Completion of new PrimMesher class

0.6.0-stable
Dahlia Trimble 2008-08-27 06:39:39 +00:00
parent fce83731ad
commit 8be249bc68
1 changed files with 604 additions and 69 deletions

View File

@ -27,32 +27,37 @@
using System;
using System.Collections.Generic;
using OpenSim.Framework;
using System.IO;
using OpenSim.Region.Physics.Manager;
namespace OpenSim.Region.Physics.Meshing
{
public struct vertex
public struct Coord
{
public float X;
public float Y;
public float Z;
public vertex(float x, float y, float z)
public Coord(float x, float y, float z)
{
this.X = x;
this.Y = y;
this.Z = z;
}
public override string ToString()
{
return this.X.ToString() + " " + this.Y.ToString() + " " + this.Z.ToString();
}
}
public struct face
public struct Face
{
public int v1;
public int v2;
public int v3;
public face(int v1, int v2, int v3)
public Face(int v1, int v2, int v3)
{
this.v1 = v1;
this.v2 = v2;
@ -77,16 +82,17 @@ namespace OpenSim.Region.Physics.Meshing
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)
private void intersection(double x1, double y1, double x2, double y2, double x3, double y3, double x4, double 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);
double denom = (y4 - y3) * (x2 - x1) - (x4 - x3) * (y2 - y1);
double 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);
double ua = uaNumerator / denom;
iX = (float)(x1 + ua * (x2 - x1));
iY = (float)(y1 + ua * (y2 - y1));
}
}
@ -107,14 +113,14 @@ namespace OpenSim.Region.Physics.Meshing
double stopAngleTest = stopAngle;
if (stopAngle < twoPi)
{
stopAngleTest = stepSize * (int)(stopAngle / stepSize) + 1;
stopAngleTest = stepSize * ((int)(stopAngle / stepSize) + 1);
if (stopAngleTest < stopAngle)
stopAngleTest += stepSize;
if (stopAngleTest > twoPi)
stopAngleTest = twoPi;
}
while (angle <= stopAngleTest)
while (angle <= stopAngleTest)
{
Angle newAngle;
newAngle.angle = (float) angle;
@ -148,19 +154,28 @@ namespace OpenSim.Region.Physics.Meshing
}
}
internal class makeProfile
/// <summary>
/// generates a profile for extrusion
/// </summary>
public class Profile
{
private float twoPi = 2.0f * (float)Math.PI;
private const float twoPi = 2.0f * (float)Math.PI;
internal List<vertex> coords;
internal List<face> faces;
internal List<Coord> coords;
internal List<Face> faces;
internal makeProfile(int sides, float profileStart, float profileEnd, float hollow, int hollowSides)
internal Profile()
{
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);
this.coords = new List<Coord>();
this.faces = new List<Face>();
}
public Profile(int sides, float profileStart, float profileEnd, float hollow, int hollowSides)
{
this.coords = new List<Coord>();
this.faces = new List<Face>();
Coord center = new Coord(0.0f, 0.0f, 0.0f);
List<Coord> hollowCoords = new List<Coord>();
AngleList angles = new AngleList();
AngleList hollowAngles = new AngleList();
@ -184,17 +199,15 @@ namespace OpenSim.Region.Physics.Meshing
if (sides == hollowSides)
hollowAngles = angles;
else
{
hollowAngles = new AngleList();
hollowAngles.makeAngles(hollowSides, startAngle, stopAngle);
}
}
else
this.coords.Add(center);
Angle angle;
vertex newVert = new vertex();
float z = 0.0f;
Angle angle;
Coord newVert = new Coord();
if (hollow > 0.001f && hollowSides != sides)
{
int numHollowAngles = hollowAngles.angles.Count;
@ -203,40 +216,44 @@ namespace OpenSim.Region.Physics.Meshing
angle = hollowAngles.angles[i];
newVert.X = hollow * xScale * angle.X;
newVert.Y = hollow * yScale * angle.Y;
newVert.Z = 0.0f;
newVert.Z = z;
hollowCoords.Add(newVert);
}
}
int index = 0;
int numAngles = angles.angles.Count;
int index;
for (index = 0; index < numAngles; index++)
for (int i = 0; i < numAngles; i++)
{
angle = angles.angles[index];
angle = angles.angles[i];
newVert.X = angle.X * xScale;
newVert.Y = angle.Y * yScale;
newVert.Z = 0.0f;
newVert.Z = z;
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);
if (hollowSides == sides)
{
newVert.X *= hollow;
newVert.Y *= hollow;
newVert.Z = z;
hollowCoords.Add(newVert);
}
}
else if (angle.angle > 0.0001f)
{
face newFace = new face();
Face newFace = new Face();
newFace.v1 = 0;
newFace.v2 = index;
newFace.v3 = index;
newFace.v3 = index + 1;
this.faces.Add(newFace);
}
index += 1;
}
if (hollow > 0.0)
if (hollow > 0.0f)
{
hollowCoords.Reverse();
@ -246,29 +263,26 @@ namespace OpenSim.Region.Physics.Meshing
if (numOuterVerts == numHollowVerts)
{
face newFace = new face();
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();
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
@ -276,7 +290,7 @@ namespace OpenSim.Region.Physics.Meshing
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.v1 = numTotalVerts - i - 1;
newFace.v2 = j;
newFace.v3 = j + 1;
@ -293,7 +307,7 @@ namespace OpenSim.Region.Physics.Meshing
}
else // numHollowVerts < numOuterVerts
{
face newFace = new face();
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++)
@ -316,23 +330,32 @@ namespace OpenSim.Region.Physics.Meshing
this.faces.Add(newFace);
}
}
}
this.coords.AddRange(hollowCoords);
}
}
internal void addPos(vertex v)
public Profile Clone()
{
this.addPos(v.X, v.Y, v.Z);
Profile clone = new Profile();
clone.coords.AddRange(this.coords);
clone.faces.AddRange(this.faces);
return clone;
}
internal void addPos(float x, float y, float z)
public void AddPos(Coord v)
{
this.AddPos(v.X, v.Y, v.Z);
}
public void AddPos(float x, float y, float z)
{
int i;
int numVerts = this.coords.Count;
vertex vert;
Coord vert;
for (i = 0; i < numVerts; i++)
{
@ -340,49 +363,48 @@ namespace OpenSim.Region.Physics.Meshing
vert.X += x;
vert.Y += y;
vert.Z += z;
this.coords[i] = vert;
}
}
internal void addRot(Quaternion q)
public void AddRot(Quaternion q)
{
int i;
int numVerts = this.coords.Count;
vertex vert;
Coord vert;
for (i = 0; i < numVerts; i++)
{
vert = this.coords[i];
Vertex v = new Vertex(vert.X, vert.Y, vert.Z);
v = v * q;
Vertex v = new Vertex(vert.X, vert.Y, vert.Z) * q;
vert.X = v.X;
vert.Y = v.Y;
vert.Z = v.Z;
this.coords[i] = vert;
}
}
internal void scale(float x, float y, float z)
public void Scale(float x, float y)
{
int i;
int numVerts = this.coords.Count;
vertex vert;
Coord vert;
for (i = 0; i < numVerts; i++)
{
vert = this.coords[i];
vert.X *= x;
vert.Y *= y;
vert.Z *= z;
this.coords[i] = vert;
}
}
internal void flipNormals()
public void FlipNormals()
{
int i;
int numFaces = this.faces.Count;
face tmpFace;
Face tmpFace;
int tmp;
for (i = 0; i < numFaces; i++)
@ -391,21 +413,534 @@ namespace OpenSim.Region.Physics.Meshing
tmp = tmpFace.v3;
tmpFace.v3 = tmpFace.v1;
tmpFace.v1 = tmp;
this.faces[i] = tmpFace;
}
}
public void AddValue2Faces(int num)
{
int numFaces = this.faces.Count;
Face tmpFace;
for (int i = 0; i < numFaces; i++)
{
tmpFace = this.faces[i];
tmpFace.v1 += num;
tmpFace.v2 += num;
tmpFace.v3 += num;
this.faces[i] = tmpFace;
}
}
public void DumpRaw(String path, String name, String title)
{
if (path == null)
return;
String fileName = name + "_" + title + ".raw";
String completePath = Path.Combine(path, fileName);
StreamWriter sw = new StreamWriter(completePath);
for (int i = 0; i < this.faces.Count; i++)
{
string s = this.coords[this.faces[i].v1].ToString();
s += " " + this.coords[this.faces[i].v2].ToString();
s += " " + this.coords[this.faces[i].v3].ToString();
sw.WriteLine(s);
}
sw.Close();
}
}
public class PrimMesher
public class PrimMesh
{
public List<vertex> vertices;
public List<face> faces;
private const float twoPi = 2.0f * (float)Math.PI;
PrimMesher()
public List<Coord> coords;
public List<Face> faces;
public int sides = 4;
public int hollowSides = 4;
public float profileStart = 0.0f;
public float profileEnd = 1.0f;
public float hollow = 0.0f;
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;
public string ParamsToDisplayString()
{
vertices = new List<vertex>();
faces = new List<face>();
string s = "";
s += "sides..................: " + this.sides.ToString();
s += "\nhollowSides..........: " + this.hollowSides.ToString();
s += "\nprofileStart.........: " + this.profileStart.ToString();
s += "\nprofileEnd...........: " + this.profileEnd.ToString();
s += "\nhollow...............: " + this.hollow.ToString();
s += "\ntwistBegin...........: " + this.twistBegin.ToString();
s += "\ntwistEnd.............: " + this.twistEnd.ToString();
s += "\ntopShearX............: " + this.topShearX.ToString();
s += "\ntopShearY............: " + this.topShearY.ToString();
s += "\npathCutBegin.........: " + this.pathCutBegin.ToString();
s += "\npathCutEnd...........: " + this.pathCutEnd.ToString();
s += "\ndimpleBegin..........: " + this.dimpleBegin.ToString();
s += "\ndimpleEnd............: " + this.dimpleEnd.ToString();
s += "\nskew.................: " + this.skew.ToString();
s += "\nholeSizeX............: " + this.holeSizeX.ToString();
s += "\nholeSizeY............: " + this.holeSizeY.ToString();
s += "\ntaperX...............: " + this.taperX.ToString();
s += "\ntaperY...............: " + this.taperY.ToString();
s += "\nradius...............: " + this.radius.ToString();
s += "\nrevolutions..........: " + this.revolutions.ToString();
s += "\nstepsPerRevolution...: " + this.stepsPerRevolution.ToString();
return s;
}
public PrimMesh(int sides, float profileStart, float profileEnd, float hollow, int hollowSides)
{
this.coords = new List<Coord>();
this.faces = new List<Face>();
this.sides = sides;
this.profileStart = profileStart;
this.profileEnd = profileEnd;
this.hollow = hollow;
this.hollowSides = hollowSides;
if (sides < 3)
this.sides = 3;
if ( hollowSides < 3)
this.hollowSides = 3;
if (profileStart < 0.0f)
this.profileStart = 0.0f;
if (profileEnd > 1.0f)
this.profileEnd = 1.0f;
if (profileEnd < 0.02f)
this.profileEnd = 0.02f;
if (profileStart >= profileEnd)
this.profileStart = profileEnd - 0.02f;
if (hollow > 1.0f)
this.hollow = 1.0f;
if (hollow < 0.0f)
this.hollow = 0.0f;
}
public void ExtrudeLinear()
{
this.coords = new List<Coord>();
this.faces = new List<Face>();
int step = 0;
int steps = 1;
float length = this.pathCutEnd - this.pathCutBegin;
#if VIEWER
if (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);
}
#endif
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;
}
Profile profile = new Profile(this.sides, this.profileStart, this.profileEnd, hollow, this.hollowSides);
if (initialProfileRot != 0.0f)
profile.AddRot(new Quaternion(new Vertex(0.0f, 0.0f, 1.0f), initialProfileRot));
bool done = false;
while (!done)
{
Profile newLayer = profile.Clone();
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 Quaternion(new Vertex(0.0f, 0.0f, 1.0f), twist));
newLayer.AddPos(xOffset, yOffset, zOffset);
if (step == 0)
newLayer.FlipNormals();
// append this layer
int coordsLen = this.coords.Count;
newLayer.AddValue2Faces(coordsLen);
this.coords.AddRange(newLayer.coords);
this.faces.AddRange(newLayer.faces);
// fill faces between layers
int numVerts = newLayer.coords.Count;
Face newFace = new Face();
if (step > 0)
{
for (int i = coordsLen; i < this.coords.Count - 1; i++)
{
newFace.v1 = i;
newFace.v2 = i - numVerts;
newFace.v3 = i - numVerts + 1;
this.faces.Add(newFace);
newFace.v2 = i - numVerts + 1;
newFace.v3 = i + 1;
this.faces.Add(newFace);
}
newFace.v1 = coordsLen - 1;
newFace.v2 = coordsLen - numVerts;
newFace.v3 = coordsLen;
this.faces.Add(newFace);
newFace.v1 = coordsLen + numVerts - 1;
newFace.v2 = coordsLen - 1;
newFace.v3 = coordsLen;
this.faces.Add(newFace);
}
// 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;
}
}
public void ExtrudeCircular()
{
this.coords = new List<Coord>();
this.faces = new List<Face>();
int step = 0;
int steps = 24;
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;
// 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;
}
}
Profile profile = new Profile(this.sides, this.profileStart, this.profileEnd, hollow, this.hollowSides);
if (initialProfileRot != 0.0f)
profile.AddRot(new Quaternion(new Vertex(0.0f, 0.0f, 1.0f), initialProfileRot));
bool done = false;
while (!done) // loop through the length of the path and add the layers
{
Profile newLayer = profile.Clone();
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) * this.topShearX * 0.45f;
float yOffset = (float)Math.Cos(angle) * (0.5f - yPathScale) * radiusScale;
float zOffset = (float)Math.Sin(angle + this.topShearY * 0.9f) * (0.5f - yPathScale) * radiusScale;
// next apply twist rotation to the profile layer
if (twistTotal != 0.0f || twistBegin != 0.0f)
newLayer.AddRot(new Quaternion(new Vertex(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 Quaternion(new Vertex(1.0f, 0.0f, 0.0f), angle + this.topShearY * 0.9f));
newLayer.AddPos(xOffset, yOffset, zOffset);
if (angle == startAngle)
newLayer.FlipNormals();
// append the layer and fill in the sides
int coordsLen = this.coords.Count;
newLayer.AddValue2Faces(coordsLen);
this.coords.AddRange(newLayer.coords);
this.faces.AddRange(newLayer.faces);
// fill faces between layers
int numVerts = newLayer.coords.Count;
Face newFace = new Face();
if (step > firstStep)
{
for (int i = coordsLen; i < this.coords.Count - 1; i++)
{
newFace.v1 = i;
newFace.v2 = i - numVerts;
newFace.v3 = i - numVerts + 1;
this.faces.Add(newFace);
newFace.v2 = i - numVerts + 1;
newFace.v3 = i + 1;
this.faces.Add(newFace);
}
newFace.v1 = coordsLen - 1;
newFace.v2 = coordsLen - numVerts;
newFace.v3 = coordsLen;
this.faces.Add(newFace);
newFace.v1 = coordsLen + numVerts - 1;
newFace.v2 = coordsLen - 1;
newFace.v3 = coordsLen;
this.faces.Add(newFace);
}
// calculate terms for next iteration
// calculate the angle for the next iteration of the loop
if (angle >= endAngle)
done = true;
else
{
step += 1;
angle = stepSize * step;
if (angle > endAngle)
angle = endAngle;
}
}
}
public void AddPos(float x, float y, float z)
{
int i;
int numVerts = this.coords.Count;
Coord vert;
for (i = 0; i < numVerts; i++)
{
vert = this.coords[i];
vert.X += x;
vert.Y += y;
vert.Z += z;
this.coords[i] = vert;
}
}
public void AddRot(Quaternion q)
{
int i;
int numVerts = this.coords.Count;
Coord vert;
for (i = 0; i < numVerts; i++)
{
vert = this.coords[i];
Vertex v = new Vertex(vert.X, vert.Y, vert.Z) * q;
vert.X = v.X;
vert.Y = v.Y;
vert.Z = v.Z;
this.coords[i] = vert;
}
}
public void Scale(float x, float y, float z)
{
int i;
int numVerts = this.coords.Count;
Coord vert;
for (i = 0; i < numVerts; i++)
{
vert = this.coords[i];
vert.X *= x;
vert.Y *= y;
vert.Z *= z;
this.coords[i] = vert;
}
}
public void DumpRaw(String path, String name, String title)
{
if (path == null)
return;
String fileName = name + "_" + title + ".raw";
String completePath = Path.Combine(path, fileName);
StreamWriter sw = new StreamWriter(completePath);
for (int i = 0; i < this.faces.Count; i++)
{
string s = this.coords[this.faces[i].v1].ToString();
s += " " + this.coords[this.faces[i].v2].ToString();
s += " " + this.coords[this.faces[i].v3].ToString();
sw.WriteLine(s);
}
sw.Close();
}
}
}