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*/
//#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;
///
/// (deprecated) creates a 3 layer extruded mesh of a profile hull
///
///
///
public Mesh Extrude(Mesh m)
{
startParameter = float.MinValue;
stopParameter = float.MaxValue;
// Currently only works for iSteps=1;
Mesh result = new Mesh();
Mesh workingPlus = m.Clone();
Mesh workingMiddle = m.Clone();
Mesh workingMinus = m.Clone();
Quaternion tt = new Quaternion();
Vertex v2 = new Vertex(0, 0, 0);
foreach (Vertex v in workingPlus.vertices)
{
if (v == null)
continue;
// This is the top
// Set the Z + .5 to match the rest of the scale of the mesh
// Scale it by Size, and Taper the scaling
v.Z = +.5f;
v.X *= (size.X * taperTopFactorX);
v.Y *= (size.Y * taperTopFactorY);
v.Z *= size.Z;
//Push the top of the object over by the Top Shear amount
v.X += pushX * size.X;
v.Y += pushY * size.Y;
if (twistTop != 0)
{
// twist and shout
tt = new Quaternion(new Vertex(0, 0, 1), twistTop);
v2 = v * tt;
v.X = v2.X;
v.Y = v2.Y;
v.Z = v2.Z;
}
}
foreach (Vertex v in workingMiddle.vertices)
{
if (v == null)
continue;
// This is the top
// Set the Z + .5 to match the rest of the scale of the mesh
// Scale it by Size, and Taper the scaling
v.Z *= size.Z;
v.X *= (size.X * ((taperTopFactorX + taperBotFactorX) /2));
v.Y *= (size.Y * ((taperTopFactorY + taperBotFactorY) / 2));
v.X += (pushX / 2) * size.X;
v.Y += (pushY / 2) * size.Y;
//Push the top of the object over by the Top Shear amount
if (twistMid != 0)
{
// twist and shout
tt = new Quaternion(new Vertex(0, 0, 1), twistMid);
v2 = v * tt;
v.X = v2.X;
v.Y = v2.Y;
v.Z = v2.Z;
}
}
foreach (Vertex v in workingMinus.vertices)
{
if (v == null)
continue;
// This is the bottom
v.Z = -.5f;
v.X *= (size.X * taperBotFactorX);
v.Y *= (size.Y * taperBotFactorY);
v.Z *= size.Z;
if (twistBot != 0)
{
// twist and shout
tt = new Quaternion(new Vertex(0, 0, 1), twistBot);
v2 = v * tt;
v.X = v2.X;
v.Y = v2.Y;
v.Z = v2.Z;
}
}
foreach (Triangle t in workingMinus.triangles)
{
t.invertNormal();
}
result.Append(workingMinus);
result.Append(workingMiddle);
int iLastNull = 0;
for (int i = 0; i < workingMiddle.vertices.Count; i++)
{
int iNext = i + 1;
if (workingMiddle.vertices[i] == null) // Can't make a simplex here
{
iLastNull = i + 1;
continue;
}
if (i == workingMiddle.vertices.Count - 1) // End of list
{
iNext = iLastNull;
}
if (workingMiddle.vertices[iNext] == null) // Null means wrap to begin of last segment
{
iNext = iLastNull;
}
Triangle tSide;
tSide = new Triangle(workingMiddle.vertices[i], workingMinus.vertices[i], workingMiddle.vertices[iNext]);
result.Add(tSide);
tSide =
new Triangle(workingMiddle.vertices[iNext], workingMinus.vertices[i], workingMinus.vertices[iNext]);
result.Add(tSide);
}
//foreach (Triangle t in workingPlus.triangles)
//{
//t.invertNormal();
// }
result.Append(workingPlus);
iLastNull = 0;
for (int i = 0; i < workingPlus.vertices.Count; i++)
{
int iNext = i + 1;
if (workingPlus.vertices[i] == null) // Can't make a simplex here
{
iLastNull = i + 1;
continue;
}
if (i == workingPlus.vertices.Count - 1) // End of list
{
iNext = iLastNull;
}
if (workingPlus.vertices[iNext] == null) // Null means wrap to begin of last segment
{
iNext = iLastNull;
}
Triangle tSide;
tSide = new Triangle(workingPlus.vertices[i], workingMiddle.vertices[i], workingPlus.vertices[iNext]);
result.Add(tSide);
tSide =
new Triangle(workingPlus.vertices[iNext], workingMiddle.vertices[i], workingMiddle.vertices[iNext]);
result.Add(tSide);
}
if (twistMid != 0)
{
foreach (Vertex v in result.vertices)
{
// twist and shout
if (v != null)
{
tt = new Quaternion(new Vertex(0, 0, -1), twistMid*2);
v2 = v * tt;
v.X = v2.X;
v.Y = v2.Y;
v.Z = v2.Z;
}
}
}
return result;
}
///
/// Creates an extrusion of a profile along a linear path. Used to create prim types box, cylinder, and prism.
///
///
/// A mesh of the extruded shape
public Mesh ExtrudeLinearPath(Mesh m)
{
Mesh result = new Mesh();
// Quaternion tt = new Quaternion();
// Vertex v2 = new Vertex(0, 0, 0);
Mesh newLayer;
Mesh lastLayer = null;
int step = 0;
int steps = 1;
float twistTotal = twistTop - twistBot;
// 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 may not
// accurately match the viewer
float twistTotalAbs = System.Math.Abs(twistTotal);
if (twistTotalAbs > 0.01)
steps += (int)(twistTotalAbs * 3.66f); // dahlia's magic number ;)
#if SPAM
System.Console.WriteLine("ExtrudeLinearPath: twistTotalAbs: " + twistTotalAbs.ToString() + " steps: " + steps.ToString());
#endif
double percentOfPathMultiplier = 1.0 / steps;
float start = -0.5f;
float stepSize = 1.0f / (float)steps;
float xProfileScale = 1.0f;
float yProfileScale = 1.0f;
float xOffset = 0.0f;
float yOffset = 0.0f;
float zOffset = start;
float xOffsetStepIncrement = pushX / steps;
float yOffsetStepIncrement = pushY / steps;
#if SPAM
System.Console.WriteLine("Extruder: twistTop: " + twistTop.ToString() + " twistbot: " + twistBot.ToString() + " twisttotal: " + twistTotal.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
//float percentOfPath = 0.0f;
float percentOfPath = (float)pathBegin * 2.0e-5f;
zOffset += percentOfPath;
bool done = false;
do // loop through the length of the path and add the layers
{
newLayer = m.Clone();
if (taperBotFactorX < 1.0f)
xProfileScale = 1.0f - (1.0f - percentOfPath) * (1.0f - taperBotFactorX);
else if (taperTopFactorX < 1.0f)
xProfileScale = 1.0f - percentOfPath * (1.0f - taperTopFactorX);
else xProfileScale = 1.0f;
if (taperBotFactorY < 1.0f)
yProfileScale = 1.0f - (1.0f - percentOfPath) * (1.0f - taperBotFactorY);
else if (taperTopFactorY < 1.0f)
yProfileScale = 1.0f - percentOfPath * (1.0f - taperTopFactorY);
else yProfileScale = 1.0f;
#if SPAM
//System.Console.WriteLine("xProfileScale: " + xProfileScale.ToString() + " yProfileScale: " + yProfileScale.ToString());
#endif
Vertex vTemp = new Vertex(0.0f, 0.0f, 0.0f);
// apply the taper to the profile before any rotations
if (xProfileScale != 1.0f || yProfileScale != 1.0f)
{
foreach (Vertex v in newLayer.vertices)
{
if (v != null)
{
v.X *= xProfileScale;
v.Y *= yProfileScale;
}
}
}
float twist = twistBot + (twistTotal * (float)percentOfPath);
#if SPAM
System.Console.WriteLine("Extruder: percentOfPath: " + percentOfPath.ToString() + " zOffset: " + zOffset.ToString()
+ " xProfileScale: " + xProfileScale.ToString() + " yProfileScale: " + yProfileScale.ToString());
#endif
// apply twist rotation to the profile layer and position the layer in the prim
Quaternion profileRot = new Quaternion(new Vertex(0.0f, 0.0f, -1.0f), twist);
foreach (Vertex v in newLayer.vertices)
{
if (v != null)
{
vTemp = v * profileRot;
v.X = vTemp.X + xOffset;
v.Y = vTemp.Y + yOffset;
v.Z = vTemp.Z + zOffset;
}
}
if (step == 0) // the first 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 step for the next interation of the loop
if (step < steps)
{
step++;
percentOfPath += (float)percentOfPathMultiplier;
xOffset += xOffsetStepIncrement;
yOffset += yOffsetStepIncrement;
zOffset += stepSize;
if (percentOfPath > 1.0f - (float)pathEnd * 2.0e-5f)
done = true;
}
else done = true;
} while (!done); // loop until all the layers in the path are completed
// 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;
}
///
/// Extrudes a shape around a circular path. Used to create prim types torus, ring, and tube.
///
///
/// a mesh of the extruded shape
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 step;
int steps = 24;
float twistTotal = twistTop - twistBot;
// 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
if (System.Math.Abs(twistTotal) > (float)System.Math.PI * 1.5f) steps *= 2;
if (System.Math.Abs(twistTotal) > (float)System.Math.PI * 3.0f) 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;
// 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 = (float)(System.Math.PI * 2.0 * pathCutBegin * revolutions) - pushY * 0.9f;
float endAngle = (float)(System.Math.PI * 2.0 * pathCutEnd * revolutions) - pushY * 0.9f;
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 // loop through the length of the path and add the layers
{
newLayer = m.Clone();
float 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;
#if SPAM
//System.Console.WriteLine("xProfileScale: " + xProfileScale.ToString() + " yProfileScale: " + yProfileScale.ToString());
#endif
Vertex vTemp = new Vertex(0.0f, 0.0f, 0.0f);
// apply the taper to the profile before any rotations
if (xProfileScale != 1.0f || yProfileScale != 1.0f)
{
foreach (Vertex v in newLayer.vertices)
{
if (v != null)
{
v.X *= xProfileScale;
v.Y *= yProfileScale;
}
}
}
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;
#if SPAM
System.Console.WriteLine("Extruder: angle: " + angle.ToString() + " percentOfPath: " + percentOfPath.ToString()
+ " radius: " + radius.ToString() + " radiusScale: " + radiusScale.ToString()
+ " xProfileScale: " + xProfileScale.ToString() + " yProfileScale: " + yProfileScale.ToString());
#endif
float twist = twistBot + (twistTotal * (float)percentOfPath);
float xOffset;
float yOffset;
float zOffset;
xOffset = 0.5f * (skewStart + totalSkew * (float)percentOfPath);
xOffset += (float) System.Math.Sin(angle) * pushX * 0.45f;
yOffset = (float)(System.Math.Cos(angle) * (0.5f - yPathScale)) * radiusScale;
zOffset = (float)(System.Math.Sin(angle + pushY * 0.9f) * (0.5f - yPathScale)) * radiusScale;
// next apply twist rotation to the profile layer
if (twistTotal != 0.0f || twistBot != 0.0f)
{
Quaternion profileRot = new Quaternion(new Vertex(0.0f, 0.0f, -1.0f), twist);
foreach (Vertex v in newLayer.vertices)
{
if (v != null)
{
vTemp = v * profileRot;
v.X = vTemp.X;
v.Y = vTemp.Y;
v.Z = vTemp.Z;
}
}
}
// now orient the rotation of the profile layer relative to it's position on the path
// adding pushY to the angle used to generate the quat appears to approximate the viewer
Quaternion layerRot = new Quaternion(new Vertex(-1.0f, 0.0f, 0.0f), (float)angle + pushY * 0.9f);
foreach (Vertex v in newLayer.vertices)
{
if (v != null)
{
vTemp = v * layerRot;
v.X = vTemp.X + xOffset;
v.Y = vTemp.Y + yOffset;
v.Z = vTemp.Z + zOffset;
}
}
if (angle == startAngle) // the first 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); // loop until all the layers in the path are completed
// 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;
}
}
}