Delete depricated extrusion methods and redirect to universal extrude method.

Sync with PrimMesher.cs r47 on forge.
0.6.8-post-fixes
dahlia 2009-11-02 22:24:58 -08:00
parent 1927945053
commit 82554e9a89
1 changed files with 10 additions and 833 deletions

View File

@ -67,11 +67,6 @@ namespace PrimMesher
Normalize();
}
public Quat Identity()
{
return new Quat(0.0f, 0.0f, 0.0f, 1.0f);
}
public float Length()
{
return (float)Math.Sqrt(X * X + Y * Y + Z * Z + W * W);
@ -660,7 +655,7 @@ namespace PrimMesher
this.faceNumbers = new List<int>();
Coord center = new Coord(0.0f, 0.0f, 0.0f);
bool hasCenter = false;
//bool hasCenter = false;
List<Coord> hollowCoords = new List<Coord>();
List<Coord> hollowNormals = new List<Coord>();
@ -727,7 +722,7 @@ namespace PrimMesher
else if (!simpleFace)
{
this.coords.Add(center);
hasCenter = true;
//hasCenter = true;
if (this.calcVertexNormals)
this.vertexNormals.Add(new Coord(0.0f, 0.0f, 1.0f));
this.us.Add(0.0f);
@ -1541,7 +1536,7 @@ namespace PrimMesher
}
/// <summary>
/// Extrudes a profile along a straight line path. Used for prim types box, cylinder, and prism.
/// Extrudes a profile along a path.
/// </summary>
public void Extrude(PathType pathType)
{
@ -1557,7 +1552,6 @@ namespace PrimMesher
if (this.calcVertexNormals)
this.normals = new List<Coord>();
//int step = 0;
int steps = 1;
float length = this.pathCutEnd - this.pathCutBegin;
@ -1579,20 +1573,6 @@ namespace PrimMesher
if (twistTotalAbs > 0.01f)
steps += (int)(twistTotalAbs * 3.66); // dahlia's magic number
//float start = -0.5f;
//float stepSize = length / (float)steps;
//float percentOfPathMultiplier = stepSize;
//float xProfileScale = 1.0f;
//float yProfileScale = 1.0f;
//float xOffset = 0.0f;
//float yOffset = 0.0f;
//float zOffset = start;
//float xOffsetStepIncrement = this.topShearX / steps;
//float yOffsetStepIncrement = this.topShearY / steps;
//float percentOfPath = this.pathCutBegin;
//zOffset += percentOfPath;
float hollow = this.hollow;
// sanity checks
@ -1662,7 +1642,6 @@ namespace PrimMesher
cut2Vert = hasHollow ? profile.numOuterVerts - 1 : profile.numOuterVerts;
}
if (initialProfileRot != 0.0f)
{
profile.AddRot(new Quat(new Coord(0.0f, 0.0f, 1.0f), initialProfileRot));
@ -1693,24 +1672,6 @@ namespace PrimMesher
path.stepsPerRevolution = stepsPerRevolution;
path.Create(pathType, steps);
/*
public int twistBegin = 0;
public int twistEnd = 0;
public float topShearX = 0.0f;
public float topShearY = 0.0f;
public float pathCutBegin = 0.0f;
public float pathCutEnd = 1.0f;
public float dimpleBegin = 0.0f;
public float dimpleEnd = 1.0f;
public float skew = 0.0f;
public float holeSizeX = 1.0f; // called pathScaleX in pbs
public float holeSizeY = 0.25f;
public float taperX = 0.0f;
public float taperY = 0.0f;
public float radius = 0.0f;
public float revolutions = 1.0f;
public int stepsPerRevolution = 24;
*/
bool needEndFaces = false;
if (pathType == PathType.Circular)
@ -1796,7 +1757,6 @@ namespace PrimMesher
int numVerts = newLayer.coords.Count;
Face newFace = new Face();
//if (step > 0)
if (nodeIndex > 0)
{
int startVert = coordsLen + 1;
@ -1812,7 +1772,6 @@ namespace PrimMesher
iNext = startVert;
int whichVert = i - startVert;
//int whichVert2 = i - lastCoordsLen;
newFace.v1 = i;
newFace.v2 = i - numVerts;
@ -1982,809 +1941,27 @@ namespace PrimMesher
/// <summary>
/// DEPRICATED - use Extrude(PathType.Linear) instead
/// Extrudes a profile along a straight line path. Used for prim types box, cylinder, and prism.
/// </summary>
///
public void ExtrudeLinear()
{
this.coords = new List<Coord>();
this.faces = new List<Face>();
if (this.viewerMode)
{
this.viewerFaces = new List<ViewerFace>();
this.calcVertexNormals = true;
}
if (this.calcVertexNormals)
this.normals = new List<Coord>();
int step = 0;
int steps = 1;
float length = this.pathCutEnd - this.pathCutBegin;
normalsProcessed = false;
if (this.viewerMode && this.sides == 3)
{
// prisms don't taper well so add some vertical resolution
// other prims may benefit from this but just do prisms for now
if (Math.Abs(this.taperX) > 0.01 || Math.Abs(this.taperY) > 0.01)
steps = (int)(steps * 4.5 * length);
}
float twistBegin = this.twistBegin / 360.0f * twoPi;
float twistEnd = this.twistEnd / 360.0f * twoPi;
float twistTotal = twistEnd - twistBegin;
float twistTotalAbs = Math.Abs(twistTotal);
if (twistTotalAbs > 0.01f)
steps += (int)(twistTotalAbs * 3.66); // dahlia's magic number
float start = -0.5f;
float stepSize = length / (float)steps;
float percentOfPathMultiplier = stepSize;
float xProfileScale = 1.0f;
float yProfileScale = 1.0f;
float xOffset = 0.0f;
float yOffset = 0.0f;
float zOffset = start;
float xOffsetStepIncrement = this.topShearX / steps;
float yOffsetStepIncrement = this.topShearY / steps;
float percentOfPath = this.pathCutBegin;
zOffset += percentOfPath;
float hollow = this.hollow;
// sanity checks
float initialProfileRot = 0.0f;
if (this.sides == 3)
{
if (this.hollowSides == 4)
{
if (hollow > 0.7f)
hollow = 0.7f;
hollow *= 0.707f;
}
else hollow *= 0.5f;
}
else if (this.sides == 4)
{
initialProfileRot = 1.25f * (float)Math.PI;
if (this.hollowSides != 4)
hollow *= 0.707f;
}
else if (this.sides == 24 && this.hollowSides == 4)
hollow *= 1.414f;
Profile profile = new Profile(this.sides, this.profileStart, this.profileEnd, hollow, this.hollowSides, true, calcVertexNormals);
this.errorMessage = profile.errorMessage;
this.numPrimFaces = profile.numPrimFaces;
int cut1Vert = -1;
int cut2Vert = -1;
if (hasProfileCut)
{
cut1Vert = hasHollow ? profile.coords.Count - 1 : 0;
cut2Vert = hasHollow ? profile.numOuterVerts - 1 : profile.numOuterVerts;
}
if (initialProfileRot != 0.0f)
{
profile.AddRot(new Quat(new Coord(0.0f, 0.0f, 1.0f), initialProfileRot));
if (viewerMode)
profile.MakeFaceUVs();
}
Coord lastCutNormal1 = new Coord();
Coord lastCutNormal2 = new Coord();
float lastV = 1.0f;
bool done = false;
while (!done)
{
Profile newLayer = profile.Copy();
if (this.taperX == 0.0f)
xProfileScale = 1.0f;
else if (this.taperX > 0.0f)
xProfileScale = 1.0f - percentOfPath * this.taperX;
else xProfileScale = 1.0f + (1.0f - percentOfPath) * this.taperX;
if (this.taperY == 0.0f)
yProfileScale = 1.0f;
else if (this.taperY > 0.0f)
yProfileScale = 1.0f - percentOfPath * this.taperY;
else yProfileScale = 1.0f + (1.0f - percentOfPath) * this.taperY;
if (xProfileScale != 1.0f || yProfileScale != 1.0f)
newLayer.Scale(xProfileScale, yProfileScale);
float twist = twistBegin + twistTotal * percentOfPath;
if (twist != 0.0f)
newLayer.AddRot(new Quat(new Coord(0.0f, 0.0f, 1.0f), twist));
newLayer.AddPos(xOffset, yOffset, zOffset);
if (step == 0)
{
newLayer.FlipNormals();
// add the top faces to the viewerFaces list here
if (this.viewerMode)
{
Coord faceNormal = newLayer.faceNormal;
ViewerFace newViewerFace = new ViewerFace(profile.bottomFaceNumber);
int numFaces = newLayer.faces.Count;
List<Face> faces = newLayer.faces;
for (int i = 0; i < numFaces; i++)
{
Face face = faces[i];
newViewerFace.v1 = newLayer.coords[face.v1];
newViewerFace.v2 = newLayer.coords[face.v2];
newViewerFace.v3 = newLayer.coords[face.v3];
newViewerFace.coordIndex1 = face.v1;
newViewerFace.coordIndex2 = face.v2;
newViewerFace.coordIndex3 = face.v3;
newViewerFace.n1 = faceNormal;
newViewerFace.n2 = faceNormal;
newViewerFace.n3 = faceNormal;
newViewerFace.uv1 = newLayer.faceUVs[face.v1];
newViewerFace.uv2 = newLayer.faceUVs[face.v2];
newViewerFace.uv3 = newLayer.faceUVs[face.v3];
this.viewerFaces.Add(newViewerFace);
}
}
}
// append this layer
int coordsLen = this.coords.Count;
int lastCoordsLen = coordsLen;
newLayer.AddValue2FaceVertexIndices(coordsLen);
this.coords.AddRange(newLayer.coords);
if (this.calcVertexNormals)
{
newLayer.AddValue2FaceNormalIndices(this.normals.Count);
this.normals.AddRange(newLayer.vertexNormals);
}
if (percentOfPath < this.pathCutBegin + 0.01f || percentOfPath > this.pathCutEnd - 0.01f)
this.faces.AddRange(newLayer.faces);
// fill faces between layers
int numVerts = newLayer.coords.Count;
Face newFace = new Face();
if (step > 0)
{
int startVert = coordsLen + 1;
int endVert = this.coords.Count;
if (sides < 5 || this.hasProfileCut || hollow > 0.0f)
startVert--;
for (int i = startVert; i < endVert; i++)
{
int iNext = i + 1;
if (i == endVert - 1)
iNext = startVert;
int whichVert = i - startVert;
//int whichVert2 = i - lastCoordsLen;
newFace.v1 = i;
newFace.v2 = i - numVerts;
newFace.v3 = iNext - numVerts;
this.faces.Add(newFace);
newFace.v2 = iNext - numVerts;
newFace.v3 = iNext;
this.faces.Add(newFace);
if (this.viewerMode)
{
// add the side faces to the list of viewerFaces here
//int primFaceNum = 1;
//if (whichVert >= sides)
// primFaceNum = 2;
int primFaceNum = profile.faceNumbers[whichVert];
ViewerFace newViewerFace1 = new ViewerFace(primFaceNum);
ViewerFace newViewerFace2 = new ViewerFace(primFaceNum);
float u1 = newLayer.us[whichVert];
float u2 = 1.0f;
if (whichVert < newLayer.us.Count - 1)
u2 = newLayer.us[whichVert + 1];
if (whichVert == cut1Vert || whichVert == cut2Vert)
{
u1 = 0.0f;
u2 = 1.0f;
}
else if (sides < 5)
{ // boxes and prisms have one texture face per side of the prim, so the U values have to be scaled
// to reflect the entire texture width
u1 *= sides;
u2 *= sides;
u2 -= (int)u1;
u1 -= (int)u1;
if (u2 < 0.1f)
u2 = 1.0f;
//newViewerFace2.primFaceNumber = newViewerFace1.primFaceNumber = whichVert + 1;
}
newViewerFace1.uv1.U = u1;
newViewerFace1.uv2.U = u1;
newViewerFace1.uv3.U = u2;
newViewerFace1.uv1.V = 1.0f - percentOfPath;
newViewerFace1.uv2.V = lastV;
newViewerFace1.uv3.V = lastV;
newViewerFace2.uv1.U = u1;
newViewerFace2.uv2.U = u2;
newViewerFace2.uv3.U = u2;
newViewerFace2.uv1.V = 1.0f - percentOfPath;
newViewerFace2.uv2.V = lastV;
newViewerFace2.uv3.V = 1.0f - percentOfPath;
newViewerFace1.v1 = this.coords[i];
newViewerFace1.v2 = this.coords[i - numVerts];
newViewerFace1.v3 = this.coords[iNext - numVerts];
newViewerFace2.v1 = this.coords[i];
newViewerFace2.v2 = this.coords[iNext - numVerts];
newViewerFace2.v3 = this.coords[iNext];
newViewerFace1.coordIndex1 = i;
newViewerFace1.coordIndex2 = i - numVerts;
newViewerFace1.coordIndex3 = iNext - numVerts;
newViewerFace2.coordIndex1 = i;
newViewerFace2.coordIndex2 = iNext - numVerts;
newViewerFace2.coordIndex3 = iNext;
// profile cut faces
if (whichVert == cut1Vert)
{
newViewerFace1.n1 = newLayer.cutNormal1;
newViewerFace1.n2 = newViewerFace1.n3 = lastCutNormal1;
newViewerFace2.n1 = newViewerFace2.n3 = newLayer.cutNormal1;
newViewerFace2.n2 = lastCutNormal1;
}
else if (whichVert == cut2Vert)
{
newViewerFace1.n1 = newLayer.cutNormal2;
newViewerFace1.n2 = newViewerFace1.n3 = lastCutNormal2;
newViewerFace2.n1 = newViewerFace2.n3 = newLayer.cutNormal2;
newViewerFace2.n2 = lastCutNormal2;
}
else // outer and hollow faces
{
if ((sides < 5 && whichVert < newLayer.numOuterVerts) || (hollowSides < 5 && whichVert >= newLayer.numOuterVerts))
{
newViewerFace1.CalcSurfaceNormal();
newViewerFace2.CalcSurfaceNormal();
}
else
{
newViewerFace1.n1 = this.normals[i];
newViewerFace1.n2 = this.normals[i - numVerts];
newViewerFace1.n3 = this.normals[iNext - numVerts];
newViewerFace2.n1 = this.normals[i];
newViewerFace2.n2 = this.normals[iNext - numVerts];
newViewerFace2.n3 = this.normals[iNext];
}
}
//newViewerFace2.primFaceNumber = newViewerFace1.primFaceNumber = newLayer.faceNumbers[whichVert];
this.viewerFaces.Add(newViewerFace1);
this.viewerFaces.Add(newViewerFace2);
}
}
}
lastCutNormal1 = newLayer.cutNormal1;
lastCutNormal2 = newLayer.cutNormal2;
lastV = 1.0f - percentOfPath;
// calc the step for the next iteration of the loop
if (step < steps)
{
step += 1;
percentOfPath += percentOfPathMultiplier;
xOffset += xOffsetStepIncrement;
yOffset += yOffsetStepIncrement;
zOffset += stepSize;
if (percentOfPath > this.pathCutEnd)
done = true;
}
else done = true;
if (done && viewerMode)
{
// add the top faces to the viewerFaces list here
Coord faceNormal = newLayer.faceNormal;
ViewerFace newViewerFace = new ViewerFace();
newViewerFace.primFaceNumber = 0;
int numFaces = newLayer.faces.Count;
List<Face> faces = newLayer.faces;
for (int i = 0; i < numFaces; i++)
{
Face face = faces[i];
newViewerFace.v1 = newLayer.coords[face.v1 - coordsLen];
newViewerFace.v2 = newLayer.coords[face.v2 - coordsLen];
newViewerFace.v3 = newLayer.coords[face.v3 - coordsLen];
newViewerFace.coordIndex1 = face.v1 - coordsLen;
newViewerFace.coordIndex2 = face.v2 - coordsLen;
newViewerFace.coordIndex3 = face.v3 - coordsLen;
newViewerFace.n1 = faceNormal;
newViewerFace.n2 = faceNormal;
newViewerFace.n3 = faceNormal;
newViewerFace.uv1 = newLayer.faceUVs[face.v1 - coordsLen];
newViewerFace.uv2 = newLayer.faceUVs[face.v2 - coordsLen];
newViewerFace.uv3 = newLayer.faceUVs[face.v3 - coordsLen];
this.viewerFaces.Add(newViewerFace);
}
}
}
this.Extrude(PathType.Linear);
}
/// <summary>
/// DEPRICATED - use Extrude(PathType.Circular) instead
/// Extrude a profile into a circular path prim mesh. Used for prim types torus, tube, and ring.
/// </summary>
///
public void ExtrudeCircular()
{
this.coords = new List<Coord>();
this.faces = new List<Face>();
if (this.viewerMode)
{
this.viewerFaces = new List<ViewerFace>();
this.calcVertexNormals = true;
}
if (this.calcVertexNormals)
this.normals = new List<Coord>();
int step = 0;
int steps = 24;
normalsProcessed = false;
float twistBegin = this.twistBegin / 360.0f * twoPi;
float twistEnd = this.twistEnd / 360.0f * twoPi;
float twistTotal = twistEnd - twistBegin;
// 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
float twistTotalAbs = Math.Abs(twistTotal);
if (twistTotalAbs > 0.01f)
{
if (twistTotalAbs > Math.PI * 1.5f)
steps *= 2;
if (twistTotalAbs > Math.PI * 3.0f)
steps *= 2;
}
float yPathScale = this.holeSizeY * 0.5f;
float pathLength = this.pathCutEnd - this.pathCutBegin;
float totalSkew = this.skew * 2.0f * pathLength;
float skewStart = this.pathCutBegin * 2.0f * this.skew - this.skew;
float xOffsetTopShearXFactor = this.topShearX * (0.25f + 0.5f * (0.5f - this.holeSizeY));
float yShearCompensation = 1.0f + Math.Abs(this.topShearY) * 0.25f;
// 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 = (twoPi * this.pathCutBegin * this.revolutions) - this.topShearY * 0.9f;
float endAngle = (twoPi * this.pathCutEnd * this.revolutions) - this.topShearY * 0.9f;
float stepSize = twoPi / this.stepsPerRevolution;
step = (int)(startAngle / stepSize);
int firstStep = step;
float angle = startAngle;
float hollow = this.hollow;
// sanity checks
float initialProfileRot = 0.0f;
if (this.sides == 3)
{
initialProfileRot = (float)Math.PI;
if (this.hollowSides == 4)
{
if (hollow > 0.7f)
hollow = 0.7f;
hollow *= 0.707f;
}
else hollow *= 0.5f;
}
else if (this.sides == 4)
{
initialProfileRot = 0.25f * (float)Math.PI;
if (this.hollowSides != 4)
hollow *= 0.707f;
}
else if (this.sides > 4)
{
initialProfileRot = (float)Math.PI;
if (this.hollowSides == 4)
{
if (hollow > 0.7f)
hollow = 0.7f;
hollow /= 0.7f;
}
}
bool needEndFaces = false;
if (this.pathCutBegin != 0.0f || this.pathCutEnd != 1.0f)
needEndFaces = true;
else if (this.taperX != 0.0f || this.taperY != 0.0f)
needEndFaces = true;
else if (this.skew != 0.0f)
needEndFaces = true;
else if (twistTotal != 0.0f)
needEndFaces = true;
else if (this.radius != 0.0f)
needEndFaces = true;
Profile profile = new Profile(this.sides, this.profileStart, this.profileEnd, hollow, this.hollowSides, needEndFaces, calcVertexNormals);
this.errorMessage = profile.errorMessage;
this.numPrimFaces = profile.numPrimFaces;
int cut1Vert = -1;
int cut2Vert = -1;
if (hasProfileCut)
{
cut1Vert = hasHollow ? profile.coords.Count - 1 : 0;
cut2Vert = hasHollow ? profile.numOuterVerts - 1 : profile.numOuterVerts;
}
if (initialProfileRot != 0.0f)
{
profile.AddRot(new Quat(new Coord(0.0f, 0.0f, 1.0f), initialProfileRot));
if (viewerMode)
profile.MakeFaceUVs();
}
Coord lastCutNormal1 = new Coord();
Coord lastCutNormal2 = new Coord();
float lastV = 1.0f;
bool done = false;
while (!done) // loop through the length of the path and add the layers
{
bool isEndLayer = false;
if (angle <= startAngle + .01f || angle >= endAngle - .01f)
isEndLayer = true;
Profile newLayer = profile.Copy();
float xProfileScale = (1.0f - Math.Abs(this.skew)) * this.holeSizeX;
float yProfileScale = this.holeSizeY;
float percentOfPath = angle / (twoPi * this.revolutions);
float percentOfAngles = (angle - startAngle) / (endAngle - startAngle);
if (this.taperX > 0.01f)
xProfileScale *= 1.0f - percentOfPath * this.taperX;
else if (this.taperX < -0.01f)
xProfileScale *= 1.0f + (1.0f - percentOfPath) * this.taperX;
if (this.taperY > 0.01f)
yProfileScale *= 1.0f - percentOfPath * this.taperY;
else if (this.taperY < -0.01f)
yProfileScale *= 1.0f + (1.0f - percentOfPath) * this.taperY;
if (xProfileScale != 1.0f || yProfileScale != 1.0f)
newLayer.Scale(xProfileScale, yProfileScale);
float radiusScale = 1.0f;
if (this.radius > 0.001f)
radiusScale = 1.0f - this.radius * percentOfPath;
else if (this.radius < 0.001f)
radiusScale = 1.0f + this.radius * (1.0f - percentOfPath);
float twist = twistBegin + twistTotal * percentOfPath;
float xOffset = 0.5f * (skewStart + totalSkew * percentOfAngles);
xOffset += (float)Math.Sin(angle) * xOffsetTopShearXFactor;
float yOffset = yShearCompensation * (float)Math.Cos(angle) * (0.5f - yPathScale) * radiusScale;
float zOffset = (float)Math.Sin(angle + this.topShearY) * (0.5f - yPathScale) * radiusScale;
// next apply twist rotation to the profile layer
if (twistTotal != 0.0f || twistBegin != 0.0f)
newLayer.AddRot(new Quat(new Coord(0.0f, 0.0f, 1.0f), twist));
// now orient the rotation of the profile layer relative to it's position on the path
// adding taperY to the angle used to generate the quat appears to approximate the viewer
newLayer.AddRot(new Quat(new Coord(1.0f, 0.0f, 0.0f), angle + this.topShearY));
newLayer.AddPos(xOffset, yOffset, zOffset);
if (isEndLayer && angle <= startAngle + .01f)
{
newLayer.FlipNormals();
// add the top faces to the viewerFaces list here
if (this.viewerMode && needEndFaces)
{
Coord faceNormal = newLayer.faceNormal;
ViewerFace newViewerFace = new ViewerFace();
newViewerFace.primFaceNumber = 0;
foreach (Face face in newLayer.faces)
{
newViewerFace.v1 = newLayer.coords[face.v1];
newViewerFace.v2 = newLayer.coords[face.v2];
newViewerFace.v3 = newLayer.coords[face.v3];
newViewerFace.coordIndex1 = face.v1;
newViewerFace.coordIndex2 = face.v2;
newViewerFace.coordIndex3 = face.v3;
newViewerFace.n1 = faceNormal;
newViewerFace.n2 = faceNormal;
newViewerFace.n3 = faceNormal;
newViewerFace.uv1 = newLayer.faceUVs[face.v1];
newViewerFace.uv2 = newLayer.faceUVs[face.v2];
newViewerFace.uv3 = newLayer.faceUVs[face.v3];
this.viewerFaces.Add(newViewerFace);
}
}
}
// append the layer and fill in the sides
int coordsLen = this.coords.Count;
newLayer.AddValue2FaceVertexIndices(coordsLen);
this.coords.AddRange(newLayer.coords);
if (this.calcVertexNormals)
{
newLayer.AddValue2FaceNormalIndices(this.normals.Count);
this.normals.AddRange(newLayer.vertexNormals);
}
if (isEndLayer)
this.faces.AddRange(newLayer.faces);
// fill faces between layers
int numVerts = newLayer.coords.Count;
Face newFace = new Face();
if (step > firstStep)
{
int startVert = coordsLen + 1;
int endVert = this.coords.Count;
if (sides < 5 || this.hasProfileCut || hollow > 0.0f)
startVert--;
for (int i = startVert; i < endVert; i++)
{
int iNext = i + 1;
if (i == endVert - 1)
iNext = startVert;
int whichVert = i - startVert;
newFace.v1 = i;
newFace.v2 = i - numVerts;
newFace.v3 = iNext - numVerts;
this.faces.Add(newFace);
newFace.v2 = iNext - numVerts;
newFace.v3 = iNext;
this.faces.Add(newFace);
if (this.viewerMode)
{
int primFaceNumber = profile.faceNumbers[whichVert];
if (!needEndFaces)
primFaceNumber -= 1;
// add the side faces to the list of viewerFaces here
ViewerFace newViewerFace1 = new ViewerFace(primFaceNumber);
ViewerFace newViewerFace2 = new ViewerFace(primFaceNumber);
float u1 = newLayer.us[whichVert];
float u2 = 1.0f;
if (whichVert < newLayer.us.Count - 1)
u2 = newLayer.us[whichVert + 1];
if (whichVert == cut1Vert || whichVert == cut2Vert)
{
u1 = 0.0f;
u2 = 1.0f;
}
else if (sides < 5)
{ // boxes and prisms have one texture face per side of the prim, so the U values have to be scaled
// to reflect the entire texture width
u1 *= sides;
u2 *= sides;
u2 -= (int)u1;
u1 -= (int)u1;
if (u2 < 0.1f)
u2 = 1.0f;
//newViewerFace2.primFaceNumber = newViewerFace1.primFaceNumber = whichVert + 1;
}
newViewerFace1.uv1.U = u1;
newViewerFace1.uv2.U = u1;
newViewerFace1.uv3.U = u2;
newViewerFace1.uv1.V = 1.0f - percentOfPath;
newViewerFace1.uv2.V = lastV;
newViewerFace1.uv3.V = lastV;
newViewerFace2.uv1.U = u1;
newViewerFace2.uv2.U = u2;
newViewerFace2.uv3.U = u2;
newViewerFace2.uv1.V = 1.0f - percentOfPath;
newViewerFace2.uv2.V = lastV;
newViewerFace2.uv3.V = 1.0f - percentOfPath;
newViewerFace1.v1 = this.coords[i];
newViewerFace1.v2 = this.coords[i - numVerts];
newViewerFace1.v3 = this.coords[iNext - numVerts];
newViewerFace2.v1 = this.coords[i];
newViewerFace2.v2 = this.coords[iNext - numVerts];
newViewerFace2.v3 = this.coords[iNext];
newViewerFace1.coordIndex1 = i;
newViewerFace1.coordIndex2 = i - numVerts;
newViewerFace1.coordIndex3 = iNext - numVerts;
newViewerFace2.coordIndex1 = i;
newViewerFace2.coordIndex2 = iNext - numVerts;
newViewerFace2.coordIndex3 = iNext;
// profile cut faces
if (whichVert == cut1Vert)
{
newViewerFace1.n1 = newLayer.cutNormal1;
newViewerFace1.n2 = newViewerFace1.n3 = lastCutNormal1;
newViewerFace2.n1 = newViewerFace2.n3 = newLayer.cutNormal1;
newViewerFace2.n2 = lastCutNormal1;
}
else if (whichVert == cut2Vert)
{
newViewerFace1.n1 = newLayer.cutNormal2;
newViewerFace1.n2 = newViewerFace1.n3 = lastCutNormal2;
newViewerFace2.n1 = newViewerFace2.n3 = newLayer.cutNormal2;
newViewerFace2.n2 = lastCutNormal2;
}
else // periphery faces
{
if (sides < 5 && whichVert < newLayer.numOuterVerts)
{
newViewerFace1.n1 = this.normals[i];
newViewerFace1.n2 = this.normals[i - numVerts];
newViewerFace1.n3 = this.normals[i - numVerts];
newViewerFace2.n1 = this.normals[i];
newViewerFace2.n2 = this.normals[i - numVerts];
newViewerFace2.n3 = this.normals[i];
}
else if (hollowSides < 5 && whichVert >= newLayer.numOuterVerts)
{
newViewerFace1.n1 = this.normals[iNext];
newViewerFace1.n2 = this.normals[iNext - numVerts];
newViewerFace1.n3 = this.normals[iNext - numVerts];
newViewerFace2.n1 = this.normals[iNext];
newViewerFace2.n2 = this.normals[iNext - numVerts];
newViewerFace2.n3 = this.normals[iNext];
}
else
{
newViewerFace1.n1 = this.normals[i];
newViewerFace1.n2 = this.normals[i - numVerts];
newViewerFace1.n3 = this.normals[iNext - numVerts];
newViewerFace2.n1 = this.normals[i];
newViewerFace2.n2 = this.normals[iNext - numVerts];
newViewerFace2.n3 = this.normals[iNext];
}
}
//newViewerFace1.primFaceNumber = newViewerFace2.primFaceNumber = newLayer.faceNumbers[whichVert];
this.viewerFaces.Add(newViewerFace1);
this.viewerFaces.Add(newViewerFace2);
}
}
}
lastCutNormal1 = newLayer.cutNormal1;
lastCutNormal2 = newLayer.cutNormal2;
lastV = 1.0f - percentOfPath;
// calculate terms for next iteration
// calculate the angle for the next iteration of the loop
if (angle >= endAngle - 0.01)
done = true;
else
{
step += 1;
angle = stepSize * step;
if (angle > endAngle)
angle = endAngle;
}
if (done && viewerMode && needEndFaces)
{
// add the bottom faces to the viewerFaces list here
Coord faceNormal = newLayer.faceNormal;
ViewerFace newViewerFace = new ViewerFace();
//newViewerFace.primFaceNumber = newLayer.bottomFaceNumber + 1;
newViewerFace.primFaceNumber = newLayer.bottomFaceNumber;
foreach (Face face in newLayer.faces)
{
newViewerFace.v1 = newLayer.coords[face.v1 - coordsLen];
newViewerFace.v2 = newLayer.coords[face.v2 - coordsLen];
newViewerFace.v3 = newLayer.coords[face.v3 - coordsLen];
newViewerFace.coordIndex1 = face.v1 - coordsLen;
newViewerFace.coordIndex2 = face.v2 - coordsLen;
newViewerFace.coordIndex3 = face.v3 - coordsLen;
newViewerFace.n1 = faceNormal;
newViewerFace.n2 = faceNormal;
newViewerFace.n3 = faceNormal;
newViewerFace.uv1 = newLayer.faceUVs[face.v1 - coordsLen];
newViewerFace.uv2 = newLayer.faceUVs[face.v2 - coordsLen];
newViewerFace.uv3 = newLayer.faceUVs[face.v3 - coordsLen];
this.viewerFaces.Add(newViewerFace);
}
}
}
this.Extrude(PathType.Circular);
}
private Coord SurfaceNormal(Coord c1, Coord c2, Coord c3)
{
Coord edge1 = new Coord(c2.X - c1.X, c2.Y - c1.Y, c2.Z - c1.Z);