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path: root/OpenSim/Region/Physics/Meshing/PrimMesher.cs
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/*
 * 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.
 */

using System;
using System.Collections.Generic;
using OpenSim.Framework;
using OpenSim.Region.Physics.Manager;

namespace OpenSim.Region.Physics.Meshing
{
    public struct vertex
    {
        public float X;
        public float Y;
        public float Z;

        public vertex(float x, float y, float z)
        {
            this.X = x;
            this.Y = y;
            this.Z = z;
        }
    }

    public struct face
    {
        public int v1;
        public int v2;
        public int v3;

        public face(int v1, int v2, int v3)
        {
            this.v1 = v1;
            this.v2 = v2;
            this.v3 = v3;
        }
    }

    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 void intersection( float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4)
        { // ref: http://local.wasp.uwa.edu.au/~pbourke/geometry/lineline2d/
            float denom = (y4 - y3) * (x2 - x1) - (x4 - x3) * (y2 - y1);
            float uaNumerator = (x4 - x3) * (y1 - y3) - (y4 - y3) * (x1 - x3);

            if (denom != 0.0)
            {
                float ua = uaNumerator / denom;
                iX = x1 + ua * (x2 - x1);
                iY = y1 + ua * (y2 - y1);
            }
        }

        internal List<Angle> angles;

        // this class should have a table of most commonly computed values
	    // instead of all the trig function calls
	    // most common would be for sides = 3, 4, or 24
        AngleList( int sides, float startAngle, float stopAngle )
        {
            angles = new List<Angle>();
            double twoPi = System.Math.PI * 2.0;
            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;
            }
        }
    }

    internal class PrimProfile
    {
        internal List<vertex> vertices;
        internal List<face> faces;

        PrimProfile()
        {
            vertices = new List<vertex>();
            faces = new List<face>();
        }
    }

    public class PrimMesher
    {
        public List<vertex> vertices;
        public List<face> faces;

        PrimMesher()
        {
            vertices = new List<vertex>();
            faces = new List<face>();


        }
    }
}