more progress on new meshing routines
parent
63b6ab467a
commit
29407a43f5
|
@ -151,26 +151,20 @@ namespace OpenSim.Region.Physics.Meshing
|
|||
internal class makeProfile
|
||||
{
|
||||
private float twoPi = 2.0f * (float)Math.PI;
|
||||
|
||||
internal List<vertex> coords;
|
||||
internal List<vertex> hollowCoords;
|
||||
internal List<face> faces;
|
||||
|
||||
internal int sides = 4;
|
||||
internal int hollowSides = 7;
|
||||
internal vertex center = new vertex(0.0f, 0.0f, 0.0f);
|
||||
|
||||
makeProfile(int sides, float profileStart, float profileEnd, float hollow, int hollowSides)
|
||||
internal makeProfile(int sides, float profileStart, float profileEnd, float hollow, int hollowSides)
|
||||
{
|
||||
coords = new List<vertex>();
|
||||
hollowCoords = new List<vertex>();
|
||||
faces = new List<face>();
|
||||
this.coords = new List<vertex>();
|
||||
List<vertex> hollowCoords = new List<vertex>();
|
||||
this.faces = new List<face>();
|
||||
vertex center = new vertex(0.0f, 0.0f, 0.0f);
|
||||
|
||||
AngleList angles = new AngleList();
|
||||
AngleList hollowAngles = new AngleList();
|
||||
|
||||
this.sides = sides;
|
||||
this.hollowSides = hollowSides;
|
||||
|
||||
float xScale = 0.5f;
|
||||
float yScale = 0.5f;
|
||||
if (sides == 4) // corners of a square are sqrt(2) from center
|
||||
|
@ -181,18 +175,18 @@ namespace OpenSim.Region.Physics.Meshing
|
|||
|
||||
float startAngle = profileStart * twoPi;
|
||||
float stopAngle = profileEnd * twoPi;
|
||||
float stepSize = twoPi / this.sides;
|
||||
|
||||
angles.makeAngles(this.sides, startAngle, stopAngle);
|
||||
float stepSize = twoPi / sides;
|
||||
|
||||
angles.makeAngles(sides, startAngle, stopAngle);
|
||||
|
||||
if (hollow > 0.001f)
|
||||
{
|
||||
if (this.sides == this.hollowSides)
|
||||
if (sides == hollowSides)
|
||||
hollowAngles = angles;
|
||||
else
|
||||
{
|
||||
hollowAngles = new AngleList();
|
||||
hollowAngles.makeAngles(this.hollowSides, startAngle, stopAngle);
|
||||
hollowAngles.makeAngles(hollowSides, startAngle, stopAngle);
|
||||
}
|
||||
}
|
||||
else
|
||||
|
@ -201,7 +195,7 @@ namespace OpenSim.Region.Physics.Meshing
|
|||
Angle angle;
|
||||
vertex newVert = new vertex();
|
||||
|
||||
if ( hollow > 0.001f && this.hollowSides != this.sides)
|
||||
if (hollow > 0.001f && hollowSides != sides)
|
||||
{
|
||||
int numHollowAngles = hollowAngles.angles.Count;
|
||||
for (int i = 0; i < numHollowAngles; i++)
|
||||
|
@ -210,25 +204,194 @@ namespace OpenSim.Region.Physics.Meshing
|
|||
newVert.X = hollow * xScale * angle.X;
|
||||
newVert.Y = hollow * yScale * angle.Y;
|
||||
newVert.Z = 0.0f;
|
||||
this.hollowCoords.Add(newVert);
|
||||
|
||||
hollowCoords.Add(newVert);
|
||||
}
|
||||
}
|
||||
|
||||
int numAngles = angles.angles.Count;
|
||||
for (int i = 0; i < numAngles; i++)
|
||||
int index;
|
||||
for (index = 0; index < numAngles; index++)
|
||||
{
|
||||
angle = angles.angles[i];
|
||||
angle = angles.angles[index];
|
||||
newVert.X = angle.X * xScale;
|
||||
newVert.Y = angle.Y * yScale;
|
||||
newVert.Z = 0.0f;
|
||||
this.coords.Add(newVert);
|
||||
}
|
||||
|
||||
/*
|
||||
continue at python source line 174
|
||||
|
||||
*/
|
||||
|
||||
if (hollow > 0.0f)
|
||||
{
|
||||
newVert.X = angle.X *= hollow;
|
||||
newVert.Y = angle.Y *= hollow;
|
||||
newVert.Z = 0.0f;
|
||||
hollowCoords.Add(newVert);
|
||||
}
|
||||
else if (angle.angle > 0.0001f)
|
||||
{
|
||||
face newFace = new face();
|
||||
newFace.v1 = 0;
|
||||
newFace.v2 = index;
|
||||
newFace.v3 = index;
|
||||
this.faces.Add(newFace);
|
||||
}
|
||||
}
|
||||
|
||||
if (hollow > 0.0)
|
||||
{
|
||||
hollowCoords.Reverse();
|
||||
|
||||
int numOuterVerts = this.coords.Count;
|
||||
int numHollowVerts = hollowCoords.Count;
|
||||
int numTotalVerts = numOuterVerts + numHollowVerts;
|
||||
|
||||
if (numOuterVerts == numHollowVerts)
|
||||
{
|
||||
face newFace = new face();
|
||||
|
||||
for (int coordIndex = 0; coordIndex < 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 (numOuterVerts < numHollowVerts)
|
||||
{
|
||||
face newFace = new face();
|
||||
int j = 0; // j is the index for outer vertices
|
||||
int maxJ = numOuterVerts - 1;
|
||||
for (int i = 0; i < 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)
|
||||
{
|
||||
newFace.v1 = numTotalVerts - i - 2;
|
||||
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 = numHollowVerts - 1;
|
||||
for (int i = 0; i < numOuterVerts; i++)
|
||||
{
|
||||
if (j < maxJ)
|
||||
if (hollowAngles.angles[j + 1].angle - angles.angles[i].angle <= angles.angles[i].angle - hollowAngles.angles[j].angle)
|
||||
{
|
||||
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);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
this.coords.AddRange(hollowCoords);
|
||||
}
|
||||
}
|
||||
|
||||
internal void addPos(vertex 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;
|
||||
vertex vert;
|
||||
|
||||
for (i = 0; i < numVerts; i++)
|
||||
{
|
||||
vert = this.coords[i];
|
||||
vert.X += x;
|
||||
vert.Y += y;
|
||||
vert.Z += z;
|
||||
}
|
||||
}
|
||||
|
||||
internal void addRot(Quaternion q)
|
||||
{
|
||||
int i;
|
||||
int numVerts = this.coords.Count;
|
||||
vertex vert;
|
||||
|
||||
for (i = 0; i < numVerts; i++)
|
||||
{
|
||||
vert = this.coords[i];
|
||||
Vertex v = new Vertex(vert.X, vert.Y, vert.Z);
|
||||
|
||||
v = v * q;
|
||||
|
||||
vert.X = v.X;
|
||||
vert.Y = v.Y;
|
||||
vert.Z = v.Z;
|
||||
}
|
||||
}
|
||||
|
||||
internal void scale(float x, float y, float z)
|
||||
{
|
||||
int i;
|
||||
int numVerts = this.coords.Count;
|
||||
vertex vert;
|
||||
|
||||
for (i = 0; i < numVerts; i++)
|
||||
{
|
||||
vert = this.coords[i];
|
||||
|
||||
vert.X *= x;
|
||||
vert.Y *= y;
|
||||
vert.Z *= z;
|
||||
}
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in New Issue