diff --git a/OpenSim/Region/Physics/Meshing/PrimMesher.cs b/OpenSim/Region/Physics/Meshing/PrimMesher.cs index d7621d303a..168a3bb94b 100644 --- a/OpenSim/Region/Physics/Meshing/PrimMesher.cs +++ b/OpenSim/Region/Physics/Meshing/PrimMesher.cs @@ -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 + /// + /// generates a profile for extrusion + /// + public class Profile { - private float twoPi = 2.0f * (float)Math.PI; + private const float twoPi = 2.0f * (float)Math.PI; - internal List coords; - internal List faces; + internal List coords; + internal List faces; - internal makeProfile(int sides, float profileStart, float profileEnd, float hollow, int hollowSides) + internal Profile() { - this.coords = new List(); - List hollowCoords = new List(); - this.faces = new List(); - vertex center = new vertex(0.0f, 0.0f, 0.0f); + this.coords = new List(); + this.faces = new List(); + } + + public Profile(int sides, float profileStart, float profileEnd, float hollow, int hollowSides) + { + this.coords = new List(); + this.faces = new List(); + Coord center = new Coord(0.0f, 0.0f, 0.0f); + List hollowCoords = new List(); 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 vertices; - public List faces; + private const float twoPi = 2.0f * (float)Math.PI; - PrimMesher() + public List coords; + public List 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(); - faces = new List(); + 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(); + this.faces = new List(); + + 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(); + this.faces = new List(); + + 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(); + this.faces = new List(); + + 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(); } } }