/* * Copyright (c) Contributors, http://opensimulator.org/ * 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 OpenSim 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. */ //#define SPAM using OpenSim.Region.Physics.Manager; namespace OpenSim.Region.Physics.Meshing { internal class Extruder { public float startParameter; public float stopParameter; public PhysicsVector size; public float taperTopFactorX = 1f; public float taperTopFactorY = 1f; public float taperBotFactorX = 1f; public float taperBotFactorY = 1f; public float pushX = 0f; public float pushY = 0f; // twist amount in radians. NOT DEGREES. public float twistTop = 0; public float twistBot = 0; public float twistMid = 0; public float pathScaleX = 1.0f; public float pathScaleY = 0.5f; public float skew = 0.0f; public float radius = 0.0f; public float revolutions = 1.0f; public float pathCutBegin = 0.0f; public float pathCutEnd = 1.0f; public ushort pathBegin = 0; public ushort pathEnd = 0; public float pathTaperX = 0.0f; public float pathTaperY = 0.0f; public Mesh Extrude(Mesh m) { startParameter = float.MinValue; stopParameter = float.MaxValue; // Currently only works for iSteps=1; Mesh result = new Mesh(); Mesh workingPlus = m.Clone(); Mesh workingMiddle = m.Clone(); Mesh workingMinus = m.Clone(); Quaternion tt = new Quaternion(); Vertex v2 = new Vertex(0, 0, 0); foreach (Vertex v in workingPlus.vertices) { if (v == null) continue; // This is the top // Set the Z + .5 to match the rest of the scale of the mesh // Scale it by Size, and Taper the scaling v.Z = +.5f; v.X *= (size.X * taperTopFactorX); v.Y *= (size.Y * taperTopFactorY); v.Z *= size.Z; //Push the top of the object over by the Top Shear amount v.X += pushX * size.X; v.Y += pushY * size.Y; if (twistTop != 0) { // twist and shout tt = new Quaternion(new Vertex(0, 0, 1), twistTop); v2 = v * tt; v.X = v2.X; v.Y = v2.Y; v.Z = v2.Z; } } foreach (Vertex v in workingMiddle.vertices) { if (v == null) continue; // This is the top // Set the Z + .5 to match the rest of the scale of the mesh // Scale it by Size, and Taper the scaling v.Z *= size.Z; v.X *= (size.X * ((taperTopFactorX + taperBotFactorX) /2)); v.Y *= (size.Y * ((taperTopFactorY + taperBotFactorY) / 2)); v.X += (pushX / 2) * size.X; v.Y += (pushY / 2) * size.Y; //Push the top of the object over by the Top Shear amount if (twistMid != 0) { // twist and shout tt = new Quaternion(new Vertex(0, 0, 1), twistMid); v2 = v * tt; v.X = v2.X; v.Y = v2.Y; v.Z = v2.Z; } } foreach (Vertex v in workingMinus.vertices) { if (v == null) continue; // This is the bottom v.Z = -.5f; v.X *= (size.X * taperBotFactorX); v.Y *= (size.Y * taperBotFactorY); v.Z *= size.Z; if (twistBot != 0) { // twist and shout tt = new Quaternion(new Vertex(0, 0, 1), twistBot); v2 = v * tt; v.X = v2.X; v.Y = v2.Y; v.Z = v2.Z; } } foreach (Triangle t in workingMinus.triangles) { t.invertNormal(); } result.Append(workingMinus); result.Append(workingMiddle); int iLastNull = 0; for (int i = 0; i < workingMiddle.vertices.Count; i++) { int iNext = (i + 1); if (workingMiddle.vertices[i] == null) // Can't make a simplex here { iLastNull = i + 1; continue; } if (i == workingMiddle.vertices.Count - 1) // End of list { iNext = iLastNull; } if (workingMiddle.vertices[iNext] == null) // Null means wrap to begin of last segment { iNext = iLastNull; } Triangle tSide; tSide = new Triangle(workingMiddle.vertices[i], workingMinus.vertices[i], workingMiddle.vertices[iNext]); result.Add(tSide); tSide = new Triangle(workingMiddle.vertices[iNext], workingMinus.vertices[i], workingMinus.vertices[iNext]); result.Add(tSide); } //foreach (Triangle t in workingPlus.triangles) //{ //t.invertNormal(); // } result.Append(workingPlus); iLastNull = 0; for (int i = 0; i < workingPlus.vertices.Count; i++) { int iNext = (i + 1); if (workingPlus.vertices[i] == null) // Can't make a simplex here { iLastNull = i + 1; continue; } if (i == workingPlus.vertices.Count - 1) // End of list { iNext = iLastNull; } if (workingPlus.vertices[iNext] == null) // Null means wrap to begin of last segment { iNext = iLastNull; } Triangle tSide; tSide = new Triangle(workingPlus.vertices[i], workingMiddle.vertices[i], workingPlus.vertices[iNext]); result.Add(tSide); tSide = new Triangle(workingPlus.vertices[iNext], workingMiddle.vertices[i], workingMiddle.vertices[iNext]); result.Add(tSide); } if (twistMid != 0) { foreach (Vertex v in result.vertices) { // twist and shout if (v != null) { tt = new Quaternion(new Vertex(0, 0, -1), twistMid*2); v2 = v * tt; v.X = v2.X; v.Y = v2.Y; v.Z = v2.Z; } } } return result; } public Mesh ExtrudeCircularPath(Mesh m) { Mesh result = new Mesh(); Quaternion tt = new Quaternion(); Vertex v2 = new Vertex(0, 0, 0); Mesh newLayer; Mesh lastLayer = null; //int start = 0; int step; int steps = 24; float twistTotal = twistTop - twistBot; if (System.Math.Abs(twistTotal) > (float)System.Math.PI * 1.5) steps *= 2; if (System.Math.Abs(twistTotal) > (float)System.Math.PI * 3.0) steps *= 2; double percentOfPathMultiplier = 1.0 / steps; double angleStepMultiplier = System.Math.PI * 2.0 / steps; float yPathScale = pathScaleY * 0.5f; float pathLength = pathCutEnd - pathCutBegin; float totalSkew = skew * 2.0f * pathLength; float skewStart = (-skew) + pathCutBegin * 2.0f * skew; float startAngle = (float)(System.Math.PI * 2.0 * pathCutBegin * revolutions); float endAngle = (float)(System.Math.PI * 2.0 * pathCutEnd * revolutions); float stepSize = (float)0.2617993878; // 2*PI / 24 segments per revolution step = (int)(startAngle / stepSize); float angle = startAngle; float xProfileScale = 1.0f; float yProfileScale = 1.0f; #if SPAM System.Console.WriteLine("Extruder: twistTop: " + twistTop.ToString() + " twistbot: " + twistBot.ToString() + " twisttotal: " + twistTotal.ToString()); System.Console.WriteLine("Extruder: startAngle: " + startAngle.ToString() + " endAngle: " + endAngle.ToString() + " step: " + step.ToString()); System.Console.WriteLine("Extruder: taperBotFactorX: " + taperBotFactorX.ToString() + " taperBotFactorY: " + taperBotFactorY.ToString() + " taperTopFactorX: " + taperTopFactorX.ToString() + " taperTopFactorY: " + taperTopFactorY.ToString()); System.Console.WriteLine("Extruder: PathScaleX: " + pathScaleX.ToString() + " pathScaleY: " + pathScaleY.ToString()); #endif bool done = false; do { float percentOfPath = 1.0f; percentOfPath = (angle - startAngle) / (endAngle - startAngle); // endAngle should always be larger than startAngle if (pathTaperX > 0.001f) // can't really compare to 0.0f as the value passed is never exactly zero xProfileScale = 1.0f - percentOfPath * pathTaperX; else if (pathTaperX < -0.001f) xProfileScale = 1.0f + (1.0f - percentOfPath) * pathTaperX; else xProfileScale = 1.0f; if (pathTaperY > 0.001f) yProfileScale = 1.0f - percentOfPath * pathTaperY; else if (pathTaperY < -0.001f) yProfileScale = 1.0f + (1.0f - percentOfPath) * pathTaperY; else yProfileScale = 1.0f; float radiusScale; if (radius > 0.001f) radiusScale = 1.0f - radius * percentOfPath; else if (radius < 0.001f) radiusScale = 1.0f + radius * (1.0f - percentOfPath); else radiusScale = 1.0f; //radiusScale = 1.0f; #if SPAM System.Console.WriteLine("Extruder: angle: " + angle.ToString() + " percentOfPath: " + percentOfPath.ToString() + " radius: " + radius.ToString() + " radiusScale: " + radiusScale.ToString()); #endif float twist = twistBot + (twistTotal * (float)percentOfPath); float zOffset = (float)(System.Math.Sin(angle) * (0.5f - yPathScale)) * radiusScale; float yOffset = (float)(System.Math.Cos(angle) * (0.5f - yPathScale)) * radiusScale; float xOffset = 0.5f * (skewStart + totalSkew * (float)percentOfPath); newLayer = m.Clone(); Vertex vTemp = new Vertex(0.0f, 0.0f, 0.0f); if (twistTotal != 0.0f || twistBot != 0.0f) { Quaternion profileRot = new Quaternion(new Vertex(0.0f, 0.0f, -1.0f), twist); foreach (Vertex v in newLayer.vertices) { if (v != null) { vTemp = v * profileRot; v.X = vTemp.X; v.Y = vTemp.Y; v.Z = vTemp.Z; } } } Quaternion layerRot = new Quaternion(new Vertex(-1.0f, 0.0f, 0.0f), (float)angle); foreach (Vertex v in newLayer.vertices) { if (v != null) { vTemp = v * layerRot; v.X = xProfileScale * vTemp.X + xOffset; v.Y = yProfileScale * vTemp.Y + yOffset; v.Z = vTemp.Z + zOffset; } } if (angle == startAngle) // last layer, invert normals foreach (Triangle t in newLayer.triangles) { t.invertNormal(); } result.Append(newLayer); int iLastNull = 0; if (lastLayer != null) { int i, count = newLayer.vertices.Count; for (i = 0; i < count; i++) { int iNext = (i + 1); if (lastLayer.vertices[i] == null) // cant make a simplex here iLastNull = i + 1; else { if (i == count - 1) // End of list iNext = iLastNull; if (lastLayer.vertices[iNext] == null) // Null means wrap to begin of last segment iNext = iLastNull; result.Add(new Triangle(newLayer.vertices[i], lastLayer.vertices[i], newLayer.vertices[iNext])); result.Add(new Triangle(newLayer.vertices[iNext], lastLayer.vertices[i], lastLayer.vertices[iNext])); } } } lastLayer = newLayer; // calc the angle for the next interation of the loop if (angle >= endAngle) done = true; else { angle = stepSize * ++step; if (angle > endAngle) angle = endAngle; } } while (!done); // scale the mesh to the desired size float xScale = size.X; float yScale = size.Y; float zScale = size.Z; foreach (Vertex v in result.vertices) { if (v != null) { v.X *= xScale; v.Y *= yScale; v.Z *= zScale; } } return result; } } }