ubMeshmerizer: remove some wrong faces still present in taper cases, some code cleanup
parent
6427930a7e
commit
e2517b51f8
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@ -234,9 +234,12 @@ namespace OpenSim.Region.PhysicsModule.ubODEMeshing
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triangle.v3.Y = (float)Math.Round(triangle.v3.Y, 6);
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triangle.v3.Z = (float)Math.Round(triangle.v3.Z, 6);
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if ((triangle.v1.X == triangle.v2.X && triangle.v1.Y == triangle.v2.Y && triangle.v1.Z == triangle.v2.Z)
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|| (triangle.v1.X == triangle.v3.X && triangle.v1.Y == triangle.v3.Y && triangle.v1.Z == triangle.v3.Z)
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|| (triangle.v2.X == triangle.v3.X && triangle.v2.Y == triangle.v3.Y && triangle.v2.Z == triangle.v3.Z)
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if ((triangle.v1.X == triangle.v2.X && triangle.v1.Y == triangle.v2.Y && triangle.v1.Z ==
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triangle.v2.Z)
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|| (triangle.v1.X == triangle.v3.X && triangle.v1.Y == triangle.v3.Y && triangle.v1.Z ==
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triangle.v3.Z)
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|| (triangle.v2.X == triangle.v3.X && triangle.v2.Y == triangle.v3.Y && triangle.v2.Z ==
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triangle.v3.Z)
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)
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{
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return;
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@ -121,6 +121,22 @@ namespace OpenSim.Region.PhysicsModule.ubODEMeshing
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CacheExpire = TimeSpan.FromHours(fcache);
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if(doMeshFileCache && cachePath != "")
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{
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lock (diskLock)
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{
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try
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{
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if (!Directory.Exists(cachePath))
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Directory.CreateDirectory(cachePath);
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}
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catch
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{
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doMeshFileCache = false;
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doCacheExpire = false;
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}
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}
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}
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}
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}
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@ -972,6 +988,14 @@ namespace OpenSim.Region.PhysicsModule.ubODEMeshing
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primMesh.taperX = primShape.PathTaperX * 0.01f;
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primMesh.taperY = primShape.PathTaperY * 0.01f;
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if(profshape == (byte)ProfileShape.HalfCircle)
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{
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if(primMesh.holeSizeY < 0.01f)
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primMesh.holeSizeY = 0.01f;
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else if(primMesh.holeSizeY > 1.0f)
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primMesh.holeSizeY = 1.0f;
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}
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#if SPAM
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m_log.Debug("****** PrimMesh Parameters (Circular) ******\n" + primMesh.ParamsToDisplayString());
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#endif
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@ -241,7 +241,6 @@ namespace PrimMesher
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this.v1 = v1;
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this.v2 = v2;
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this.v3 = v3;
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}
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public Coord SurfaceNormal(List<Coord> coordList)
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@ -516,16 +515,16 @@ namespace PrimMesher
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public Profile()
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{
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this.coords = new List<Coord>();
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this.faces = new List<Face>();
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coords = new List<Coord>();
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faces = new List<Face>();
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}
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public Profile(int sides, float profileStart, float profileEnd, float hollow, int hollowSides, bool hasProfileCut, bool createFaces)
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{
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const float halfSqr2 = 0.7071067811866f;
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this.coords = new List<Coord>();
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this.faces = new List<Face>();
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coords = new List<Coord>();
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faces = new List<Face>();
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List<Coord> hollowCoords = new List<Coord>();
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@ -555,7 +554,7 @@ namespace PrimMesher
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return;
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}
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this.numOuterVerts = angles.angles.Count;
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numOuterVerts = angles.angles.Count;
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Angle angle;
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Coord newVert = new Coord();
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@ -589,7 +588,7 @@ namespace PrimMesher
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hollowCoords.Add(newVert);
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}
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}
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this.numHollowVerts = hollowAngles.angles.Count;
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numHollowVerts = hollowAngles.angles.Count;
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}
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else if (!simpleFace)
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{
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@ -606,7 +605,7 @@ namespace PrimMesher
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newVert.X = angle.X * xScale;
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newVert.Y = angle.Y * yScale;
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newVert.Z = 0.0f;
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this.coords.Add(newVert);
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coords.Add(newVert);
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if (hollowsame)
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{
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newVert.X *= hollow;
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@ -618,49 +617,49 @@ namespace PrimMesher
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if (hasHollow)
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{
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hollowCoords.Reverse();
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this.coords.AddRange(hollowCoords);
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coords.AddRange(hollowCoords);
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if (createFaces)
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{
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int numTotalVerts = this.numOuterVerts + this.numHollowVerts;
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int numTotalVerts = numOuterVerts + numHollowVerts;
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if (this.numOuterVerts == this.numHollowVerts)
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if (numOuterVerts == numHollowVerts)
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{
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Face newFace = new Face();
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for (int coordIndex = 0; coordIndex < this.numOuterVerts - 1; coordIndex++)
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for (int coordIndex = 0; coordIndex < numOuterVerts - 1; coordIndex++)
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{
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newFace.v1 = coordIndex;
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newFace.v2 = coordIndex + 1;
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newFace.v3 = numTotalVerts - coordIndex - 1;
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this.faces.Add(newFace);
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faces.Add(newFace);
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newFace.v1 = coordIndex + 1;
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newFace.v2 = numTotalVerts - coordIndex - 2;
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newFace.v3 = numTotalVerts - coordIndex - 1;
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this.faces.Add(newFace);
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faces.Add(newFace);
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}
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if (!hasProfileCut)
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{
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newFace.v1 = this.numOuterVerts - 1;
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newFace.v1 = numOuterVerts - 1;
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newFace.v2 = 0;
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newFace.v3 = this.numOuterVerts;
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this.faces.Add(newFace);
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newFace.v3 = numOuterVerts;
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faces.Add(newFace);
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newFace.v1 = 0;
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newFace.v2 = numTotalVerts - 1;
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newFace.v3 = this.numOuterVerts;
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this.faces.Add(newFace);
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newFace.v3 = numOuterVerts;
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faces.Add(newFace);
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}
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}
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else if (this.numOuterVerts < this.numHollowVerts)
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else if (numOuterVerts < numHollowVerts)
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{
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Face newFace = new Face();
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int j = 0; // j is the index for outer vertices
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int i;
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int maxJ = this.numOuterVerts - 1;
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int maxJ = numOuterVerts - 1;
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float curHollowAngle = 0;
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for (i = 0; i < this.numHollowVerts; i++) // i is the index for inner vertices
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for (i = 0; i < numHollowVerts; i++) // i is the index for inner vertices
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{
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curHollowAngle = hollowAngles.angles[i].angle;
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if (j < maxJ)
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@ -670,7 +669,7 @@ namespace PrimMesher
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newFace.v1 = numTotalVerts - i - 1;
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newFace.v2 = j;
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newFace.v3 = j + 1;
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this.faces.Add(newFace);
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faces.Add(newFace);
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j++;
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}
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}
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@ -684,18 +683,18 @@ namespace PrimMesher
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newFace.v2 = numTotalVerts - i - 2;
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newFace.v3 = numTotalVerts - i - 1;
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this.faces.Add(newFace);
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faces.Add(newFace);
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}
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if (!hasProfileCut)
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{
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if (i == this.numHollowVerts)
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if (i == numHollowVerts)
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{
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newFace.v1 = numTotalVerts - this.numHollowVerts;
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newFace.v1 = numTotalVerts - numHollowVerts;
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newFace.v2 = maxJ;
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newFace.v3 = 0;
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this.faces.Add(newFace);
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faces.Add(newFace);
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}
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else
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{
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@ -705,31 +704,31 @@ namespace PrimMesher
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newFace.v2 = maxJ;
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newFace.v3 = 0;
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this.faces.Add(newFace);
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faces.Add(newFace);
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}
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for (; i < this.numHollowVerts - 1; i++)
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for (; i < numHollowVerts - 1; i++)
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{
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newFace.v1 = 0;
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newFace.v2 = numTotalVerts - i - 2;
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newFace.v3 = numTotalVerts - i - 1;
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this.faces.Add(newFace);
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faces.Add(newFace);
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}
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}
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newFace.v1 = 0;
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newFace.v2 = numTotalVerts - this.numHollowVerts;
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newFace.v2 = numTotalVerts - numHollowVerts;
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newFace.v3 = numTotalVerts - 1;
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this.faces.Add(newFace);
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faces.Add(newFace);
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}
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}
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else // numHollowVerts < numOuterVerts
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{
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Face newFace = new Face();
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int j = 0; // j is the index for inner vertices
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int maxJ = this.numHollowVerts - 1;
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for (int i = 0; i < this.numOuterVerts; i++)
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int maxJ = numHollowVerts - 1;
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for (int i = 0; i < numOuterVerts; i++)
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{
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if (j < maxJ)
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if (hollowAngles.angles[j + 1].angle - angles.angles[i].angle < angles.angles[i].angle - hollowAngles.angles[j].angle + 0.000001f)
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newFace.v2 = numTotalVerts - j - 2;
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newFace.v3 = numTotalVerts - j - 1;
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this.faces.Add(newFace);
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faces.Add(newFace);
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j += 1;
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}
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@ -746,12 +745,12 @@ namespace PrimMesher
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newFace.v2 = i;
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newFace.v3 = i + 1;
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this.faces.Add(newFace);
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faces.Add(newFace);
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}
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if (!hasProfileCut)
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{
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int i = this.numOuterVerts - 1;
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int i = numOuterVerts - 1;
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if (hollowAngles.angles[0].angle - angles.angles[i].angle < angles.angles[i].angle - hollowAngles.angles[maxJ].angle + 0.000001f)
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{
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@ -759,14 +758,14 @@ namespace PrimMesher
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newFace.v2 = numTotalVerts - maxJ - 1;
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newFace.v3 = numTotalVerts - 1;
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this.faces.Add(newFace);
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faces.Add(newFace);
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}
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newFace.v1 = numTotalVerts - maxJ - 1;
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newFace.v2 = i;
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newFace.v3 = 0;
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this.faces.Add(newFace);
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faces.Add(newFace);
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}
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}
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}
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@ -778,11 +777,11 @@ namespace PrimMesher
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if (simpleFace)
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{
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if (sides == 3)
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this.faces.Add(new Face(0, 1, 2));
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faces.Add(new Face(0, 1, 2));
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else if (sides == 4)
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{
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this.faces.Add(new Face(0, 1, 2));
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this.faces.Add(new Face(0, 2, 3));
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faces.Add(new Face(0, 1, 2));
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faces.Add(new Face(0, 2, 3));
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}
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}
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else
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@ -793,7 +792,7 @@ namespace PrimMesher
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newFace.v1 = 0;
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newFace.v2 = i;
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newFace.v3 = i + 1;
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this.faces.Add(newFace);
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faces.Add(newFace);
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}
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if (!hasProfileCut)
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{
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@ -801,7 +800,7 @@ namespace PrimMesher
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newFace.v1 = 0;
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newFace.v2 = numAngles;
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newFace.v3 = 1;
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this.faces.Add(newFace);
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faces.Add(newFace);
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}
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}
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}
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@ -813,20 +812,20 @@ namespace PrimMesher
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public Profile Copy()
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{
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return this.Copy(true);
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return Copy(true);
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}
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public Profile Copy(bool needFaces)
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{
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Profile copy = new Profile();
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copy.coords.AddRange(this.coords);
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copy.coords.AddRange(coords);
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if (needFaces)
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copy.faces.AddRange(this.faces);
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copy.faces.AddRange(faces);
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copy.numOuterVerts = this.numOuterVerts;
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copy.numHollowVerts = this.numHollowVerts;
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copy.numOuterVerts = numOuterVerts;
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copy.numHollowVerts = numHollowVerts;
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return copy;
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}
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@ -839,12 +838,12 @@ namespace PrimMesher
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public void AddPos(float x, float y, float z)
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{
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int i;
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int numVerts = this.coords.Count;
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int numVerts = coords.Count;
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Coord vert;
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for (i = 0; i < numVerts; i++)
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{
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vert = this.coords[i];
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vert = coords[i];
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vert.X += x;
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vert.Y += y;
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vert.Z += z;
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@ -855,25 +854,30 @@ namespace PrimMesher
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public void AddRot(Quat q)
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{
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int i;
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int numVerts = this.coords.Count;
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int numVerts = coords.Count;
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for (i = 0; i < numVerts; i++)
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this.coords[i] *= q;
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coords[i] *= q;
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}
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public void Scale(float x, float y)
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{
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int i;
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int numVerts = this.coords.Count;
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int numVerts = coords.Count;
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Coord vert;
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for (i = 0; i < numVerts; i++)
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{
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vert = this.coords[i];
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vert = coords[i];
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vert.X *= x;
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vert.X = (float)Math.Round(vert.X,5);
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vert.Y *= y;
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this.coords[i] = vert;
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vert.Y = (float)Math.Round(vert.Y,5);
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coords[i] = vert;
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}
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if(x == 0f || y == 0f)
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faces = new List<Face>();
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}
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/// <summary>
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@ -881,33 +885,40 @@ namespace PrimMesher
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/// </summary>
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public void FlipNormals()
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{
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int numFaces = faces.Count;
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if(numFaces == 0)
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return;
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int i;
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int numFaces = this.faces.Count;
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Face tmpFace;
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int tmp;
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for (i = 0; i < numFaces; i++)
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{
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tmpFace = this.faces[i];
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tmpFace = faces[i];
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tmp = tmpFace.v3;
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tmpFace.v3 = tmpFace.v1;
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tmpFace.v1 = tmp;
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this.faces[i] = tmpFace;
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faces[i] = tmpFace;
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}
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}
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public void AddValue2FaceVertexIndices(int num)
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{
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int numFaces = this.faces.Count;
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int numFaces = faces.Count;
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if(numFaces == 0)
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return;
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Face tmpFace;
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for (int i = 0; i < numFaces; i++)
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{
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tmpFace = this.faces[i];
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tmpFace = faces[i];
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tmpFace.v1 += num;
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tmpFace.v2 += num;
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tmpFace.v3 += num;
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this.faces[i] = tmpFace;
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faces[i] = tmpFace;
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}
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}
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@ -919,11 +930,11 @@ namespace PrimMesher
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String completePath = System.IO.Path.Combine(path, fileName);
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StreamWriter sw = new StreamWriter(completePath);
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for (int i = 0; i < this.faces.Count; i++)
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for (int i = 0; i < faces.Count; i++)
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{
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string s = this.coords[this.faces[i].v1].ToString();
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s += " " + this.coords[this.faces[i].v2].ToString();
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s += " " + this.coords[this.faces[i].v3].ToString();
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string s = coords[faces[i].v1].ToString();
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s += " " + coords[faces[i].v2].ToString();
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s += " " + coords[faces[i].v3].ToString();
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sw.WriteLine(s);
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}
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@ -968,20 +979,20 @@ namespace PrimMesher
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public void Create(PathType pathType, int steps)
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{
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if (this.taperX > 0.999f)
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this.taperX = 0.999f;
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if (this.taperX < -0.999f)
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this.taperX = -0.999f;
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if (this.taperY > 0.999f)
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this.taperY = 0.999f;
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if (this.taperY < -0.999f)
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this.taperY = -0.999f;
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if (taperX > .9999f)
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taperX = 1.0f;
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||||
else if (taperX < -.9999f)
|
||||
taperX = -1.0f;
|
||||
if (taperY > .9999f)
|
||||
taperY = 1.0f;
|
||||
else if (taperY < -.9999f)
|
||||
taperY = -1.0f;
|
||||
|
||||
if (pathType == PathType.Linear || pathType == PathType.Flexible)
|
||||
{
|
||||
int step = 0;
|
||||
|
||||
float length = this.pathCutEnd - this.pathCutBegin;
|
||||
float length = pathCutEnd - pathCutBegin;
|
||||
float twistTotal = twistEnd - twistBegin;
|
||||
float twistTotalAbs = Math.Abs(twistTotal);
|
||||
if (twistTotalAbs > 0.01f)
|
||||
|
@ -990,13 +1001,13 @@ namespace PrimMesher
|
|||
float start = -0.5f;
|
||||
float stepSize = length / (float)steps;
|
||||
float percentOfPathMultiplier = stepSize * 0.999999f;
|
||||
float xOffset = this.topShearX * this.pathCutBegin;
|
||||
float yOffset = this.topShearY * this.pathCutBegin;
|
||||
float xOffset = topShearX * pathCutBegin;
|
||||
float yOffset = topShearY * pathCutBegin;
|
||||
float zOffset = start;
|
||||
float xOffsetStepIncrement = this.topShearX * length / steps;
|
||||
float yOffsetStepIncrement = this.topShearY * length / steps;
|
||||
float xOffsetStepIncrement = topShearX * length / steps;
|
||||
float yOffsetStepIncrement = topShearY * length / steps;
|
||||
|
||||
float percentOfPath = this.pathCutBegin;
|
||||
float percentOfPath = pathCutBegin;
|
||||
zOffset += percentOfPath;
|
||||
|
||||
// sanity checks
|
||||
|
@ -1008,18 +1019,16 @@ namespace PrimMesher
|
|||
PathNode newNode = new PathNode();
|
||||
|
||||
newNode.xScale = 1.0f;
|
||||
if (this.taperX == 0.0f)
|
||||
newNode.xScale = 1.0f;
|
||||
else if (this.taperX > 0.0f)
|
||||
newNode.xScale = 1.0f - percentOfPath * this.taperX;
|
||||
else newNode.xScale = 1.0f + (1.0f - percentOfPath) * this.taperX;
|
||||
if (taperX > 0.0f)
|
||||
newNode.xScale -= percentOfPath * taperX;
|
||||
else if(taperX < 0.0f)
|
||||
newNode.xScale += (1.0f - percentOfPath) * taperX;
|
||||
|
||||
newNode.yScale = 1.0f;
|
||||
if (this.taperY == 0.0f)
|
||||
newNode.yScale = 1.0f;
|
||||
else if (this.taperY > 0.0f)
|
||||
newNode.yScale = 1.0f - percentOfPath * this.taperY;
|
||||
else newNode.yScale = 1.0f + (1.0f - percentOfPath) * this.taperY;
|
||||
if (taperY > 0.0f)
|
||||
newNode.yScale -= percentOfPath * taperY;
|
||||
else if(taperY < 0.0f)
|
||||
newNode.yScale += (1.0f - percentOfPath) * taperY;
|
||||
|
||||
float twist = twistBegin + twistTotal * percentOfPath;
|
||||
|
||||
|
@ -1036,7 +1045,7 @@ namespace PrimMesher
|
|||
xOffset += xOffsetStepIncrement;
|
||||
yOffset += yOffsetStepIncrement;
|
||||
zOffset += stepSize;
|
||||
if (percentOfPath > this.pathCutEnd)
|
||||
if (percentOfPath > pathCutEnd)
|
||||
done = true;
|
||||
}
|
||||
else done = true;
|
||||
|
@ -1059,12 +1068,12 @@ namespace PrimMesher
|
|||
steps *= 2;
|
||||
}
|
||||
|
||||
float yPathScale = this.holeSizeY * 0.5f;
|
||||
float pathLength = this.pathCutEnd - this.pathCutBegin;
|
||||
float totalSkew = this.skew * 2.0f * pathLength;
|
||||
float skewStart = this.pathCutBegin * 2.0f * this.skew - this.skew;
|
||||
float xOffsetTopShearXFactor = this.topShearX * (0.25f + 0.5f * (0.5f - this.holeSizeY));
|
||||
float yShearCompensation = 1.0f + Math.Abs(this.topShearY) * 0.25f;
|
||||
float yPathScale = holeSizeY * 0.5f;
|
||||
float pathLength = pathCutEnd - pathCutBegin;
|
||||
float totalSkew = skew * 2.0f * pathLength;
|
||||
float skewStart = pathCutBegin * 2.0f * skew - skew;
|
||||
float xOffsetTopShearXFactor = topShearX * (0.25f + 0.5f * (0.5f - holeSizeY));
|
||||
float yShearCompensation = 1.0f + Math.Abs(topShearY) * 0.25f;
|
||||
|
||||
// It's not quite clear what pushY (Y top shear) does, but subtracting it from the start and end
|
||||
// angles appears to approximate it's effects on path cut. Likewise, adding it to the angle used
|
||||
|
@ -1074,9 +1083,9 @@ namespace PrimMesher
|
|||
// the meshes generated with this technique appear nearly identical in shape to the same prims when
|
||||
// displayed by the viewer.
|
||||
|
||||
float startAngle = (twoPi * this.pathCutBegin * this.revolutions) - this.topShearY * 0.9f;
|
||||
float endAngle = (twoPi * this.pathCutEnd * this.revolutions) - this.topShearY * 0.9f;
|
||||
float stepSize = twoPi / this.stepsPerRevolution;
|
||||
float startAngle = (twoPi * pathCutBegin * revolutions) - topShearY * 0.9f;
|
||||
float endAngle = (twoPi * pathCutEnd * revolutions) - topShearY * 0.9f;
|
||||
float stepSize = twoPi / stepsPerRevolution;
|
||||
|
||||
int step = (int)(startAngle / stepSize);
|
||||
float angle = startAngle;
|
||||
|
@ -1086,30 +1095,30 @@ namespace PrimMesher
|
|||
{
|
||||
PathNode newNode = new PathNode();
|
||||
|
||||
float xProfileScale = (1.0f - Math.Abs(this.skew)) * this.holeSizeX;
|
||||
float yProfileScale = this.holeSizeY;
|
||||
float xProfileScale = (1.0f - Math.Abs(skew)) * holeSizeX;
|
||||
float yProfileScale = holeSizeY;
|
||||
|
||||
float percentOfPath = angle / (twoPi * this.revolutions);
|
||||
float percentOfPath = angle / (twoPi * revolutions);
|
||||
float percentOfAngles = (angle - startAngle) / (endAngle - startAngle);
|
||||
|
||||
if (this.taperX > 0.01f)
|
||||
xProfileScale *= 1.0f - percentOfPath * this.taperX;
|
||||
else if (this.taperX < -0.01f)
|
||||
xProfileScale *= 1.0f + (1.0f - percentOfPath) * this.taperX;
|
||||
if (taperX > 0.01f)
|
||||
xProfileScale *= 1.0f - percentOfPath * taperX;
|
||||
else if (taperX < -0.01f)
|
||||
xProfileScale *= 1.0f + (1.0f - percentOfPath) * taperX;
|
||||
|
||||
if (this.taperY > 0.01f)
|
||||
yProfileScale *= 1.0f - percentOfPath * this.taperY;
|
||||
else if (this.taperY < -0.01f)
|
||||
yProfileScale *= 1.0f + (1.0f - percentOfPath) * this.taperY;
|
||||
if (taperY > 0.01f)
|
||||
yProfileScale *= 1.0f - percentOfPath * taperY;
|
||||
else if (taperY < -0.01f)
|
||||
yProfileScale *= 1.0f + (1.0f - percentOfPath) * taperY;
|
||||
|
||||
newNode.xScale = xProfileScale;
|
||||
newNode.yScale = yProfileScale;
|
||||
|
||||
float radiusScale = 1.0f;
|
||||
if (this.radius > 0.001f)
|
||||
radiusScale = 1.0f - this.radius * percentOfPath;
|
||||
else if (this.radius < 0.001f)
|
||||
radiusScale = 1.0f + this.radius * (1.0f - percentOfPath);
|
||||
if (radius > 0.001f)
|
||||
radiusScale = 1.0f - radius * percentOfPath;
|
||||
else if (radius < 0.001f)
|
||||
radiusScale = 1.0f + radius * (1.0f - percentOfPath);
|
||||
|
||||
float twist = twistBegin + twistTotal * percentOfPath;
|
||||
|
||||
|
@ -1118,14 +1127,14 @@ namespace PrimMesher
|
|||
|
||||
float yOffset = yShearCompensation * (float)Math.Cos(angle) * (0.5f - yPathScale) * radiusScale;
|
||||
|
||||
float zOffset = (float)Math.Sin(angle + this.topShearY) * (0.5f - yPathScale) * radiusScale;
|
||||
float zOffset = (float)Math.Sin(angle + topShearY) * (0.5f - yPathScale) * radiusScale;
|
||||
|
||||
newNode.position = new Coord(xOffset, yOffset, zOffset);
|
||||
|
||||
// now orient the rotation of the profile layer relative to it's position on the path
|
||||
// adding taperY to the angle used to generate the quat appears to approximate the viewer
|
||||
|
||||
newNode.rotation = new Quat(new Coord(1.0f, 0.0f, 0.0f), angle + this.topShearY);
|
||||
newNode.rotation = new Quat(new Coord(1.0f, 0.0f, 0.0f), angle + topShearY);
|
||||
|
||||
// next apply twist rotation to the profile layer
|
||||
if (twistTotal != 0.0f || twistBegin != 0.0f)
|
||||
|
@ -1243,33 +1252,33 @@ namespace PrimMesher
|
|||
/// <param name="hollow"></param>
|
||||
/// <param name="hollowSides"></param>
|
||||
/// <param name="sphereMode"></param>
|
||||
public PrimMesh(int sides, float profileStart, float profileEnd, float hollow, int hollowSides)
|
||||
public PrimMesh(int _sides, float _profileStart, float _profileEnd, float _hollow, int _hollowSides)
|
||||
{
|
||||
this.coords = new List<Coord>();
|
||||
this.faces = new List<Face>();
|
||||
coords = new List<Coord>();
|
||||
faces = new List<Face>();
|
||||
|
||||
this.sides = sides;
|
||||
this.profileStart = profileStart;
|
||||
this.profileEnd = profileEnd;
|
||||
this.hollow = hollow;
|
||||
this.hollowSides = hollowSides;
|
||||
sides = _sides;
|
||||
profileStart = _profileStart;
|
||||
profileEnd = _profileEnd;
|
||||
hollow = _hollow;
|
||||
hollowSides = _hollowSides;
|
||||
|
||||
if (sides < 3)
|
||||
this.sides = 3;
|
||||
sides = 3;
|
||||
if (hollowSides < 3)
|
||||
this.hollowSides = 3;
|
||||
hollowSides = 3;
|
||||
if (profileStart < 0.0f)
|
||||
this.profileStart = 0.0f;
|
||||
profileStart = 0.0f;
|
||||
if (profileEnd > 1.0f)
|
||||
this.profileEnd = 1.0f;
|
||||
profileEnd = 1.0f;
|
||||
if (profileEnd < 0.02f)
|
||||
this.profileEnd = 0.02f;
|
||||
profileEnd = 0.02f;
|
||||
if (profileStart >= profileEnd)
|
||||
this.profileStart = profileEnd - 0.02f;
|
||||
profileStart = profileEnd - 0.02f;
|
||||
if (hollow > 0.99f)
|
||||
this.hollow = 0.99f;
|
||||
hollow = 0.99f;
|
||||
if (hollow < 0.0f)
|
||||
this.hollow = 0.0f;
|
||||
hollow = 0.0f;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -1279,16 +1288,16 @@ namespace PrimMesher
|
|||
{
|
||||
bool needEndFaces = false;
|
||||
|
||||
this.coords = new List<Coord>();
|
||||
this.faces = new List<Face>();
|
||||
coords = new List<Coord>();
|
||||
faces = new List<Face>();
|
||||
|
||||
int steps = 1;
|
||||
|
||||
float length = this.pathCutEnd - this.pathCutBegin;
|
||||
float length = pathCutEnd - pathCutBegin;
|
||||
|
||||
this.hasProfileCut = this.profileEnd - this.profileStart < 0.9999f;
|
||||
hasProfileCut = this.profileEnd - this.profileStart < 0.9999f;
|
||||
|
||||
this.hasHollow = (this.hollow > 0.001f);
|
||||
hasHollow = (this.hollow > 0.001f);
|
||||
|
||||
float twistBegin = this.twistBegin / 360.0f * twoPi;
|
||||
float twistEnd = this.twistEnd / 360.0f * twoPi;
|
||||
|
@ -1298,31 +1307,30 @@ namespace PrimMesher
|
|||
steps += (int)(twistTotalAbs * 3.66); // dahlia's magic number
|
||||
|
||||
float hollow = this.hollow;
|
||||
float initialProfileRot = 0.0f;
|
||||
|
||||
if (pathType == PathType.Circular)
|
||||
{
|
||||
needEndFaces = false;
|
||||
if (this.pathCutBegin != 0.0f || this.pathCutEnd != 1.0f)
|
||||
if (pathCutBegin != 0.0f || pathCutEnd != 1.0f)
|
||||
needEndFaces = true;
|
||||
else if (this.taperX != 0.0f || this.taperY != 0.0f)
|
||||
else if (taperX != 0.0f || taperY != 0.0f)
|
||||
needEndFaces = true;
|
||||
else if (this.skew != 0.0f)
|
||||
else if (skew != 0.0f)
|
||||
needEndFaces = true;
|
||||
else if (twistTotal != 0.0f)
|
||||
needEndFaces = true;
|
||||
else if (this.radius != 0.0f)
|
||||
else if (radius != 0.0f)
|
||||
needEndFaces = true;
|
||||
}
|
||||
else needEndFaces = true;
|
||||
|
||||
// sanity checks
|
||||
float initialProfileRot = 0.0f;
|
||||
if (pathType == PathType.Circular)
|
||||
{
|
||||
if (this.sides == 3)
|
||||
if (sides == 3)
|
||||
{
|
||||
initialProfileRot = (float)Math.PI;
|
||||
if (this.hollowSides == 4)
|
||||
if (hollowSides == 4)
|
||||
{
|
||||
if (hollow > 0.7f)
|
||||
hollow = 0.7f;
|
||||
|
@ -1330,16 +1338,16 @@ namespace PrimMesher
|
|||
}
|
||||
else hollow *= 0.5f;
|
||||
}
|
||||
else if (this.sides == 4)
|
||||
else if (sides == 4)
|
||||
{
|
||||
initialProfileRot = 0.25f * (float)Math.PI;
|
||||
if (this.hollowSides != 4)
|
||||
if (hollowSides != 4)
|
||||
hollow *= 0.707f;
|
||||
}
|
||||
else if (this.sides > 4)
|
||||
else if (sides > 4)
|
||||
{
|
||||
initialProfileRot = (float)Math.PI;
|
||||
if (this.hollowSides == 4)
|
||||
if (hollowSides == 4)
|
||||
{
|
||||
if (hollow > 0.7f)
|
||||
hollow = 0.7f;
|
||||
|
@ -1349,9 +1357,9 @@ namespace PrimMesher
|
|||
}
|
||||
else
|
||||
{
|
||||
if (this.sides == 3)
|
||||
if (sides == 3)
|
||||
{
|
||||
if (this.hollowSides == 4)
|
||||
if (hollowSides == 4)
|
||||
{
|
||||
if (hollow > 0.7f)
|
||||
hollow = 0.7f;
|
||||
|
@ -1359,29 +1367,27 @@ namespace PrimMesher
|
|||
}
|
||||
else hollow *= 0.5f;
|
||||
}
|
||||
else if (this.sides == 4)
|
||||
else if (sides == 4)
|
||||
{
|
||||
initialProfileRot = 1.25f * (float)Math.PI;
|
||||
if (this.hollowSides != 4)
|
||||
if (hollowSides != 4)
|
||||
hollow *= 0.707f;
|
||||
}
|
||||
else if (this.sides == 24 && this.hollowSides == 4)
|
||||
else if (sides == 24 && hollowSides == 4)
|
||||
hollow *= 1.414f;
|
||||
}
|
||||
|
||||
Profile profile = new Profile(this.sides, this.profileStart, this.profileEnd, hollow, this.hollowSides, this.hasProfileCut,true);
|
||||
this.errorMessage = profile.errorMessage;
|
||||
Profile profile = new Profile(sides, profileStart, profileEnd, hollow, hollowSides,
|
||||
HasProfileCut,true);
|
||||
errorMessage = profile.errorMessage;
|
||||
|
||||
this.numPrimFaces = profile.numPrimFaces;
|
||||
numPrimFaces = profile.numPrimFaces;
|
||||
|
||||
if (initialProfileRot != 0.0f)
|
||||
{
|
||||
profile.AddRot(new Quat(new Coord(0.0f, 0.0f, 1.0f), initialProfileRot));
|
||||
}
|
||||
|
||||
float thisV = 0.0f;
|
||||
float lastV = 0.0f;
|
||||
|
||||
Path path = new Path();
|
||||
path.twistBegin = twistBegin;
|
||||
path.twistEnd = twistEnd;
|
||||
|
@ -1402,7 +1408,7 @@ namespace PrimMesher
|
|||
|
||||
path.Create(pathType, steps);
|
||||
|
||||
int lastNode = path.pathNodes.Count -1;
|
||||
int lastNode = path.pathNodes.Count - 1;
|
||||
|
||||
for (int nodeIndex = 0; nodeIndex < path.pathNodes.Count; nodeIndex++)
|
||||
{
|
||||
|
@ -1413,42 +1419,29 @@ namespace PrimMesher
|
|||
newLayer.AddRot(node.rotation);
|
||||
newLayer.AddPos(node.position);
|
||||
|
||||
if (needEndFaces && nodeIndex == 0)
|
||||
{
|
||||
newLayer.FlipNormals();
|
||||
} // if (nodeIndex == 0)
|
||||
|
||||
// append this layer
|
||||
int coordsStart = coords.Count;
|
||||
coords.AddRange(newLayer.coords);
|
||||
|
||||
int coordsLen = this.coords.Count;
|
||||
newLayer.AddValue2FaceVertexIndices(coordsLen);
|
||||
|
||||
this.coords.AddRange(newLayer.coords);
|
||||
|
||||
if (needEndFaces)
|
||||
if (needEndFaces && nodeIndex == 0 && newLayer.faces.Count > 0)
|
||||
{
|
||||
if (nodeIndex == 0)
|
||||
this.faces.AddRange(newLayer.faces);
|
||||
else if (nodeIndex == lastNode)
|
||||
{
|
||||
if (node.xScale > 1e-6 && node.yScale > 1e-6)
|
||||
this.faces.AddRange(newLayer.faces);
|
||||
}
|
||||
newLayer.AddValue2FaceVertexIndices(coordsStart);
|
||||
newLayer.FlipNormals();
|
||||
faces.AddRange(newLayer.faces);
|
||||
}
|
||||
|
||||
// fill faces between layers
|
||||
|
||||
List<Face> linkfaces = new List<Face>();
|
||||
int numVerts = newLayer.coords.Count;
|
||||
Face newFace1 = new Face();
|
||||
Face newFace2 = new Face();
|
||||
|
||||
thisV = 1.0f - node.percentOfPath;
|
||||
|
||||
if (nodeIndex > 0)
|
||||
{
|
||||
int startVert = coordsLen;
|
||||
int endVert = this.coords.Count;
|
||||
if (!this.hasProfileCut)
|
||||
int startVert = coordsStart;
|
||||
int endVert = coords.Count;
|
||||
if (!hasProfileCut)
|
||||
{
|
||||
if(numVerts > 5 && !hasHollow)
|
||||
startVert++;
|
||||
|
@ -1458,26 +1451,26 @@ namespace PrimMesher
|
|||
newFace1.v1 = i;
|
||||
newFace1.v2 = i - numVerts;
|
||||
newFace1.v3 = i + 1;
|
||||
this.faces.Add(newFace1);
|
||||
linkfaces.Add(newFace1);
|
||||
|
||||
newFace2.v1 = i + 1;
|
||||
newFace2.v2 = i - numVerts;
|
||||
newFace2.v3 = i + 1 - numVerts;
|
||||
this.faces.Add(newFace2);
|
||||
linkfaces.Add(newFace2);
|
||||
i++;
|
||||
}
|
||||
|
||||
newFace1.v1 = i;
|
||||
newFace1.v2 = i - numVerts;
|
||||
newFace1.v3 = startVert;
|
||||
this.faces.Add(newFace1);
|
||||
linkfaces.Add(newFace1);
|
||||
|
||||
newFace2.v1 = startVert;
|
||||
newFace2.v2 = i - numVerts;
|
||||
newFace2.v3 = startVert - numVerts;
|
||||
this.faces.Add(newFace2);
|
||||
linkfaces.Add(newFace2);
|
||||
|
||||
if (this.hasHollow)
|
||||
if (hasHollow)
|
||||
{
|
||||
startVert = ++i;
|
||||
for (int l = 0; l < profile.numHollowVerts - 1; l++)
|
||||
|
@ -1485,27 +1478,25 @@ namespace PrimMesher
|
|||
newFace1.v1 = i;
|
||||
newFace1.v2 = i - numVerts;
|
||||
newFace1.v3 = i + 1;
|
||||
this.faces.Add(newFace1);
|
||||
linkfaces.Add(newFace1);
|
||||
|
||||
newFace2.v1 = i + 1;
|
||||
newFace2.v2 = i - numVerts;
|
||||
newFace2.v3 = i + 1 - numVerts;
|
||||
this.faces.Add(newFace2);
|
||||
linkfaces.Add(newFace2);
|
||||
i++;
|
||||
}
|
||||
|
||||
newFace1.v1 = i;
|
||||
newFace1.v2 = i - numVerts;
|
||||
newFace1.v3 = startVert;
|
||||
this.faces.Add(newFace1);
|
||||
linkfaces.Add(newFace1);
|
||||
|
||||
newFace2.v1 = startVert;
|
||||
newFace2.v2 = i - numVerts;
|
||||
newFace2.v3 = startVert - numVerts;
|
||||
this.faces.Add(newFace2);
|
||||
linkfaces.Add(newFace2);
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -1518,21 +1509,27 @@ namespace PrimMesher
|
|||
newFace1.v1 = i;
|
||||
newFace1.v2 = i - numVerts;
|
||||
newFace1.v3 = iNext;
|
||||
this.faces.Add(newFace1);
|
||||
linkfaces.Add(newFace1);
|
||||
|
||||
newFace2.v1 = iNext;
|
||||
newFace2.v2 = i - numVerts;
|
||||
newFace2.v3 = iNext - numVerts;
|
||||
this.faces.Add(newFace2);
|
||||
|
||||
linkfaces.Add(newFace2);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
lastV = thisV;
|
||||
if(linkfaces.Count > 0)
|
||||
faces.AddRange(linkfaces);
|
||||
|
||||
if (needEndFaces && nodeIndex == lastNode && newLayer.faces.Count > 0)
|
||||
{
|
||||
newLayer.AddValue2FaceVertexIndices(coordsStart);
|
||||
faces.AddRange(newLayer.faces);
|
||||
}
|
||||
|
||||
} // for (int nodeIndex = 0; nodeIndex < path.pathNodes.Count; nodeIndex++)
|
||||
|
||||
// more cleanup will be done at Meshmerizer.cs
|
||||
}
|
||||
|
||||
|
||||
|
@ -1543,7 +1540,7 @@ namespace PrimMesher
|
|||
///
|
||||
public void ExtrudeLinear()
|
||||
{
|
||||
this.Extrude(PathType.Linear);
|
||||
Extrude(PathType.Linear);
|
||||
}
|
||||
|
||||
|
||||
|
@ -1554,7 +1551,7 @@ namespace PrimMesher
|
|||
///
|
||||
public void ExtrudeCircular()
|
||||
{
|
||||
this.Extrude(PathType.Circular);
|
||||
Extrude(PathType.Circular);
|
||||
}
|
||||
|
||||
|
||||
|
|
Loading…
Reference in New Issue