new Coord(-0.5f, 0.5f, 0.0f).Normalize(),
+ new Coord(-0.5f, -0.5f, 0.0f).Normalize(),
+ new Coord(0.5f, -0.5f, 0.0f).Normalize(),
+ new Coord(0.5f, 0.5f, 0.0f).Normalize()
+ };
+
+ private static Angle[] angles24 =
+ {
+ new Angle(0.0f, 1.0f, 0.0f),
+ new Angle(0.041666666666666664f, 0.96592582628906831f, 0.25881904510252074f),
+ new Angle(0.083333333333333329f, 0.86602540378443871f, 0.5f),
+ new Angle(0.125f, 0.70710678118654757f, 0.70710678118654746f),
+ new Angle(0.16666666666666667f, 0.5f, 0.8660254037844386f),
+ new Angle(0.20833333333333331f, 0.25881904510252096f, 0.9659258262890682f),
+ new Angle(0.25f, 0.0f, 1.0f),
+ new Angle(0.29166666666666663f, -0.25881904510252063f, 0.96592582628906831f),
+ new Angle(0.33333333333333333f, -0.5f, 0.86602540378443871f),
+ new Angle(0.375f, -0.70710678118654746f, 0.70710678118654757f),
+ new Angle(0.41666666666666663f, -0.86602540378443849f, 0.5f),
+ new Angle(0.45833333333333331f, -0.9659258262890682f, 0.25881904510252102f),
+ new Angle(0.5f, -1.0f, 0.0f),
+ new Angle(0.54166666666666663f, -0.96592582628906842f, -0.25881904510252035f),
+ new Angle(0.58333333333333326f, -0.86602540378443882f, -0.5f),
+ new Angle(0.62499999999999989f, -0.70710678118654791f, -0.70710678118654713f),
+ new Angle(0.66666666666666667f, -0.5f, -0.86602540378443837f),
+ new Angle(0.70833333333333326f, -0.25881904510252152f, -0.96592582628906809f),
+ new Angle(0.75f, 0.0f, -1.0f),
+ new Angle(0.79166666666666663f, 0.2588190451025203f, -0.96592582628906842f),
+ new Angle(0.83333333333333326f, 0.5f, -0.86602540378443904f),
+ new Angle(0.875f, 0.70710678118654735f, -0.70710678118654768f),
+ new Angle(0.91666666666666663f, 0.86602540378443837f, -0.5f),
+ new Angle(0.95833333333333326f, 0.96592582628906809f, -0.25881904510252157f),
+ new Angle(1.0f, 1.0f, 0.0f)
+ };
+
+ private Angle interpolatePoints(float newPoint, Angle p1, Angle p2)
+ {
+ float m = (newPoint - p1.angle) / (p2.angle - p1.angle);
+ return new Angle(newPoint, p1.X + m * (p2.X - p1.X), p1.Y + m * (p2.Y - p1.Y));
+ }
+
+ private void intersection(double x1, double y1, double x2, double y2, double x3, double y3, double x4, double y4)
+ { // ref: http://local.wasp.uwa.edu.au/~pbourke/geometry/lineline2d/
+ double denom = (y4 - y3) * (x2 - x1) - (x4 - x3) * (y2 - y1);
+ double uaNumerator = (x4 - x3) * (y1 - y3) - (y4 - y3) * (x1 - x3);
+
+ if (denom != 0.0)
+ {
+ double ua = uaNumerator / denom;
+ iX = (float)(x1 + ua * (x2 - x1));
+ iY = (float)(y1 + ua * (y2 - y1));
+ }
+ }
+
+ internal List angles;
+ internal List normals;
+
+ internal void makeAngles(int sides, float startAngle, float stopAngle)
+ {
+ angles = new List();
+ normals = new List();
+
+ double twoPi = System.Math.PI * 2.0;
+ float twoPiInv = 1.0f / (float)twoPi;
+
+ if (sides < 1)
+ throw new Exception("number of sides not greater than zero");
+ if (stopAngle <= startAngle)
+ throw new Exception("stopAngle not greater than startAngle");
+
+ if ((sides == 3 || sides == 4 || sides == 24))
+ {
+ startAngle *= twoPiInv;
+ stopAngle *= twoPiInv;
+
+ Angle[] sourceAngles;
+ if (sides == 3)
+ sourceAngles = angles3;
+ else if (sides == 4)
+ sourceAngles = angles4;
+ else sourceAngles = angles24;
+
+ int startAngleIndex = (int)(startAngle * sides);
+ int endAngleIndex = sourceAngles.Length - 1;
+ if (stopAngle < 1.0f)
+ endAngleIndex = (int)(stopAngle * sides) + 1;
+ if (endAngleIndex == startAngleIndex)
+ endAngleIndex++;
+
+ for (int angleIndex = startAngleIndex; angleIndex < endAngleIndex + 1; angleIndex++)
+ {
+ angles.Add(sourceAngles[angleIndex]);
+ if (sides == 3)
+ normals.Add(normals3[angleIndex]);
+ else if (sides == 4)
+ normals.Add(normals4[angleIndex]);
+ }
+
+ if (startAngle > 0.0f)
+ angles[0] = interpolatePoints(startAngle, angles[0], angles[1]);
+
+ if (stopAngle < 1.0f)
+ {
+ int lastAngleIndex = angles.Count - 1;
+ angles[lastAngleIndex] = interpolatePoints(stopAngle, angles[lastAngleIndex - 1], angles[lastAngleIndex]);
+ }
+ }
+ else
+ {
+ double stepSize = twoPi / sides;
+
+ int startStep = (int)(startAngle / stepSize);
+ double angle = stepSize * startStep;
+ int step = startStep;
+ double stopAngleTest = stopAngle;
+ if (stopAngle < twoPi)
+ {
+ stopAngleTest = stepSize * ((int)(stopAngle / stepSize) + 1);
+ if (stopAngleTest < stopAngle)
+ stopAngleTest += stepSize;
+ if (stopAngleTest > twoPi)
+ stopAngleTest = twoPi;
+ }
+
+ while (angle <= stopAngleTest)
+ {
+ Angle newAngle;
+ newAngle.angle = (float)angle;
+ newAngle.X = (float)System.Math.Cos(angle);
+ newAngle.Y = (float)System.Math.Sin(angle);
+ angles.Add(newAngle);
+ step += 1;
+ angle = stepSize * step;
+ }
+
+ if (startAngle > angles[0].angle)
+ {
+ Angle newAngle;
+ intersection(angles[0].X, angles[0].Y, angles[1].X, angles[1].Y, 0.0f, 0.0f, (float)Math.Cos(startAngle), (float)Math.Sin(startAngle));
+ newAngle.angle = startAngle;
+ newAngle.X = iX;
+ newAngle.Y = iY;
+ angles[0] = newAngle;
+ }
+
+ int index = angles.Count - 1;
+ if (stopAngle < angles[index].angle)
+ {
+ Angle newAngle;
+ intersection(angles[index - 1].X, angles[index - 1].Y, angles[index].X, angles[index].Y, 0.0f, 0.0f, (float)Math.Cos(stopAngle), (float)Math.Sin(stopAngle));
+ newAngle.angle = stopAngle;
+ newAngle.X = iX;
+ newAngle.Y = iY;
+ angles[index] = newAngle;
+ }
+ }
+ }
+ }
+
+ ///
+ /// generates a profile for extrusion
+ ///
+ internal class Profile
+ {
+ private const float twoPi = 2.0f * (float)Math.PI;
+
+ internal string errorMessage = null;
+
+ internal List coords;
+ internal List faces;
+ internal List vertexNormals;
+ internal List us;
+ internal List faceUVs;
+ internal List faceNumbers;
+
+ // use these for making individual meshes for each prim face
+ internal List outerCoordIndices = null;
+ internal List hollowCoordIndices = null;
+ internal List cut1CoordIndices = null;
+ internal List cut2CoordIndices = null;
+
+ internal Coord faceNormal = new Coord(0.0f, 0.0f, 1.0f);
+ internal Coord cutNormal1 = new Coord();
+ internal Coord cutNormal2 = new Coord();
+
+ internal int numOuterVerts = 0;
+ internal int numHollowVerts = 0;
+
+ internal int outerFaceNumber = -1;
+ internal int hollowFaceNumber = -1;
+
+ internal bool calcVertexNormals = false;
+ internal int bottomFaceNumber = 0;
+ internal int numPrimFaces = 0;
+
+ internal Profile()
+ {
+ this.coords = new List();
+ this.faces = new List();
+ this.vertexNormals = new List();
+ this.us = new List();
+ this.faceUVs = new List();
+ this.faceNumbers = new List();
+ }
+
+ internal Profile(int sides, float profileStart, float profileEnd, float hollow, int hollowSides, bool createFaces, bool calcVertexNormals)
+ {
+ this.calcVertexNormals = calcVertexNormals;
+ this.coords = new List();
+ this.faces = new List();
+ this.vertexNormals = new List();
+ this.us = new List();
+ this.faceUVs = new List();
+ this.faceNumbers = new List();
+
+ Coord center = new Coord(0.0f, 0.0f, 0.0f);
+ //bool hasCenter = false;
+
+ List hollowCoords = new List();
+ List hollowNormals = new List();
+ List hollowUs = new List();
+
+ if (calcVertexNormals)
+ {
+ this.outerCoordIndices = new List();
+ this.hollowCoordIndices = new List();
+ this.cut1CoordIndices = new List();
+ this.cut2CoordIndices = new List();
+ }
+
+ bool hasHollow = (hollow > 0.0f);
+
+ bool hasProfileCut = (profileStart > 0.0f || profileEnd < 1.0f);
+
+ AngleList angles = new AngleList();
+ AngleList hollowAngles = new AngleList();
+
+ float xScale = 0.5f;
+ float yScale = 0.5f;
+ if (sides == 4) // corners of a square are sqrt(2) from center
+ {
+ xScale = 0.707f;
+ yScale = 0.707f;
+ }
+
+ float startAngle = profileStart * twoPi;
+ float stopAngle = profileEnd * twoPi;
+
+ try { angles.makeAngles(sides, startAngle, stopAngle); }
+ catch (Exception ex)
+ {
+
+ errorMessage = "makeAngles failed: Exception: " + ex.ToString()
+ + "\nsides: " + sides.ToString() + " startAngle: " + startAngle.ToString() + " stopAngle: " + stopAngle.ToString();
+
+ return;
+ }
+
+ this.numOuterVerts = angles.angles.Count;
+
+ // flag to create as few triangles as possible for 3 or 4 side profile
+ bool simpleFace = (sides < 5 && !hasHollow && !hasProfileCut);
+
+ if (hasHollow)
+ {
+ if (sides == hollowSides)
+ hollowAngles = angles;
+ else
+ {
+ try { hollowAngles.makeAngles(hollowSides, startAngle, stopAngle); }
+ catch (Exception ex)
+ {
+ errorMessage = "makeAngles failed: Exception: " + ex.ToString()
+ + "\nsides: " + sides.ToString() + " startAngle: " + startAngle.ToString() + " stopAngle: " + stopAngle.ToString();
+
+ return;
+ }
+ }
+ this.numHollowVerts = hollowAngles.angles.Count;
+ }
+ else if (!simpleFace)
+ {
+ this.coords.Add(center);
+ //hasCenter = true;
+ if (this.calcVertexNormals)
+ this.vertexNormals.Add(new Coord(0.0f, 0.0f, 1.0f));
+ this.us.Add(0.0f);
+ }
+
+ float z = 0.0f;
+
+ Angle angle;
+ Coord newVert = new Coord();
+ if (hasHollow && hollowSides != sides)
+ {
+ int numHollowAngles = hollowAngles.angles.Count;
+ for (int i = 0; i < numHollowAngles; i++)
+ {
+ angle = hollowAngles.angles[i];
+ newVert.X = hollow * xScale * angle.X;
+ newVert.Y = hollow * yScale * angle.Y;
+ newVert.Z = z;
+
+ hollowCoords.Add(newVert);
+ if (this.calcVertexNormals)
+ {
+ if (hollowSides < 5)
+ hollowNormals.Add(hollowAngles.normals[i].Invert());
+ else
+ hollowNormals.Add(new Coord(-angle.X, -angle.Y, 0.0f));
+
+ hollowUs.Add(angle.angle * hollow);
+ }
+ }
+ }
+
+ int index = 0;
+ int numAngles = angles.angles.Count;
+
+ for (int i = 0; i < numAngles; i++)
+ {
+ angle = angles.angles[i];
+ newVert.X = angle.X * xScale;
+ newVert.Y = angle.Y * yScale;
+ newVert.Z = z;
+ this.coords.Add(newVert);
+ if (this.calcVertexNormals)
+ {
+ this.outerCoordIndices.Add(this.coords.Count - 1);
+
+ if (sides < 5)
+ {
+ this.vertexNormals.Add(angles.normals[i]);
+ float u = angle.angle;
+ this.us.Add(u);
+ }
+ else
+ {
+ this.vertexNormals.Add(new Coord(angle.X, angle.Y, 0.0f));
+ this.us.Add(angle.angle);
+ }
+ }
+
+ if (hasHollow)
+ {
+ if (hollowSides == sides)
+ {
+ newVert.X *= hollow;
+ newVert.Y *= hollow;
+ newVert.Z = z;
+ hollowCoords.Add(newVert);
+ if (this.calcVertexNormals)
+ {
+ if (sides < 5)
+ {
+ hollowNormals.Add(angles.normals[i].Invert());
+ }
+
+ else
+ hollowNormals.Add(new Coord(-angle.X, -angle.Y, 0.0f));
+
+ hollowUs.Add(angle.angle * hollow);
+ }
+ }
+ }
+ else if (!simpleFace && createFaces && angle.angle > 0.0001f)
+ {
+ Face newFace = new Face();
+ newFace.v1 = 0;
+ newFace.v2 = index;
+ newFace.v3 = index + 1;
+
+ this.faces.Add(newFace);
+ }
+ index += 1;
+ }
+
+ if (hasHollow)
+ {
+ hollowCoords.Reverse();
+ if (this.calcVertexNormals)
+ {
+ hollowNormals.Reverse();
+ hollowUs.Reverse();
+ }
+
+ if (createFaces)
+ {
+ //int numOuterVerts = this.coords.Count;
+ //numOuterVerts = this.coords.Count;
+ //int numHollowVerts = hollowCoords.Count;
+ int numTotalVerts = this.numOuterVerts + this.numHollowVerts;
+
+ if (this.numOuterVerts == this.numHollowVerts)
+ {
+ Face newFace = new Face();
+
+ for (int coordIndex = 0; coordIndex < this.numOuterVerts - 1; coordIndex++)
+ {
+ newFace.v1 = coordIndex;
+ newFace.v2 = coordIndex + 1;
+ newFace.v3 = numTotalVerts - coordIndex - 1;
+ this.faces.Add(newFace);
+
+ newFace.v1 = coordIndex + 1;
+ newFace.v2 = numTotalVerts - coordIndex - 2;
+ newFace.v3 = numTotalVerts - coordIndex - 1;
+ this.faces.Add(newFace);
+ }
+ }
+ else
+ {
+ if (this.numOuterVerts < this.numHollowVerts)
+ {
+ Face newFace = new Face();
+ int j = 0; // j is the index for outer vertices
+ int maxJ = this.numOuterVerts - 1;
+ for (int i = 0; i < this.numHollowVerts; i++) // i is the index for inner vertices
+ {
+ if (j < maxJ)
+ if (angles.angles[j + 1].angle - hollowAngles.angles[i].angle < hollowAngles.angles[i].angle - angles.angles[j].angle + 0.000001f)
+ {
+ newFace.v1 = numTotalVerts - i - 1;
+ newFace.v2 = j;
+ newFace.v3 = j + 1;
+
+ this.faces.Add(newFace);
+ j += 1;
+ }
+
+ newFace.v1 = j;
+ newFace.v2 = numTotalVerts - i - 2;
+ newFace.v3 = numTotalVerts - i - 1;
+
+ this.faces.Add(newFace);
+ }
+ }
+ else // numHollowVerts < numOuterVerts
+ {
+ Face newFace = new Face();
+ int j = 0; // j is the index for inner vertices
+ int maxJ = this.numHollowVerts - 1;
+ for (int i = 0; i < this.numOuterVerts; i++)
+ {
+ if (j < maxJ)
+ if (hollowAngles.angles[j + 1].angle - angles.angles[i].angle < angles.angles[i].angle - hollowAngles.angles[j].angle + 0.000001f)
+ {
+ newFace.v1 = i;
+ newFace.v2 = numTotalVerts - j - 2;
+ newFace.v3 = numTotalVerts - j - 1;
+
+ this.faces.Add(newFace);
+ j += 1;
+ }
+
+ newFace.v1 = numTotalVerts - j - 1;
+ newFace.v2 = i;
+ newFace.v3 = i + 1;
+
+ this.faces.Add(newFace);
+ }
+ }
+ }
+ }
+
+ if (calcVertexNormals)
+ {
+ foreach (Coord hc in hollowCoords)
+ {
+ this.coords.Add(hc);
+ hollowCoordIndices.Add(this.coords.Count - 1);
+ }
+ }
+ else
+ this.coords.AddRange(hollowCoords);
+
+ if (this.calcVertexNormals)
+ {
+ this.vertexNormals.AddRange(hollowNormals);
+ this.us.AddRange(hollowUs);
+
+ }
+ }
+
+ if (simpleFace && createFaces)
+ {
+ if (sides == 3)
+ this.faces.Add(new Face(0, 1, 2));
+ else if (sides == 4)
+ {
+ this.faces.Add(new Face(0, 1, 2));
+ this.faces.Add(new Face(0, 2, 3));
+ }
+ }
+
+ if (calcVertexNormals && hasProfileCut)
+ {
+ int lastOuterVertIndex = this.numOuterVerts - 1;
+
+ if (hasHollow)
+ {
+ this.cut1CoordIndices.Add(0);
+ this.cut1CoordIndices.Add(this.coords.Count - 1);
+
+ this.cut2CoordIndices.Add(lastOuterVertIndex + 1);
+ this.cut2CoordIndices.Add(lastOuterVertIndex);
+
+ this.cutNormal1.X = this.coords[0].Y - this.coords[this.coords.Count - 1].Y;
+ this.cutNormal1.Y = -(this.coords[0].X - this.coords[this.coords.Count - 1].X);
+
+ this.cutNormal2.X = this.coords[lastOuterVertIndex + 1].Y - this.coords[lastOuterVertIndex].Y;
+ this.cutNormal2.Y = -(this.coords[lastOuterVertIndex + 1].X - this.coords[lastOuterVertIndex].X);
+ }
+
+ else
+ {
+ this.cut1CoordIndices.Add(0);
+ this.cut1CoordIndices.Add(1);
+
+ this.cut2CoordIndices.Add(lastOuterVertIndex);
+ this.cut2CoordIndices.Add(0);
+
+ this.cutNormal1.X = this.vertexNormals[1].Y;
+ this.cutNormal1.Y = -this.vertexNormals[1].X;
+
+ this.cutNormal2.X = -this.vertexNormals[this.vertexNormals.Count - 2].Y;
+ this.cutNormal2.Y = this.vertexNormals[this.vertexNormals.Count - 2].X;
+
+ }
+ this.cutNormal1.Normalize();
+ this.cutNormal2.Normalize();
+ }
+
+ this.MakeFaceUVs();
+
+ hollowCoords = null;
+ hollowNormals = null;
+ hollowUs = null;
+
+ if (calcVertexNormals)
+ { // calculate prim face numbers
+
+ // face number order is top, outer, hollow, bottom, start cut, end cut
+ // I know it's ugly but so is the whole concept of prim face numbers
+
+ int faceNum = 1; // start with outer faces
+ this.outerFaceNumber = faceNum;
+
+ int startVert = hasProfileCut && !hasHollow ? 1 : 0;
+ if (startVert > 0)
+ this.faceNumbers.Add(-1);
+ for (int i = 0; i < this.numOuterVerts - 1; i++)
+ //this.faceNumbers.Add(sides < 5 ? faceNum++ : faceNum);
+ this.faceNumbers.Add(sides < 5 && i < sides ? faceNum++ : faceNum);
+
+ //if (!hasHollow && !hasProfileCut)
+ // this.bottomFaceNumber = faceNum++;
+
+ this.faceNumbers.Add(hasProfileCut ? -1 : faceNum++);
+
+ if (sides > 4 && (hasHollow || hasProfileCut))
+ faceNum++;
+
+ if (sides < 5 && (hasHollow || hasProfileCut) && this.numOuterVerts < sides)
+ faceNum++;
+
+ if (hasHollow)
+ {
+ for (int i = 0; i < this.numHollowVerts; i++)
+ this.faceNumbers.Add(faceNum);
+
+ this.hollowFaceNumber = faceNum++;
+ }
+ //if (hasProfileCut || hasHollow)
+ // this.bottomFaceNumber = faceNum++;
+ this.bottomFaceNumber = faceNum++;
+
+ if (hasHollow && hasProfileCut)
+ this.faceNumbers.Add(faceNum++);
+
+ for (int i = 0; i < this.faceNumbers.Count; i++)
+ if (this.faceNumbers[i] == -1)
+ this.faceNumbers[i] = faceNum++;
+
+ this.numPrimFaces = faceNum;
+ }
+
+ }
+
+ internal void MakeFaceUVs()
+ {
+ this.faceUVs = new List();
+ foreach (Coord c in this.coords)
+ this.faceUVs.Add(new UVCoord(0.5f + c.X, 0.5f - c.Y));
+ }
+
+ internal Profile Copy()
+ {
+ return this.Copy(true);
+ }
+
+ internal Profile Copy(bool needFaces)
+ {
+ Profile copy = new Profile();
+
+ copy.coords.AddRange(this.coords);
+ copy.faceUVs.AddRange(this.faceUVs);
+
+ if (needFaces)
+ copy.faces.AddRange(this.faces);
+ if ((copy.calcVertexNormals = this.calcVertexNormals) == true)
+ {
+ copy.vertexNormals.AddRange(this.vertexNormals);
+ copy.faceNormal = this.faceNormal;
+ copy.cutNormal1 = this.cutNormal1;
+ copy.cutNormal2 = this.cutNormal2;
+ copy.us.AddRange(this.us);
+ copy.faceNumbers.AddRange(this.faceNumbers);
+
+ copy.cut1CoordIndices = new List(this.cut1CoordIndices);
+ copy.cut2CoordIndices = new List(this.cut2CoordIndices);
+ copy.hollowCoordIndices = new List(this.hollowCoordIndices);
+ copy.outerCoordIndices = new List(this.outerCoordIndices);
+ }
+ copy.numOuterVerts = this.numOuterVerts;
+ copy.numHollowVerts = this.numHollowVerts;
+
+ return copy;
+ }
+
+ internal void AddPos(Coord v)
+ {
+ this.AddPos(v.X, v.Y, v.Z);
+ }
+
+ internal void AddPos(float x, float y, float z)
+ {
+ int i;
+ int numVerts = this.coords.Count;
+ Coord vert;
+
+ for (i = 0; i < numVerts; i++)
+ {
+ vert = this.coords[i];
+ vert.X += x;
+ vert.Y += y;
+ vert.Z += z;
+ this.coords[i] = vert;
+ }
+ }
+
+ internal void AddRot(Quat q)
+ {
+ int i;
+ int numVerts = this.coords.Count;
+
+ for (i = 0; i < numVerts; i++)
+ this.coords[i] *= q;
+
+ if (this.calcVertexNormals)
+ {
+ int numNormals = this.vertexNormals.Count;
+ for (i = 0; i < numNormals; i++)
+ this.vertexNormals[i] *= q;
+
+ this.faceNormal *= q;
+ this.cutNormal1 *= q;
+ this.cutNormal2 *= q;
+
+ }
+ }
+
+ internal void Scale(float x, float y)
+ {
+ int i;
+ int numVerts = this.coords.Count;
+ Coord vert;
+
+ for (i = 0; i < numVerts; i++)
+ {
+ vert = this.coords[i];
+ vert.X *= x;
+ vert.Y *= y;
+ this.coords[i] = vert;
+ }
+ }
+
+ ///
+ /// Changes order of the vertex indices and negates the center vertex normal. Does not alter vertex normals of radial vertices
+ ///
+ internal void FlipNormals()
+ {
+ int i;
+ int numFaces = this.faces.Count;
+ Face tmpFace;
+ int tmp;
+
+ for (i = 0; i < numFaces; i++)
+ {
+ tmpFace = this.faces[i];
+ tmp = tmpFace.v3;
+ tmpFace.v3 = tmpFace.v1;
+ tmpFace.v1 = tmp;
+ this.faces[i] = tmpFace;
+ }
+
+ if (this.calcVertexNormals)
+ {
+ int normalCount = this.vertexNormals.Count;
+ if (normalCount > 0)
+ {
+ Coord n = this.vertexNormals[normalCount - 1];
+ n.Z = -n.Z;
+ this.vertexNormals[normalCount - 1] = n;
+ }
+ }
+
+ this.faceNormal.X = -this.faceNormal.X;
+ this.faceNormal.Y = -this.faceNormal.Y;
+ this.faceNormal.Z = -this.faceNormal.Z;
+
+ int numfaceUVs = this.faceUVs.Count;
+ for (i = 0; i < numfaceUVs; i++)
+ {
+ UVCoord uv = this.faceUVs[i];
+ uv.V = 1.0f - uv.V;
+ this.faceUVs[i] = uv;
+ }
+ }
+
+ internal void AddValue2FaceVertexIndices(int num)
+ {
+ int numFaces = this.faces.Count;
+ Face tmpFace;
+ for (int i = 0; i < numFaces; i++)
+ {
+ tmpFace = this.faces[i];
+ tmpFace.v1 += num;
+ tmpFace.v2 += num;
+ tmpFace.v3 += num;
+
+ this.faces[i] = tmpFace;
+ }
+ }
+
+ internal void AddValue2FaceNormalIndices(int num)
+ {
+ if (this.calcVertexNormals)
+ {
+ int numFaces = this.faces.Count;
+ Face tmpFace;
+ for (int i = 0; i < numFaces; i++)
+ {
+ tmpFace = this.faces[i];
+ tmpFace.n1 += num;
+ tmpFace.n2 += num;
+ tmpFace.n3 += num;
+
+ this.faces[i] = tmpFace;
+ }
+ }
+ }
+
+ internal void DumpRaw(String path, String name, String title)
+ {
+ if (path == null)
+ return;
+ String fileName = name + "_" + title + ".raw";
+ String completePath = System.IO.Path.Combine(path, fileName);
+ StreamWriter sw = new StreamWriter(completePath);
+
+ for (int i = 0; i < this.faces.Count; i++)
+ {
+ string s = this.coords[this.faces[i].v1].ToString();
+ s += " " + this.coords[this.faces[i].v2].ToString();
+ s += " " + this.coords[this.faces[i].v3].ToString();
+
+ sw.WriteLine(s);
+ }
+
+ sw.Close();
+ }
+ }
+
+ public struct PathNode
+ {
+ public Coord position;
+ public Quat rotation;
+ public float xScale;
+ public float yScale;
+ public float percentOfPath;
+ }
+
+ public enum PathType { Linear = 0, Circular = 1, Flexible = 2 }
+
+ public class Path
+ {
+ public List pathNodes = new List();
+
+ public float twistBegin = 0.0f;
+ public float twistEnd = 0.0f;
+ public float topShearX = 0.0f;
+ public float topShearY = 0.0f;
+ public float pathCutBegin = 0.0f;
+ public float pathCutEnd = 1.0f;
+ public float dimpleBegin = 0.0f;
+ public float dimpleEnd = 1.0f;
+ public float skew = 0.0f;
+ public float holeSizeX = 1.0f; // called pathScaleX in pbs
+ public float holeSizeY = 0.25f;
+ public float taperX = 0.0f;
+ public float taperY = 0.0f;
+ public float radius = 0.0f;
+ public float revolutions = 1.0f;
+ public int stepsPerRevolution = 24;
+
+ private const float twoPi = 2.0f * (float)Math.PI;
+
+ public void Create(PathType pathType, int steps)
+ {
+ if (pathType == PathType.Linear || pathType == PathType.Flexible)
+ {
+ int step = 0;
+
+ float length = this.pathCutEnd - this.pathCutBegin;
+ float twistTotal = twistEnd - twistBegin;
+ float twistTotalAbs = Math.Abs(twistTotal);
+ if (twistTotalAbs > 0.01f)
+ steps += (int)(twistTotalAbs * 3.66); // dahlia's magic number
+
+ float start = -0.5f;
+ float stepSize = length / (float)steps;
+ float percentOfPathMultiplier = stepSize;
+ float xOffset = 0.0f;
+ float yOffset = 0.0f;
+ float zOffset = start;
+ float xOffsetStepIncrement = this.topShearX / steps;
+ float yOffsetStepIncrement = this.topShearY / steps;
+
+ float percentOfPath = this.pathCutBegin;
+ zOffset += percentOfPath;
+
+ // sanity checks
+
+ bool done = false;
+
+ while (!done)
+ {
+ PathNode newNode = new PathNode();
+
+ newNode.xScale = 1.0f;
+ if (this.taperX == 0.0f)
+ newNode.xScale = 1.0f;
+ else if (this.taperX > 0.0f)
+ newNode.xScale = 1.0f - percentOfPath * this.taperX;
+ else newNode.xScale = 1.0f + (1.0f - percentOfPath) * this.taperX;
+
+ newNode.yScale = 1.0f;
+ if (this.taperY == 0.0f)
+ newNode.yScale = 1.0f;
+ else if (this.taperY > 0.0f)
+ newNode.yScale = 1.0f - percentOfPath * this.taperY;
+ else newNode.yScale = 1.0f + (1.0f - percentOfPath) * this.taperY;
+
+ float twist = twistBegin + twistTotal * percentOfPath;
+
+ newNode.rotation = new Quat(new Coord(0.0f, 0.0f, 1.0f), twist);
+ newNode.position = new Coord(xOffset, yOffset, zOffset);
+ newNode.percentOfPath = percentOfPath;
+
+ pathNodes.Add(newNode);
+
+ if (step < steps)
+ {
+ step += 1;
+ percentOfPath += percentOfPathMultiplier;
+ xOffset += xOffsetStepIncrement;
+ yOffset += yOffsetStepIncrement;
+ zOffset += stepSize;
+ if (percentOfPath > this.pathCutEnd)
+ done = true;
+ }
+ else done = true;
+ }
+ } // end of linear path code
+
+ else // pathType == Circular
+ {
+ float twistTotal = twistEnd - twistBegin;
+
+ // if the profile has a lot of twist, add more layers otherwise the layers may overlap
+ // and the resulting mesh may be quite inaccurate. This method is arbitrary and doesn't
+ // accurately match the viewer
+ float twistTotalAbs = Math.Abs(twistTotal);
+ if (twistTotalAbs > 0.01f)
+ {
+ if (twistTotalAbs > Math.PI * 1.5f)
+ steps *= 2;
+ if (twistTotalAbs > Math.PI * 3.0f)
+ steps *= 2;
+ }
+
+ float yPathScale = this.holeSizeY * 0.5f;
+ float pathLength = this.pathCutEnd - this.pathCutBegin;
+ float totalSkew = this.skew * 2.0f * pathLength;
+ float skewStart = this.pathCutBegin * 2.0f * this.skew - this.skew;
+ float xOffsetTopShearXFactor = this.topShearX * (0.25f + 0.5f * (0.5f - this.holeSizeY));
+ float yShearCompensation = 1.0f + Math.Abs(this.topShearY) * 0.25f;
+
+ // It's not quite clear what pushY (Y top shear) does, but subtracting it from the start and end
+ // angles appears to approximate it's effects on path cut. Likewise, adding it to the angle used
+ // to calculate the sine for generating the path radius appears to approximate it's effects there
+ // too, but there are some subtle differences in the radius which are noticeable as the prim size
+ // increases and it may affect megaprims quite a bit. The effect of the Y top shear parameter on
+ // the meshes generated with this technique appear nearly identical in shape to the same prims when
+ // displayed by the viewer.
+
+ float startAngle = (twoPi * this.pathCutBegin * this.revolutions) - this.topShearY * 0.9f;
+ float endAngle = (twoPi * this.pathCutEnd * this.revolutions) - this.topShearY * 0.9f;
+ float stepSize = twoPi / this.stepsPerRevolution;
+
+ int step = (int)(startAngle / stepSize);
+ float angle = startAngle;
+
+ bool done = false;
+ while (!done) // loop through the length of the path and add the layers
+ {
+ PathNode newNode = new PathNode();
+
+ float xProfileScale = (1.0f - Math.Abs(this.skew)) * this.holeSizeX;
+ float yProfileScale = this.holeSizeY;
+
+ float percentOfPath = angle / (twoPi * this.revolutions);
+ float percentOfAngles = (angle - startAngle) / (endAngle - startAngle);
+
+ if (this.taperX > 0.01f)
+ xProfileScale *= 1.0f - percentOfPath * this.taperX;
+ else if (this.taperX < -0.01f)
+ xProfileScale *= 1.0f + (1.0f - percentOfPath) * this.taperX;
+
+ if (this.taperY > 0.01f)
+ yProfileScale *= 1.0f - percentOfPath * this.taperY;
+ else if (this.taperY < -0.01f)
+ yProfileScale *= 1.0f + (1.0f - percentOfPath) * this.taperY;
+
+ newNode.xScale = xProfileScale;
+ newNode.yScale = yProfileScale;
+
+ float radiusScale = 1.0f;
+ if (this.radius > 0.001f)
+ radiusScale = 1.0f - this.radius * percentOfPath;
+ else if (this.radius < 0.001f)
+ radiusScale = 1.0f + this.radius * (1.0f - percentOfPath);
+
+ float twist = twistBegin + twistTotal * percentOfPath;
+
+ float xOffset = 0.5f * (skewStart + totalSkew * percentOfAngles);
+ xOffset += (float)Math.Sin(angle) * xOffsetTopShearXFactor;
+
+ float yOffset = yShearCompensation * (float)Math.Cos(angle) * (0.5f - yPathScale) * radiusScale;
+
+ float zOffset = (float)Math.Sin(angle + this.topShearY) * (0.5f - yPathScale) * radiusScale;
+
+ newNode.position = new Coord(xOffset, yOffset, zOffset);
+
+ // now orient the rotation of the profile layer relative to it's position on the path
+ // adding taperY to the angle used to generate the quat appears to approximate the viewer
+
+ newNode.rotation = new Quat(new Coord(1.0f, 0.0f, 0.0f), angle + this.topShearY);
+
+ // next apply twist rotation to the profile layer
+ if (twistTotal != 0.0f || twistBegin != 0.0f)
+ newNode.rotation *= new Quat(new Coord(0.0f, 0.0f, 1.0f), twist);
+
+ newNode.percentOfPath = percentOfPath;
+
+ pathNodes.Add(newNode);
+
+ // calculate terms for next iteration
+ // calculate the angle for the next iteration of the loop
+
+ if (angle >= endAngle - 0.01)
+ done = true;
+ else
+ {
+ step += 1;
+ angle = stepSize * step;
+ if (angle > endAngle)
+ angle = endAngle;
+ }
+ }
+ }
+ }
+ }
+
+ public class PrimMesh
+ {
+ public string errorMessage = "";
+ private const float twoPi = 2.0f * (float)Math.PI;
+
+ public List coords;
+ public List normals;
+ public List faces;
+
+ public List viewerFaces;
+
+ private int sides = 4;
+ private int hollowSides = 4;
+ private float profileStart = 0.0f;
+ private float profileEnd = 1.0f;
+ private float hollow = 0.0f;
+ public int twistBegin = 0;
+ public int twistEnd = 0;
+ public float topShearX = 0.0f;
+ public float topShearY = 0.0f;
+ public float pathCutBegin = 0.0f;
+ public float pathCutEnd = 1.0f;
+ public float dimpleBegin = 0.0f;
+ public float dimpleEnd = 1.0f;
+ public float skew = 0.0f;
+ public float holeSizeX = 1.0f; // called pathScaleX in pbs
+ public float holeSizeY = 0.25f;
+ public float taperX = 0.0f;
+ public float taperY = 0.0f;
+ public float radius = 0.0f;
+ public float revolutions = 1.0f;
+ public int stepsPerRevolution = 24;
+
+ private int profileOuterFaceNumber = -1;
+ private int profileHollowFaceNumber = -1;
+
+ private bool hasProfileCut = false;
+ private bool hasHollow = false;
+ public bool calcVertexNormals = false;
+ private bool normalsProcessed = false;
+ public bool viewerMode = false;
+ public bool sphereMode = false;
+
+ public int numPrimFaces = 0;
+
+ ///
+ /// Human readable string representation of the parameters used to create a mesh.
+ ///
+ ///
+ public string ParamsToDisplayString()
+ {
+ string s = "";
+ s += "sides..................: " + this.sides.ToString();
+ s += "\nhollowSides..........: " + this.hollowSides.ToString();
+ s += "\nprofileStart.........: " + this.profileStart.ToString();
+ s += "\nprofileEnd...........: " + this.profileEnd.ToString();
+ s += "\nhollow...............: " + this.hollow.ToString();
+ s += "\ntwistBegin...........: " + this.twistBegin.ToString();
+ s += "\ntwistEnd.............: " + this.twistEnd.ToString();
+ s += "\ntopShearX............: " + this.topShearX.ToString();
+ s += "\ntopShearY............: " + this.topShearY.ToString();
+ s += "\npathCutBegin.........: " + this.pathCutBegin.ToString();
+ s += "\npathCutEnd...........: " + this.pathCutEnd.ToString();
+ s += "\ndimpleBegin..........: " + this.dimpleBegin.ToString();
+ s += "\ndimpleEnd............: " + this.dimpleEnd.ToString();
+ s += "\nskew.................: " + this.skew.ToString();
+ s += "\nholeSizeX............: " + this.holeSizeX.ToString();
+ s += "\nholeSizeY............: " + this.holeSizeY.ToString();
+ s += "\ntaperX...............: " + this.taperX.ToString();
+ s += "\ntaperY...............: " + this.taperY.ToString();
+ s += "\nradius...............: " + this.radius.ToString();
+ s += "\nrevolutions..........: " + this.revolutions.ToString();
+ s += "\nstepsPerRevolution...: " + this.stepsPerRevolution.ToString();
+ s += "\nsphereMode...........: " + this.sphereMode.ToString();
+ s += "\nhasProfileCut........: " + this.hasProfileCut.ToString();
+ s += "\nhasHollow............: " + this.hasHollow.ToString();
+ s += "\nviewerMode...........: " + this.viewerMode.ToString();
+
+ return s;
+ }
+
+ public int ProfileOuterFaceNumber
+ {
+ get { return profileOuterFaceNumber; }
+ }
+
+ public int ProfileHollowFaceNumber
+ {
+ get { return profileHollowFaceNumber; }
+ }
+
+ public bool HasProfileCut
+ {
+ get { return hasProfileCut; }
+ }
+
+ public bool HasHollow
+ {
+ get { return hasHollow; }
+ }
+
+
+ ///
+ /// Constructs a PrimMesh object and creates the profile for extrusion.
+ ///
+ ///
+ ///
+ ///
+ ///
+ ///
+ public PrimMesh(int sides, float profileStart, float profileEnd, float hollow, int hollowSides)
+ {
+ this.coords = new List();
+ this.faces = new List();
+
+ this.sides = sides;
+ this.profileStart = profileStart;
+ this.profileEnd = profileEnd;
+ this.hollow = hollow;
+ this.hollowSides = hollowSides;
+
+ if (sides < 3)
+ this.sides = 3;
+ if (hollowSides < 3)
+ this.hollowSides = 3;
+ if (profileStart < 0.0f)
+ this.profileStart = 0.0f;
+ if (profileEnd > 1.0f)
+ this.profileEnd = 1.0f;
+ if (profileEnd < 0.02f)
+ this.profileEnd = 0.02f;
+ if (profileStart >= profileEnd)
+ this.profileStart = profileEnd - 0.02f;
+ if (hollow > 0.99f)
+ this.hollow = 0.99f;
+ if (hollow < 0.0f)
+ this.hollow = 0.0f;
+
+ //if (sphereMode)
+ // this.hasProfileCut = this.profileEnd - this.profileStart < 0.4999f;
+ //else
+ // //this.hasProfileCut = (this.profileStart > 0.0f || this.profileEnd < 1.0f);
+ // this.hasProfileCut = this.profileEnd - this.profileStart < 0.9999f;
+ //this.hasHollow = (this.hollow > 0.001f);
+ }
+
+ ///
+ /// Extrudes a profile along a path.
+ ///
+ public void Extrude(PathType pathType)
+ {
+ bool needEndFaces = false;
+
+ this.coords = new List();
+ this.faces = new List();
+
+ if (this.viewerMode)
+ {
+ this.viewerFaces = new List();
+ this.calcVertexNormals = true;
+ }
+
+ if (this.calcVertexNormals)
+ this.normals = new List();
+
+ int steps = 1;
+
+ float length = this.pathCutEnd - this.pathCutBegin;
+ normalsProcessed = false;
+
+ if (this.viewerMode && this.sides == 3)
+ {
+ // prisms don't taper well so add some vertical resolution
+ // other prims may benefit from this but just do prisms for now
+ if (Math.Abs(this.taperX) > 0.01 || Math.Abs(this.taperY) > 0.01)
+ steps = (int)(steps * 4.5 * length);
+ }
+
+ if (sphereMode)
+ this.hasProfileCut = this.profileEnd - this.profileStart < 0.4999f;
+ else
+ //this.hasProfileCut = (this.profileStart > 0.0f || this.profileEnd < 1.0f);
+ this.hasProfileCut = this.profileEnd - this.profileStart < 0.9999f;
+ this.hasHollow = (this.hollow > 0.001f);
+
+ float twistBegin = this.twistBegin / 360.0f * twoPi;
+ float twistEnd = this.twistEnd / 360.0f * twoPi;
+ float twistTotal = twistEnd - twistBegin;
+ float twistTotalAbs = Math.Abs(twistTotal);
+ if (twistTotalAbs > 0.01f)
+ steps += (int)(twistTotalAbs * 3.66); // dahlia's magic number
+
+ float hollow = this.hollow;
+
+ // sanity checks
+ float initialProfileRot = 0.0f;
+ if (pathType == PathType.Circular)
+ {
+ if (this.sides == 3)
+ {
+ initialProfileRot = (float)Math.PI;
+ if (this.hollowSides == 4)
+ {
+ if (hollow > 0.7f)
+ hollow = 0.7f;
+ hollow *= 0.707f;
+ }
+ else hollow *= 0.5f;
+ }
+ else if (this.sides == 4)
+ {
+ initialProfileRot = 0.25f * (float)Math.PI;
+ if (this.hollowSides != 4)
+ hollow *= 0.707f;
+ }
+ else if (this.sides > 4)
+ {
+ initialProfileRot = (float)Math.PI;
+ if (this.hollowSides == 4)
+ {
+ if (hollow > 0.7f)
+ hollow = 0.7f;
+ hollow /= 0.7f;
+ }
+ }
+ }
+ else
+ {
+ if (this.sides == 3)
+ {
+ if (this.hollowSides == 4)
+ {
+ if (hollow > 0.7f)
+ hollow = 0.7f;
+ hollow *= 0.707f;
+ }
+ else hollow *= 0.5f;
+ }
+ else if (this.sides == 4)
+ {
+ initialProfileRot = 1.25f * (float)Math.PI;
+ if (this.hollowSides != 4)
+ hollow *= 0.707f;
+ }
+ else if (this.sides == 24 && this.hollowSides == 4)
+ hollow *= 1.414f;
+ }
+
+ Profile profile = new Profile(this.sides, this.profileStart, this.profileEnd, hollow, this.hollowSides, true, calcVertexNormals);
+ this.errorMessage = profile.errorMessage;
+
+ this.numPrimFaces = profile.numPrimFaces;
+
+ //profileOuterFaceNumber = profile.faceNumbers[0];
+ //if (!needEndFaces)
+ // profileOuterFaceNumber--;
+ //profileOuterFaceNumber = needEndFaces ? 1 : 0;
+
+
+ //if (hasHollow)
+ //{
+ // if (needEndFaces)
+ // profileHollowFaceNumber = profile.faceNumbers[profile.numOuterVerts + 1];
+ // else
+ // profileHollowFaceNumber = profile.faceNumbers[profile.numOuterVerts] - 1;
+ //}
+
+
+ profileOuterFaceNumber = profile.outerFaceNumber;
+ if (!needEndFaces)
+ profileOuterFaceNumber--;
+
+ if (hasHollow)
+ {
+ profileHollowFaceNumber = profile.hollowFaceNumber;
+ if (!needEndFaces)
+ profileHollowFaceNumber--;
+ }
+
+ int cut1Vert = -1;
+ int cut2Vert = -1;
+ if (hasProfileCut)
+ {
+ cut1Vert = hasHollow ? profile.coords.Count - 1 : 0;
+ cut2Vert = hasHollow ? profile.numOuterVerts - 1 : profile.numOuterVerts;
+ }
+
+ if (initialProfileRot != 0.0f)
+ {
+ profile.AddRot(new Quat(new Coord(0.0f, 0.0f, 1.0f), initialProfileRot));
+ if (viewerMode)
+ profile.MakeFaceUVs();
+ }
+
+ Coord lastCutNormal1 = new Coord();
+ Coord lastCutNormal2 = new Coord();
+ float lastV = 1.0f;
+
+ Path path = new Path();
+ path.twistBegin = twistBegin;
+ path.twistEnd = twistEnd;
+ path.topShearX = topShearX;
+ path.topShearY = topShearY;
+ path.pathCutBegin = pathCutBegin;
+ path.pathCutEnd = pathCutEnd;
+ path.dimpleBegin = dimpleBegin;
+ path.dimpleEnd = dimpleEnd;
+ path.skew = skew;
+ path.holeSizeX = holeSizeX;
+ path.holeSizeY = holeSizeY;
+ path.taperX = taperX;
+ path.taperY = taperY;
+ path.radius = radius;
+ path.revolutions = revolutions;
+ path.stepsPerRevolution = stepsPerRevolution;
+
+ path.Create(pathType, steps);
+
+
+ if (pathType == PathType.Circular)
+ {
+ needEndFaces = false;
+ if (this.pathCutBegin != 0.0f || this.pathCutEnd != 1.0f)
+ needEndFaces = true;
+ else if (this.taperX != 0.0f || this.taperY != 0.0f)
+ needEndFaces = true;
+ else if (this.skew != 0.0f)
+ needEndFaces = true;
+ else if (twistTotal != 0.0f)
+ needEndFaces = true;
+ else if (this.radius != 0.0f)
+ needEndFaces = true;
+ }
+ else needEndFaces = true;
+
+ for (int nodeIndex = 0; nodeIndex < path.pathNodes.Count; nodeIndex++)
+ {
+ PathNode node = path.pathNodes[nodeIndex];
+ Profile newLayer = profile.Copy();
+ newLayer.Scale(node.xScale, node.yScale);
+
+ newLayer.AddRot(node.rotation);
+ newLayer.AddPos(node.position);
+
+ if (needEndFaces && nodeIndex == 0)
+ {
+ newLayer.FlipNormals();
+
+ // add the top faces to the viewerFaces list here
+ if (this.viewerMode)
+ {
+ Coord faceNormal = newLayer.faceNormal;
+ ViewerFace newViewerFace = new ViewerFace(profile.bottomFaceNumber);
+ int numFaces = newLayer.faces.Count;
+ List faces = newLayer.faces;
+
+ for (int i = 0; i < numFaces; i++)
+ {
+ Face face = faces[i];
+ newViewerFace.v1 = newLayer.coords[face.v1];
+ newViewerFace.v2 = newLayer.coords[face.v2];
+ newViewerFace.v3 = newLayer.coords[face.v3];
+
+ newViewerFace.coordIndex1 = face.v1;
+ newViewerFace.coordIndex2 = face.v2;
+ newViewerFace.coordIndex3 = face.v3;
+
+ newViewerFace.n1 = faceNormal;
+ newViewerFace.n2 = faceNormal;
+ newViewerFace.n3 = faceNormal;
+
+ newViewerFace.uv1 = newLayer.faceUVs[face.v1];
+ newViewerFace.uv2 = newLayer.faceUVs[face.v2];
+ newViewerFace.uv3 = newLayer.faceUVs[face.v3];
+
+ this.viewerFaces.Add(newViewerFace);
+ }
+ }
+ } // if (nodeIndex == 0)
+
+ // append this layer
+
+ int coordsLen = this.coords.Count;
+ newLayer.AddValue2FaceVertexIndices(coordsLen);
+
+ this.coords.AddRange(newLayer.coords);
+
+ if (this.calcVertexNormals)
+ {
+ newLayer.AddValue2FaceNormalIndices(this.normals.Count);
+ this.normals.AddRange(newLayer.vertexNormals);
+ }
+
+ if (node.percentOfPath < this.pathCutBegin + 0.01f || node.percentOfPath > this.pathCutEnd - 0.01f)
+ this.faces.AddRange(newLayer.faces);
+
+ // fill faces between layers
+
+ int numVerts = newLayer.coords.Count;
+ Face newFace = new Face();
+
+ if (nodeIndex > 0)
+ {
+ int startVert = coordsLen + 1;
+ int endVert = this.coords.Count;
+
+ if (sides < 5 || this.hasProfileCut || this.hasHollow)
+ startVert--;
+
+ for (int i = startVert; i < endVert; i++)
+ {
+ int iNext = i + 1;
+ if (i == endVert - 1)
+ iNext = startVert;
+
+ int whichVert = i - startVert;
+
+ newFace.v1 = i;
+ newFace.v2 = i - numVerts;
+ newFace.v3 = iNext - numVerts;
+ this.faces.Add(newFace);
+
+ newFace.v2 = iNext - numVerts;
+ newFace.v3 = iNext;
+ this.faces.Add(newFace);
+
+ if (this.viewerMode)
+ {
+ // add the side faces to the list of viewerFaces here
+
+ int primFaceNum = profile.faceNumbers[whichVert];
+ if (!needEndFaces)
+ primFaceNum -= 1;
+
+ ViewerFace newViewerFace1 = new ViewerFace(primFaceNum);
+ ViewerFace newViewerFace2 = new ViewerFace(primFaceNum);
+
+ float u1 = newLayer.us[whichVert];
+ float u2 = 1.0f;
+ if (whichVert < newLayer.us.Count - 1)
+ u2 = newLayer.us[whichVert + 1];
+
+ if (whichVert == cut1Vert || whichVert == cut2Vert)
+ {
+ u1 = 0.0f;
+ u2 = 1.0f;
+ }
+ else if (sides < 5)
+ {
+ if (whichVert < profile.numOuterVerts)
+ { // boxes and prisms have one texture face per side of the prim, so the U values have to be scaled
+ // to reflect the entire texture width
+ u1 *= sides;
+ u2 *= sides;
+ u2 -= (int)u1;
+ u1 -= (int)u1;
+ if (u2 < 0.1f)
+ u2 = 1.0f;
+ //this.profileOuterFaceNumber = primFaceNum;
+ }
+ else if (whichVert > profile.coords.Count - profile.numHollowVerts - 1)
+ {
+ u1 *= 2.0f;
+ u2 *= 2.0f;
+ //this.profileHollowFaceNumber = primFaceNum;
+ }
+ }
+
+ newViewerFace1.uv1.U = u1;
+ newViewerFace1.uv2.U = u1;
+ newViewerFace1.uv3.U = u2;
+
+ newViewerFace1.uv1.V = 1.0f - node.percentOfPath;
+ newViewerFace1.uv2.V = lastV;
+ newViewerFace1.uv3.V = lastV;
+
+ newViewerFace2.uv1.U = u1;
+ newViewerFace2.uv2.U = u2;
+ newViewerFace2.uv3.U = u2;
+
+ newViewerFace2.uv1.V = 1.0f - node.percentOfPath;
+ newViewerFace2.uv2.V = lastV;
+ newViewerFace2.uv3.V = 1.0f - node.percentOfPath;
+
+ newViewerFace1.v1 = this.coords[i];
+ newViewerFace1.v2 = this.coords[i - numVerts];
+ newViewerFace1.v3 = this.coords[iNext - numVerts];
+
+ newViewerFace2.v1 = this.coords[i];
+ newViewerFace2.v2 = this.coords[iNext - numVerts];
+ newViewerFace2.v3 = this.coords[iNext];
+
+ newViewerFace1.coordIndex1 = i;
+ newViewerFace1.coordIndex2 = i - numVerts;
+ newViewerFace1.coordIndex3 = iNext - numVerts;
+
+ newViewerFace2.coordIndex1 = i;
+ newViewerFace2.coordIndex2 = iNext - numVerts;
+ newViewerFace2.coordIndex3 = iNext;
+
+ // profile cut faces
+ if (whichVert == cut1Vert)
+ {
+ newViewerFace1.n1 = newLayer.cutNormal1;
+ newViewerFace1.n2 = newViewerFace1.n3 = lastCutNormal1;
+
+ newViewerFace2.n1 = newViewerFace2.n3 = newLayer.cutNormal1;
+ newViewerFace2.n2 = lastCutNormal1;
+ }
+ else if (whichVert == cut2Vert)
+ {
+ newViewerFace1.n1 = newLayer.cutNormal2;
+ newViewerFace1.n2 = newViewerFace1.n3 = lastCutNormal2;
+
+ newViewerFace2.n1 = newViewerFace2.n3 = newLayer.cutNormal2;
+ newViewerFace2.n2 = lastCutNormal2;
+ }
+
+ else // outer and hollow faces
+ {
+ if ((sides < 5 && whichVert < newLayer.numOuterVerts) || (hollowSides < 5 && whichVert >= newLayer.numOuterVerts))
+ { // looks terrible when path is twisted... need vertex normals here
+ newViewerFace1.CalcSurfaceNormal();
+ newViewerFace2.CalcSurfaceNormal();
+ }
+ else
+ {
+ newViewerFace1.n1 = this.normals[i];
+ newViewerFace1.n2 = this.normals[i - numVerts];
+ newViewerFace1.n3 = this.normals[iNext - numVerts];
+
+ newViewerFace2.n1 = this.normals[i];
+ newViewerFace2.n2 = this.normals[iNext - numVerts];
+ newViewerFace2.n3 = this.normals[iNext];
+ }
+ }
+
+ this.viewerFaces.Add(newViewerFace1);
+ this.viewerFaces.Add(newViewerFace2);
+
+ }
+ }
+ }
+
+ lastCutNormal1 = newLayer.cutNormal1;
+ lastCutNormal2 = newLayer.cutNormal2;
+ lastV = 1.0f - node.percentOfPath;
+
+ if (needEndFaces && nodeIndex == path.pathNodes.Count - 1 && viewerMode)
+ {
+ // add the top faces to the viewerFaces list here
+ Coord faceNormal = newLayer.faceNormal;
+ ViewerFace newViewerFace = new ViewerFace();
+ newViewerFace.primFaceNumber = 0;
+ int numFaces = newLayer.faces.Count;
+ List faces = newLayer.faces;
+
+ for (int i = 0; i < numFaces; i++)
+ {
+ Face face = faces[i];
+ newViewerFace.v1 = newLayer.coords[face.v1 - coordsLen];
+ newViewerFace.v2 = newLayer.coords[face.v2 - coordsLen];
+ newViewerFace.v3 = newLayer.coords[face.v3 - coordsLen];
+
+ newViewerFace.coordIndex1 = face.v1 - coordsLen;
+ newViewerFace.coordIndex2 = face.v2 - coordsLen;
+ newViewerFace.coordIndex3 = face.v3 - coordsLen;
+
+ newViewerFace.n1 = faceNormal;
+ newViewerFace.n2 = faceNormal;
+ newViewerFace.n3 = faceNormal;
+
+ newViewerFace.uv1 = newLayer.faceUVs[face.v1 - coordsLen];
+ newViewerFace.uv2 = newLayer.faceUVs[face.v2 - coordsLen];
+ newViewerFace.uv3 = newLayer.faceUVs[face.v3 - coordsLen];
+
+ this.viewerFaces.Add(newViewerFace);
+ }
+ }
+
+
+ } // for (int nodeIndex = 0; nodeIndex < path.pathNodes.Count; nodeIndex++)
+
+ }
+
+
+ ///
+ /// DEPRICATED - use Extrude(PathType.Linear) instead
+ /// Extrudes a profile along a straight line path. Used for prim types box, cylinder, and prism.
+ ///
+ ///
+ public void ExtrudeLinear()
+ {
+ this.Extrude(PathType.Linear);
+ }
+
+
+ ///
+ /// DEPRICATED - use Extrude(PathType.Circular) instead
+ /// Extrude a profile into a circular path prim mesh. Used for prim types torus, tube, and ring.
+ ///
+ ///
+ public void ExtrudeCircular()
+ {
+ this.Extrude(PathType.Circular);
+ }
+
+
+ private Coord SurfaceNormal(Coord c1, Coord c2, Coord c3)
+ {
+ Coord edge1 = new Coord(c2.X - c1.X, c2.Y - c1.Y, c2.Z - c1.Z);
+ Coord edge2 = new Coord(c3.X - c1.X, c3.Y - c1.Y, c3.Z - c1.Z);
+
+ Coord normal = Coord.Cross(edge1, edge2);
+
+ normal.Normalize();
+
+ return normal;
+ }
+
+ private Coord SurfaceNormal(Face face)
+ {
+ return SurfaceNormal(this.coords[face.v1], this.coords[face.v2], this.coords[face.v3]);
+ }
+
+ ///
+ /// Calculate the surface normal for a face in the list of faces
+ ///
+ ///
+ ///
+ public Coord SurfaceNormal(int faceIndex)
+ {
+ int numFaces = this.faces.Count;
+ if (faceIndex < 0 || faceIndex >= numFaces)
+ throw new Exception("faceIndex out of range");
+
+ return SurfaceNormal(this.faces[faceIndex]);
+ }
+
+ ///
+ /// Duplicates a PrimMesh object. All object properties are copied by value, including lists.
+ ///
+ ///
+ public PrimMesh Copy()
+ {
+ PrimMesh copy = new PrimMesh(this.sides, this.profileStart, this.profileEnd, this.hollow, this.hollowSides);
+ copy.twistBegin = this.twistBegin;
+ copy.twistEnd = this.twistEnd;
+ copy.topShearX = this.topShearX;
+ copy.topShearY = this.topShearY;
+ copy.pathCutBegin = this.pathCutBegin;
+ copy.pathCutEnd = this.pathCutEnd;
+ copy.dimpleBegin = this.dimpleBegin;
+ copy.dimpleEnd = this.dimpleEnd;
+ copy.skew = this.skew;
+ copy.holeSizeX = this.holeSizeX;
+ copy.holeSizeY = this.holeSizeY;
+ copy.taperX = this.taperX;
+ copy.taperY = this.taperY;
+ copy.radius = this.radius;
+ copy.revolutions = this.revolutions;
+ copy.stepsPerRevolution = this.stepsPerRevolution;
+ copy.calcVertexNormals = this.calcVertexNormals;
+ copy.normalsProcessed = this.normalsProcessed;
+ copy.viewerMode = this.viewerMode;
+ copy.numPrimFaces = this.numPrimFaces;
+ copy.errorMessage = this.errorMessage;
+
+ copy.coords = new List(this.coords);
+ copy.faces = new List(this.faces);
+ copy.viewerFaces = new List(this.viewerFaces);
+ copy.normals = new List(this.normals);
+
+ return copy;
+ }
+
+ ///
+ /// Calculate surface normals for all of the faces in the list of faces in this mesh
+ ///
+ public void CalcNormals()
+ {
+ if (normalsProcessed)
+ return;
+
+ normalsProcessed = true;
+
+ int numFaces = faces.Count;
+
+ if (!this.calcVertexNormals)
+ this.normals = new List();
+
+ for (int i = 0; i < numFaces; i++)
+ {
+ Face face = faces[i];
+
+ this.normals.Add(SurfaceNormal(i).Normalize());
+
+ int normIndex = normals.Count - 1;
+ face.n1 = normIndex;
+ face.n2 = normIndex;
+ face.n3 = normIndex;
+
+ this.faces[i] = face;
+ }
+ }
+
+ ///
+ /// Adds a value to each XYZ vertex coordinate in the mesh
+ ///
+ ///
+ ///
+ ///
+ public void AddPos(float x, float y, float z)
+ {
+ int i;
+ int numVerts = this.coords.Count;
+ Coord vert;
+
+ for (i = 0; i < numVerts; i++)
+ {
+ vert = this.coords[i];
+ vert.X += x;
+ vert.Y += y;
+ vert.Z += z;
+ this.coords[i] = vert;
+ }
+
+ if (this.viewerFaces != null)
+ {
+ int numViewerFaces = this.viewerFaces.Count;
+
+ for (i = 0; i < numViewerFaces; i++)
+ {
+ ViewerFace v = this.viewerFaces[i];
+ v.AddPos(x, y, z);
+ this.viewerFaces[i] = v;
+ }
+ }
+ }
+
+ ///
+ /// Rotates the mesh
+ ///
+ ///
+ public void AddRot(Quat q)
+ {
+ int i;
+ int numVerts = this.coords.Count;
+
+ for (i = 0; i < numVerts; i++)
+ this.coords[i] *= q;
+
+ if (this.normals != null)
+ {
+ int numNormals = this.normals.Count;
+ for (i = 0; i < numNormals; i++)
+ this.normals[i] *= q;
+ }
+
+ if (this.viewerFaces != null)
+ {
+ int numViewerFaces = this.viewerFaces.Count;
+
+ for (i = 0; i < numViewerFaces; i++)
+ {
+ ViewerFace v = this.viewerFaces[i];
+ v.v1 *= q;
+ v.v2 *= q;
+ v.v3 *= q;
+
+ v.n1 *= q;
+ v.n2 *= q;
+ v.n3 *= q;
+ this.viewerFaces[i] = v;
+ }
+ }
+ }
+
+#if VERTEX_INDEXER
+ public VertexIndexer GetVertexIndexer()
+ {
+ if (this.viewerMode && this.viewerFaces.Count > 0)
+ return new VertexIndexer(this);
+ return null;
+ }
+#endif
+
+ ///
+ /// Scales the mesh
+ ///
+ ///
+ ///
+ ///
+ public void Scale(float x, float y, float z)
+ {
+ int i;
+ int numVerts = this.coords.Count;
+ //Coord vert;
+
+ Coord m = new Coord(x, y, z);
+ for (i = 0; i < numVerts; i++)
+ this.coords[i] *= m;
+
+ if (this.viewerFaces != null)
+ {
+ int numViewerFaces = this.viewerFaces.Count;
+ for (i = 0; i < numViewerFaces; i++)
+ {
+ ViewerFace v = this.viewerFaces[i];
+ v.v1 *= m;
+ v.v2 *= m;
+ v.v3 *= m;
+ this.viewerFaces[i] = v;
+ }
+
+ }
+
+ }
+
+ ///
+ /// Dumps the mesh to a Blender compatible "Raw" format file
+ ///
+ ///
+ ///
+ ///
+ public void DumpRaw(String path, String name, String title)
+ {
+ if (path == null)
+ return;
+ String fileName = name + "_" + title + ".raw";
+ String completePath = System.IO.Path.Combine(path, fileName);
+ StreamWriter sw = new StreamWriter(completePath);
+
+ for (int i = 0; i < this.faces.Count; i++)
+ {
+ string s = this.coords[this.faces[i].v1].ToString();
+ s += " " + this.coords[this.faces[i].v2].ToString();
+ s += " " + this.coords[this.faces[i].v3].ToString();
+
+ sw.WriteLine(s);
+ }
+
+ sw.Close();
+ }
+ }
+}
diff --git a/OpenSim/Region/Physics/Meshing/SculptMap.cs b/OpenSim/Region/Physics/Meshing/SculptMap.cs
index 4906cf6..d2d71de 100644
--- a/OpenSim/Region/Physics/Meshing/SculptMap.cs
+++ b/OpenSim/Region/Physics/Meshing/SculptMap.cs
@@ -1,176 +1,176 @@
-/*
- * Copyright (c) Contributors
- * See CONTRIBUTORS.TXT for a full list of copyright holders.
- *
- * Redistribution and use in source and binary forms, with or without
- * modification, are permitted provided that the following conditions are met:
- * * Redistributions of source code must retain the above copyright
- * notice, this list of conditions and the following disclaimer.
- * * Redistributions in binary form must reproduce the above copyright
- * notice, this list of conditions and the following disclaimer in the
- * documentation and/or other materials provided with the distribution.
- * * Neither the name of the OpenSimulator Project nor the
- * names of its contributors may be used to endorse or promote products
- * derived from this software without specific prior written permission.
- *
- * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
- * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
- * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
- * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
- * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
- * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
- * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
- * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
- * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- */
-
-// to build without references to System.Drawing, comment this out
-#define SYSTEM_DRAWING
-
-using System;
-using System.Collections.Generic;
-using System.Text;
-
-#if SYSTEM_DRAWING
-using System.Drawing;
-using System.Drawing.Imaging;
-
-namespace PrimMesher
-{
- public class SculptMap
- {
- public int width;
- public int height;
- public byte[] redBytes;
- public byte[] greenBytes;
- public byte[] blueBytes;
-
- public SculptMap()
- {
- }
-
- public SculptMap(Bitmap bm, int lod)
- {
- int bmW = bm.Width;
- int bmH = bm.Height;
-
- if (bmW == 0 || bmH == 0)
- throw new Exception("SculptMap: bitmap has no data");
-
- int numLodPixels = lod * 2 * lod * 2; // (32 * 2)^2 = 64^2 pixels for default sculpt map image
-
- bool needsScaling = false;
-
- width = bmW;
- height = bmH;
- while (width * height > numLodPixels)
- {
- width >>= 1;
- height >>= 1;
- needsScaling = true;
- }
-
-
-
- try
- {
- if (needsScaling)
- bm = ScaleImage(bm, width, height,
- System.Drawing.Drawing2D.InterpolationMode.NearestNeighbor);
- }
-
- catch (Exception e)
- {
- throw new Exception("Exception in ScaleImage(): e: " + e.ToString());
- }
-
- if (width * height > lod * lod)
- {
- width >>= 1;
- height >>= 1;
- }
-
- int numBytes = (width + 1) * (height + 1);
- redBytes = new byte[numBytes];
- greenBytes = new byte[numBytes];
- blueBytes = new byte[numBytes];
-
- int byteNdx = 0;
-
- try
- {
- for (int y = 0; y <= height; y++)
- {
- for (int x = 0; x <= width; x++)
- {
- int bmY = y < height ? y * 2 : y * 2 - 1;
- int bmX = x < width ? x * 2 : x * 2 - 1;
- Color c = bm.GetPixel(bmX, bmY);
-
- redBytes[byteNdx] = c.R;
- greenBytes[byteNdx] = c.G;
- blueBytes[byteNdx] = c.B;
-
- ++byteNdx;
- }
- }
- }
- catch (Exception e)
- {
- throw new Exception("Caught exception processing byte arrays in SculptMap(): e: " + e.ToString());
- }
-
- width++;
- height++;
- }
-
- public List> ToRows(bool mirror)
- {
- int numRows = height;
- int numCols = width;
-
- List> rows = new List>(numRows);
-
- float pixScale = 1.0f / 255;
-
- int rowNdx, colNdx;
- int smNdx = 0;
-
- for (rowNdx = 0; rowNdx < numRows; rowNdx++)
- {
- List row = new List(numCols);
- for (colNdx = 0; colNdx < numCols; colNdx++)
- {
- if (mirror)
- row.Add(new Coord(-(redBytes[smNdx] * pixScale - 0.5f), (greenBytes[smNdx] * pixScale - 0.5f), blueBytes[smNdx] * pixScale - 0.5f));
- else
- row.Add(new Coord(redBytes[smNdx] * pixScale - 0.5f, greenBytes[smNdx] * pixScale - 0.5f, blueBytes[smNdx] * pixScale - 0.5f));
-
- ++smNdx;
- }
- rows.Add(row);
- }
- return rows;
- }
-
- private Bitmap ScaleImage(Bitmap srcImage, int destWidth, int destHeight,
- System.Drawing.Drawing2D.InterpolationMode interpMode)
- {
- Bitmap scaledImage = new Bitmap(srcImage, destWidth, destHeight);
- scaledImage.SetResolution(96.0f, 96.0f);
-
- Graphics grPhoto = Graphics.FromImage(scaledImage);
- grPhoto.InterpolationMode = interpMode;
-
- grPhoto.DrawImage(srcImage,
- new Rectangle(0, 0, destWidth, destHeight),
- new Rectangle(0, 0, srcImage.Width, srcImage.Height),
- GraphicsUnit.Pixel);
-
- grPhoto.Dispose();
- return scaledImage;
- }
- }
-}
-#endif
+/*
+ * Copyright (c) Contributors
+ * See CONTRIBUTORS.TXT for a full list of copyright holders.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions are met:
+ * * Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ * * Redistributions in binary form must reproduce the above copyright
+ * notice, this list of conditions and the following disclaimer in the
+ * documentation and/or other materials provided with the distribution.
+ * * Neither the name of the OpenSimulator Project nor the
+ * names of its contributors may be used to endorse or promote products
+ * derived from this software without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
+ * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
+ * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
+ * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
+ * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
+ * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
+ * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
+ * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
+ * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ */
+
+// to build without references to System.Drawing, comment this out
+#define SYSTEM_DRAWING
+
+using System;
+using System.Collections.Generic;
+using System.Text;
+
+#if SYSTEM_DRAWING
+using System.Drawing;
+using System.Drawing.Imaging;
+
+namespace PrimMesher
+{
+ public class SculptMap
+ {
+ public int width;
+ public int height;
+ public byte[] redBytes;
+ public byte[] greenBytes;
+ public byte[] blueBytes;
+
+ public SculptMap()
+ {
+ }
+
+ public SculptMap(Bitmap bm, int lod)
+ {
+ int bmW = bm.Width;
+ int bmH = bm.Height;
+
+ if (bmW == 0 || bmH == 0)
+ throw new Exception("SculptMap: bitmap has no data");
+
+ int numLodPixels = lod * 2 * lod * 2; // (32 * 2)^2 = 64^2 pixels for default sculpt map image
+
+ bool needsScaling = false;
+
+ width = bmW;
+ height = bmH;
+ while (width * height > numLodPixels)
+ {
+ width >>= 1;
+ height >>= 1;
+ needsScaling = true;
+ }
+
+
+
+ try
+ {
+ if (needsScaling)
+ bm = ScaleImage(bm, width, height,
+ System.Drawing.Drawing2D.InterpolationMode.NearestNeighbor);
+ }
+
+ catch (Exception e)
+ {
+ throw new Exception("Exception in ScaleImage(): e: " + e.ToString());
+ }
+
+ if (width * height > lod * lod)
+ {
+ width >>= 1;
+ height >>= 1;
+ }
+
+ int numBytes = (width + 1) * (height + 1);
+ redBytes = new byte[numBytes];
+ greenBytes = new byte[numBytes];
+ blueBytes = new byte[numBytes];
+
+ int byteNdx = 0;
+
+ try
+ {
+ for (int y = 0; y <= height; y++)
+ {
+ for (int x = 0; x <= width; x++)
+ {
+ int bmY = y < height ? y * 2 : y * 2 - 1;
+ int bmX = x < width ? x * 2 : x * 2 - 1;
+ Color c = bm.GetPixel(bmX, bmY);
+
+ redBytes[byteNdx] = c.R;
+ greenBytes[byteNdx] = c.G;
+ blueBytes[byteNdx] = c.B;
+
+ ++byteNdx;
+ }
+ }
+ }
+ catch (Exception e)
+ {
+ throw new Exception("Caught exception processing byte arrays in SculptMap(): e: " + e.ToString());
+ }
+
+ width++;
+ height++;
+ }
+
+ public List> ToRows(bool mirror)
+ {
+ int numRows = height;
+ int numCols = width;
+
+ List> rows = new List>(numRows);
+
+ float pixScale = 1.0f / 255;
+
+ int rowNdx, colNdx;
+ int smNdx = 0;
+
+ for (rowNdx = 0; rowNdx < numRows; rowNdx++)
+ {
+ List row = new List(numCols);
+ for (colNdx = 0; colNdx < numCols; colNdx++)
+ {
+ if (mirror)
+ row.Add(new Coord(-(redBytes[smNdx] * pixScale - 0.5f), (greenBytes[smNdx] * pixScale - 0.5f), blueBytes[smNdx] * pixScale - 0.5f));
+ else
+ row.Add(new Coord(redBytes[smNdx] * pixScale - 0.5f, greenBytes[smNdx] * pixScale - 0.5f, blueBytes[smNdx] * pixScale - 0.5f));
+
+ ++smNdx;
+ }
+ rows.Add(row);
+ }
+ return rows;
+ }
+
+ private Bitmap ScaleImage(Bitmap srcImage, int destWidth, int destHeight,
+ System.Drawing.Drawing2D.InterpolationMode interpMode)
+ {
+ Bitmap scaledImage = new Bitmap(srcImage, destWidth, destHeight);
+ scaledImage.SetResolution(96.0f, 96.0f);
+
+ Graphics grPhoto = Graphics.FromImage(scaledImage);
+ grPhoto.InterpolationMode = interpMode;
+
+ grPhoto.DrawImage(srcImage,
+ new Rectangle(0, 0, destWidth, destHeight),
+ new Rectangle(0, 0, srcImage.Width, srcImage.Height),
+ GraphicsUnit.Pixel);
+
+ grPhoto.Dispose();
+ return scaledImage;
+ }
+ }
+}
+#endif
diff --git a/OpenSim/Region/Physics/Meshing/SculptMesh.cs b/OpenSim/Region/Physics/Meshing/SculptMesh.cs
index 06606c3..6aa8fe4 100644
--- a/OpenSim/Region/Physics/Meshing/SculptMesh.cs
+++ b/OpenSim/Region/Physics/Meshing/SculptMesh.cs
@@ -1,647 +1,647 @@
-/*
- * Copyright (c) Contributors
- * See CONTRIBUTORS.TXT for a full list of copyright holders.
- *
- * Redistribution and use in source and binary forms, with or without
- * modification, are permitted provided that the following conditions are met:
- * * Redistributions of source code must retain the above copyright
- * notice, this list of conditions and the following disclaimer.
- * * Redistributions in binary form must reproduce the above copyright
- * notice, this list of conditions and the following disclaimer in the
- * documentation and/or other materials provided with the distribution.
- * * Neither the name of the OpenSimulator Project nor the
- * names of its contributors may be used to endorse or promote products
- * derived from this software without specific prior written permission.
- *
- * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
- * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
- * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
- * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
- * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
- * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
- * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
- * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
- * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- */
-
-// to build without references to System.Drawing, comment this out
-#define SYSTEM_DRAWING
-
-using System;
-using System.Collections.Generic;
-using System.Text;
-using System.IO;
-
-#if SYSTEM_DRAWING
-using System.Drawing;
-using System.Drawing.Imaging;
-#endif
-
-namespace PrimMesher
-{
-
- public class SculptMesh
- {
- public List coords;
- public List faces;
-
- public List viewerFaces;
- public List normals;
- public List uvs;
-
- public enum SculptType { sphere = 1, torus = 2, plane = 3, cylinder = 4 };
-
-#if SYSTEM_DRAWING
-
- public SculptMesh SculptMeshFromFile(string fileName, SculptType sculptType, int lod, bool viewerMode)
- {
- Bitmap bitmap = (Bitmap)Bitmap.FromFile(fileName);
- SculptMesh sculptMesh = new SculptMesh(bitmap, sculptType, lod, viewerMode);
- bitmap.Dispose();
- return sculptMesh;
- }
-
-
- public SculptMesh(string fileName, int sculptType, int lod, int viewerMode, int mirror, int invert)
- {
- Bitmap bitmap = (Bitmap)Bitmap.FromFile(fileName);
- _SculptMesh(bitmap, (SculptType)sculptType, lod, viewerMode != 0, mirror != 0, invert != 0);
- bitmap.Dispose();
- }
-#endif
-
- ///
- /// ** Experimental ** May disappear from future versions ** not recommeneded for use in applications
- /// Construct a sculpt mesh from a 2D array of floats
- ///
- ///
- ///
- ///
- ///
- ///
- ///
- public SculptMesh(float[,] zMap, float xBegin, float xEnd, float yBegin, float yEnd, bool viewerMode)
- {
- float xStep, yStep;
- float uStep, vStep;
-
- int numYElements = zMap.GetLength(0);
- int numXElements = zMap.GetLength(1);
-
- try
- {
- xStep = (xEnd - xBegin) / (float)(numXElements - 1);
- yStep = (yEnd - yBegin) / (float)(numYElements - 1);
-
- uStep = 1.0f / (numXElements - 1);
- vStep = 1.0f / (numYElements - 1);
- }
- catch (DivideByZeroException)
- {
- return;
- }
-
- coords = new List();
- faces = new List();
- normals = new List();
- uvs = new List();
-
- viewerFaces = new List();
-
- int p1, p2, p3, p4;
-
- int x, y;
- int xStart = 0, yStart = 0;
-
- for (y = yStart; y < numYElements; y++)
- {
- int rowOffset = y * numXElements;
-
- for (x = xStart; x < numXElements; x++)
- {
- /*
- * p1-----p2
- * | \ f2 |
- * | \ |
- * | f1 \|
- * p3-----p4
- */
-
- p4 = rowOffset + x;
- p3 = p4 - 1;
-
- p2 = p4 - numXElements;
- p1 = p3 - numXElements;
-
- Coord c = new Coord(xBegin + x * xStep, yBegin + y * yStep, zMap[y, x]);
- this.coords.Add(c);
- if (viewerMode)
- {
- this.normals.Add(new Coord());
- this.uvs.Add(new UVCoord(uStep * x, 1.0f - vStep * y));
- }
-
- if (y > 0 && x > 0)
- {
- Face f1, f2;
-
- if (viewerMode)
- {
- f1 = new Face(p1, p4, p3, p1, p4, p3);
- f1.uv1 = p1;
- f1.uv2 = p4;
- f1.uv3 = p3;
-
- f2 = new Face(p1, p2, p4, p1, p2, p4);
- f2.uv1 = p1;
- f2.uv2 = p2;
- f2.uv3 = p4;
- }
- else
- {
- f1 = new Face(p1, p4, p3);
- f2 = new Face(p1, p2, p4);
- }
-
- this.faces.Add(f1);
- this.faces.Add(f2);
- }
- }
- }
-
- if (viewerMode)
- calcVertexNormals(SculptType.plane, numXElements, numYElements);
- }
-
-#if SYSTEM_DRAWING
- public SculptMesh(Bitmap sculptBitmap, SculptType sculptType, int lod, bool viewerMode)
- {
- _SculptMesh(sculptBitmap, sculptType, lod, viewerMode, false, false);
- }
-
- public SculptMesh(Bitmap sculptBitmap, SculptType sculptType, int lod, bool viewerMode, bool mirror, bool invert)
- {
- _SculptMesh(sculptBitmap, sculptType, lod, viewerMode, mirror, invert);
- }
-#endif
-
- public SculptMesh(List> rows, SculptType sculptType, bool viewerMode, bool mirror, bool invert)
- {
- _SculptMesh(rows, sculptType, viewerMode, mirror, invert);
- }
-
-#if SYSTEM_DRAWING
- ///
- /// converts a bitmap to a list of lists of coords, while scaling the image.
- /// the scaling is done in floating point so as to allow for reduced vertex position
- /// quantization as the position will be averaged between pixel values. this routine will
- /// likely fail if the bitmap width and height are not powers of 2.
- ///
- ///
- ///
- ///
- ///
- private List> bitmap2Coords(Bitmap bitmap, int scale, bool mirror)
- {
- int numRows = bitmap.Height / scale;
- int numCols = bitmap.Width / scale;
- List> rows = new List>(numRows);
-
- float pixScale = 1.0f / (scale * scale);
- pixScale /= 255;
-
- int imageX, imageY = 0;
-
- int rowNdx, colNdx;
-
- for (rowNdx = 0; rowNdx < numRows; rowNdx++)
- {
- List row = new List(numCols);
- for (colNdx = 0; colNdx < numCols; colNdx++)
- {
- imageX = colNdx * scale;
- int imageYStart = rowNdx * scale;
- int imageYEnd = imageYStart + scale;
- int imageXEnd = imageX + scale;
- float rSum = 0.0f;
- float gSum = 0.0f;
- float bSum = 0.0f;
- for (; imageX < imageXEnd; imageX++)
- {
- for (imageY = imageYStart; imageY < imageYEnd; imageY++)
- {
- Color c = bitmap.GetPixel(imageX, imageY);
- if (c.A != 255)
- {
- bitmap.SetPixel(imageX, imageY, Color.FromArgb(255, c.R, c.G, c.B));
- c = bitmap.GetPixel(imageX, imageY);
- }
- rSum += c.R;
- gSum += c.G;
- bSum += c.B;
- }
- }
- if (mirror)
- row.Add(new Coord(-(rSum * pixScale - 0.5f), gSum * pixScale - 0.5f, bSum * pixScale - 0.5f));
- else
- row.Add(new Coord(rSum * pixScale - 0.5f, gSum * pixScale - 0.5f, bSum * pixScale - 0.5f));
-
- }
- rows.Add(row);
- }
- return rows;
- }
-
- private List> bitmap2CoordsSampled(Bitmap bitmap, int scale, bool mirror)
- {
- int numRows = bitmap.Height / scale;
- int numCols = bitmap.Width / scale;
- List> rows = new List>(numRows);
-
- float pixScale = 1.0f / 256.0f;
-
- int imageX, imageY = 0;
-
- int rowNdx, colNdx;
-
- for (rowNdx = 0; rowNdx <= numRows; rowNdx++)
- {
- List row = new List(numCols);
- imageY = rowNdx * scale;
- if (rowNdx == numRows) imageY--;
- for (colNdx = 0; colNdx <= numCols; colNdx++)
- {
- imageX = colNdx * scale;
- if (colNdx == numCols) imageX--;
-
- Color c = bitmap.GetPixel(imageX, imageY);
- if (c.A != 255)
- {
- bitmap.SetPixel(imageX, imageY, Color.FromArgb(255, c.R, c.G, c.B));
- c = bitmap.GetPixel(imageX, imageY);
- }
-
- if (mirror)
- row.Add(new Coord(-(c.R * pixScale - 0.5f), c.G * pixScale - 0.5f, c.B * pixScale - 0.5f));
- else
- row.Add(new Coord(c.R * pixScale - 0.5f, c.G * pixScale - 0.5f, c.B * pixScale - 0.5f));
-
- }
- rows.Add(row);
- }
- return rows;
- }
-
-
- void _SculptMesh(Bitmap sculptBitmap, SculptType sculptType, int lod, bool viewerMode, bool mirror, bool invert)
- {
- _SculptMesh(new SculptMap(sculptBitmap, lod).ToRows(mirror), sculptType, viewerMode, mirror, invert);
- }
-#endif
-
- void _SculptMesh(List> rows, SculptType sculptType, bool viewerMode, bool mirror, bool invert)
- {
- coords = new List();
- faces = new List();
- normals = new List();
- uvs = new List();
-
- sculptType = (SculptType)(((int)sculptType) & 0x07);
-
- if (mirror)
- if (sculptType == SculptType.plane)
- invert = !invert;
-
- viewerFaces = new List();
-
- int width = rows[0].Count;
-
- int p1, p2, p3, p4;
-
- int imageX, imageY;
-
- if (sculptType != SculptType.plane)
- {
- if (rows.Count % 2 == 0)
- {
- for (int rowNdx = 0; rowNdx < rows.Count; rowNdx++)
- rows[rowNdx].Add(rows[rowNdx][0]);
- }
- else
- {
- int lastIndex = rows[0].Count - 1;
-
- for (int i = 0; i < rows.Count; i++)
- rows[i][0] = rows[i][lastIndex];
- }
- }
-
- Coord topPole = rows[0][width / 2];
- Coord bottomPole = rows[rows.Count - 1][width / 2];
-
- if (sculptType == SculptType.sphere)
- {
- if (rows.Count % 2 == 0)
- {
- int count = rows[0].Count;
- List topPoleRow = new List(count);
- List bottomPoleRow = new List(count);
-
- for (int i = 0; i < count; i++)
- {
- topPoleRow.Add(topPole);
- bottomPoleRow.Add(bottomPole);
- }
- rows.Insert(0, topPoleRow);
- rows.Add(bottomPoleRow);
- }
- else
- {
- int count = rows[0].Count;
-
- List topPoleRow = rows[0];
- List bottomPoleRow = rows[rows.Count - 1];
-
- for (int i = 0; i < count; i++)
- {
- topPoleRow[i] = topPole;
- bottomPoleRow[i] = bottomPole;
- }
- }
- }
-
- if (sculptType == SculptType.torus)
- rows.Add(rows[0]);
-
- int coordsDown = rows.Count;
- int coordsAcross = rows[0].Count;
- int lastColumn = coordsAcross - 1;
-
- float widthUnit = 1.0f / (coordsAcross - 1);
- float heightUnit = 1.0f / (coordsDown - 1);
-
- for (imageY = 0; imageY < coordsDown; imageY++)
- {
- int rowOffset = imageY * coordsAcross;
-
- for (imageX = 0; imageX < coordsAcross; imageX++)
- {
+/*
+ * Copyright (c) Contributors
+ * See CONTRIBUTORS.TXT for a full list of copyright holders.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions are met:
+ * * Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ * * Redistributions in binary form must reproduce the above copyright
+ * notice, this list of conditions and the following disclaimer in the
+ * documentation and/or other materials provided with the distribution.
+ * * Neither the name of the OpenSimulator Project nor the
+ * names of its contributors may be used to endorse or promote products
+ * derived from this software without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
+ * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
+ * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
+ * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
+ * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
+ * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
+ * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
+ * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
+ * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ */
+
+// to build without references to System.Drawing, comment this out
+#define SYSTEM_DRAWING
+
+using System;
+using System.Collections.Generic;
+using System.Text;
+using System.IO;
+
+#if SYSTEM_DRAWING
+using System.Drawing;
+using System.Drawing.Imaging;
+#endif
+
+namespace PrimMesher
+{
+
+ public class SculptMesh
+ {
+ public List coords;
+ public List faces;
+
+ public List viewerFaces;
+ public List normals;
+ public List uvs;
+
+ public enum SculptType { sphere = 1, torus = 2, plane = 3, cylinder = 4 };
+
+#if SYSTEM_DRAWING
+
+ public SculptMesh SculptMeshFromFile(string fileName, SculptType sculptType, int lod, bool viewerMode)
+ {
+ Bitmap bitmap = (Bitmap)Bitmap.FromFile(fileName);
+ SculptMesh sculptMesh = new SculptMesh(bitmap, sculptType, lod, viewerMode);
+ bitmap.Dispose();
+ return sculptMesh;
+ }
+
+
+ public SculptMesh(string fileName, int sculptType, int lod, int viewerMode, int mirror, int invert)
+ {
+ Bitmap bitmap = (Bitmap)Bitmap.FromFile(fileName);
+ _SculptMesh(bitmap, (SculptType)sculptType, lod, viewerMode != 0, mirror != 0, invert != 0);
+ bitmap.Dispose();
+ }
+#endif
+
+ ///
+ /// ** Experimental ** May disappear from future versions ** not recommeneded for use in applications
+ /// Construct a sculpt mesh from a 2D array of floats
+ ///
+ ///
+ ///
+ ///
+ ///
+ ///
+ ///
+ public SculptMesh(float[,] zMap, float xBegin, float xEnd, float yBegin, float yEnd, bool viewerMode)
+ {
+ float xStep, yStep;
+ float uStep, vStep;
+
+ int numYElements = zMap.GetLength(0);
+ int numXElements = zMap.GetLength(1);
+
+ try
+ {
+ xStep = (xEnd - xBegin) / (float)(numXElements - 1);
+ yStep = (yEnd - yBegin) / (float)(numYElements - 1);
+
+ uStep = 1.0f / (numXElements - 1);
+ vStep = 1.0f / (numYElements - 1);
+ }
+ catch (DivideByZeroException)
+ {
+ return;
+ }
+
+ coords = new List();
+ faces = new List();
+ normals = new List();
+ uvs = new List();
+
+ viewerFaces = new List();
+
+ int p1, p2, p3, p4;
+
+ int x, y;
+ int xStart = 0, yStart = 0;
+
+ for (y = yStart; y < numYElements; y++)
+ {
+ int rowOffset = y * numXElements;
+
+ for (x = xStart; x < numXElements; x++)
+ {
/*
* p1-----p2
* | \ f2 |
* | \ |
* | f1 \|
* p3-----p4
- */
-
- p4 = rowOffset + imageX;
- p3 = p4 - 1;
-
- p2 = p4 - coordsAcross;
- p1 = p3 - coordsAcross;
-
- this.coords.Add(rows[imageY][imageX]);
- if (viewerMode)
- {
- this.normals.Add(new Coord());
- this.uvs.Add(new UVCoord(widthUnit * imageX, heightUnit * imageY));
- }
-
- if (imageY > 0 && imageX > 0)
- {
- Face f1, f2;
-
- if (viewerMode)
- {
- if (invert)
- {
- f1 = new Face(p1, p4, p3, p1, p4, p3);
- f1.uv1 = p1;
- f1.uv2 = p4;
- f1.uv3 = p3;
-
- f2 = new Face(p1, p2, p4, p1, p2, p4);
- f2.uv1 = p1;
- f2.uv2 = p2;
- f2.uv3 = p4;
- }
- else
- {
- f1 = new Face(p1, p3, p4, p1, p3, p4);
- f1.uv1 = p1;
- f1.uv2 = p3;
- f1.uv3 = p4;
-
- f2 = new Face(p1, p4, p2, p1, p4, p2);
- f2.uv1 = p1;
- f2.uv2 = p4;
- f2.uv3 = p2;
- }
- }
- else
- {
- if (invert)
- {
- f1 = new Face(p1, p4, p3);
- f2 = new Face(p1, p2, p4);
- }
- else
- {
- f1 = new Face(p1, p3, p4);
- f2 = new Face(p1, p4, p2);
- }
- }
-
- this.faces.Add(f1);
- this.faces.Add(f2);
- }
- }
- }
-
- if (viewerMode)
- calcVertexNormals(sculptType, coordsAcross, coordsDown);
- }
-
- ///
- /// Duplicates a SculptMesh object. All object properties are copied by value, including lists.
- ///
- ///
- public SculptMesh Copy()
- {
- return new SculptMesh(this);
- }
-
- public SculptMesh(SculptMesh sm)
- {
- coords = new List(sm.coords);
- faces = new List(sm.faces);
- viewerFaces = new List(sm.viewerFaces);
- normals = new List(sm.normals);
- uvs = new List(sm.uvs);
- }
-
- private void calcVertexNormals(SculptType sculptType, int xSize, int ySize)
- { // compute vertex normals by summing all the surface normals of all the triangles sharing
- // each vertex and then normalizing
- int numFaces = this.faces.Count;
- for (int i = 0; i < numFaces; i++)
- {
- Face face = this.faces[i];
- Coord surfaceNormal = face.SurfaceNormal(this.coords);
- this.normals[face.n1] += surfaceNormal;
- this.normals[face.n2] += surfaceNormal;
- this.normals[face.n3] += surfaceNormal;
- }
-
- int numNormals = this.normals.Count;
- for (int i = 0; i < numNormals; i++)
- this.normals[i] = this.normals[i].Normalize();
-
- if (sculptType != SculptType.plane)
- { // blend the vertex normals at the cylinder seam
- for (int y = 0; y < ySize; y++)
- {
- int rowOffset = y * xSize;
-
- this.normals[rowOffset] = this.normals[rowOffset + xSize - 1] = (this.normals[rowOffset] + this.normals[rowOffset + xSize - 1]).Normalize();
- }
- }
-
- foreach (Face face in this.faces)
- {
- ViewerFace vf = new ViewerFace(0);
- vf.v1 = this.coords[face.v1];
- vf.v2 = this.coords[face.v2];
- vf.v3 = this.coords[face.v3];
-
- vf.coordIndex1 = face.v1;
- vf.coordIndex2 = face.v2;
- vf.coordIndex3 = face.v3;
-
- vf.n1 = this.normals[face.n1];
- vf.n2 = this.normals[face.n2];
- vf.n3 = this.normals[face.n3];
-
- vf.uv1 = this.uvs[face.uv1];
- vf.uv2 = this.uvs[face.uv2];
- vf.uv3 = this.uvs[face.uv3];
-
- this.viewerFaces.Add(vf);
- }
- }
-
- ///
- /// Adds a value to each XYZ vertex coordinate in the mesh
- ///
- ///
- ///
- ///
- public void AddPos(float x, float y, float z)
- {
- int i;
- int numVerts = this.coords.Count;
- Coord vert;
-
- for (i = 0; i < numVerts; i++)
- {
- vert = this.coords[i];
- vert.X += x;
- vert.Y += y;
- vert.Z += z;
- this.coords[i] = vert;
- }
-
- if (this.viewerFaces != null)
- {
- int numViewerFaces = this.viewerFaces.Count;
-
- for (i = 0; i < numViewerFaces; i++)
- {
- ViewerFace v = this.viewerFaces[i];
- v.AddPos(x, y, z);
- this.viewerFaces[i] = v;
- }
- }
- }
-
- ///
- /// Rotates the mesh
- ///
- ///
- public void AddRot(Quat q)
- {
- int i;
- int numVerts = this.coords.Count;
-
- for (i = 0; i < numVerts; i++)
- this.coords[i] *= q;
-
- int numNormals = this.normals.Count;
- for (i = 0; i < numNormals; i++)
- this.normals[i] *= q;
-
- if (this.viewerFaces != null)
- {
- int numViewerFaces = this.viewerFaces.Count;
-
- for (i = 0; i < numViewerFaces; i++)
- {
- ViewerFace v = this.viewerFaces[i];
- v.v1 *= q;
- v.v2 *= q;
- v.v3 *= q;
-
- v.n1 *= q;
- v.n2 *= q;
- v.n3 *= q;
-
- this.viewerFaces[i] = v;
- }
- }
- }
-
- public void Scale(float x, float y, float z)
- {
- int i;
- int numVerts = this.coords.Count;
-
- Coord m = new Coord(x, y, z);
- for (i = 0; i < numVerts; i++)
- this.coords[i] *= m;
-
- if (this.viewerFaces != null)
- {
- int numViewerFaces = this.viewerFaces.Count;
- for (i = 0; i < numViewerFaces; i++)
- {
- ViewerFace v = this.viewerFaces[i];
- v.v1 *= m;
- v.v2 *= m;
- v.v3 *= m;
- this.viewerFaces[i] = v;
- }
- }
- }
-
- public void DumpRaw(String path, String name, String title)
- {
- if (path == null)
- return;
- String fileName = name + "_" + title + ".raw";
- String completePath = System.IO.Path.Combine(path, fileName);
- StreamWriter sw = new StreamWriter(completePath);
-
- for (int i = 0; i < this.faces.Count; i++)
- {
- string s = this.coords[this.faces[i].v1].ToString();
- s += " " + this.coords[this.faces[i].v2].ToString();
- s += " " + this.coords[this.faces[i].v3].ToString();
-
- sw.WriteLine(s);
- }
-
- sw.Close();
- }
- }
-}
+ */
+
+ p4 = rowOffset + x;
+ p3 = p4 - 1;
+
+ p2 = p4 - numXElements;
+ p1 = p3 - numXElements;
+
+ Coord c = new Coord(xBegin + x * xStep, yBegin + y * yStep, zMap[y, x]);
+ this.coords.Add(c);
+ if (viewerMode)
+ {
+ this.normals.Add(new Coord());
+ this.uvs.Add(new UVCoord(uStep * x, 1.0f - vStep * y));
+ }
+
+ if (y > 0 && x > 0)
+ {
+ Face f1, f2;
+
+ if (viewerMode)
+ {
+ f1 = new Face(p1, p4, p3, p1, p4, p3);
+ f1.uv1 = p1;
+ f1.uv2 = p4;
+ f1.uv3 = p3;
+
+ f2 = new Face(p1, p2, p4, p1, p2, p4);
+ f2.uv1 = p1;
+ f2.uv2 = p2;
+ f2.uv3 = p4;
+ }
+ else
+ {
+ f1 = new Face(p1, p4, p3);
+ f2 = new Face(p1, p2, p4);
+ }
+
+ this.faces.Add(f1);
+ this.faces.Add(f2);
+ }
+ }
+ }
+
+ if (viewerMode)
+ calcVertexNormals(SculptType.plane, numXElements, numYElements);
+ }
+
+#if SYSTEM_DRAWING
+ public SculptMesh(Bitmap sculptBitmap, SculptType sculptType, int lod, bool viewerMode)
+ {
+ _SculptMesh(sculptBitmap, sculptType, lod, viewerMode, false, false);
+ }
+
+ public SculptMesh(Bitmap sculptBitmap, SculptType sculptType, int lod, bool viewerMode, bool mirror, bool invert)
+ {
+ _SculptMesh(sculptBitmap, sculptType, lod, viewerMode, mirror, invert);
+ }
+#endif
+
+ public SculptMesh(List> rows, SculptType sculptType, bool viewerMode, bool mirror, bool invert)
+ {
+ _SculptMesh(rows, sculptType, viewerMode, mirror, invert);
+ }
+
+#if SYSTEM_DRAWING
+ ///
+ /// converts a bitmap to a list of lists of coords, while scaling the image.
+ /// the scaling is done in floating point so as to allow for reduced vertex position
+ /// quantization as the position will be averaged between pixel values. this routine will
+ /// likely fail if the bitmap width and height are not powers of 2.
+ ///
+ ///
+ ///
+ ///
+ ///
+ private List> bitmap2Coords(Bitmap bitmap, int scale, bool mirror)
+ {
+ int numRows = bitmap.Height / scale;
+ int numCols = bitmap.Width / scale;
+ List> rows = new List>(numRows);
+
+ float pixScale = 1.0f / (scale * scale);
+ pixScale /= 255;
+
+ int imageX, imageY = 0;
+
+ int rowNdx, colNdx;
+
+ for (rowNdx = 0; rowNdx < numRows; rowNdx++)
+ {
+ List row = new List(numCols);
+ for (colNdx = 0; colNdx < numCols; colNdx++)
+ {
+ imageX = colNdx * scale;
+ int imageYStart = rowNdx * scale;
+ int imageYEnd = imageYStart + scale;
+ int imageXEnd = imageX + scale;
+ float rSum = 0.0f;
+ float gSum = 0.0f;
+ float bSum = 0.0f;
+ for (; imageX < imageXEnd; imageX++)
+ {
+ for (imageY = imageYStart; imageY < imageYEnd; imageY++)
+ {
+ Color c = bitmap.GetPixel(imageX, imageY);
+ if (c.A != 255)
+ {
+ bitmap.SetPixel(imageX, imageY, Color.FromArgb(255, c.R, c.G, c.B));
+ c = bitmap.GetPixel(imageX, imageY);
+ }
+ rSum += c.R;
+ gSum += c.G;
+ bSum += c.B;
+ }
+ }
+ if (mirror)
+ row.Add(new Coord(-(rSum * pixScale - 0.5f), gSum * pixScale - 0.5f, bSum * pixScale - 0.5f));
+ else
+ row.Add(new Coord(rSum * pixScale - 0.5f, gSum * pixScale - 0.5f, bSum * pixScale - 0.5f));
+
+ }
+ rows.Add(row);
+ }
+ return rows;
+ }
+
+ private List> bitmap2CoordsSampled(Bitmap bitmap, int scale, bool mirror)
+ {
+ int numRows = bitmap.Height / scale;
+ int numCols = bitmap.Width / scale;
+ List> rows = new List>(numRows);
+
+ float pixScale = 1.0f / 256.0f;
+
+ int imageX, imageY = 0;
+
+ int rowNdx, colNdx;
+
+ for (rowNdx = 0; rowNdx <= numRows; rowNdx++)
+ {
+ List row = new List(numCols);
+ imageY = rowNdx * scale;
+ if (rowNdx == numRows) imageY--;
+ for (colNdx = 0; colNdx <= numCols; colNdx++)
+ {
+ imageX = colNdx * scale;
+ if (colNdx == numCols) imageX--;
+
+ Color c = bitmap.GetPixel(imageX, imageY);
+ if (c.A != 255)
+ {
+ bitmap.SetPixel(imageX, imageY, Color.FromArgb(255, c.R, c.G, c.B));
+ c = bitmap.GetPixel(imageX, imageY);
+ }
+
+ if (mirror)
+ row.Add(new Coord(-(c.R * pixScale - 0.5f), c.G * pixScale - 0.5f, c.B * pixScale - 0.5f));
+ else
+ row.Add(new Coord(c.R * pixScale - 0.5f, c.G * pixScale - 0.5f, c.B * pixScale - 0.5f));
+
+ }
+ rows.Add(row);
+ }
+ return rows;
+ }
+
+
+ void _SculptMesh(Bitmap sculptBitmap, SculptType sculptType, int lod, bool viewerMode, bool mirror, bool invert)
+ {
+ _SculptMesh(new SculptMap(sculptBitmap, lod).ToRows(mirror), sculptType, viewerMode, mirror, invert);
+ }
+#endif
+
+ void _SculptMesh(List> rows, SculptType sculptType, bool viewerMode, bool mirror, bool invert)
+ {
+ coords = new List();
+ faces = new List();
+ normals = new List();
+ uvs = new List();
+
+ sculptType = (SculptType)(((int)sculptType) & 0x07);
+
+ if (mirror)
+ if (sculptType == SculptType.plane)
+ invert = !invert;
+
+ viewerFaces = new List();
+
+ int width = rows[0].Count;
+
+ int p1, p2, p3, p4;
+
+ int imageX, imageY;
+
+ if (sculptType != SculptType.plane)
+ {
+ if (rows.Count % 2 == 0)
+ {
+ for (int rowNdx = 0; rowNdx < rows.Count; rowNdx++)
+ rows[rowNdx].Add(rows[rowNdx][0]);
+ }
+ else
+ {
+ int lastIndex = rows[0].Count - 1;
+
+ for (int i = 0; i < rows.Count; i++)
+ rows[i][0] = rows[i][lastIndex];
+ }
+ }
+
+ Coord topPole = rows[0][width / 2];
+ Coord bottomPole = rows[rows.Count - 1][width / 2];
+
+ if (sculptType == SculptType.sphere)
+ {
+ if (rows.Count % 2 == 0)
+ {
+ int count = rows[0].Count;
+ List topPoleRow = new List(count);
+ List bottomPoleRow = new List(count);
+
+ for (int i = 0; i < count; i++)
+ {
+ topPoleRow.Add(topPole);
+ bottomPoleRow.Add(bottomPole);
+ }
+ rows.Insert(0, topPoleRow);
+ rows.Add(bottomPoleRow);
+ }
+ else
+ {
+ int count = rows[0].Count;
+
+ List topPoleRow = rows[0];
+ List bottomPoleRow = rows[rows.Count - 1];
+
+ for (int i = 0; i < count; i++)
+ {
+ topPoleRow[i] = topPole;
+ bottomPoleRow[i] = bottomPole;
+ }
+ }
+ }
+
+ if (sculptType == SculptType.torus)
+ rows.Add(rows[0]);
+
+ int coordsDown = rows.Count;
+ int coordsAcross = rows[0].Count;
+ int lastColumn = coordsAcross - 1;
+
+ float widthUnit = 1.0f / (coordsAcross - 1);
+ float heightUnit = 1.0f / (coordsDown - 1);
+
+ for (imageY = 0; imageY < coordsDown; imageY++)
+ {
+ int rowOffset = imageY * coordsAcross;
+
+ for (imageX = 0; imageX < coordsAcross; imageX++)
+ {
+ /*
+ * p1-----p2
+ * | \ f2 |
+ * | \ |
+ * | f1 \|
+ * p3-----p4
+ */
+
+ p4 = rowOffset + imageX;
+ p3 = p4 - 1;
+
+ p2 = p4 - coordsAcross;
+ p1 = p3 - coordsAcross;
+
+ this.coords.Add(rows[imageY][imageX]);
+ if (viewerMode)
+ {
+ this.normals.Add(new Coord());
+ this.uvs.Add(new UVCoord(widthUnit * imageX, heightUnit * imageY));
+ }
+
+ if (imageY > 0 && imageX > 0)
+ {
+ Face f1, f2;
+
+ if (viewerMode)
+ {
+ if (invert)
+ {
+ f1 = new Face(p1, p4, p3, p1, p4, p3);
+ f1.uv1 = p1;
+ f1.uv2 = p4;
+ f1.uv3 = p3;
+
+ f2 = new Face(p1, p2, p4, p1, p2, p4);
+ f2.uv1 = p1;
+ f2.uv2 = p2;
+ f2.uv3 = p4;
+ }
+ else
+ {
+ f1 = new Face(p1, p3, p4, p1, p3, p4);
+ f1.uv1 = p1;
+ f1.uv2 = p3;
+ f1.uv3 = p4;
+
+ f2 = new Face(p1, p4, p2, p1, p4, p2);
+ f2.uv1 = p1;
+ f2.uv2 = p4;
+ f2.uv3 = p2;
+ }
+ }
+ else
+ {
+ if (invert)
+ {
+ f1 = new Face(p1, p4, p3);
+ f2 = new Face(p1, p2, p4);
+ }
+ else
+ {
+ f1 = new Face(p1, p3, p4);
+ f2 = new Face(p1, p4, p2);
+ }
+ }
+
+ this.faces.Add(f1);
+ this.faces.Add(f2);
+ }
+ }
+ }
+
+ if (viewerMode)
+ calcVertexNormals(sculptType, coordsAcross, coordsDown);
+ }
+
+ ///
+ /// Duplicates a SculptMesh object. All object properties are copied by value, including lists.
+ ///
+ ///
+ public SculptMesh Copy()
+ {
+ return new SculptMesh(this);
+ }
+
+ public SculptMesh(SculptMesh sm)
+ {
+ coords = new List(sm.coords);
+ faces = new List(sm.faces);
+ viewerFaces = new List(sm.viewerFaces);
+ normals = new List(sm.normals);
+ uvs = new List(sm.uvs);
+ }
+
+ private void calcVertexNormals(SculptType sculptType, int xSize, int ySize)
+ { // compute vertex normals by summing all the surface normals of all the triangles sharing
+ // each vertex and then normalizing
+ int numFaces = this.faces.Count;
+ for (int i = 0; i < numFaces; i++)
+ {
+ Face face = this.faces[i];
+ Coord surfaceNormal = face.SurfaceNormal(this.coords);
+ this.normals[face.n1] += surfaceNormal;
+ this.normals[face.n2] += surfaceNormal;
+ this.normals[face.n3] += surfaceNormal;
+ }
+
+ int numNormals = this.normals.Count;
+ for (int i = 0; i < numNormals; i++)
+ this.normals[i] = this.normals[i].Normalize();
+
+ if (sculptType != SculptType.plane)
+ { // blend the vertex normals at the cylinder seam
+ for (int y = 0; y < ySize; y++)
+ {
+ int rowOffset = y * xSize;
+
+ this.normals[rowOffset] = this.normals[rowOffset + xSize - 1] = (this.normals[rowOffset] + this.normals[rowOffset + xSize - 1]).Normalize();
+ }
+ }
+
+ foreach (Face face in this.faces)
+ {
+ ViewerFace vf = new ViewerFace(0);
+ vf.v1 = this.coords[face.v1];
+ vf.v2 = this.coords[face.v2];
+ vf.v3 = this.coords[face.v3];
+
+ vf.coordIndex1 = face.v1;
+ vf.coordIndex2 = face.v2;
+ vf.coordIndex3 = face.v3;
+
+ vf.n1 = this.normals[face.n1];
+ vf.n2 = this.normals[face.n2];
+ vf.n3 = this.normals[face.n3];
+
+ vf.uv1 = this.uvs[face.uv1];
+ vf.uv2 = this.uvs[face.uv2];
+ vf.uv3 = this.uvs[face.uv3];
+
+ this.viewerFaces.Add(vf);
+ }
+ }
+
+ ///
+ /// Adds a value to each XYZ vertex coordinate in the mesh
+ ///
+ ///
+ ///
+ ///
+ public void AddPos(float x, float y, float z)
+ {
+ int i;
+ int numVerts = this.coords.Count;
+ Coord vert;
+
+ for (i = 0; i < numVerts; i++)
+ {
+ vert = this.coords[i];
+ vert.X += x;
+ vert.Y += y;
+ vert.Z += z;
+ this.coords[i] = vert;
+ }
+
+ if (this.viewerFaces != null)
+ {
+ int numViewerFaces = this.viewerFaces.Count;
+
+ for (i = 0; i < numViewerFaces; i++)
+ {
+ ViewerFace v = this.viewerFaces[i];
+ v.AddPos(x, y, z);
+ this.viewerFaces[i] = v;
+ }
+ }
+ }
+
+ ///
+ /// Rotates the mesh
+ ///
+ ///
+ public void AddRot(Quat q)
+ {
+ int i;
+ int numVerts = this.coords.Count;
+
+ for (i = 0; i < numVerts; i++)
+ this.coords[i] *= q;
+
+ int numNormals = this.normals.Count;
+ for (i = 0; i < numNormals; i++)
+ this.normals[i] *= q;
+
+ if (this.viewerFaces != null)
+ {
+ int numViewerFaces = this.viewerFaces.Count;
+
+ for (i = 0; i < numViewerFaces; i++)
+ {
+ ViewerFace v = this.viewerFaces[i];
+ v.v1 *= q;
+ v.v2 *= q;
+ v.v3 *= q;
+
+ v.n1 *= q;
+ v.n2 *= q;
+ v.n3 *= q;
+
+ this.viewerFaces[i] = v;
+ }
+ }
+ }
+
+ public void Scale(float x, float y, float z)
+ {
+ int i;
+ int numVerts = this.coords.Count;
+
+ Coord m = new Coord(x, y, z);
+ for (i = 0; i < numVerts; i++)
+ this.coords[i] *= m;
+
+ if (this.viewerFaces != null)
+ {
+ int numViewerFaces = this.viewerFaces.Count;
+ for (i = 0; i < numViewerFaces; i++)
+ {
+ ViewerFace v = this.viewerFaces[i];
+ v.v1 *= m;
+ v.v2 *= m;
+ v.v3 *= m;
+ this.viewerFaces[i] = v;
+ }
+ }
+ }
+
+ public void DumpRaw(String path, String name, String title)
+ {
+ if (path == null)
+ return;
+ String fileName = name + "_" + title + ".raw";
+ String completePath = System.IO.Path.Combine(path, fileName);
+ StreamWriter sw = new StreamWriter(completePath);
+
+ for (int i = 0; i < this.faces.Count; i++)
+ {
+ string s = this.coords[this.faces[i].v1].ToString();
+ s += " " + this.coords[this.faces[i].v2].ToString();
+ s += " " + this.coords[this.faces[i].v3].ToString();
+
+ sw.WriteLine(s);
+ }
+
+ sw.Close();
+ }
+ }
+}
--
cgit v1.1