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