Completion of new PrimMesher class
parent
fce83731ad
commit
8be249bc68
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@ -27,32 +27,37 @@
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using System;
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using System.Collections.Generic;
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using OpenSim.Framework;
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using System.IO;
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using OpenSim.Region.Physics.Manager;
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namespace OpenSim.Region.Physics.Meshing
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{
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public struct vertex
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public struct Coord
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{
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public float X;
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public float Y;
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public float Z;
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public vertex(float x, float y, float z)
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public Coord(float x, float y, float z)
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{
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this.X = x;
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this.Y = y;
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this.Z = z;
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}
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public override string ToString()
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{
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return this.X.ToString() + " " + this.Y.ToString() + " " + this.Z.ToString();
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}
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}
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public struct face
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public struct Face
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{
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public int v1;
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public int v2;
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public int v3;
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public face(int v1, int v2, int v3)
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public Face(int v1, int v2, int v3)
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{
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this.v1 = v1;
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this.v2 = v2;
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@ -77,16 +82,17 @@ namespace OpenSim.Region.Physics.Meshing
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internal class AngleList
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{
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private float iX, iY; // intersection point
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private void intersection( float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4)
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private void intersection(double x1, double y1, double x2, double y2, double x3, double y3, double x4, double y4)
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{ // ref: http://local.wasp.uwa.edu.au/~pbourke/geometry/lineline2d/
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float denom = (y4 - y3) * (x2 - x1) - (x4 - x3) * (y2 - y1);
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float uaNumerator = (x4 - x3) * (y1 - y3) - (y4 - y3) * (x1 - x3);
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double denom = (y4 - y3) * (x2 - x1) - (x4 - x3) * (y2 - y1);
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double uaNumerator = (x4 - x3) * (y1 - y3) - (y4 - y3) * (x1 - x3);
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if (denom != 0.0)
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{
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float ua = uaNumerator / denom;
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iX = x1 + ua * (x2 - x1);
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iY = y1 + ua * (y2 - y1);
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double ua = uaNumerator / denom;
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iX = (float)(x1 + ua * (x2 - x1));
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iY = (float)(y1 + ua * (y2 - y1));
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}
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}
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@ -107,7 +113,7 @@ namespace OpenSim.Region.Physics.Meshing
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double stopAngleTest = stopAngle;
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if (stopAngle < twoPi)
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{
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stopAngleTest = stepSize * (int)(stopAngle / stepSize) + 1;
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stopAngleTest = stepSize * ((int)(stopAngle / stepSize) + 1);
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if (stopAngleTest < stopAngle)
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stopAngleTest += stepSize;
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if (stopAngleTest > twoPi)
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@ -148,19 +154,28 @@ namespace OpenSim.Region.Physics.Meshing
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}
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}
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internal class makeProfile
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/// <summary>
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/// generates a profile for extrusion
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/// </summary>
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public class Profile
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{
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private float twoPi = 2.0f * (float)Math.PI;
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private const float twoPi = 2.0f * (float)Math.PI;
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internal List<vertex> coords;
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internal List<face> faces;
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internal List<Coord> coords;
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internal List<Face> faces;
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internal makeProfile(int sides, float profileStart, float profileEnd, float hollow, int hollowSides)
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internal Profile()
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{
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this.coords = new List<vertex>();
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List<vertex> hollowCoords = new List<vertex>();
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this.faces = new List<face>();
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vertex center = new vertex(0.0f, 0.0f, 0.0f);
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this.coords = new List<Coord>();
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this.faces = new List<Face>();
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}
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public Profile(int sides, float profileStart, float profileEnd, float hollow, int hollowSides)
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{
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this.coords = new List<Coord>();
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this.faces = new List<Face>();
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Coord center = new Coord(0.0f, 0.0f, 0.0f);
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List<Coord> hollowCoords = new List<Coord>();
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AngleList angles = new AngleList();
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AngleList hollowAngles = new AngleList();
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@ -184,17 +199,15 @@ namespace OpenSim.Region.Physics.Meshing
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if (sides == hollowSides)
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hollowAngles = angles;
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else
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{
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hollowAngles = new AngleList();
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hollowAngles.makeAngles(hollowSides, startAngle, stopAngle);
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}
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}
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else
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this.coords.Add(center);
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Angle angle;
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vertex newVert = new vertex();
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float z = 0.0f;
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Angle angle;
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Coord newVert = new Coord();
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if (hollow > 0.001f && hollowSides != sides)
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{
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int numHollowAngles = hollowAngles.angles.Count;
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@ -203,40 +216,44 @@ namespace OpenSim.Region.Physics.Meshing
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angle = hollowAngles.angles[i];
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newVert.X = hollow * xScale * angle.X;
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newVert.Y = hollow * yScale * angle.Y;
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newVert.Z = 0.0f;
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newVert.Z = z;
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hollowCoords.Add(newVert);
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}
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}
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int index = 0;
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int numAngles = angles.angles.Count;
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int index;
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for (index = 0; index < numAngles; index++)
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for (int i = 0; i < numAngles; i++)
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{
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angle = angles.angles[index];
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angle = angles.angles[i];
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newVert.X = angle.X * xScale;
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newVert.Y = angle.Y * yScale;
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newVert.Z = 0.0f;
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newVert.Z = z;
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this.coords.Add(newVert);
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if (hollow > 0.0f)
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{
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newVert.X = angle.X *= hollow;
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newVert.Y = angle.Y *= hollow;
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newVert.Z = 0.0f;
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if (hollowSides == sides)
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{
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newVert.X *= hollow;
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newVert.Y *= hollow;
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newVert.Z = z;
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hollowCoords.Add(newVert);
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}
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}
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else if (angle.angle > 0.0001f)
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{
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face newFace = new face();
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Face newFace = new Face();
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newFace.v1 = 0;
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newFace.v2 = index;
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newFace.v3 = index;
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newFace.v3 = index + 1;
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this.faces.Add(newFace);
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}
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index += 1;
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}
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if (hollow > 0.0)
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if (hollow > 0.0f)
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{
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hollowCoords.Reverse();
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@ -246,29 +263,26 @@ namespace OpenSim.Region.Physics.Meshing
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if (numOuterVerts == numHollowVerts)
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{
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face newFace = new face();
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Face newFace = new Face();
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for (int coordIndex = 0; coordIndex < numOuterVerts - 1; coordIndex++)
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{
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newFace.v1 = coordIndex;
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newFace.v2 = coordIndex + 1;
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newFace.v3 = numTotalVerts - coordIndex - 1;
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this.faces.Add(newFace);
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newFace.v1 = coordIndex + 1;
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newFace.v2 = numTotalVerts - coordIndex - 2;
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newFace.v3 = numTotalVerts - coordIndex - 1;
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this.faces.Add(newFace);
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}
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}
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else
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{
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if (numOuterVerts < numHollowVerts)
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{
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face newFace = new face();
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Face newFace = new Face();
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int j = 0; // j is the index for outer vertices
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int maxJ = numOuterVerts - 1;
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for (int i = 0; i < numHollowVerts; i++) // i is the index for inner vertices
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@ -276,7 +290,7 @@ namespace OpenSim.Region.Physics.Meshing
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if (j < maxJ)
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if (angles.angles[j + 1].angle - hollowAngles.angles[i].angle <= hollowAngles.angles[i].angle - angles.angles[j].angle)
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{
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newFace.v1 = numTotalVerts - i - 2;
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newFace.v1 = numTotalVerts - i - 1;
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newFace.v2 = j;
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newFace.v3 = j + 1;
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@ -293,7 +307,7 @@ namespace OpenSim.Region.Physics.Meshing
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}
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else // numHollowVerts < numOuterVerts
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{
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face newFace = new face();
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Face newFace = new Face();
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int j = 0; // j is the index for inner vertices
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int maxJ = numHollowVerts - 1;
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for (int i = 0; i < numOuterVerts; i++)
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@ -316,23 +330,32 @@ namespace OpenSim.Region.Physics.Meshing
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this.faces.Add(newFace);
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}
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}
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}
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this.coords.AddRange(hollowCoords);
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}
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}
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internal void addPos(vertex v)
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public Profile Clone()
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{
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this.addPos(v.X, v.Y, v.Z);
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Profile clone = new Profile();
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clone.coords.AddRange(this.coords);
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clone.faces.AddRange(this.faces);
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return clone;
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}
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internal void addPos(float x, float y, float z)
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public void AddPos(Coord v)
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{
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this.AddPos(v.X, v.Y, v.Z);
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}
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public void AddPos(float x, float y, float z)
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{
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int i;
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int numVerts = this.coords.Count;
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vertex vert;
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Coord vert;
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for (i = 0; i < numVerts; i++)
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{
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vert.X += x;
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vert.Y += y;
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vert.Z += z;
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this.coords[i] = vert;
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}
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}
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internal void addRot(Quaternion q)
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public void AddRot(Quaternion q)
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{
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int i;
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int numVerts = this.coords.Count;
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vertex vert;
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Coord vert;
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for (i = 0; i < numVerts; i++)
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{
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vert = this.coords[i];
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Vertex v = new Vertex(vert.X, vert.Y, vert.Z);
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v = v * q;
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Vertex v = new Vertex(vert.X, vert.Y, vert.Z) * q;
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vert.X = v.X;
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vert.Y = v.Y;
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vert.Z = v.Z;
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this.coords[i] = vert;
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}
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}
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internal void scale(float x, float y, float z)
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public void Scale(float x, float y)
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{
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int i;
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int numVerts = this.coords.Count;
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vertex vert;
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Coord vert;
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for (i = 0; i < numVerts; i++)
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{
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vert = this.coords[i];
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vert.X *= x;
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vert.Y *= y;
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vert.Z *= z;
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this.coords[i] = vert;
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}
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}
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internal void flipNormals()
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public void FlipNormals()
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{
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int i;
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int numFaces = this.faces.Count;
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face tmpFace;
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Face tmpFace;
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int tmp;
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for (i = 0; i < numFaces; i++)
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@ -391,21 +413,534 @@ namespace OpenSim.Region.Physics.Meshing
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tmp = tmpFace.v3;
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tmpFace.v3 = tmpFace.v1;
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tmpFace.v1 = tmp;
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}
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this.faces[i] = tmpFace;
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}
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}
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public class PrimMesher
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public void AddValue2Faces(int num)
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{
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public List<vertex> vertices;
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public List<face> faces;
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PrimMesher()
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int numFaces = this.faces.Count;
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Face tmpFace;
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for (int i = 0; i < numFaces; i++)
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{
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vertices = new List<vertex>();
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faces = new List<face>();
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tmpFace = this.faces[i];
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tmpFace.v1 += num;
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tmpFace.v2 += num;
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tmpFace.v3 += num;
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this.faces[i] = tmpFace;
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}
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}
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public void DumpRaw(String path, String name, String title)
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{
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if (path == null)
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return;
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String fileName = name + "_" + title + ".raw";
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String completePath = Path.Combine(path, fileName);
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StreamWriter sw = new StreamWriter(completePath);
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for (int i = 0; i < this.faces.Count; i++)
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{
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string s = this.coords[this.faces[i].v1].ToString();
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s += " " + this.coords[this.faces[i].v2].ToString();
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s += " " + this.coords[this.faces[i].v3].ToString();
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sw.WriteLine(s);
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}
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sw.Close();
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}
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}
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public class PrimMesh
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{
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private const float twoPi = 2.0f * (float)Math.PI;
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public List<Coord> coords;
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public List<Face> faces;
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public int sides = 4;
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public int hollowSides = 4;
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public float profileStart = 0.0f;
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public float profileEnd = 1.0f;
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public float hollow = 0.0f;
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public int twistBegin = 0;
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public int twistEnd = 0;
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public float topShearX = 0.0f;
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public float topShearY = 0.0f;
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public float pathCutBegin = 0.0f;
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public float pathCutEnd = 1.0f;
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public float dimpleBegin = 0.0f;
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public float dimpleEnd = 1.0f;
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public float skew = 0.0f;
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public float holeSizeX = 1.0f; // called pathScaleX in pbs
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public float holeSizeY = 0.25f;
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public float taperX = 0.0f;
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public float taperY = 0.0f;
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public float radius = 0.0f;
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public float revolutions = 1.0f;
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public int stepsPerRevolution = 24;
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public string ParamsToDisplayString()
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{
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string s = "";
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s += "sides..................: " + this.sides.ToString();
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s += "\nhollowSides..........: " + this.hollowSides.ToString();
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s += "\nprofileStart.........: " + this.profileStart.ToString();
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s += "\nprofileEnd...........: " + this.profileEnd.ToString();
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s += "\nhollow...............: " + this.hollow.ToString();
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s += "\ntwistBegin...........: " + this.twistBegin.ToString();
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s += "\ntwistEnd.............: " + this.twistEnd.ToString();
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s += "\ntopShearX............: " + this.topShearX.ToString();
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s += "\ntopShearY............: " + this.topShearY.ToString();
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s += "\npathCutBegin.........: " + this.pathCutBegin.ToString();
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s += "\npathCutEnd...........: " + this.pathCutEnd.ToString();
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s += "\ndimpleBegin..........: " + this.dimpleBegin.ToString();
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s += "\ndimpleEnd............: " + this.dimpleEnd.ToString();
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s += "\nskew.................: " + this.skew.ToString();
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s += "\nholeSizeX............: " + this.holeSizeX.ToString();
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s += "\nholeSizeY............: " + this.holeSizeY.ToString();
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s += "\ntaperX...............: " + this.taperX.ToString();
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s += "\ntaperY...............: " + this.taperY.ToString();
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s += "\nradius...............: " + this.radius.ToString();
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s += "\nrevolutions..........: " + this.revolutions.ToString();
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s += "\nstepsPerRevolution...: " + this.stepsPerRevolution.ToString();
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return s;
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}
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public PrimMesh(int sides, float profileStart, float profileEnd, float hollow, int hollowSides)
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{
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this.coords = new List<Coord>();
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this.faces = new List<Face>();
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this.sides = sides;
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this.profileStart = profileStart;
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this.profileEnd = profileEnd;
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this.hollow = hollow;
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this.hollowSides = hollowSides;
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if (sides < 3)
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this.sides = 3;
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if ( hollowSides < 3)
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this.hollowSides = 3;
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if (profileStart < 0.0f)
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this.profileStart = 0.0f;
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if (profileEnd > 1.0f)
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this.profileEnd = 1.0f;
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if (profileEnd < 0.02f)
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this.profileEnd = 0.02f;
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if (profileStart >= profileEnd)
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this.profileStart = profileEnd - 0.02f;
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if (hollow > 1.0f)
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this.hollow = 1.0f;
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if (hollow < 0.0f)
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this.hollow = 0.0f;
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}
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public void ExtrudeLinear()
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{
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this.coords = new List<Coord>();
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this.faces = new List<Face>();
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int step = 0;
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int steps = 1;
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|
||||
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();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue