Replace CalculateMass with a more accurate version, contributed by Ubit.
Thank you.avinationmerge
parent
9f7f266f58
commit
b40c91777c
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@ -403,300 +403,285 @@ namespace OpenSim.Region.Physics.OdePlugin
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private float CalculateMass()
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{
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float volume = 0;
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// No material is passed to the physics engines yet.. soo..
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// we're using the m_density constant in the class definition
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float volume = _size.X * _size.Y * _size.Z; // default
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float tmp;
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float returnMass = 0;
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float hollowAmount = (float)_pbs.ProfileHollow * 2.0e-5f;
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float hollowVolume = hollowAmount * hollowAmount;
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switch (_pbs.ProfileShape)
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{
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case ProfileShape.Square:
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// Profile Volume
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// default box
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volume = _size.X*_size.Y*_size.Z;
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// If the user has 'hollowed out'
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// ProfileHollow is one of those 0 to 50000 values :P
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// we like percentages better.. so turning into a percentage
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if (((float) _pbs.ProfileHollow/50000f) > 0.0)
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{
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float hollowAmount = (float) _pbs.ProfileHollow/50000f;
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// calculate the hollow volume by it's shape compared to the prim shape
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float hollowVolume = 0;
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switch (_pbs.HollowShape)
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{
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case HollowShape.Square:
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case HollowShape.Same:
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// Cube Hollow volume calculation
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float hollowsizex = _size.X*hollowAmount;
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float hollowsizey = _size.Y*hollowAmount;
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float hollowsizez = _size.Z*hollowAmount;
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hollowVolume = hollowsizex*hollowsizey*hollowsizez;
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break;
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case HollowShape.Circle:
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// Hollow shape is a perfect cyllinder in respect to the cube's scale
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// Cyllinder hollow volume calculation
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float hRadius = _size.X/2;
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float hLength = _size.Z;
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// pi * r2 * h
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hollowVolume = ((float) (Math.PI*Math.Pow(hRadius, 2)*hLength)*hollowAmount);
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break;
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case HollowShape.Triangle:
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// Equilateral Triangular Prism volume hollow calculation
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// Triangle is an Equilateral Triangular Prism with aLength = to _size.Y
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float aLength = _size.Y;
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// 1/2 abh
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hollowVolume = (float) ((0.5*aLength*_size.X*_size.Z)*hollowAmount);
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break;
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default:
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hollowVolume = 0;
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break;
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}
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volume = volume - hollowVolume;
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}
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break;
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case ProfileShape.Circle:
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if (_pbs.PathCurve == (byte)Extrusion.Straight)
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{
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// Cylinder
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float volume1 = (float)(Math.PI * Math.Pow(_size.X/2, 2) * _size.Z);
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float volume2 = (float)(Math.PI * Math.Pow(_size.Y/2, 2) * _size.Z);
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// Approximating the cylinder's irregularity.
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if (volume1 > volume2)
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if (hollowAmount > 0.0)
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{
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volume = (float)volume1 - (volume1 - volume2);
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}
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else if (volume2 > volume1)
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{
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volume = (float)volume2 - (volume2 - volume1);
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}
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else
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{
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// Regular cylinder
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volume = volume1;
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}
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}
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else
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{
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// We don't know what the shape is yet, so use default
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volume = _size.X * _size.Y * _size.Z;
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}
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// If the user has 'hollowed out'
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// ProfileHollow is one of those 0 to 50000 values :P
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// we like percentages better.. so turning into a percentage
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if (((float)_pbs.ProfileHollow / 50000f) > 0.0)
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{
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float hollowAmount = (float)_pbs.ProfileHollow / 50000f;
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// calculate the hollow volume by it's shape compared to the prim shape
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float hollowVolume = 0;
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switch (_pbs.HollowShape)
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{
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case HollowShape.Square:
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case HollowShape.Same:
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case HollowShape.Circle:
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// Hollow shape is a perfect cyllinder in respect to the cube's scale
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// Cyllinder hollow volume calculation
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float hRadius = _size.X / 2;
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float hLength = _size.Z;
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// pi * r2 * h
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hollowVolume = ((float)(Math.PI * Math.Pow(hRadius, 2) * hLength) * hollowAmount);
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break;
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case HollowShape.Square:
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// Cube Hollow volume calculation
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float hollowsizex = _size.X * hollowAmount;
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float hollowsizey = _size.Y * hollowAmount;
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float hollowsizez = _size.Z * hollowAmount;
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hollowVolume = hollowsizex * hollowsizey * hollowsizez;
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case HollowShape.Circle:
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hollowVolume *= 0.78539816339f;
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break;
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case HollowShape.Triangle:
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// Equilateral Triangular Prism volume hollow calculation
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// Triangle is an Equilateral Triangular Prism with aLength = to _size.Y
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float aLength = _size.Y;
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// 1/2 abh
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hollowVolume = (float)((0.5 * aLength * _size.X * _size.Z) * hollowAmount);
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hollowVolume *= (0.5f * .5f);
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break;
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default:
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hollowVolume = 0;
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break;
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}
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volume = volume - hollowVolume;
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volume *= (1.0f - hollowVolume);
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}
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}
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else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
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{
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//a tube
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volume *= 0.78539816339e-2f * (float)(200 - _pbs.PathScaleX);
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tmp= 1.0f -2.0e-2f * (float)(200 - _pbs.PathScaleY);
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volume -= volume*tmp*tmp;
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if (hollowAmount > 0.0)
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{
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hollowVolume *= hollowAmount;
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switch (_pbs.HollowShape)
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{
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case HollowShape.Square:
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case HollowShape.Same:
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break;
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case HollowShape.Circle:
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hollowVolume *= 0.78539816339f;;
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break;
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case HollowShape.Triangle:
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hollowVolume *= 0.5f * 0.5f;
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break;
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default:
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hollowVolume = 0;
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break;
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}
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volume *= (1.0f - hollowVolume);
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}
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}
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break;
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case ProfileShape.Circle:
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if (_pbs.PathCurve == (byte)Extrusion.Straight)
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{
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volume *= 0.78539816339f; // elipse base
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if (hollowAmount > 0.0)
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{
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switch (_pbs.HollowShape)
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{
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case HollowShape.Same:
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case HollowShape.Circle:
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break;
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case HollowShape.Square:
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hollowVolume *= 0.5f * 2.5984480504799f;
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break;
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case HollowShape.Triangle:
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hollowVolume *= .5f * 1.27323954473516f;
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break;
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default:
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hollowVolume = 0;
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break;
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}
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volume *= (1.0f - hollowVolume);
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}
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}
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else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
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{
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volume *= 0.61685027506808491367715568749226e-2f * (float)(200 - _pbs.PathScaleX);
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tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY);
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volume *= (1.0f - tmp * tmp);
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if (hollowAmount > 0.0)
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{
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// calculate the hollow volume by it's shape compared to the prim shape
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hollowVolume *= hollowAmount;
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switch (_pbs.HollowShape)
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{
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case HollowShape.Same:
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case HollowShape.Circle:
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break;
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case HollowShape.Square:
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hollowVolume *= 0.5f * 2.5984480504799f;
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break;
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case HollowShape.Triangle:
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hollowVolume *= .5f * 1.27323954473516f;
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break;
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default:
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hollowVolume = 0;
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break;
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}
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volume *= (1.0f - hollowVolume);
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}
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}
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break;
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case ProfileShape.HalfCircle:
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if (_pbs.PathCurve == (byte)Extrusion.Curve1)
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{
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if (_size.X == _size.Y && _size.Y == _size.Z)
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{
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// regular sphere
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// v = 4/3 * pi * r^3
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float sradius3 = (float)Math.Pow((_size.X / 2), 3);
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volume = (float)((4f / 3f) * Math.PI * sradius3);
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}
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else
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{
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// we treat this as a box currently
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volume = _size.X * _size.Y * _size.Z;
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}
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}
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else
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{
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// We don't know what the shape is yet, so use default
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volume = _size.X * _size.Y * _size.Z;
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volume *= 0.52359877559829887307710723054658f;
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}
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break;
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case ProfileShape.EquilateralTriangle:
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/*
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v = (abs((xB*yA-xA*yB)+(xC*yB-xB*yC)+(xA*yC-xC*yA))/2) * h
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// seed mesh
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Vertex MM = new Vertex(-0.25f, -0.45f, 0.0f);
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Vertex PM = new Vertex(+0.5f, 0f, 0.0f);
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Vertex PP = new Vertex(-0.25f, +0.45f, 0.0f);
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*/
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float xA = -0.25f * _size.X;
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float yA = -0.45f * _size.Y;
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float xB = 0.5f * _size.X;
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float yB = 0;
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float xC = -0.25f * _size.X;
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float yC = 0.45f * _size.Y;
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volume = (float)((Math.Abs((xB * yA - xA * yB) + (xC * yB - xB * yC) + (xA * yC - xC * yA)) / 2) * _size.Z);
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// If the user has 'hollowed out'
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// ProfileHollow is one of those 0 to 50000 values :P
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// we like percentages better.. so turning into a percentage
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float fhollowFactor = ((float)_pbs.ProfileHollow / 1.9f);
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if (((float)fhollowFactor / 50000f) > 0.0)
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if (_pbs.PathCurve == (byte)Extrusion.Straight)
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{
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volume *= 0.32475953f;
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if (hollowAmount > 0.0)
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{
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float hollowAmount = (float)fhollowFactor / 50000f;
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// calculate the hollow volume by it's shape compared to the prim shape
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float hollowVolume = 0;
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switch (_pbs.HollowShape)
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{
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case HollowShape.Same:
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case HollowShape.Triangle:
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// Equilateral Triangular Prism volume hollow calculation
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// Triangle is an Equilateral Triangular Prism with aLength = to _size.Y
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float aLength = _size.Y;
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// 1/2 abh
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hollowVolume = (float)((0.5 * aLength * _size.X * _size.Z) * hollowAmount);
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hollowVolume *= .25f;
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break;
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case HollowShape.Square:
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// Cube Hollow volume calculation
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float hollowsizex = _size.X * hollowAmount;
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float hollowsizey = _size.Y * hollowAmount;
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float hollowsizez = _size.Z * hollowAmount;
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hollowVolume = hollowsizex * hollowsizey * hollowsizez;
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hollowVolume *= 0.499849f * 3.07920140172638f;
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break;
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case HollowShape.Circle:
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// Hollow shape is a perfect cyllinder in respect to the cube's scale
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// Cyllinder hollow volume calculation
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float hRadius = _size.X / 2;
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float hLength = _size.Z;
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// pi * r2 * h
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hollowVolume = ((float)((Math.PI * Math.Pow(hRadius, 2) * hLength)/2) * hollowAmount);
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hollowVolume *= 0.1963495f * 3.07920140172638f;
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break;
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default:
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hollowVolume = 0;
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break;
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}
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volume = volume - hollowVolume;
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volume *= (1.0f - hollowVolume);
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}
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}
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else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
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{
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volume *= 0.32475953f;
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volume *= 0.01f * (float)(200 - _pbs.PathScaleX);
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tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY);
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volume *= (1.0f - tmp * tmp);
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if (hollowAmount > 0.0)
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{
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hollowVolume *= hollowAmount;
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switch (_pbs.HollowShape)
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{
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case HollowShape.Same:
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case HollowShape.Triangle:
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hollowVolume *= .25f;
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break;
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case HollowShape.Square:
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hollowVolume *= 0.499849f * 3.07920140172638f;
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break;
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case HollowShape.Circle:
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hollowVolume *= 0.1963495f * 3.07920140172638f;
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break;
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default:
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hollowVolume = 0;
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break;
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}
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volume *= (1.0f - hollowVolume);
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}
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}
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break;
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default:
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// we don't have all of the volume formulas yet so
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// use the common volume formula for all
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volume = _size.X*_size.Y*_size.Z;
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break;
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}
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// Calculate Path cut effect on volume
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// Not exact, in the triangle hollow example
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// They should never be zero or less then zero..
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// we'll ignore it if it's less then zero
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// ProfileEnd and ProfileBegin are values
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// from 0 to 50000
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// Turning them back into percentages so that I can cut that percentage off the volume
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float taperX1;
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float taperY1;
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float taperX;
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float taperY;
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float pathBegin;
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float pathEnd;
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float profileBegin;
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float profileEnd;
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float PathCutEndAmount = _pbs.ProfileEnd;
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float PathCutStartAmount = _pbs.ProfileBegin;
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if (((PathCutStartAmount + PathCutEndAmount)/50000f) > 0.0f)
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if (_pbs.PathCurve == (byte)Extrusion.Straight || _pbs.PathCurve == (byte)Extrusion.Flexible)
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{
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float pathCutAmount = ((PathCutStartAmount + PathCutEndAmount)/50000f);
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taperX1 = _pbs.PathScaleX * 0.01f;
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if (taperX1 > 1.0f)
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taperX1 = 2.0f - taperX1;
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taperX = 1.0f - taperX1;
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// Check the return amount for sanity
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if (pathCutAmount >= 0.99f)
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pathCutAmount = 0.99f;
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volume = volume - (volume*pathCutAmount);
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}
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UInt16 taperX = _pbs.PathScaleX;
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UInt16 taperY = _pbs.PathScaleY;
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float taperFactorX = 0;
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float taperFactorY = 0;
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// Mass = density * volume
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if (taperX != 100)
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{
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if (taperX > 100)
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{
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taperFactorX = 1.0f - ((float)taperX / 200);
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//m_log.Warn("taperTopFactorX: " + extr.taperTopFactorX.ToString());
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taperY1 = _pbs.PathScaleY * 0.01f;
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if (taperY1 > 1.0f)
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taperY1 = 2.0f - taperY1;
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taperY = 1.0f - taperY1;
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}
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else
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{
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taperFactorX = 1.0f - ((100 - (float)taperX) / 100);
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//m_log.Warn("taperBotFactorX: " + extr.taperBotFactorX.ToString());
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}
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volume = (float)volume * ((taperFactorX / 3f) + 0.001f);
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taperX = _pbs.PathTaperX * 0.01f;
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if (taperX < 0.0f)
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taperX = -taperX;
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taperX1 = 1.0f - taperX;
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taperY = _pbs.PathTaperY * 0.01f;
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if (taperY < 0.0f)
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taperY = -taperY;
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taperY1 = 1.0f - taperY;
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}
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if (taperY != 100)
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{
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if (taperY > 100)
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{
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taperFactorY = 1.0f - ((float)taperY / 200);
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//m_log.Warn("taperTopFactorY: " + extr.taperTopFactorY.ToString());
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}
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else
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{
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taperFactorY = 1.0f - ((100 - (float)taperY) / 100);
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//m_log.Warn("taperBotFactorY: " + extr.taperBotFactorY.ToString());
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}
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volume = (float)volume * ((taperFactorY / 3f) + 0.001f);
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}
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returnMass = m_density*volume;
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if (returnMass <= 0) returnMass = 0.0001f;//ckrinke: Mass must be greater then zero.
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volume *= (taperX1 * taperY1 + 0.5f * (taperX1 * taperY + taperX * taperY1) + 0.3333333333f * taperX * taperY);
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pathBegin = (float)_pbs.PathBegin * 2.0e-5f;
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pathEnd = 1.0f - (float)_pbs.PathEnd * 2.0e-5f;
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volume *= (pathEnd - pathBegin);
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// this is crude aproximation
|
||||
profileBegin = (float)_pbs.ProfileBegin * 2.0e-5f;
|
||||
profileEnd = 1.0f - (float)_pbs.ProfileEnd * 2.0e-5f;
|
||||
volume *= (profileEnd - profileBegin);
|
||||
|
||||
returnMass = m_density * volume;
|
||||
|
||||
if (returnMass <= 0)
|
||||
returnMass = 0.0001f;//ckrinke: Mass must be greater then zero.
|
||||
// else if (returnMass > _parent_scene.maximumMassObject)
|
||||
// returnMass = _parent_scene.maximumMassObject;
|
||||
|
||||
|
||||
|
||||
|
||||
|
|
Loading…
Reference in New Issue