Update svn properties.
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@ -1,343 +1,343 @@
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/*
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/*
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* Copyright (c) Contributors
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* Copyright (c) Contributors
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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*
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* Redistribution and use in source and binary forms, with or without
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSim Project nor the
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* * Neither the name of the OpenSim Project nor the
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* names of its contributors may be used to endorse or promote products
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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* derived from this software without specific prior written permission.
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*
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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*/
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using System;
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using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Text;
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using System.Text;
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using System.IO;
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using System.IO;
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using System.Drawing;
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using System.Drawing;
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using System.Drawing.Imaging;
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using System.Drawing.Imaging;
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namespace PrimMesher
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namespace PrimMesher
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{
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{
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public class SculptMesh
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public class SculptMesh
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{
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{
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public List<Coord> coords;
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public List<Coord> coords;
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public List<Face> faces;
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public List<Face> faces;
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public List<ViewerFace> viewerFaces;
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public List<ViewerFace> viewerFaces;
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public List<Coord> normals;
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public List<Coord> normals;
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public List<UVCoord> uvs;
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public List<UVCoord> uvs;
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public enum SculptType { sphere = 1, torus = 2, plane = 3, cylinder = 4 };
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public enum SculptType { sphere = 1, torus = 2, plane = 3, cylinder = 4 };
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private const float pixScale = 0.00390625f; // 1.0 / 256
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private const float pixScale = 0.00390625f; // 1.0 / 256
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private Bitmap ScaleImage(Bitmap srcImage, float scale)
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private Bitmap ScaleImage(Bitmap srcImage, float scale)
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{
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{
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int sourceWidth = srcImage.Width;
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int sourceWidth = srcImage.Width;
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int sourceHeight = srcImage.Height;
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int sourceHeight = srcImage.Height;
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int sourceX = 0;
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int sourceX = 0;
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int sourceY = 0;
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int sourceY = 0;
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int destX = 0;
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int destX = 0;
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int destY = 0;
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int destY = 0;
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int destWidth = (int)(sourceWidth * scale);
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int destWidth = (int)(sourceWidth * scale);
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int destHeight = (int)(sourceHeight * scale);
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int destHeight = (int)(sourceHeight * scale);
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Bitmap scaledImage = new Bitmap(destWidth, destHeight,
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Bitmap scaledImage = new Bitmap(destWidth, destHeight,
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PixelFormat.Format24bppRgb);
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PixelFormat.Format24bppRgb);
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scaledImage.SetResolution(srcImage.HorizontalResolution,
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scaledImage.SetResolution(srcImage.HorizontalResolution,
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srcImage.VerticalResolution);
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srcImage.VerticalResolution);
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Graphics grPhoto = Graphics.FromImage(scaledImage);
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Graphics grPhoto = Graphics.FromImage(scaledImage);
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grPhoto.InterpolationMode = System.Drawing.Drawing2D.InterpolationMode.Bilinear;
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grPhoto.InterpolationMode = System.Drawing.Drawing2D.InterpolationMode.Bilinear;
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grPhoto.DrawImage(srcImage,
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grPhoto.DrawImage(srcImage,
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new Rectangle(destX, destY, destWidth, destHeight),
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new Rectangle(destX, destY, destWidth, destHeight),
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new Rectangle(sourceX, sourceY, sourceWidth, sourceHeight),
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new Rectangle(sourceX, sourceY, sourceWidth, sourceHeight),
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GraphicsUnit.Pixel);
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GraphicsUnit.Pixel);
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grPhoto.Dispose();
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grPhoto.Dispose();
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return scaledImage;
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return scaledImage;
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}
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}
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public SculptMesh SculptMeshFromFile(string fileName, SculptType sculptType, int lod, bool viewerMode)
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public SculptMesh SculptMeshFromFile(string fileName, SculptType sculptType, int lod, bool viewerMode)
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{
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{
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Bitmap bitmap = (Bitmap)Bitmap.FromFile(fileName);
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Bitmap bitmap = (Bitmap)Bitmap.FromFile(fileName);
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SculptMesh sculptMesh = new SculptMesh(bitmap, sculptType, lod, viewerMode);
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SculptMesh sculptMesh = new SculptMesh(bitmap, sculptType, lod, viewerMode);
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bitmap.Dispose();
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bitmap.Dispose();
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return sculptMesh;
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return sculptMesh;
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}
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}
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public SculptMesh(Bitmap sculptBitmap, SculptType sculptType, int lod, bool viewerMode)
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public SculptMesh(Bitmap sculptBitmap, SculptType sculptType, int lod, bool viewerMode)
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{
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{
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coords = new List<Coord>();
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coords = new List<Coord>();
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faces = new List<Face>();
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faces = new List<Face>();
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normals = new List<Coord>();
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normals = new List<Coord>();
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uvs = new List<UVCoord>();
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uvs = new List<UVCoord>();
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float sourceScaleFactor = (float)lod / (float)Math.Max(sculptBitmap.Width, sculptBitmap.Height);
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float sourceScaleFactor = (float)lod / (float)Math.Max(sculptBitmap.Width, sculptBitmap.Height);
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bool scaleSourceImage = sourceScaleFactor < 1.0f ? true : false;
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bool scaleSourceImage = sourceScaleFactor < 1.0f ? true : false;
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Bitmap bitmap;
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Bitmap bitmap;
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if (scaleSourceImage)
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if (scaleSourceImage)
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bitmap = ScaleImage(sculptBitmap, sourceScaleFactor);
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bitmap = ScaleImage(sculptBitmap, sourceScaleFactor);
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else
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else
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bitmap = sculptBitmap;
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bitmap = sculptBitmap;
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viewerFaces = new List<ViewerFace>();
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viewerFaces = new List<ViewerFace>();
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int width = bitmap.Width;
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int width = bitmap.Width;
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int height = bitmap.Height;
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int height = bitmap.Height;
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float widthUnit = 1.0f / width;
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float widthUnit = 1.0f / width;
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float heightUnit = 1.0f / (height - 1);
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float heightUnit = 1.0f / (height - 1);
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int p1, p2, p3, p4;
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int p1, p2, p3, p4;
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Color color;
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Color color;
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float x, y, z;
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float x, y, z;
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int imageX, imageY;
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int imageX, imageY;
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if (sculptType == SculptType.sphere)
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if (sculptType == SculptType.sphere)
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{ // average the top and bottom row pixel values so the resulting vertices appear to converge
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{ // average the top and bottom row pixel values so the resulting vertices appear to converge
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int lastRow = height - 1;
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int lastRow = height - 1;
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int r1 = 0, g1 = 0, b1 = 0;
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int r1 = 0, g1 = 0, b1 = 0;
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int r2 = 0, g2 = 0, b2 = 0;
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int r2 = 0, g2 = 0, b2 = 0;
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for (imageX = 0; imageX < width; imageX++)
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for (imageX = 0; imageX < width; imageX++)
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{
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{
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Color c1 = bitmap.GetPixel(imageX, 0);
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Color c1 = bitmap.GetPixel(imageX, 0);
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Color c2 = bitmap.GetPixel(imageX, lastRow);
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Color c2 = bitmap.GetPixel(imageX, lastRow);
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r1 += c1.R;
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r1 += c1.R;
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g1 += c1.G;
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g1 += c1.G;
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b1 += c1.B;
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b1 += c1.B;
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r2 += c2.R;
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r2 += c2.R;
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g2 += c2.G;
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g2 += c2.G;
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b2 += c2.B;
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b2 += c2.B;
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}
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}
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Color newC1 = Color.FromArgb(r1 / width, g1 / width, b1 / width);
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Color newC1 = Color.FromArgb(r1 / width, g1 / width, b1 / width);
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Color newC2 = Color.FromArgb(r2 / width, g2 / width, b2 / width);
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Color newC2 = Color.FromArgb(r2 / width, g2 / width, b2 / width);
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for (imageX = 0; imageX < width; imageX++)
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for (imageX = 0; imageX < width; imageX++)
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{
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{
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bitmap.SetPixel(imageX, 0, newC1);
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bitmap.SetPixel(imageX, 0, newC1);
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bitmap.SetPixel(imageX, lastRow, newC2);
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bitmap.SetPixel(imageX, lastRow, newC2);
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}
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}
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}
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}
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int pixelsAcross = sculptType == SculptType.plane ? width : width + 1;
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int pixelsAcross = sculptType == SculptType.plane ? width : width + 1;
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int pixelsDown = sculptType == SculptType.sphere || sculptType == SculptType.cylinder ? height + 1 : height;
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int pixelsDown = sculptType == SculptType.sphere || sculptType == SculptType.cylinder ? height + 1 : height;
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for (imageY = 0; imageY < pixelsDown; imageY++)
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for (imageY = 0; imageY < pixelsDown; imageY++)
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{
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{
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int rowOffset = imageY * width;
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int rowOffset = imageY * width;
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for (imageX = 0; imageX < pixelsAcross; imageX++)
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for (imageX = 0; imageX < pixelsAcross; imageX++)
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{
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{
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/*
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/*
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* p1-----p2
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* p1-----p2
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* | \ f2 |
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* | \ f2 |
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* | \ |
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* | \ |
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* | f1 \|
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* | f1 \|
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* p3-----p4
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* p3-----p4
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*/
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*/
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if (imageX < width)
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if (imageX < width)
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{
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{
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p4 = rowOffset + imageX;
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p4 = rowOffset + imageX;
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p3 = p4 - 1;
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p3 = p4 - 1;
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}
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}
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else
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else
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{
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{
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p4 = rowOffset; // wrap around to beginning
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p4 = rowOffset; // wrap around to beginning
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p3 = rowOffset + imageX - 1;
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p3 = rowOffset + imageX - 1;
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}
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}
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p2 = p4 - width;
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p2 = p4 - width;
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p1 = p3 - width;
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p1 = p3 - width;
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color = bitmap.GetPixel(imageX == width ? 0 : imageX, imageY == height ? height - 1 : imageY);
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color = bitmap.GetPixel(imageX == width ? 0 : imageX, imageY == height ? height - 1 : imageY);
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x = (color.R - 128) * pixScale;
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x = (color.R - 128) * pixScale;
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y = (color.G - 128) * pixScale;
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y = (color.G - 128) * pixScale;
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z = (color.B - 128) * pixScale;
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z = (color.B - 128) * pixScale;
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Coord c = new Coord(x, y, z);
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Coord c = new Coord(x, y, z);
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this.coords.Add(c);
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this.coords.Add(c);
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if (viewerMode)
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if (viewerMode)
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{
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{
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this.normals.Add(new Coord());
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this.normals.Add(new Coord());
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this.uvs.Add(new UVCoord(widthUnit * imageX, heightUnit * imageY));
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this.uvs.Add(new UVCoord(widthUnit * imageX, heightUnit * imageY));
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}
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}
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if (imageY > 0 && imageX > 0)
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if (imageY > 0 && imageX > 0)
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{
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{
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Face f1, f2;
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Face f1, f2;
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if (viewerMode)
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if (viewerMode)
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{
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{
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f1 = new Face(p1, p3, p4, p1, p3, p4);
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f1 = new Face(p1, p3, p4, p1, p3, p4);
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f1.uv1 = p1;
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f1.uv1 = p1;
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f1.uv2 = p3;
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f1.uv2 = p3;
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f1.uv3 = p4;
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f1.uv3 = p4;
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f2 = new Face(p1, p4, p2, p1, p4, p2);
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f2 = new Face(p1, p4, p2, p1, p4, p2);
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f2.uv1 = p1;
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f2.uv1 = p1;
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f2.uv2 = p4;
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f2.uv2 = p4;
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f2.uv3 = p2;
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f2.uv3 = p2;
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}
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}
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else
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else
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{
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{
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f1 = new Face(p1, p3, p4);
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f1 = new Face(p1, p3, p4);
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f2 = new Face(p1, p4, p2);
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f2 = new Face(p1, p4, p2);
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}
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}
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this.faces.Add(f1);
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this.faces.Add(f1);
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this.faces.Add(f2);
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this.faces.Add(f2);
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}
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}
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}
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}
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}
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}
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if (scaleSourceImage)
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if (scaleSourceImage)
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bitmap.Dispose();
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bitmap.Dispose();
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if (viewerMode)
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if (viewerMode)
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{ // compute vertex normals by summing all the surface normals of all the triangles sharing
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{ // compute vertex normals by summing all the surface normals of all the triangles sharing
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// each vertex and then normalizing
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// each vertex and then normalizing
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int numFaces = this.faces.Count;
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int numFaces = this.faces.Count;
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for (int i = 0; i < numFaces; i++)
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for (int i = 0; i < numFaces; i++)
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{
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{
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Face face = this.faces[i];
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Face face = this.faces[i];
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Coord surfaceNormal = face.SurfaceNormal(this.coords);
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Coord surfaceNormal = face.SurfaceNormal(this.coords);
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this.normals[face.v1] += surfaceNormal;
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this.normals[face.v1] += surfaceNormal;
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this.normals[face.v2] += surfaceNormal;
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this.normals[face.v2] += surfaceNormal;
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this.normals[face.v3] += surfaceNormal;
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this.normals[face.v3] += surfaceNormal;
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}
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}
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int numCoords = this.coords.Count;
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int numCoords = this.coords.Count;
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for (int i = 0; i < numCoords; i++)
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for (int i = 0; i < numCoords; i++)
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this.coords[i].Normalize();
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this.coords[i].Normalize();
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if (sculptType != SculptType.plane)
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if (sculptType != SculptType.plane)
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{ // blend the vertex normals at the cylinder seam
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{ // blend the vertex normals at the cylinder seam
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pixelsAcross = width + 1;
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pixelsAcross = width + 1;
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for (imageY = 0; imageY < height; imageY++)
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for (imageY = 0; imageY < height; imageY++)
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{
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{
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int rowOffset = imageY * pixelsAcross;
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int rowOffset = imageY * pixelsAcross;
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this.normals[rowOffset] = this.normals[rowOffset + width - 1] = (this.normals[rowOffset] + this.normals[rowOffset + width - 1]).Normalize();
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this.normals[rowOffset] = this.normals[rowOffset + width - 1] = (this.normals[rowOffset] + this.normals[rowOffset + width - 1]).Normalize();
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}
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}
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}
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}
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foreach (Face face in this.faces)
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foreach (Face face in this.faces)
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{
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{
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ViewerFace vf = new ViewerFace(0);
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ViewerFace vf = new ViewerFace(0);
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vf.v1 = this.coords[face.v1];
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vf.v1 = this.coords[face.v1];
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vf.v2 = this.coords[face.v2];
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vf.v2 = this.coords[face.v2];
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vf.v3 = this.coords[face.v3];
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vf.v3 = this.coords[face.v3];
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|
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vf.n1 = this.normals[face.n1];
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vf.n1 = this.normals[face.n1];
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vf.n2 = this.normals[face.n2];
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vf.n2 = this.normals[face.n2];
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vf.n3 = this.normals[face.n3];
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vf.n3 = this.normals[face.n3];
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|
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vf.uv1 = this.uvs[face.uv1];
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vf.uv1 = this.uvs[face.uv1];
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vf.uv2 = this.uvs[face.uv2];
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vf.uv2 = this.uvs[face.uv2];
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vf.uv3 = this.uvs[face.uv3];
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vf.uv3 = this.uvs[face.uv3];
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|
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this.viewerFaces.Add(vf);
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this.viewerFaces.Add(vf);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public void AddRot(Quat q)
|
public void AddRot(Quat q)
|
||||||
{
|
{
|
||||||
int i;
|
int i;
|
||||||
int numVerts = this.coords.Count;
|
int numVerts = this.coords.Count;
|
||||||
|
|
||||||
for (i = 0; i < numVerts; i++)
|
for (i = 0; i < numVerts; i++)
|
||||||
this.coords[i] *= q;
|
this.coords[i] *= q;
|
||||||
|
|
||||||
if (this.viewerFaces != null)
|
if (this.viewerFaces != null)
|
||||||
{
|
{
|
||||||
int numViewerFaces = this.viewerFaces.Count;
|
int numViewerFaces = this.viewerFaces.Count;
|
||||||
|
|
||||||
for (i = 0; i < numViewerFaces; i++)
|
for (i = 0; i < numViewerFaces; i++)
|
||||||
{
|
{
|
||||||
ViewerFace v = this.viewerFaces[i];
|
ViewerFace v = this.viewerFaces[i];
|
||||||
v.v1 *= q;
|
v.v1 *= q;
|
||||||
v.v2 *= q;
|
v.v2 *= q;
|
||||||
v.v3 *= q;
|
v.v3 *= q;
|
||||||
|
|
||||||
v.n1 *= q;
|
v.n1 *= q;
|
||||||
v.n2 *= q;
|
v.n2 *= q;
|
||||||
v.n3 *= q;
|
v.n3 *= q;
|
||||||
|
|
||||||
this.viewerFaces[i] = v;
|
this.viewerFaces[i] = v;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public void Scale(float x, float y, float z)
|
public void Scale(float x, float y, float z)
|
||||||
{
|
{
|
||||||
int i;
|
int i;
|
||||||
int numVerts = this.coords.Count;
|
int numVerts = this.coords.Count;
|
||||||
//Coord vert;
|
//Coord vert;
|
||||||
|
|
||||||
Coord m = new Coord(x, y, z);
|
Coord m = new Coord(x, y, z);
|
||||||
for (i = 0; i < numVerts; i++)
|
for (i = 0; i < numVerts; i++)
|
||||||
this.coords[i] *= m;
|
this.coords[i] *= m;
|
||||||
|
|
||||||
if (this.viewerFaces != null)
|
if (this.viewerFaces != null)
|
||||||
{
|
{
|
||||||
int numViewerFaces = this.viewerFaces.Count;
|
int numViewerFaces = this.viewerFaces.Count;
|
||||||
for (i = 0; i < numViewerFaces; i++)
|
for (i = 0; i < numViewerFaces; i++)
|
||||||
{
|
{
|
||||||
ViewerFace v = this.viewerFaces[i];
|
ViewerFace v = this.viewerFaces[i];
|
||||||
v.v1 *= m;
|
v.v1 *= m;
|
||||||
v.v2 *= m;
|
v.v2 *= m;
|
||||||
v.v3 *= m;
|
v.v3 *= m;
|
||||||
this.viewerFaces[i] = v;
|
this.viewerFaces[i] = v;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public void DumpRaw(String path, String name, String title)
|
public void DumpRaw(String path, String name, String title)
|
||||||
{
|
{
|
||||||
if (path == null)
|
if (path == null)
|
||||||
return;
|
return;
|
||||||
String fileName = name + "_" + title + ".raw";
|
String fileName = name + "_" + title + ".raw";
|
||||||
String completePath = Path.Combine(path, fileName);
|
String completePath = Path.Combine(path, fileName);
|
||||||
StreamWriter sw = new StreamWriter(completePath);
|
StreamWriter sw = new StreamWriter(completePath);
|
||||||
|
|
||||||
for (int i = 0; i < this.faces.Count; i++)
|
for (int i = 0; i < this.faces.Count; i++)
|
||||||
{
|
{
|
||||||
string s = this.coords[this.faces[i].v1].ToString();
|
string s = this.coords[this.faces[i].v1].ToString();
|
||||||
s += " " + this.coords[this.faces[i].v2].ToString();
|
s += " " + this.coords[this.faces[i].v2].ToString();
|
||||||
s += " " + this.coords[this.faces[i].v3].ToString();
|
s += " " + this.coords[this.faces[i].v3].ToString();
|
||||||
|
|
||||||
sw.WriteLine(s);
|
sw.WriteLine(s);
|
||||||
}
|
}
|
||||||
|
|
||||||
sw.Close();
|
sw.Close();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in New Issue