From 65c1fbc14d684b9aab0b065b70f836fc37457b19 Mon Sep 17 00:00:00 2001 From: John Hurliman Date: Mon, 15 Mar 2010 20:54:48 -0700 Subject: Fixing line endings --- OpenSim/Region/Physics/Meshing/PrimMesher.cs | 4402 +++++++++++++------------- OpenSim/Region/Physics/Meshing/SculptMesh.cs | 1290 ++++---- 2 files changed, 2846 insertions(+), 2846 deletions(-) (limited to 'OpenSim') diff --git a/OpenSim/Region/Physics/Meshing/PrimMesher.cs b/OpenSim/Region/Physics/Meshing/PrimMesher.cs index 6e9654b..932943c 100644 --- a/OpenSim/Region/Physics/Meshing/PrimMesher.cs +++ b/OpenSim/Region/Physics/Meshing/PrimMesher.cs @@ -1,2201 +1,2201 @@ -/* - * 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 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) - { - if (hasHollow) - { - int lastOuterVertIndex = this.numOuterVerts - 1; - - 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.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 - 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); - - //if (!hasHollow && !hasProfileCut) - // this.bottomFaceNumber = faceNum++; - - this.faceNumbers.Add(hasProfileCut ? -1 : faceNum++); - - if (sides > 4 && (hasHollow || hasProfileCut)) - faceNum++; - - if (hasHollow) - { - for (int i = 0; i < this.numHollowVerts; i++) - this.faceNumbers.Add(faceNum); - - 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 bool hasProfileCut = false; - private bool hasHollow = false; - public bool calcVertexNormals = false; - private bool normalsProcessed = false; - public bool viewerMode = 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(); - - return s; - } - - /// - /// 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; - - this.hasProfileCut = (this.profileStart > 0.0f || this.profileEnd < 1.0f); - this.hasHollow = (this.hollow > 0.001f); - } - - /// - /// Extrudes a profile along a path. - /// - public void Extrude(PathType pathType) - { - 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); - } - - - 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; - - 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); - - bool needEndFaces = false; - 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 || hollow > 0.0f) - 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; - } - else if (whichVert > profile.coords.Count - profile.numHollowVerts - 1) - { - u1 *= 2.0f; - u2 *= 2.0f; - } - } - - 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 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) + { + if (hasHollow) + { + int lastOuterVertIndex = this.numOuterVerts - 1; + + 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.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 + 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); + + //if (!hasHollow && !hasProfileCut) + // this.bottomFaceNumber = faceNum++; + + this.faceNumbers.Add(hasProfileCut ? -1 : faceNum++); + + if (sides > 4 && (hasHollow || hasProfileCut)) + faceNum++; + + if (hasHollow) + { + for (int i = 0; i < this.numHollowVerts; i++) + this.faceNumbers.Add(faceNum); + + 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 bool hasProfileCut = false; + private bool hasHollow = false; + public bool calcVertexNormals = false; + private bool normalsProcessed = false; + public bool viewerMode = 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(); + + return s; + } + + /// + /// 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; + + this.hasProfileCut = (this.profileStart > 0.0f || this.profileEnd < 1.0f); + this.hasHollow = (this.hollow > 0.001f); + } + + /// + /// Extrudes a profile along a path. + /// + public void Extrude(PathType pathType) + { + 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); + } + + + 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; + + 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); + + bool needEndFaces = false; + 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 || hollow > 0.0f) + 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; + } + else if (whichVert > profile.coords.Count - profile.numHollowVerts - 1) + { + u1 *= 2.0f; + u2 *= 2.0f; + } + } + + 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/SculptMesh.cs b/OpenSim/Region/Physics/Meshing/SculptMesh.cs index 11b6cd4..ebc5be6 100644 --- a/OpenSim/Region/Physics/Meshing/SculptMesh.cs +++ b/OpenSim/Region/Physics/Meshing/SculptMesh.cs @@ -1,645 +1,645 @@ -/* - * 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 - private Bitmap ScaleImage(Bitmap srcImage, float scale, bool removeAlpha) - { - int sourceWidth = srcImage.Width; - int sourceHeight = srcImage.Height; - int sourceX = 0; - int sourceY = 0; - - int destX = 0; - int destY = 0; - int destWidth = (int)(srcImage.Width * scale); - int destHeight = (int)(srcImage.Height * scale); - - Bitmap scaledImage; - - if (removeAlpha) - { - if (srcImage.PixelFormat == PixelFormat.Format32bppArgb) - for (int y = 0; y < srcImage.Height; y++) - for (int x = 0; x < srcImage.Width; x++) - { - Color c = srcImage.GetPixel(x, y); - srcImage.SetPixel(x, y, Color.FromArgb(255, c.R, c.G, c.B)); - } - - scaledImage = new Bitmap(destWidth, destHeight, - PixelFormat.Format24bppRgb); - } - else - scaledImage = new Bitmap(srcImage, destWidth, destHeight); - - scaledImage.SetResolution(96.0f, 96.0f); - - Graphics grPhoto = Graphics.FromImage(scaledImage); - grPhoto.InterpolationMode = System.Drawing.Drawing2D.InterpolationMode.Low; - - grPhoto.DrawImage(srcImage, - new Rectangle(destX, destY, destWidth, destHeight), - new Rectangle(sourceX, sourceY, sourceWidth, sourceHeight), - GraphicsUnit.Pixel); - - grPhoto.Dispose(); - return scaledImage; - } - - - 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; - } - - - void _SculptMesh(Bitmap sculptBitmap, SculptType sculptType, int lod, 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; - - float sculptBitmapLod = (float)Math.Sqrt(sculptBitmap.Width * sculptBitmap.Height); - - float sourceScaleFactor = (float)(lod) / sculptBitmapLod; - - float fScale = 1.0f / sourceScaleFactor; - - int iScale = (int)fScale; - if (iScale < 1) iScale = 1; - if (iScale > 2 && iScale % 2 == 0) - _SculptMesh(bitmap2Coords(ScaleImage(sculptBitmap, 64.0f / sculptBitmapLod, true), 64 / lod, mirror), sculptType, viewerMode, mirror, invert); - else - _SculptMesh(bitmap2Coords(sculptBitmap, iScale, 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) - { - for (int rowNdx = 0; rowNdx < rows.Count; rowNdx++) - rows[rowNdx].Add(rows[rowNdx][0]); - } - - Coord topPole = rows[0][width / 2]; - Coord bottomPole = rows[rows.Count - 1][width / 2]; - - if (sculptType == SculptType.sphere) - { - 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 if (sculptType == SculptType.torus) - rows.Add(rows[0]); - - int coordsDown = rows.Count; - int coordsAcross = rows[0].Count; - - 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(); - } - } -} +/* + * 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 + private Bitmap ScaleImage(Bitmap srcImage, float scale, bool removeAlpha) + { + int sourceWidth = srcImage.Width; + int sourceHeight = srcImage.Height; + int sourceX = 0; + int sourceY = 0; + + int destX = 0; + int destY = 0; + int destWidth = (int)(srcImage.Width * scale); + int destHeight = (int)(srcImage.Height * scale); + + Bitmap scaledImage; + + if (removeAlpha) + { + if (srcImage.PixelFormat == PixelFormat.Format32bppArgb) + for (int y = 0; y < srcImage.Height; y++) + for (int x = 0; x < srcImage.Width; x++) + { + Color c = srcImage.GetPixel(x, y); + srcImage.SetPixel(x, y, Color.FromArgb(255, c.R, c.G, c.B)); + } + + scaledImage = new Bitmap(destWidth, destHeight, + PixelFormat.Format24bppRgb); + } + else + scaledImage = new Bitmap(srcImage, destWidth, destHeight); + + scaledImage.SetResolution(96.0f, 96.0f); + + Graphics grPhoto = Graphics.FromImage(scaledImage); + grPhoto.InterpolationMode = System.Drawing.Drawing2D.InterpolationMode.Low; + + grPhoto.DrawImage(srcImage, + new Rectangle(destX, destY, destWidth, destHeight), + new Rectangle(sourceX, sourceY, sourceWidth, sourceHeight), + GraphicsUnit.Pixel); + + grPhoto.Dispose(); + return scaledImage; + } + + + 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; + } + + + void _SculptMesh(Bitmap sculptBitmap, SculptType sculptType, int lod, 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; + + float sculptBitmapLod = (float)Math.Sqrt(sculptBitmap.Width * sculptBitmap.Height); + + float sourceScaleFactor = (float)(lod) / sculptBitmapLod; + + float fScale = 1.0f / sourceScaleFactor; + + int iScale = (int)fScale; + if (iScale < 1) iScale = 1; + if (iScale > 2 && iScale % 2 == 0) + _SculptMesh(bitmap2Coords(ScaleImage(sculptBitmap, 64.0f / sculptBitmapLod, true), 64 / lod, mirror), sculptType, viewerMode, mirror, invert); + else + _SculptMesh(bitmap2Coords(sculptBitmap, iScale, 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) + { + for (int rowNdx = 0; rowNdx < rows.Count; rowNdx++) + rows[rowNdx].Add(rows[rowNdx][0]); + } + + Coord topPole = rows[0][width / 2]; + Coord bottomPole = rows[rows.Count - 1][width / 2]; + + if (sculptType == SculptType.sphere) + { + 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 if (sculptType == SculptType.torus) + rows.Add(rows[0]); + + int coordsDown = rows.Count; + int coordsAcross = rows[0].Count; + + 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