more progress on new meshing routines

0.6.0-stable
Dahlia Trimble 2008-08-24 01:23:04 +00:00
parent 63b6ab467a
commit 29407a43f5
1 changed files with 190 additions and 27 deletions

View File

@ -151,26 +151,20 @@ namespace OpenSim.Region.Physics.Meshing
internal class makeProfile internal class makeProfile
{ {
private float twoPi = 2.0f * (float)Math.PI; private float twoPi = 2.0f * (float)Math.PI;
internal List<vertex> coords; internal List<vertex> coords;
internal List<vertex> hollowCoords;
internal List<face> faces; internal List<face> faces;
internal int sides = 4; internal makeProfile(int sides, float profileStart, float profileEnd, float hollow, int hollowSides)
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)
{ {
coords = new List<vertex>(); this.coords = new List<vertex>();
hollowCoords = new List<vertex>(); List<vertex> hollowCoords = new List<vertex>();
faces = new List<face>(); this.faces = new List<face>();
vertex center = new vertex(0.0f, 0.0f, 0.0f);
AngleList angles = new AngleList(); AngleList angles = new AngleList();
AngleList hollowAngles = new AngleList(); AngleList hollowAngles = new AngleList();
this.sides = sides;
this.hollowSides = hollowSides;
float xScale = 0.5f; float xScale = 0.5f;
float yScale = 0.5f; float yScale = 0.5f;
if (sides == 4) // corners of a square are sqrt(2) from center 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 startAngle = profileStart * twoPi;
float stopAngle = profileEnd * twoPi; float stopAngle = profileEnd * twoPi;
float stepSize = twoPi / this.sides; float stepSize = twoPi / sides;
angles.makeAngles(this.sides, startAngle, stopAngle); angles.makeAngles(sides, startAngle, stopAngle);
if (hollow > 0.001f) if (hollow > 0.001f)
{ {
if (this.sides == this.hollowSides) if (sides == hollowSides)
hollowAngles = angles; hollowAngles = angles;
else else
{ {
hollowAngles = new AngleList(); hollowAngles = new AngleList();
hollowAngles.makeAngles(this.hollowSides, startAngle, stopAngle); hollowAngles.makeAngles(hollowSides, startAngle, stopAngle);
} }
} }
else else
@ -201,7 +195,7 @@ namespace OpenSim.Region.Physics.Meshing
Angle angle; Angle angle;
vertex newVert = new vertex(); vertex newVert = new vertex();
if ( hollow > 0.001f && this.hollowSides != this.sides) if (hollow > 0.001f && hollowSides != sides)
{ {
int numHollowAngles = hollowAngles.angles.Count; int numHollowAngles = hollowAngles.angles.Count;
for (int i = 0; i < numHollowAngles; i++) for (int i = 0; i < numHollowAngles; i++)
@ -210,25 +204,194 @@ namespace OpenSim.Region.Physics.Meshing
newVert.X = hollow * xScale * angle.X; newVert.X = hollow * xScale * angle.X;
newVert.Y = hollow * yScale * angle.Y; newVert.Y = hollow * yScale * angle.Y;
newVert.Z = 0.0f; newVert.Z = 0.0f;
this.hollowCoords.Add(newVert);
hollowCoords.Add(newVert);
} }
} }
int numAngles = angles.angles.Count; 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.X = angle.X * xScale;
newVert.Y = angle.Y * yScale; newVert.Y = angle.Y * yScale;
newVert.Z = 0.0f; newVert.Z = 0.0f;
this.coords.Add(newVert); this.coords.Add(newVert);
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)
continue at python source line 174 {
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;
}
} }
} }