More work in vertex normals and texture UVs. Syncing code with pyov.

0.6.0-stable
Dahlia Trimble 2008-10-21 01:35:05 +00:00
parent 5865a2b8f8
commit 931b04485d
1 changed files with 328 additions and 18 deletions

View File

@ -523,6 +523,9 @@ namespace PrimMesher
internal List<Coord> coords; internal List<Coord> coords;
internal List<Face> faces; internal List<Face> faces;
internal List<Coord> vertexNormals; internal List<Coord> vertexNormals;
internal List<float> us;
internal List<UVCoord> faceUVs;
internal Coord faceNormal = new Coord(0.0f, 0.0f, 1.0f); internal Coord faceNormal = new Coord(0.0f, 0.0f, 1.0f);
internal Coord cutNormal1 = new Coord(); internal Coord cutNormal1 = new Coord();
internal Coord cutNormal2 = new Coord(); internal Coord cutNormal2 = new Coord();
@ -537,6 +540,8 @@ namespace PrimMesher
this.coords = new List<Coord>(); this.coords = new List<Coord>();
this.faces = new List<Face>(); this.faces = new List<Face>();
this.vertexNormals = new List<Coord>(); this.vertexNormals = new List<Coord>();
this.us = new List<float>();
this.faceUVs = new List<UVCoord>();
} }
public Profile(int sides, float profileStart, float profileEnd, float hollow, int hollowSides, bool createFaces, bool calcVertexNormals) public Profile(int sides, float profileStart, float profileEnd, float hollow, int hollowSides, bool createFaces, bool calcVertexNormals)
@ -545,10 +550,13 @@ namespace PrimMesher
this.coords = new List<Coord>(); this.coords = new List<Coord>();
this.faces = new List<Face>(); this.faces = new List<Face>();
this.vertexNormals = new List<Coord>(); this.vertexNormals = new List<Coord>();
this.us = new List<float>();
this.faceUVs = new List<UVCoord>();
Coord center = new Coord(0.0f, 0.0f, 0.0f); Coord center = new Coord(0.0f, 0.0f, 0.0f);
List<Coord> hollowCoords = new List<Coord>(); List<Coord> hollowCoords = new List<Coord>();
List<Coord> hollowNormals = new List<Coord>(); List<Coord> hollowNormals = new List<Coord>();
List<float> hollowUs = new List<float>();
//Quat rot180 = new Quat(new Coord(0.0f, 0.0f, 1.0f), (float)Math.PI); ; //Quat rot180 = new Quat(new Coord(0.0f, 0.0f, 1.0f), (float)Math.PI); ;
bool hasHollow = (hollow > 0.0f); bool hasHollow = (hollow > 0.0f);
@ -627,6 +635,7 @@ namespace PrimMesher
//hollowNormal *= rot180; //hollowNormal *= rot180;
//hollowNormals.Add(hollowNormal); //hollowNormals.Add(hollowNormal);
hollowNormals.Add(new Coord(-angle.X, -angle.Y, 0.0f)); hollowNormals.Add(new Coord(-angle.X, -angle.Y, 0.0f));
hollowUs.Add(angle.angle);
} }
} }
} }
@ -634,6 +643,8 @@ namespace PrimMesher
int index = 0; int index = 0;
int numAngles = angles.angles.Count; int numAngles = angles.angles.Count;
//float sideIncrement = 1.0f / (float)sides;
for (int i = 0; i < numAngles; i++) for (int i = 0; i < numAngles; i++)
{ {
angle = angles.angles[i]; angle = angles.angles[i];
@ -642,7 +653,18 @@ namespace PrimMesher
newVert.Z = z; newVert.Z = z;
this.coords.Add(newVert); this.coords.Add(newVert);
if (this.calcVertexNormals) if (this.calcVertexNormals)
{
this.vertexNormals.Add(new Coord(angle.X, angle.Y, 0.0f)); this.vertexNormals.Add(new Coord(angle.X, angle.Y, 0.0f));
if (sides < 5)
{
float u = angle.angle;
//u %= sideIncrement;
//u *= sides;
this.us.Add(u);
}
else
this.us.Add(angle.angle);
}
if (hollow > 0.0f) if (hollow > 0.0f)
{ {
@ -658,6 +680,7 @@ namespace PrimMesher
//hollowNormal *= rot180; //hollowNormal *= rot180;
//hollowNormals.Add(hollowNormal); //hollowNormals.Add(hollowNormal);
hollowNormals.Add(new Coord(-angle.X, -angle.Y, 0.0f)); hollowNormals.Add(new Coord(-angle.X, -angle.Y, 0.0f));
hollowUs.Add(angle.angle);
} }
} }
} }
@ -677,7 +700,10 @@ namespace PrimMesher
{ {
hollowCoords.Reverse(); hollowCoords.Reverse();
if (this.calcVertexNormals) if (this.calcVertexNormals)
{
hollowNormals.Reverse(); hollowNormals.Reverse();
hollowUs.Reverse();
}
if (createFaces) if (createFaces)
{ {
@ -759,7 +785,11 @@ namespace PrimMesher
this.coords.AddRange(hollowCoords); this.coords.AddRange(hollowCoords);
if (this.calcVertexNormals) if (this.calcVertexNormals)
{
this.vertexNormals.AddRange(hollowNormals); this.vertexNormals.AddRange(hollowNormals);
this.us.AddRange(hollowUs);
}
} }
if (simpleFace && createFaces) if (simpleFace && createFaces)
@ -797,11 +827,21 @@ namespace PrimMesher
this.cutNormal2.Normalize(); this.cutNormal2.Normalize();
} }
this.MakeFaceUVs();
hollowCoords = null; hollowCoords = null;
hollowNormals = null; hollowNormals = null;
hollowUs = null;
} }
public void MakeFaceUVs()
{
this.faceUVs = new List<UVCoord>();
foreach (Coord c in this.coords)
this.faceUVs.Add(new UVCoord(0.5f + c.X, 0.5f - c.Y));
}
public Profile Clone() public Profile Clone()
{ {
return this.Clone(true); return this.Clone(true);
@ -812,6 +852,8 @@ namespace PrimMesher
Profile clone = new Profile(); Profile clone = new Profile();
clone.coords.AddRange(this.coords); clone.coords.AddRange(this.coords);
clone.faceUVs.AddRange(this.faceUVs);
if (needFaces) if (needFaces)
clone.faces.AddRange(this.faces); clone.faces.AddRange(this.faces);
if ((clone.calcVertexNormals = this.calcVertexNormals) == true) if ((clone.calcVertexNormals = this.calcVertexNormals) == true)
@ -820,6 +862,7 @@ namespace PrimMesher
clone.faceNormal = this.faceNormal; clone.faceNormal = this.faceNormal;
clone.cutNormal1 = this.cutNormal1; clone.cutNormal1 = this.cutNormal1;
clone.cutNormal2 = this.cutNormal2; clone.cutNormal2 = this.cutNormal2;
clone.us.AddRange(this.us);
} }
clone.numOuterVerts = this.numOuterVerts; clone.numOuterVerts = this.numOuterVerts;
clone.numHollowVerts = this.numHollowVerts; clone.numHollowVerts = this.numHollowVerts;
@ -933,6 +976,19 @@ namespace PrimMesher
this.faceNormal.X = -this.faceNormal.X; this.faceNormal.X = -this.faceNormal.X;
this.faceNormal.Y = -this.faceNormal.Y; this.faceNormal.Y = -this.faceNormal.Y;
this.faceNormal.Z = -this.faceNormal.Z; this.faceNormal.Z = -this.faceNormal.Z;
int numUs = this.us.Count;
//for (int i = 0; i < numUs; i++)
// this.us[i]
int numfaceUVs = this.faceUVs.Count;
for (i = 0; i < numfaceUVs; i++)
{
UVCoord uv = this.faceUVs[i];
uv.U = 1.0f - uv.U;
//uv.V = 1.0f - uv.V;
this.faceUVs[i] = uv;
}
} }
public void AddValue2FaceVertexIndices(int num) public void AddValue2FaceVertexIndices(int num)
@ -1162,10 +1218,16 @@ namespace PrimMesher
Profile profile = new Profile(this.sides, this.profileStart, this.profileEnd, hollow, this.hollowSides, true, calcVertexNormals); Profile profile = new Profile(this.sides, this.profileStart, this.profileEnd, hollow, this.hollowSides, true, calcVertexNormals);
if (initialProfileRot != 0.0f) if (initialProfileRot != 0.0f)
{
profile.AddRot(new Quat(new Coord(0.0f, 0.0f, 1.0f), initialProfileRot)); profile.AddRot(new Quat(new Coord(0.0f, 0.0f, 1.0f), initialProfileRot));
if (viewerMode)
profile.MakeFaceUVs();
}
Coord lastCutNormal1 = new Coord(); Coord lastCutNormal1 = new Coord();
Coord lastCutNormal2 = new Coord(); Coord lastCutNormal2 = new Coord();
float lastV = 1.0f;
bool done = false; bool done = false;
while (!done) while (!done)
@ -1213,6 +1275,10 @@ namespace PrimMesher
newViewerFace.n2 = faceNormal; newViewerFace.n2 = faceNormal;
newViewerFace.n3 = 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); this.viewerFaces.Add(newViewerFace);
} }
@ -1264,8 +1330,44 @@ namespace PrimMesher
if (this.viewerMode) if (this.viewerMode)
{ {
// add the side faces to the list of viewerFaces here // add the side faces to the list of viewerFaces here
ViewerFace newViewerFace1 = new ViewerFace(); int primFaceNum = 1;
ViewerFace newViewerFace2 = new ViewerFace(); if (whichVert >= sides)
primFaceNum = 2;
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 (sides < 5 && whichVert < sides)
{
u1 *= sides;
u2 *= sides;
u1 -= whichVert;
u2 -= whichVert;
if (u2 < 0.1f)
u2 = 1.0f;
//u1 = 0.0f;
//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.v1 = this.coords[i];
newViewerFace1.v2 = this.coords[i - numVerts]; newViewerFace1.v2 = this.coords[i - numVerts];
@ -1330,9 +1432,18 @@ namespace PrimMesher
newViewerFace.v2 = this.coords[coordsLen - numVerts]; // first vert in prior layer newViewerFace.v2 = this.coords[coordsLen - numVerts]; // first vert in prior layer
newViewerFace.v3 = this.coords[coordsLen]; // first vert in new layer newViewerFace.v3 = this.coords[coordsLen]; // first vert in new layer
float u1 = newLayer.us[0];
float u2 = newLayer.us[newLayer.us.Count - 1];
newViewerFace.n2 = newViewerFace.n1 = lastCutNormal2; newViewerFace.n2 = newViewerFace.n1 = lastCutNormal2;
newViewerFace.n3 = newLayer.cutNormal2; newViewerFace.n3 = newLayer.cutNormal2;
newViewerFace.uv3.U = newViewerFace.uv1.U = u2;
newViewerFace.uv2.U = u1;
newViewerFace.uv1.V = newViewerFace.uv2.V = lastV;
newViewerFace.uv3.V = 1.0f - percentOfPath;
this.viewerFaces.Add(newViewerFace); this.viewerFaces.Add(newViewerFace);
newViewerFace.v1 = this.coords[coordsLen + numVerts - 1]; // last vert in new layer newViewerFace.v1 = this.coords[coordsLen + numVerts - 1]; // last vert in new layer
@ -1342,6 +1453,12 @@ namespace PrimMesher
newViewerFace.n3 = newViewerFace.n1 = newLayer.cutNormal2; newViewerFace.n3 = newViewerFace.n1 = newLayer.cutNormal2;
newViewerFace.n2 = lastCutNormal2; newViewerFace.n2 = lastCutNormal2;
newViewerFace.uv2.U = newViewerFace.uv1.U = u1;
newViewerFace.uv3.U = u2;
newViewerFace.uv3.V = newViewerFace.uv1.V = 1.0f - percentOfPath;
newViewerFace.uv2.V = lastV;
this.viewerFaces.Add(newViewerFace); this.viewerFaces.Add(newViewerFace);
} }
} }
@ -1350,6 +1467,7 @@ namespace PrimMesher
lastCutNormal1 = newLayer.cutNormal1; lastCutNormal1 = newLayer.cutNormal1;
lastCutNormal2 = newLayer.cutNormal2; lastCutNormal2 = newLayer.cutNormal2;
lastV = 1.0f - percentOfPath;
// calc the step for the next iteration of the loop // calc the step for the next iteration of the loop
@ -1381,6 +1499,10 @@ namespace PrimMesher
newViewerFace.n2 = faceNormal; newViewerFace.n2 = faceNormal;
newViewerFace.n3 = 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.viewerFaces.Add(newViewerFace);
} }
} }
@ -1489,7 +1611,15 @@ namespace PrimMesher
Profile profile = new Profile(this.sides, this.profileStart, this.profileEnd, hollow, this.hollowSides, needEndFaces, calcVertexNormals); Profile profile = new Profile(this.sides, this.profileStart, this.profileEnd, hollow, this.hollowSides, needEndFaces, calcVertexNormals);
if (initialProfileRot != 0.0f) if (initialProfileRot != 0.0f)
{
profile.AddRot(new Quat(new Coord(0.0f, 0.0f, 1.0f), initialProfileRot)); 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; bool done = false;
while (!done) // loop through the length of the path and add the layers while (!done) // loop through the length of the path and add the layers
@ -1498,7 +1628,8 @@ namespace PrimMesher
if (angle == startAngle || angle >= endAngle) if (angle == startAngle || angle >= endAngle)
isEndLayer = true; isEndLayer = true;
Profile newLayer = profile.Clone(isEndLayer && needEndFaces); //Profile newLayer = profile.Clone(isEndLayer && needEndFaces);
Profile newLayer = profile.Clone();
float xProfileScale = (1.0f - Math.Abs(this.skew)) * this.holeSizeX; float xProfileScale = (1.0f - Math.Abs(this.skew)) * this.holeSizeX;
float yProfileScale = this.holeSizeY; float yProfileScale = this.holeSizeY;
@ -1547,6 +1678,36 @@ namespace PrimMesher
if (angle == startAngle) if (angle == startAngle)
newLayer.FlipNormals(); newLayer.FlipNormals();
if (angle == startAngle)
{
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.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 // append the layer and fill in the sides
int coordsLen = this.coords.Count; int coordsLen = this.coords.Count;
@ -1578,6 +1739,8 @@ namespace PrimMesher
for (int i = startVert; i < endVert; i++) for (int i = startVert; i < endVert; i++)
//for (int i = coordsLen; i < this.coords.Count - 1; i++) //for (int i = coordsLen; i < this.coords.Count - 1; i++)
{ {
int whichVert = i - startVert;
newFace.v1 = i; newFace.v1 = i;
newFace.v2 = i - numVerts; newFace.v2 = i - numVerts;
newFace.v3 = i - numVerts + 1; newFace.v3 = i - numVerts + 1;
@ -1587,33 +1750,115 @@ namespace PrimMesher
newFace.v3 = i + 1; newFace.v3 = i + 1;
this.faces.Add(newFace); this.faces.Add(newFace);
//if (this.viewerMode)
//{
// // add the side faces to the list of viewerFaces here
// ViewerFace newViewerFace = new ViewerFace();
// newViewerFace.v1 = this.coords[i];
// newViewerFace.v2 = this.coords[i - numVerts];
// newViewerFace.v3 = this.coords[i - numVerts + 1];
// newViewerFace.n1 = this.normals[i];
// newViewerFace.n2 = this.normals[i - numVerts];
// newViewerFace.n3 = this.normals[i - numVerts + 1];
// this.viewerFaces.Add(newViewerFace);
// newViewerFace.v2 = this.coords[i - numVerts + 1];
// newViewerFace.v3 = this.coords[i + 1];
// newViewerFace.n2 = this.normals[i - numVerts + 1];
// newViewerFace.n3 = this.normals[i + 1];
// this.viewerFaces.Add(newViewerFace);
//}
if (this.viewerMode) if (this.viewerMode)
{ {
// add the side faces to the list of viewerFaces here // add the side faces to the list of viewerFaces here
ViewerFace newViewerFace = new ViewerFace(); ViewerFace newViewerFace1 = new ViewerFace();
newViewerFace.v1 = this.coords[i]; ViewerFace newViewerFace2 = new ViewerFace();
newViewerFace.v2 = this.coords[i - numVerts]; float u1 = newLayer.us[whichVert];
newViewerFace.v3 = this.coords[i - numVerts + 1]; float u2 = 1.0f;
if (whichVert < newLayer.us.Count - 1)
u2 = newLayer.us[whichVert + 1];
newViewerFace.n1 = this.normals[i]; newViewerFace1.uv1.U = u1;
newViewerFace.n2 = this.normals[i - numVerts]; newViewerFace1.uv2.U = u1;
newViewerFace.n3 = this.normals[i - numVerts + 1]; newViewerFace1.uv3.U = u2;
this.viewerFaces.Add(newViewerFace); newViewerFace1.uv1.V = 1.0f - percentOfPath;
newViewerFace1.uv2.V = lastV;
newViewerFace1.uv3.V = lastV;
newViewerFace.v2 = this.coords[i - numVerts + 1]; newViewerFace2.uv1.U = u1;
newViewerFace.v3 = this.coords[i + 1]; newViewerFace2.uv2.U = u2;
newViewerFace2.uv3.U = u2;
newViewerFace.n2 = this.normals[i - numVerts + 1]; newViewerFace2.uv1.V = 1.0f - percentOfPath;
newViewerFace.n3 = this.normals[i + 1]; newViewerFace2.uv2.V = lastV;
newViewerFace2.uv3.V = 1.0f - percentOfPath;
this.viewerFaces.Add(newViewerFace); newViewerFace1.v1 = this.coords[i];
newViewerFace1.v2 = this.coords[i - numVerts];
newViewerFace1.v3 = this.coords[i - numVerts + 1];
newViewerFace2.v1 = this.coords[i];
newViewerFace2.v2 = this.coords[i - numVerts + 1];
newViewerFace2.v3 = this.coords[i + 1];
if (whichVert == newLayer.numOuterVerts - 1 && hasProfileCut)
{ // start profile cut faces
newViewerFace1.n2 = newViewerFace1.n1 = lastCutNormal1;
newViewerFace1.n3 = newLayer.cutNormal1;
newViewerFace2.n3 = newViewerFace2.n1 = newLayer.cutNormal1;
newViewerFace2.n2 = lastCutNormal1;
}
else // periphery 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[i - numVerts + 1];
newViewerFace2.n1 = this.normals[i];
newViewerFace2.n2 = this.normals[i - numVerts + 1];
newViewerFace2.n3 = this.normals[i + 1];
}
}
this.viewerFaces.Add(newViewerFace1);
this.viewerFaces.Add(newViewerFace2);
} }
} }
//if (this.hasProfileCut)
//{
// 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);
//}
if (this.hasProfileCut) if (this.hasProfileCut)
{ { // add the end cut face to the list of viewerFaces here
// the first cut face was filled in the above loop
newFace.v1 = coordsLen - 1; newFace.v1 = coordsLen - 1;
newFace.v2 = coordsLen - numVerts; newFace.v2 = coordsLen - numVerts;
newFace.v3 = coordsLen; newFace.v3 = coordsLen;
@ -1623,9 +1868,50 @@ namespace PrimMesher
newFace.v2 = coordsLen - 1; newFace.v2 = coordsLen - 1;
newFace.v3 = coordsLen; newFace.v3 = coordsLen;
this.faces.Add(newFace); this.faces.Add(newFace);
if (this.viewerMode)
{
ViewerFace newViewerFace = new ViewerFace();
newViewerFace.v1 = this.coords[coordsLen - 1]; // last vert in prior layer
newViewerFace.v2 = this.coords[coordsLen - numVerts]; // first vert in prior layer
newViewerFace.v3 = this.coords[coordsLen]; // first vert in new layer
float u1 = newLayer.us[0];
float u2 = newLayer.us[newLayer.us.Count - 1];
newViewerFace.n2 = newViewerFace.n1 = lastCutNormal2;
newViewerFace.n3 = newLayer.cutNormal2;
newViewerFace.uv3.U = newViewerFace.uv1.U = u2;
newViewerFace.uv2.U = u1;
newViewerFace.uv1.V = newViewerFace.uv2.V = lastV;
newViewerFace.uv3.V = 1.0f - percentOfPath;
this.viewerFaces.Add(newViewerFace);
newViewerFace.v1 = this.coords[coordsLen + numVerts - 1]; // last vert in new layer
newViewerFace.v2 = this.coords[coordsLen - 1]; // last vert in prior layer
newViewerFace.v3 = this.coords[coordsLen]; // first vert in new layer
newViewerFace.n3 = newViewerFace.n1 = newLayer.cutNormal2;
newViewerFace.n2 = lastCutNormal2;
newViewerFace.uv2.U = newViewerFace.uv1.U = u1;
newViewerFace.uv3.U = u2;
newViewerFace.uv3.V = newViewerFace.uv1.V = 1.0f - percentOfPath;
newViewerFace.uv2.V = lastV;
this.viewerFaces.Add(newViewerFace);
}
} }
} }
lastCutNormal1 = newLayer.cutNormal1;
lastCutNormal2 = newLayer.cutNormal2;
lastV = 1.0f - percentOfPath;
// calculate terms for next iteration // calculate terms for next iteration
// calculate the angle for the next iteration of the loop // calculate the angle for the next iteration of the loop
@ -1638,6 +1924,30 @@ namespace PrimMesher
if (angle > endAngle) if (angle > endAngle)
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 = 0;
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.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);
}
}
} }
} }
@ -1659,7 +1969,7 @@ namespace PrimMesher
public Coord SurfaceNormal(int faceIndex) public Coord SurfaceNormal(int faceIndex)
{ {
//int numFaces = faces.Count; int numFaces = faces.Count;
if (faceIndex < 0 || faceIndex >= faces.Count) if (faceIndex < 0 || faceIndex >= faces.Count)
throw new Exception("faceIndex out of range"); throw new Exception("faceIndex out of range");