1392 lines
		
	
	
		
			58 KiB
		
	
	
	
		
			C#
		
	
	
			
		
		
	
	
			1392 lines
		
	
	
		
			58 KiB
		
	
	
	
		
			C#
		
	
	
| /*
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|  * Copyright (c) Contributors, http://opensimulator.org/
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|  * See CONTRIBUTORS.TXT for a full list of copyright holders.
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|  *
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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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|  *     * 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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|  *     * 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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|  *       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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|  *       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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|  *
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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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|  * 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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|  * 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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|  * 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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|  * (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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|  */
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| 
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| using System;
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| using System.Collections.Generic;
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| using OpenSim.Framework;
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| using OpenSim.Region.Physics.Manager;
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| 
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| namespace OpenSim.Region.Physics.Meshing
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| {
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|     public class MeshmerizerPlugin : IMeshingPlugin
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|     {
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|         public MeshmerizerPlugin()
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|         {
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|         }
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| 
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|         public string GetName()
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|         {
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|             return "Meshmerizer";
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|         }
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| 
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|         public IMesher GetMesher()
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|         {
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|             return new Meshmerizer();
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|         }
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|     }
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| 
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|     public class Meshmerizer : IMesher
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|     {
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|         //private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
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| 
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|         // Setting baseDir to a path will enable the dumping of raw files
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|         // raw files can be imported by blender so a visual inspection of the results can be done
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|         //        const string baseDir = "rawFiles";
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|         private const string baseDir = null; //"rawFiles";
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|         private const float DEG_TO_RAD = 0.01745329238f;
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| 
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| // TODO: unused
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| //         private static void IntersectionParameterPD(PhysicsVector p1, PhysicsVector r1, PhysicsVector p2,
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| //                                                     PhysicsVector r2, ref float lambda, ref float mu)
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| //         {
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| //             // p1, p2, points on the straight
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| //             // r1, r2, directional vectors of the straight. Not necessarily of length 1!
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| //             // note, that l, m can be scaled such, that the range 0..1 is mapped to the area between two points,
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| //             // thus allowing to decide whether an intersection is between two points
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| 
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| //             float r1x = r1.X;
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| //             float r1y = r1.Y;
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| //             float r2x = r2.X;
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| //             float r2y = r2.Y;
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| 
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| //             float denom = r1y*r2x - r1x*r2y;
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| 
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| //             if (denom == 0.0)
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| //             {
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| //                 lambda = Single.NaN;
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| //                 mu = Single.NaN;
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| //                 return;
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| //             }
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| 
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| //             float p1x = p1.X;
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| //             float p1y = p1.Y;
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| //             float p2x = p2.X;
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| //             float p2y = p2.Y;
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| //             lambda = (-p2x*r2y + p1x*r2y + (p2y - p1y)*r2x)/denom;
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| //             mu = (-p2x*r1y + p1x*r1y + (p2y - p1y)*r1x)/denom;
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| //         }
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| 
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|         private static List<Triangle> FindInfluencedTriangles(List<Triangle> triangles, Vertex v)
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|         {
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|             List<Triangle> influenced = new List<Triangle>();
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|             foreach (Triangle t in triangles)
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|             {
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|                 if (t.isInCircle(v.X, v.Y))
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|                 {
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|                     influenced.Add(t);
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|                 }
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|             }
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|             return influenced;
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|         }
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| 
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|         private static void InsertVertices(List<Vertex> vertices, int usedForSeed, List<Triangle> triangles)
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|         {
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|             // This is a variant of the delaunay algorithm
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|             // each time a new vertex is inserted, all triangles that are influenced by it are deleted
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|             // and replaced by new ones including the new vertex
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|             // It is not very time efficient but easy to implement.
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| 
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|             int iCurrentVertex;
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|             int iMaxVertex = vertices.Count;
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|             for (iCurrentVertex = usedForSeed; iCurrentVertex < iMaxVertex; iCurrentVertex++)
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|             {
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|                 // Background: A triangle mesh fulfills the delaunay condition if (iff!)
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|                 // each circumlocutory circle (i.e. the circle that touches all three corners) 
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|                 // of each triangle is empty of other vertices.
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|                 // Obviously a single (seeding) triangle fulfills this condition.
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|                 // If we now add one vertex, we need to reconstruct all triangles, that
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|                 // do not fulfill this condition with respect to the new triangle
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| 
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|                 // Find the triangles that are influenced by the new vertex
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|                 Vertex v = vertices[iCurrentVertex];
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|                 if (v == null)
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|                     continue; // Null is polygon stop marker. Ignore it
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|                 List<Triangle> influencedTriangles = FindInfluencedTriangles(triangles, v);
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| 
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|                 List<Simplex> simplices = new List<Simplex>();
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| 
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|                 // Reconstruction phase. First step, dissolve each triangle into it's simplices,
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|                 // i.e. it's "border lines"
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|                 // Goal is to find "inner" borders and delete them, while the hull gets conserved.
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|                 // Inner borders are special in the way that they always come twice, which is how we detect them 
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|                 foreach (Triangle t in influencedTriangles)
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|                 {
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|                     List<Simplex> newSimplices = t.GetSimplices();
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|                     simplices.AddRange(newSimplices);
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|                     triangles.Remove(t);
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|                 }
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|                 // Now sort the simplices. That will make identical ones reside side by side in the list
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|                 simplices.Sort();
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| 
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|                 // Look for duplicate simplices here. 
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|                 // Remember, they are directly side by side in the list right now, 
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|                 // So we only check directly neighbours
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|                 int iSimplex;
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|                 List<Simplex> innerSimplices = new List<Simplex>();
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|                 for (iSimplex = 1; iSimplex < simplices.Count; iSimplex++) // Startindex=1, so we can refer backwards
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|                 {
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|                     if (simplices[iSimplex - 1].CompareTo(simplices[iSimplex]) == 0)
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|                     {
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|                         innerSimplices.Add(simplices[iSimplex - 1]);
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|                         innerSimplices.Add(simplices[iSimplex]);
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|                     }
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|                 }
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| 
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|                 foreach (Simplex s in innerSimplices)
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|                 {
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|                     simplices.Remove(s);
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|                 }
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| 
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|                 // each simplex still in the list belongs to the hull of the region in question
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|                 // The new vertex (yes, we still deal with verices here :-) ) forms a triangle 
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|                 // with each of these simplices. Build the new triangles and add them to the list
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|                 foreach (Simplex s in simplices)
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|                 {
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|                     Triangle t = new Triangle(s.v1, s.v2, vertices[iCurrentVertex]);
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|                     if (!t.isDegraded())
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|                     {
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|                         triangles.Add(t);
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|                     }
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|                 }
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|             }
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|         }
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| 
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|         private static SimpleHull BuildHoleHull(PrimitiveBaseShape pbs, ProfileShape pshape, HollowShape hshape, UInt16 hollowFactor)
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|         {
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|             // Tackle HollowShape.Same
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|             float fhollowFactor = (float)hollowFactor;
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| 
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|             switch (pshape)
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|             {
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|                 case ProfileShape.Square:
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|                     if (hshape == HollowShape.Same)
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|                         hshape= HollowShape.Square;
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|                     break;
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|                 case ProfileShape.EquilateralTriangle:
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|                     fhollowFactor = ((float)hollowFactor / 1.9f);
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|                     if (hshape == HollowShape.Same)
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|                     {
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|                         hshape = HollowShape.Triangle;
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|                     }
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| 
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|                     break;
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| 
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|                 case ProfileShape.HalfCircle:
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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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|                         if (hshape == HollowShape.Same)
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|                         {
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|                             hshape = HollowShape.Circle;
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|                         }
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|                     }
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|                     break;
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| 
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|                 
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|                 default:
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|                     if (hshape == HollowShape.Same)
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|                         hshape= HollowShape.Square;
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|                     break;
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|             }
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| 
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|             
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|             SimpleHull holeHull = null;
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| 
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|             if (hshape == HollowShape.Square)
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|             {
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|                 float hollowFactorF = (float)fhollowFactor / (float)50000;
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|                 Vertex IMM = new Vertex(-0.5f * hollowFactorF, -0.5f * hollowFactorF, 0.0f);
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|                 Vertex IPM = new Vertex(+0.5f * hollowFactorF, -0.5f * hollowFactorF, 0.0f);
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|                 Vertex IPP = new Vertex(+0.5f * hollowFactorF, +0.5f * hollowFactorF, 0.0f);
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|                 Vertex IMP = new Vertex(-0.5f * hollowFactorF, +0.5f * hollowFactorF, 0.0f);
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| 
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| 
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|                 holeHull = new SimpleHull();
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| 
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|                 holeHull.AddVertex(IMM);
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|                 holeHull.AddVertex(IMP);
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|                 holeHull.AddVertex(IPP);
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|                 holeHull.AddVertex(IPM);
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|             }
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|             if (hshape == HollowShape.Circle && pbs.PathCurve == (byte)Extrusion.Straight)
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|             {
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|                 float hollowFactorF = (float)fhollowFactor / (float)50000;
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| 
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|                 Vertex IQ1Q15 = new Vertex(-0.35f * hollowFactorF, -0.35f * hollowFactorF, 0.0f);
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|                 Vertex IQ1Q16 = new Vertex(-0.30f * hollowFactorF, -0.40f * hollowFactorF, 0.0f);
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|                 Vertex IQ1Q17 = new Vertex(-0.24f * hollowFactorF, -0.43f * hollowFactorF, 0.0f);
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|                 Vertex IQ1Q18 = new Vertex(-0.18f * hollowFactorF, -0.46f * hollowFactorF, 0.0f);
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|                 Vertex IQ1Q19 = new Vertex(-0.11f * hollowFactorF, -0.48f * hollowFactorF, 0.0f);
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| 
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|                 Vertex IQ2Q10 = new Vertex(+0.0f * hollowFactorF, -0.50f * hollowFactorF, 0.0f);
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|                 Vertex IQ2Q11 = new Vertex(+0.11f * hollowFactorF, -0.48f * hollowFactorF, 0.0f);
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|                 Vertex IQ2Q12 = new Vertex(+0.18f * hollowFactorF, -0.46f * hollowFactorF, 0.0f);
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|                 Vertex IQ2Q13 = new Vertex(+0.24f * hollowFactorF, -0.43f * hollowFactorF, 0.0f);
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|                 Vertex IQ2Q14 = new Vertex(+0.30f * hollowFactorF, -0.40f * hollowFactorF, 0.0f);
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|                 Vertex IQ2Q15 = new Vertex(+0.35f * hollowFactorF, -0.35f * hollowFactorF, 0.0f);
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|                 Vertex IQ2Q16 = new Vertex(+0.40f * hollowFactorF, -0.30f * hollowFactorF, 0.0f);
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|                 Vertex IQ2Q17 = new Vertex(+0.43f * hollowFactorF, -0.24f * hollowFactorF, 0.0f);
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|                 Vertex IQ2Q18 = new Vertex(+0.46f * hollowFactorF, -0.18f * hollowFactorF, 0.0f);
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|                 Vertex IQ2Q19 = new Vertex(+0.48f * hollowFactorF, -0.11f * hollowFactorF, 0.0f);
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| 
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|                 Vertex IQ2Q20 = new Vertex(+0.50f * hollowFactorF, +0.0f * hollowFactorF, 0.0f);
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|                 Vertex IQ2Q21 = new Vertex(+0.48f * hollowFactorF, +0.11f * hollowFactorF, 0.0f);
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|                 Vertex IQ2Q22 = new Vertex(+0.46f * hollowFactorF, +0.18f * hollowFactorF, 0.0f);
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|                 Vertex IQ2Q23 = new Vertex(+0.43f * hollowFactorF, +0.24f * hollowFactorF, 0.0f);
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|                 Vertex IQ2Q24 = new Vertex(+0.40f * hollowFactorF, +0.30f * hollowFactorF, 0.0f);
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|                 Vertex IQ2Q25 = new Vertex(+0.35f * hollowFactorF, +0.35f * hollowFactorF, 0.0f);
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|                 Vertex IQ2Q26 = new Vertex(+0.30f * hollowFactorF, +0.40f * hollowFactorF, 0.0f);
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|                 Vertex IQ2Q27 = new Vertex(+0.24f * hollowFactorF, +0.43f * hollowFactorF, 0.0f);
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|                 Vertex IQ2Q28 = new Vertex(+0.18f * hollowFactorF, +0.46f * hollowFactorF, 0.0f);
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|                 Vertex IQ2Q29 = new Vertex(+0.11f * hollowFactorF, +0.48f * hollowFactorF, 0.0f);
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| 
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|                 Vertex IQ1Q20 = new Vertex(+0.0f * hollowFactorF, +0.50f * hollowFactorF, 0.0f);
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|                 Vertex IQ1Q21 = new Vertex(-0.11f * hollowFactorF, +0.48f * hollowFactorF, 0.0f);
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|                 Vertex IQ1Q22 = new Vertex(-0.18f * hollowFactorF, +0.46f * hollowFactorF, 0.0f);
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|                 Vertex IQ1Q23 = new Vertex(-0.24f * hollowFactorF, +0.43f * hollowFactorF, 0.0f);
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|                 Vertex IQ1Q24 = new Vertex(-0.30f * hollowFactorF, +0.40f * hollowFactorF, 0.0f);
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|                 Vertex IQ1Q25 = new Vertex(-0.35f * hollowFactorF, +0.35f * hollowFactorF, 0.0f);
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|                 Vertex IQ1Q26 = new Vertex(-0.40f * hollowFactorF, +0.30f * hollowFactorF, 0.0f);
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|                 Vertex IQ1Q27 = new Vertex(-0.43f * hollowFactorF, +0.24f * hollowFactorF, 0.0f);
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|                 Vertex IQ1Q28 = new Vertex(-0.46f * hollowFactorF, +0.18f * hollowFactorF, 0.0f);
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|                 Vertex IQ1Q29 = new Vertex(-0.48f * hollowFactorF, +0.11f * hollowFactorF, 0.0f);
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| 
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|                 Vertex IQ1Q10 = new Vertex(-0.50f * hollowFactorF, +0.0f * hollowFactorF, 0.0f);
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|                 Vertex IQ1Q11 = new Vertex(-0.48f * hollowFactorF, -0.11f * hollowFactorF, 0.0f);
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|                 Vertex IQ1Q12 = new Vertex(-0.46f * hollowFactorF, -0.18f * hollowFactorF, 0.0f);
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|                 Vertex IQ1Q13 = new Vertex(-0.43f * hollowFactorF, -0.24f * hollowFactorF, 0.0f);
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|                 Vertex IQ1Q14 = new Vertex(-0.40f * hollowFactorF, -0.30f * hollowFactorF, 0.0f);
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| 
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|                 //Counter clockwise around the quadrants
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|                 holeHull = new SimpleHull();
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|                 holeHull.AddVertex(IQ1Q15);
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|                 holeHull.AddVertex(IQ1Q14);
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|                 holeHull.AddVertex(IQ1Q13);
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|                 holeHull.AddVertex(IQ1Q12);
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|                 holeHull.AddVertex(IQ1Q11);
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|                 holeHull.AddVertex(IQ1Q10);
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| 
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|                 holeHull.AddVertex(IQ1Q29);
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|                 holeHull.AddVertex(IQ1Q28);
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|                 holeHull.AddVertex(IQ1Q27);
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|                 holeHull.AddVertex(IQ1Q26);
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|                 holeHull.AddVertex(IQ1Q25);
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|                 holeHull.AddVertex(IQ1Q24);
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|                 holeHull.AddVertex(IQ1Q23);
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|                 holeHull.AddVertex(IQ1Q22);
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|                 holeHull.AddVertex(IQ1Q21);
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|                 holeHull.AddVertex(IQ1Q20);
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| 
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|                 holeHull.AddVertex(IQ2Q29);
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|                 holeHull.AddVertex(IQ2Q28);
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|                 holeHull.AddVertex(IQ2Q27);
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|                 holeHull.AddVertex(IQ2Q26);
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|                 holeHull.AddVertex(IQ2Q25);
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|                 holeHull.AddVertex(IQ2Q24);
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|                 holeHull.AddVertex(IQ2Q23);
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|                 holeHull.AddVertex(IQ2Q22);
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|                 holeHull.AddVertex(IQ2Q21);
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|                 holeHull.AddVertex(IQ2Q20);
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| 
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|                 holeHull.AddVertex(IQ2Q19);
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|                 holeHull.AddVertex(IQ2Q18);
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|                 holeHull.AddVertex(IQ2Q17);
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|                 holeHull.AddVertex(IQ2Q16);
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|                 holeHull.AddVertex(IQ2Q15);
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|                 holeHull.AddVertex(IQ2Q14);
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|                 holeHull.AddVertex(IQ2Q13);
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|                 holeHull.AddVertex(IQ2Q12);
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|                 holeHull.AddVertex(IQ2Q11);
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|                 holeHull.AddVertex(IQ2Q10);
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| 
 | |
|                 holeHull.AddVertex(IQ1Q19);
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|                 holeHull.AddVertex(IQ1Q18);
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|                 holeHull.AddVertex(IQ1Q17);
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|                 holeHull.AddVertex(IQ1Q16);
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|             }
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|             if (hshape == HollowShape.Triangle)
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|             {
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|                 float hollowFactorF = (float)fhollowFactor / (float)50000;
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|                 Vertex IMM;
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|                 Vertex IPM;
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|                 Vertex IPP;
 | |
| 
 | |
|                 if (pshape == ProfileShape.Square)
 | |
|                 {
 | |
|                     // corner points are at 345, 105, and 225 degrees for the triangle within a box
 | |
| 
 | |
|                     //IMM = new Vertex(((float)Math.Cos(345.0 * DEG_TO_RAD) * 0.5f) * hollowFactorF, ((float)Math.Sin(345.0 * DEG_TO_RAD) * 0.5f) * hollowFactorF, 0.0f);
 | |
|                     //IPM = new Vertex(((float)Math.Cos(105.0 * DEG_TO_RAD) * 0.5f) * hollowFactorF, ((float)Math.Sin(105.0 * DEG_TO_RAD) * 0.5f) * hollowFactorF, 0.0f);
 | |
|                     //IPP = new Vertex(((float)Math.Cos(225.0 * DEG_TO_RAD) * 0.5f) * hollowFactorF, ((float)Math.Sin(225.0 * DEG_TO_RAD) * 0.5f) * hollowFactorF, 0.0f);
 | |
| 
 | |
|                     // hard coded here for speed, the equations are in the commented out lines above
 | |
|                     IMM = new Vertex(0.48296f * hollowFactorF, -0.12941f * hollowFactorF, 0.0f);
 | |
|                     IPM = new Vertex(-0.12941f * hollowFactorF, 0.48296f * hollowFactorF, 0.0f);
 | |
|                     IPP = new Vertex(-0.35355f * hollowFactorF, -0.35355f * hollowFactorF, 0.0f);
 | |
|                 }
 | |
|                 else
 | |
|                 {
 | |
|                     IMM = new Vertex(-0.25f * hollowFactorF, -0.45f * hollowFactorF, 0.0f);
 | |
|                     IPM = new Vertex(+0.5f * hollowFactorF, +0f * hollowFactorF, 0.0f);
 | |
|                     IPP = new Vertex(-0.25f * hollowFactorF, +0.45f * hollowFactorF, 0.0f);
 | |
|                 }
 | |
| 
 | |
|                 holeHull = new SimpleHull();
 | |
| 
 | |
|                 holeHull.AddVertex(IMM);
 | |
|                 holeHull.AddVertex(IPP);
 | |
|                 holeHull.AddVertex(IPM);
 | |
| 
 | |
|             }
 | |
| 
 | |
|             return holeHull;
 | |
| 
 | |
| 
 | |
|         }
 | |
| 
 | |
|         private static Mesh CreateBoxMesh(String primName, PrimitiveBaseShape primShape, PhysicsVector size)
 | |
|             // Builds the z (+ and -) surfaces of a box shaped prim
 | |
|         {
 | |
|             UInt16 hollowFactor = primShape.ProfileHollow;
 | |
|             UInt16 profileBegin = primShape.ProfileBegin;
 | |
|             UInt16 profileEnd = primShape.ProfileEnd;
 | |
|             UInt16 taperX = primShape.PathScaleX;
 | |
|             UInt16 taperY = primShape.PathScaleY;
 | |
|             UInt16 pathShearX = primShape.PathShearX;
 | |
|             UInt16 pathShearY = primShape.PathShearY;
 | |
|             Int16 twistTop = primShape.PathTwistBegin;
 | |
|             Int16 twistBot = primShape.PathTwist;
 | |
|             
 | |
| 
 | |
|             //m_log.Error("pathShear:" + primShape.PathShearX.ToString() + "," + primShape.PathShearY.ToString());
 | |
|             //m_log.Error("pathTaper:" + primShape.PathTaperX.ToString() + "," + primShape.PathTaperY.ToString());
 | |
|             //m_log.Error("ProfileBegin:" + primShape.ProfileBegin.ToString() + "," + primShape.ProfileBegin.ToString());
 | |
|             //m_log.Error("PathScale:" + primShape.PathScaleX.ToString() + "," + primShape.PathScaleY.ToString());
 | |
|             
 | |
|             // Procedure: This is based on the fact that the upper (plus) and lower (minus) Z-surface
 | |
|             // of a block are basically the same
 | |
|             // They may be warped differently but the shape is identical
 | |
|             // So we only create one surface as a model and derive both plus and minus surface of the block from it
 | |
|             // This is done in a model space where the block spans from -.5 to +.5 in X and Y
 | |
|             // The mapping to Scene space is done later during the "extrusion" phase
 | |
| 
 | |
|             // Base
 | |
|             Vertex MM = new Vertex(-0.5f, -0.5f, 0.0f);
 | |
|             Vertex PM = new Vertex(+0.5f, -0.5f, 0.0f);
 | |
|             Vertex PP = new Vertex(+0.5f, +0.5f, 0.0f);
 | |
|             Vertex MP = new Vertex(-0.5f, +0.5f, 0.0f);
 | |
| 
 | |
|             SimpleHull outerHull = new SimpleHull();
 | |
|             outerHull.AddVertex(MM);
 | |
|             outerHull.AddVertex(PM);
 | |
|             outerHull.AddVertex(PP);
 | |
|             outerHull.AddVertex(MP);
 | |
| 
 | |
|             // Deal with cuts now
 | |
|             if ((profileBegin != 0) || (profileEnd != 0))
 | |
|             {
 | |
|                 double fProfileBeginAngle = profileBegin/50000.0*360.0;
 | |
|                     // In degree, for easier debugging and understanding
 | |
|                 fProfileBeginAngle -= (90.0 + 45.0); // for some reasons, the SL client counts from the corner -X/-Y
 | |
|                 double fProfileEndAngle = 360.0 - profileEnd/50000.0*360.0; // Pathend comes as complement to 1.0
 | |
|                 fProfileEndAngle -= (90.0 + 45.0);
 | |
|                 if (fProfileBeginAngle < fProfileEndAngle)
 | |
|                     fProfileEndAngle -= 360.0;
 | |
| 
 | |
|                 // Note, that we don't want to cut out a triangle, even if this is a 
 | |
|                 // good approximation for small cuts. Indeed we want to cut out an arc
 | |
|                 // and we approximate this arc by a polygon chain
 | |
|                 // Also note, that these vectors are of length 1.0 and thus their endpoints lay outside the model space
 | |
|                 // So it can easily be subtracted from the outer hull
 | |
|                 int iSteps = (int) (((fProfileBeginAngle - fProfileEndAngle)/45.0) + .5);
 | |
|                     // how many steps do we need with approximately 45 degree
 | |
|                 double dStepWidth = (fProfileBeginAngle - fProfileEndAngle)/iSteps;
 | |
| 
 | |
|                 Vertex origin = new Vertex(0.0f, 0.0f, 0.0f);
 | |
| 
 | |
|                 // Note the sequence of vertices here. It's important to have the other rotational sense than in outerHull
 | |
|                 SimpleHull cutHull = new SimpleHull();
 | |
|                 cutHull.AddVertex(origin);
 | |
|                 for (int i = 0; i < iSteps; i++)
 | |
|                 {
 | |
|                     double angle = fProfileBeginAngle - i*dStepWidth; // we count against the angle orientation!!!!
 | |
|                     Vertex v = Vertex.FromAngle(angle*Math.PI/180.0);
 | |
|                     cutHull.AddVertex(v);
 | |
|                 }
 | |
|                 Vertex legEnd = Vertex.FromAngle(fProfileEndAngle*Math.PI/180.0);
 | |
|                     // Calculated separately to avoid errors
 | |
|                 cutHull.AddVertex(legEnd);
 | |
| 
 | |
|                 //m_log.DebugFormat("Starting cutting of the hollow shape from the prim {1}", 0, primName);
 | |
|                 SimpleHull cuttedHull = SimpleHull.SubtractHull(outerHull, cutHull);
 | |
| 
 | |
|                 outerHull = cuttedHull;
 | |
|             }
 | |
| 
 | |
|             // Deal with the hole here
 | |
|             if (hollowFactor > 0)
 | |
|             {
 | |
| 
 | |
|                 SimpleHull holeHull = BuildHoleHull(primShape, primShape.ProfileShape, primShape.HollowShape, hollowFactor);
 | |
|                 if (holeHull != null)
 | |
|                 {
 | |
|                     SimpleHull hollowedHull = SimpleHull.SubtractHull(outerHull, holeHull);
 | |
| 
 | |
|                     outerHull = hollowedHull;
 | |
|                 }
 | |
|             }
 | |
| 
 | |
|             Mesh m = new Mesh();
 | |
| 
 | |
|             Vertex Seed1 = new Vertex(0.0f, -10.0f, 0.0f);
 | |
|             Vertex Seed2 = new Vertex(-10.0f, 10.0f, 0.0f);
 | |
|             Vertex Seed3 = new Vertex(10.0f, 10.0f, 0.0f);
 | |
| 
 | |
|             m.Add(Seed1);
 | |
|             m.Add(Seed2);
 | |
|             m.Add(Seed3);
 | |
| 
 | |
|             m.Add(new Triangle(Seed1, Seed2, Seed3));
 | |
|             m.Add(outerHull.getVertices());
 | |
| 
 | |
|             InsertVertices(m.vertices, 3, m.triangles);
 | |
|             m.DumpRaw(baseDir, primName, "Proto first Mesh");
 | |
| 
 | |
|             m.Remove(Seed1);
 | |
|             m.Remove(Seed2);
 | |
|             m.Remove(Seed3);
 | |
|             m.DumpRaw(baseDir, primName, "Proto seeds removed");
 | |
| 
 | |
|             m.RemoveTrianglesOutside(outerHull);
 | |
|             m.DumpRaw(baseDir, primName, "Proto outsides removed");
 | |
| 
 | |
|             foreach (Triangle t in m.triangles)
 | |
|             {
 | |
|                 PhysicsVector n = t.getNormal();
 | |
|                 if (n.Z < 0.0)
 | |
|                     t.invertNormal();
 | |
|             }
 | |
| 
 | |
|             Extruder extr = new Extruder();
 | |
| 
 | |
|             extr.size = size;
 | |
| 
 | |
|             if (taperX != 100)
 | |
|             {
 | |
|                 if (taperX > 100)
 | |
|                 {
 | |
|                     extr.taperTopFactorX = 1.0f - ((float)taperX / 200);
 | |
|                     //m_log.Warn("taperTopFactorX: " + extr.taperTopFactorX.ToString());
 | |
|                 }
 | |
|                 else
 | |
|                 {
 | |
|                     extr.taperBotFactorX = 1.0f - ((100 - (float)taperX) / 100);
 | |
|                     //m_log.Warn("taperBotFactorX: " + extr.taperBotFactorX.ToString());
 | |
|                 }
 | |
|                 
 | |
|             }
 | |
| 
 | |
|             if (taperY != 100)
 | |
|             {
 | |
|                 if (taperY > 100)
 | |
|                 {
 | |
|                     extr.taperTopFactorY = 1.0f - ((float)taperY / 200);
 | |
|                     //m_log.Warn("taperTopFactorY: " + extr.taperTopFactorY.ToString());
 | |
|                 }
 | |
|                 else
 | |
|                 {
 | |
|                     extr.taperBotFactorY = 1.0f - ((100 - (float)taperY) / 100);
 | |
|                     //m_log.Warn("taperBotFactorY: " + extr.taperBotFactorY.ToString());
 | |
|                 }
 | |
|             }
 | |
|             
 | |
|             
 | |
|             if (pathShearX != 0)
 | |
|             {
 | |
|                 if (pathShearX > 50) {
 | |
|                     // Complimentary byte.  Negative values wrap around the byte.  Positive values go up to 50
 | |
|                     extr.pushX = (((float)(256 - pathShearX) / 100) * -1f);
 | |
|                    // m_log.Warn("pushX: " + extr.pushX);
 | |
|                 }
 | |
|                 else 
 | |
|                 {
 | |
|                     extr.pushX = (float)pathShearX / 100;
 | |
|                    // m_log.Warn("pushX: " + extr.pushX);
 | |
|                 }
 | |
|             }
 | |
| 
 | |
|             if (pathShearY != 0)
 | |
|             {
 | |
|                 if (pathShearY > 50) {
 | |
|                     // Complimentary byte.  Negative values wrap around the byte.  Positive values go up to 50
 | |
|                     extr.pushY = (((float)(256 - pathShearY) / 100) * -1f);
 | |
|                     //m_log.Warn("pushY: " + extr.pushY);
 | |
|                 }
 | |
|                 else 
 | |
|                 {
 | |
|                     extr.pushY = (float)pathShearY / 100;
 | |
|                     //m_log.Warn("pushY: " + extr.pushY);
 | |
|                 }
 | |
|             }
 | |
| 
 | |
|             if (twistTop != 0)
 | |
|             {
 | |
|                 extr.twistTop = 180 * ((float)twistTop / 100);
 | |
|                 if (extr.twistTop > 0)
 | |
|                 {
 | |
|                     extr.twistTop = 360 - (-1 * extr.twistTop);
 | |
| 
 | |
|                 }
 | |
|                 
 | |
| 
 | |
|                 extr.twistTop = (float)(extr.twistTop * DEG_TO_RAD);
 | |
|             }
 | |
| 
 | |
|             float twistMid = ((twistTop + twistBot) * 0.5f);
 | |
| 
 | |
|             if (twistMid != 0)
 | |
|             {
 | |
|                 extr.twistMid = 180 * ((float)twistMid / 100);
 | |
|                 if (extr.twistMid > 0)
 | |
|                 {
 | |
|                     extr.twistMid = 360 - (-1 * extr.twistMid);
 | |
|                 }
 | |
|                 extr.twistMid = (float)(extr.twistMid * DEG_TO_RAD);
 | |
|             }
 | |
| 
 | |
|             if (twistBot != 0)
 | |
|             {
 | |
|                 extr.twistBot = 180 * ((float)twistBot / 100);
 | |
|                 if (extr.twistBot > 0)
 | |
|                 {
 | |
|                     extr.twistBot = 360 - (-1 * extr.twistBot);
 | |
|                 }
 | |
|                 extr.twistBot = (float)(extr.twistBot * DEG_TO_RAD);
 | |
|             }
 | |
| 
 | |
|             Mesh result = extr.Extrude(m);
 | |
|             result.DumpRaw(baseDir, primName, "Z extruded");
 | |
|             return result;
 | |
|         }
 | |
| 
 | |
|         private static Mesh CreateCyllinderMesh(String primName, PrimitiveBaseShape primShape, PhysicsVector size)
 | |
|         // Builds the z (+ and -) surfaces of a box shaped prim
 | |
|         {
 | |
| 
 | |
|             UInt16 hollowFactor = primShape.ProfileHollow;
 | |
|             UInt16 profileBegin = primShape.ProfileBegin;
 | |
|             UInt16 profileEnd = primShape.ProfileEnd;
 | |
|             UInt16 taperX = primShape.PathScaleX;
 | |
|             UInt16 taperY = primShape.PathScaleY;
 | |
|             UInt16 pathShearX = primShape.PathShearX;
 | |
|             UInt16 pathShearY = primShape.PathShearY;
 | |
|             Int16 twistBot = primShape.PathTwist;
 | |
|             Int16 twistTop = primShape.PathTwistBegin;
 | |
|             
 | |
| 
 | |
|             // Procedure: This is based on the fact that the upper (plus) and lower (minus) Z-surface
 | |
|             // of a block are basically the same
 | |
|             // They may be warped differently but the shape is identical
 | |
|             // So we only create one surface as a model and derive both plus and minus surface of the block from it
 | |
|             // This is done in a model space where the block spans from -.5 to +.5 in X and Y
 | |
|             // The mapping to Scene space is done later during the "extrusion" phase
 | |
| 
 | |
|             // Base
 | |
|             // Q1Q15 = Quadrant 1, Quadrant1, Vertex 5
 | |
|             Vertex Q1Q15 = new Vertex(-0.35f, -0.35f, 0.0f);
 | |
|             Vertex Q1Q16 = new Vertex(-0.30f, -0.40f, 0.0f);
 | |
|             Vertex Q1Q17 = new Vertex(-0.24f, -0.43f, 0.0f);
 | |
|             Vertex Q1Q18 = new Vertex(-0.18f, -0.46f, 0.0f);
 | |
|             Vertex Q1Q19 = new Vertex(-0.11f, -0.48f, 0.0f);
 | |
| 
 | |
|             Vertex Q2Q10 = new Vertex(+0.0f, -0.50f, 0.0f);
 | |
|             Vertex Q2Q11 = new Vertex(+0.11f, -0.48f, 0.0f);
 | |
|             Vertex Q2Q12 = new Vertex(+0.18f, -0.46f, 0.0f);
 | |
|             Vertex Q2Q13 = new Vertex(+0.24f, -0.43f, 0.0f);
 | |
|             Vertex Q2Q14 = new Vertex(+0.30f, -0.40f, 0.0f);
 | |
|             Vertex Q2Q15 = new Vertex(+0.35f, -0.35f, 0.0f);
 | |
|             Vertex Q2Q16 = new Vertex(+0.40f, -0.30f, 0.0f);
 | |
|             Vertex Q2Q17 = new Vertex(+0.43f, -0.24f, 0.0f);
 | |
|             Vertex Q2Q18 = new Vertex(+0.46f, -0.18f, 0.0f);
 | |
|             Vertex Q2Q19 = new Vertex(+0.48f, -0.11f, 0.0f);
 | |
| 
 | |
|             Vertex Q2Q20 = new Vertex(+0.50f, +0.0f, 0.0f);
 | |
|             Vertex Q2Q21 = new Vertex(+0.48f, +0.11f, 0.0f);
 | |
|             Vertex Q2Q22 = new Vertex(+0.46f, +0.18f, 0.0f);
 | |
|             Vertex Q2Q23 = new Vertex(+0.43f, +0.24f, 0.0f);
 | |
|             Vertex Q2Q24 = new Vertex(+0.40f, +0.30f, 0.0f);
 | |
|             Vertex Q2Q25 = new Vertex(+0.35f, +0.35f, 0.0f);
 | |
|             Vertex Q2Q26 = new Vertex(+0.30f, +0.40f, 0.0f);
 | |
|             Vertex Q2Q27 = new Vertex(+0.24f, +0.43f, 0.0f);
 | |
|             Vertex Q2Q28 = new Vertex(+0.18f, +0.46f, 0.0f);
 | |
|             Vertex Q2Q29 = new Vertex(+0.11f, +0.48f, 0.0f);
 | |
| 
 | |
|             Vertex Q1Q20 = new Vertex(+0.0f, +0.50f, 0.0f);
 | |
|             Vertex Q1Q21 = new Vertex(-0.11f, +0.48f, 0.0f);
 | |
|             Vertex Q1Q22 = new Vertex(-0.18f, +0.46f, 0.0f);
 | |
|             Vertex Q1Q23 = new Vertex(-0.24f, +0.43f, 0.0f);
 | |
|             Vertex Q1Q24 = new Vertex(-0.30f, +0.40f, 0.0f);
 | |
|             Vertex Q1Q25 = new Vertex(-0.35f, +0.35f, 0.0f);
 | |
|             Vertex Q1Q26 = new Vertex(-0.40f, +0.30f, 0.0f);
 | |
|             Vertex Q1Q27 = new Vertex(-0.43f, +0.24f, 0.0f);
 | |
|             Vertex Q1Q28 = new Vertex(-0.46f, +0.18f, 0.0f);
 | |
|             Vertex Q1Q29 = new Vertex(-0.48f, +0.11f, 0.0f);
 | |
| 
 | |
|             Vertex Q1Q10 = new Vertex(-0.50f, +0.0f, 0.0f);
 | |
|             Vertex Q1Q11 = new Vertex(-0.48f, -0.11f, 0.0f);
 | |
|             Vertex Q1Q12 = new Vertex(-0.46f, -0.18f, 0.0f);
 | |
|             Vertex Q1Q13 = new Vertex(-0.43f, -0.24f, 0.0f);
 | |
|             Vertex Q1Q14 = new Vertex(-0.40f, -0.30f, 0.0f);
 | |
|             
 | |
|             SimpleHull outerHull = new SimpleHull();
 | |
|             //Clockwise around the quadrants
 | |
|             outerHull.AddVertex(Q1Q15);
 | |
|             outerHull.AddVertex(Q1Q16);
 | |
|             outerHull.AddVertex(Q1Q17);
 | |
|             outerHull.AddVertex(Q1Q18);
 | |
|             outerHull.AddVertex(Q1Q19);
 | |
| 
 | |
|             outerHull.AddVertex(Q2Q10);
 | |
|             outerHull.AddVertex(Q2Q11);
 | |
|             outerHull.AddVertex(Q2Q12);
 | |
|             outerHull.AddVertex(Q2Q13);
 | |
|             outerHull.AddVertex(Q2Q14);
 | |
|             outerHull.AddVertex(Q2Q15);
 | |
|             outerHull.AddVertex(Q2Q16);
 | |
|             outerHull.AddVertex(Q2Q17);
 | |
|             outerHull.AddVertex(Q2Q18);
 | |
|             outerHull.AddVertex(Q2Q19);
 | |
| 
 | |
|             outerHull.AddVertex(Q2Q20);
 | |
|             outerHull.AddVertex(Q2Q21);
 | |
|             outerHull.AddVertex(Q2Q22);
 | |
|             outerHull.AddVertex(Q2Q23);
 | |
|             outerHull.AddVertex(Q2Q24);
 | |
|             outerHull.AddVertex(Q2Q25);
 | |
|             outerHull.AddVertex(Q2Q26);
 | |
|             outerHull.AddVertex(Q2Q27);
 | |
|             outerHull.AddVertex(Q2Q28);
 | |
|             outerHull.AddVertex(Q2Q29);
 | |
| 
 | |
|             outerHull.AddVertex(Q1Q20);
 | |
|             outerHull.AddVertex(Q1Q21);
 | |
|             outerHull.AddVertex(Q1Q22);
 | |
|             outerHull.AddVertex(Q1Q23);
 | |
|             outerHull.AddVertex(Q1Q24);
 | |
|             outerHull.AddVertex(Q1Q25);
 | |
|             outerHull.AddVertex(Q1Q26);
 | |
|             outerHull.AddVertex(Q1Q27);
 | |
|             outerHull.AddVertex(Q1Q28);
 | |
|             outerHull.AddVertex(Q1Q29);
 | |
| 
 | |
|             outerHull.AddVertex(Q1Q10);
 | |
|             outerHull.AddVertex(Q1Q11);
 | |
|             outerHull.AddVertex(Q1Q12);
 | |
|             outerHull.AddVertex(Q1Q13);
 | |
|             outerHull.AddVertex(Q1Q14);
 | |
| 
 | |
|             // Deal with cuts now
 | |
|             if ((profileBegin != 0) || (profileEnd != 0))
 | |
|             {
 | |
|                 double fProfileBeginAngle = profileBegin / 50000.0 * 360.0;
 | |
|                 // In degree, for easier debugging and understanding
 | |
|                 //fProfileBeginAngle -= (90.0 + 45.0); // for some reasons, the SL client counts from the corner -X/-Y
 | |
|                 double fProfileEndAngle = 360.0 - profileEnd / 50000.0 * 360.0; // Pathend comes as complement to 1.0
 | |
|                 //fProfileEndAngle -= (90.0 + 45.0);
 | |
|                 if (fProfileBeginAngle < fProfileEndAngle)
 | |
|                     fProfileEndAngle -= 360.0;
 | |
| 
 | |
|                 // Note, that we don't want to cut out a triangle, even if this is a 
 | |
|                 // good approximation for small cuts. Indeed we want to cut out an arc
 | |
|                 // and we approximate this arc by a polygon chain
 | |
|                 // Also note, that these vectors are of length 1.0 and thus their endpoints lay outside the model space
 | |
|                 // So it can easily be subtracted from the outer hull
 | |
|                 int iSteps = (int)(((fProfileBeginAngle - fProfileEndAngle) / 45.0) + .5);
 | |
|                 // how many steps do we need with approximately 45 degree
 | |
|                 double dStepWidth = (fProfileBeginAngle - fProfileEndAngle) / iSteps;
 | |
| 
 | |
|                 Vertex origin = new Vertex(0.0f, 0.0f, 0.0f);
 | |
| 
 | |
|                 // Note the sequence of vertices here. It's important to have the other rotational sense than in outerHull
 | |
|                 SimpleHull cutHull = new SimpleHull();
 | |
|                 cutHull.AddVertex(origin);
 | |
|                 for (int i = 0; i < iSteps; i++)
 | |
|                 {
 | |
|                     double angle = fProfileBeginAngle - i * dStepWidth; // we count against the angle orientation!!!!
 | |
|                     Vertex v = Vertex.FromAngle(angle * Math.PI / 180.0);
 | |
|                     cutHull.AddVertex(v);
 | |
|                 }
 | |
|                 Vertex legEnd = Vertex.FromAngle(fProfileEndAngle * Math.PI / 180.0);
 | |
|                 // Calculated separately to avoid errors
 | |
|                 cutHull.AddVertex(legEnd);
 | |
| 
 | |
|                 // m_log.DebugFormat("Starting cutting of the hollow shape from the prim {1}", 0, primName);
 | |
|                 SimpleHull cuttedHull = SimpleHull.SubtractHull(outerHull, cutHull);
 | |
| 
 | |
|                 outerHull = cuttedHull;
 | |
|             }
 | |
| 
 | |
|             // Deal with the hole here
 | |
|             if (hollowFactor > 0)
 | |
|             {
 | |
|                 SimpleHull holeHull = BuildHoleHull(primShape, primShape.ProfileShape, primShape.HollowShape, hollowFactor);
 | |
|                 if (holeHull != null)
 | |
|                 {
 | |
|                     SimpleHull hollowedHull = SimpleHull.SubtractHull(outerHull, holeHull);
 | |
| 
 | |
|                     outerHull = hollowedHull;
 | |
|                 }
 | |
|             }
 | |
| 
 | |
|             Mesh m = new Mesh();
 | |
| 
 | |
|             Vertex Seed1 = new Vertex(0.0f, -10.0f, 0.0f);
 | |
|             Vertex Seed2 = new Vertex(-10.0f, 10.0f, 0.0f);
 | |
|             Vertex Seed3 = new Vertex(10.0f, 10.0f, 0.0f);
 | |
| 
 | |
|             m.Add(Seed1);
 | |
|             m.Add(Seed2);
 | |
|             m.Add(Seed3);
 | |
| 
 | |
|             m.Add(new Triangle(Seed1, Seed2, Seed3));
 | |
|             m.Add(outerHull.getVertices());
 | |
| 
 | |
|             InsertVertices(m.vertices, 3, m.triangles);
 | |
|             m.DumpRaw(baseDir, primName, "Proto first Mesh");
 | |
| 
 | |
|             m.Remove(Seed1);
 | |
|             m.Remove(Seed2);
 | |
|             m.Remove(Seed3);
 | |
|             m.DumpRaw(baseDir, primName, "Proto seeds removed");
 | |
| 
 | |
|             m.RemoveTrianglesOutside(outerHull);
 | |
|             m.DumpRaw(baseDir, primName, "Proto outsides removed");
 | |
| 
 | |
|             foreach (Triangle t in m.triangles)
 | |
|             {
 | |
|                 PhysicsVector n = t.getNormal();
 | |
|                 if (n.Z < 0.0)
 | |
|                     t.invertNormal();
 | |
|             }
 | |
| 
 | |
|             Extruder extr = new Extruder();
 | |
| 
 | |
|             extr.size = size;
 | |
| 
 | |
|             //System.Console.WriteLine("taperFactorX: " + taperX.ToString());
 | |
|             //System.Console.WriteLine("taperFactorY: " + taperY.ToString());
 | |
| 
 | |
|             if (taperX != 100)
 | |
|             {
 | |
|                 if (taperX > 100)
 | |
|                 {
 | |
|                     extr.taperTopFactorX = 1.0f - ((float)(taperX - 100) / 100);
 | |
|                     //System.Console.WriteLine("taperTopFactorX: " + extr.taperTopFactorX.ToString());
 | |
|                 }
 | |
|                 else
 | |
|                 {
 | |
|                     extr.taperBotFactorX = 1.0f - ((100 - (float)taperX) / 100);
 | |
|                     //System.Console.WriteLine("taperBotFactorX: " + extr.taperBotFactorX.ToString());
 | |
|                 }
 | |
| 
 | |
|             }
 | |
| 
 | |
|             if (taperY != 100)
 | |
|             {
 | |
|                 if (taperY > 100)
 | |
|                 {
 | |
|                     extr.taperTopFactorY = 1.0f - ((float)(taperY - 100) / 200);
 | |
|                    // System.Console.WriteLine("taperTopFactorY: " + extr.taperTopFactorY.ToString());
 | |
|                 }
 | |
|                 else
 | |
|                 {
 | |
|                     extr.taperBotFactorY = 1.0f - ((100 - (float)taperY) / 100);
 | |
|                     //System.Console.WriteLine("taperBotFactorY: " + extr.taperBotFactorY.ToString());
 | |
|                 }
 | |
|             }
 | |
| 
 | |
|             if (pathShearX != 0)
 | |
|             {
 | |
|                 if (pathShearX > 50)
 | |
|                 {
 | |
|                     // Complimentary byte.  Negative values wrap around the byte.  Positive values go up to 50
 | |
|                     extr.pushX = (((float)(256 - pathShearX) / 100) * -1f);
 | |
|                     //m_log.Warn("pushX: " + extr.pushX);
 | |
|                 }
 | |
|                 else
 | |
|                 {
 | |
|                     extr.pushX = (float)pathShearX / 100;
 | |
|                     //m_log.Warn("pushX: " + extr.pushX);
 | |
|                 }
 | |
|             }
 | |
| 
 | |
|             if (pathShearY != 0)
 | |
|             {
 | |
|                 if (pathShearY > 50)
 | |
|                 {
 | |
|                     // Complimentary byte.  Negative values wrap around the byte.  Positive values go up to 50
 | |
|                     extr.pushY = (((float)(256 - pathShearY) / 100) * -1f);
 | |
|                     //m_log.Warn("pushY: " + extr.pushY);
 | |
|                 }
 | |
|                 else
 | |
|                 {
 | |
|                     extr.pushY = (float)pathShearY / 100;
 | |
|                     //m_log.Warn("pushY: " + extr.pushY);
 | |
|                 }
 | |
|                 
 | |
|             }
 | |
| 
 | |
|             if (twistTop != 0)
 | |
|             {
 | |
|                 extr.twistTop = 180 * ((float)twistTop / 100);
 | |
|                 if (extr.twistTop > 0)
 | |
|                 {
 | |
|                     extr.twistTop = 360 - (-1 * extr.twistTop);
 | |
|                     
 | |
|                 }
 | |
|                 
 | |
| 
 | |
|                 extr.twistTop = (float)(extr.twistTop * DEG_TO_RAD);
 | |
|             }
 | |
| 
 | |
|             float twistMid = ((twistTop + twistBot) * 0.5f);
 | |
| 
 | |
|             if (twistMid != 0)
 | |
|             {
 | |
|                 extr.twistMid = 180 * ((float)twistMid / 100);
 | |
|                 if (extr.twistMid > 0)
 | |
|                 {
 | |
|                     extr.twistMid = 360 - (-1 * extr.twistMid);
 | |
|                 }
 | |
|                 extr.twistMid = (float)(extr.twistMid * DEG_TO_RAD);
 | |
|             }
 | |
|             
 | |
|             if (twistBot != 0)
 | |
|             {
 | |
|                 extr.twistBot = 180 * ((float)twistBot / 100);
 | |
|                 if (extr.twistBot > 0)
 | |
|                 {
 | |
|                     extr.twistBot = 360 - (-1 * extr.twistBot);
 | |
|                 }
 | |
|                 extr.twistBot = (float)(extr.twistBot * DEG_TO_RAD);
 | |
|             }
 | |
| 
 | |
|             //System.Console.WriteLine("[MESH]: twistTop = " + twistTop.ToString() + "|" + extr.twistTop.ToString() + ", twistMid = " + twistMid.ToString() + "|" + extr.twistMid.ToString() + ", twistbot = " + twistBot.ToString() + "|" + extr.twistBot.ToString());
 | |
|             Mesh result = extr.Extrude(m);
 | |
|             result.DumpRaw(baseDir, primName, "Z extruded");
 | |
|             return result;
 | |
|         }
 | |
| 
 | |
|         private static Mesh CreatePrismMesh(String primName, PrimitiveBaseShape primShape, PhysicsVector size)
 | |
|         // Builds the z (+ and -) surfaces of a box shaped prim
 | |
|         {
 | |
|             UInt16 hollowFactor = primShape.ProfileHollow;
 | |
|             UInt16 profileBegin = primShape.ProfileBegin;
 | |
|             UInt16 profileEnd = primShape.ProfileEnd;
 | |
|             UInt16 taperX = primShape.PathScaleX;
 | |
|             UInt16 taperY = primShape.PathScaleY;
 | |
|             UInt16 pathShearX = primShape.PathShearX;
 | |
|             UInt16 pathShearY = primShape.PathShearY;
 | |
| 
 | |
|             Int16 twistTop = primShape.PathTwistBegin;
 | |
|             Int16 twistBot = primShape.PathTwist;
 | |
|             //m_log.Error("pathShear:" + primShape.PathShearX.ToString() + "," + primShape.PathShearY.ToString());
 | |
|             //m_log.Error("pathTaper:" + primShape.PathTaperX.ToString() + "," + primShape.PathTaperY.ToString());
 | |
|             //m_log.Error("ProfileBegin:" + primShape.ProfileBegin.ToString() + "," + primShape.ProfileBegin.ToString());
 | |
|             //m_log.Error("PathScale:" + primShape.PathScaleX.ToString() + "," + primShape.PathScaleY.ToString());
 | |
| 
 | |
|             // Procedure: This is based on the fact that the upper (plus) and lower (minus) Z-surface
 | |
|             // of a block are basically the same
 | |
|             // They may be warped differently but the shape is identical
 | |
|             // So we only create one surface as a model and derive both plus and minus surface of the block from it
 | |
|             // This is done in a model space where the block spans from -.5 to +.5 in X and Y
 | |
|             // The mapping to Scene space is done later during the "extrusion" phase
 | |
| 
 | |
|             // Base
 | |
|             Vertex MM = new Vertex(-0.25f, -0.45f, 0.0f);
 | |
|             Vertex PM = new Vertex(+0.5f, 0f, 0.0f);
 | |
|             Vertex PP = new Vertex(-0.25f, +0.45f, 0.0f);
 | |
|             
 | |
| 
 | |
|             SimpleHull outerHull = new SimpleHull();
 | |
|             outerHull.AddVertex(MM);
 | |
|             outerHull.AddVertex(PM);
 | |
|             outerHull.AddVertex(PP);
 | |
|             
 | |
|             // Deal with cuts now
 | |
|             if ((profileBegin != 0) || (profileEnd != 0))
 | |
|             {
 | |
|                 double fProfileBeginAngle = profileBegin / 50000.0 * 360.0;
 | |
|                 // In degree, for easier debugging and understanding
 | |
|                 //fProfileBeginAngle -= (90.0 + 45.0); // for some reasons, the SL client counts from the corner -X/-Y
 | |
|                 double fProfileEndAngle = 360.0 - profileEnd / 50000.0 * 360.0; // Pathend comes as complement to 1.0
 | |
|                 //fProfileEndAngle -= (90.0 + 45.0);
 | |
|                 if (fProfileBeginAngle < fProfileEndAngle)
 | |
|                     fProfileEndAngle -= 360.0;
 | |
| 
 | |
|                 // Note, that we don't want to cut out a triangle, even if this is a 
 | |
|                 // good approximation for small cuts. Indeed we want to cut out an arc
 | |
|                 // and we approximate this arc by a polygon chain
 | |
|                 // Also note, that these vectors are of length 1.0 and thus their endpoints lay outside the model space
 | |
|                 // So it can easily be subtracted from the outer hull
 | |
|                 int iSteps = (int)(((fProfileBeginAngle - fProfileEndAngle) / 45.0) + .5);
 | |
|                 // how many steps do we need with approximately 45 degree
 | |
|                 double dStepWidth = (fProfileBeginAngle - fProfileEndAngle) / iSteps;
 | |
| 
 | |
|                 Vertex origin = new Vertex(0.0f, 0.0f, 0.0f);
 | |
| 
 | |
|                 // Note the sequence of vertices here. It's important to have the other rotational sense than in outerHull
 | |
|                 SimpleHull cutHull = new SimpleHull();
 | |
|                 cutHull.AddVertex(origin);
 | |
|                 for (int i = 0; i < iSteps; i++)
 | |
|                 {
 | |
|                     double angle = fProfileBeginAngle - i * dStepWidth; // we count against the angle orientation!!!!
 | |
|                     Vertex v = Vertex.FromAngle(angle * Math.PI / 180.0);
 | |
|                     cutHull.AddVertex(v);
 | |
|                 }
 | |
|                 Vertex legEnd = Vertex.FromAngle(fProfileEndAngle * Math.PI / 180.0);
 | |
|                 // Calculated separately to avoid errors
 | |
|                 cutHull.AddVertex(legEnd);
 | |
| 
 | |
|                 //m_log.DebugFormat("Starting cutting of the hollow shape from the prim {1}", 0, primName);
 | |
|                 SimpleHull cuttedHull = SimpleHull.SubtractHull(outerHull, cutHull);
 | |
| 
 | |
|                 outerHull = cuttedHull;
 | |
|             }
 | |
| 
 | |
|             // Deal with the hole here
 | |
|             if (hollowFactor > 0)
 | |
|             {
 | |
|                 SimpleHull holeHull = BuildHoleHull(primShape, primShape.ProfileShape, primShape.HollowShape, hollowFactor);
 | |
|                 if (holeHull != null)
 | |
|                 {
 | |
|                     SimpleHull hollowedHull = SimpleHull.SubtractHull(outerHull, holeHull);
 | |
| 
 | |
|                     outerHull = hollowedHull;
 | |
|                 }
 | |
|             }
 | |
| 
 | |
|             Mesh m = new Mesh();
 | |
| 
 | |
|             Vertex Seed1 = new Vertex(0.0f, -10.0f, 0.0f);
 | |
|             Vertex Seed2 = new Vertex(-10.0f, 10.0f, 0.0f);
 | |
|             Vertex Seed3 = new Vertex(10.0f, 10.0f, 0.0f);
 | |
| 
 | |
|             m.Add(Seed1);
 | |
|             m.Add(Seed2);
 | |
|             m.Add(Seed3);
 | |
| 
 | |
|             m.Add(new Triangle(Seed1, Seed2, Seed3));
 | |
|             m.Add(outerHull.getVertices());
 | |
| 
 | |
|             InsertVertices(m.vertices, 3, m.triangles);
 | |
|             m.DumpRaw(baseDir, primName, "Proto first Mesh");
 | |
| 
 | |
|             m.Remove(Seed1);
 | |
|             m.Remove(Seed2);
 | |
|             m.Remove(Seed3);
 | |
|             m.DumpRaw(baseDir, primName, "Proto seeds removed");
 | |
| 
 | |
|             m.RemoveTrianglesOutside(outerHull);
 | |
|             m.DumpRaw(baseDir, primName, "Proto outsides removed");
 | |
| 
 | |
|             foreach (Triangle t in m.triangles)
 | |
|             {
 | |
|                 PhysicsVector n = t.getNormal();
 | |
|                 if (n.Z < 0.0)
 | |
|                     t.invertNormal();
 | |
|             }
 | |
| 
 | |
|             Extruder extr = new Extruder();
 | |
| 
 | |
|             extr.size = size;
 | |
| 
 | |
|             if (taperX != 100)
 | |
|             {
 | |
|                 if (taperX > 100)
 | |
|                 {
 | |
|                     extr.taperTopFactorX = 1.0f - ((float)taperX / 200);
 | |
|                     //System.Console.WriteLine("taperTopFactorX: " + extr.taperTopFactorX.ToString());
 | |
|                 }
 | |
|                 else
 | |
|                 {
 | |
|                     extr.taperBotFactorX = 1.0f - ((100 - (float)taperX) / 100);
 | |
|                     //System.Console.WriteLine("taperBotFactorX: " + extr.taperBotFactorX.ToString());
 | |
|                 }
 | |
|             }
 | |
| 
 | |
|             if (taperY != 100)
 | |
|             {
 | |
|                 if (taperY > 100)
 | |
|                 {
 | |
|                     extr.taperTopFactorY = 1.0f - ((float)taperY / 200);
 | |
|                     //System.Console.WriteLine("taperTopFactorY: " + extr.taperTopFactorY.ToString());
 | |
|                 }
 | |
|                 else
 | |
|                 {
 | |
|                     extr.taperBotFactorY = 1.0f - ((100 - (float)taperY) / 100);
 | |
|                     //System.Console.WriteLine("taperBotFactorY: " + extr.taperBotFactorY.ToString());
 | |
|                 }
 | |
|             }
 | |
| 
 | |
|             if (pathShearX != 0)
 | |
|             {
 | |
|                 if (pathShearX > 50)
 | |
|                 {
 | |
|                     // Complimentary byte.  Negative values wrap around the byte.  Positive values go up to 50
 | |
|                     extr.pushX = (((float)(256 - pathShearX) / 100) * -1f);
 | |
|                     // m_log.Warn("pushX: " + extr.pushX);
 | |
|                 }
 | |
|                 else
 | |
|                 {
 | |
|                     extr.pushX = (float)pathShearX / 100;
 | |
|                     // m_log.Warn("pushX: " + extr.pushX);
 | |
|                 }
 | |
|             }
 | |
| 
 | |
|             if (pathShearY != 0)
 | |
|             {
 | |
|                 if (pathShearY > 50)
 | |
|                 {
 | |
|                     // Complimentary byte.  Negative values wrap around the byte.  Positive values go up to 50
 | |
|                     extr.pushY = (((float)(256 - pathShearY) / 100) * -1f);
 | |
|                     //m_log.Warn("pushY: " + extr.pushY);
 | |
|                 }
 | |
|                 else
 | |
|                 {
 | |
|                     extr.pushY = (float)pathShearY / 100;
 | |
|                     //m_log.Warn("pushY: " + extr.pushY);
 | |
|                 }
 | |
|             }
 | |
| 
 | |
|             if (twistTop != 0)
 | |
|             {
 | |
|                 extr.twistTop = 180 * ((float)twistTop / 100);
 | |
|                 if (extr.twistTop > 0)
 | |
|                 {
 | |
|                     extr.twistTop = 360 - (-1 * extr.twistTop);
 | |
| 
 | |
|                 }
 | |
|                 
 | |
| 
 | |
|                 extr.twistTop = (float)(extr.twistTop * DEG_TO_RAD);
 | |
|             }
 | |
| 
 | |
|             float twistMid = ((twistTop + twistBot) * 0.5f);
 | |
| 
 | |
|             if (twistMid != 0)
 | |
|             {
 | |
|                 extr.twistMid = 180 * ((float)twistMid / 100);
 | |
|                 if (extr.twistMid > 0)
 | |
|                 {
 | |
|                     extr.twistMid = 360 - (-1 * extr.twistMid);
 | |
|                 }
 | |
|                 extr.twistMid = (float)(extr.twistMid * DEG_TO_RAD);
 | |
|             }
 | |
| 
 | |
|             if (twistBot != 0)
 | |
|             {
 | |
|                 extr.twistBot = 180 * ((float)twistBot / 100);
 | |
|                 if (extr.twistBot > 0)
 | |
|                 {
 | |
|                     extr.twistBot = 360 - (-1 * extr.twistBot);
 | |
|                 }
 | |
|                 extr.twistBot = (float)(extr.twistBot * DEG_TO_RAD);
 | |
|             }
 | |
| 
 | |
|             Mesh result = extr.Extrude(m);
 | |
|             result.DumpRaw(baseDir, primName, "Z extruded");
 | |
|             return result;
 | |
|         }
 | |
|         private static Mesh CreateSphereMesh(String primName, PrimitiveBaseShape primShape, PhysicsVector size)
 | |
|         {
 | |
|             // Builds an icosahedral geodesic sphere
 | |
|             // based on an article by Paul Bourke
 | |
|             // http://local.wasp.uwa.edu.au/~pbourke/
 | |
|             // articles:
 | |
|             // http://local.wasp.uwa.edu.au/~pbourke/geometry/polygonmesh/
 | |
|             // and
 | |
|             // http://local.wasp.uwa.edu.au/~pbourke/geometry/polyhedra/index.html
 | |
| 
 | |
|             // Still have more to do here.
 | |
| 
 | |
|             UInt16 hollowFactor = primShape.ProfileHollow;
 | |
|             UInt16 profileBegin = primShape.ProfileBegin;
 | |
|             UInt16 profileEnd = primShape.ProfileEnd;
 | |
|             UInt16 taperX = primShape.PathScaleX;
 | |
|             UInt16 taperY = primShape.PathScaleY;
 | |
|             UInt16 pathShearX = primShape.PathShearX;
 | |
|             UInt16 pathShearY = primShape.PathShearY;
 | |
|             Mesh m = new Mesh();
 | |
| 
 | |
|             float LOD = 0.2f;
 | |
|             float diameter = 0.5f;// Our object will result in -0.5 to 0.5
 | |
|             float sq5 = (float) Math.Sqrt(5.0);
 | |
|             float phi = (1 + sq5) * 0.5f;
 | |
|             float rat = (float) Math.Sqrt(10f + (2f * sq5)) / (4f * phi);
 | |
|             float a = (diameter / rat) * 0.5f;
 | |
|             float b = (diameter / rat) / (2.0f * phi);
 | |
| 
 | |
| 
 | |
|             // 12 Icosahedron vertexes
 | |
|             Vertex v1 = new Vertex(0f, b, -a);
 | |
|             Vertex v2 = new Vertex(b, a, 0f);
 | |
|             Vertex v3 = new Vertex(-b, a, 0f);
 | |
|             Vertex v4 = new Vertex(0f, b, a);
 | |
|             Vertex v5 = new Vertex(0f, -b, a);
 | |
|             Vertex v6 = new Vertex(-a, 0f, b);
 | |
|             Vertex v7 = new Vertex(0f, -b, -a);
 | |
|             Vertex v8 = new Vertex(a, 0f, -b);
 | |
|             Vertex v9 = new Vertex(a, 0f, b);
 | |
|             Vertex v10 = new Vertex(-a, 0f, -b);
 | |
|             Vertex v11 = new Vertex(b, -a, 0);
 | |
|             Vertex v12 = new Vertex(-b, -a, 0);
 | |
| 
 | |
| 
 | |
| 
 | |
|             // Base Faces of the Icosahedron (20)
 | |
|             SphereLODTriangle(v1, v2, v3, diameter, LOD, m); 
 | |
|             SphereLODTriangle(v4, v3, v2, diameter, LOD, m);
 | |
|             SphereLODTriangle(v4, v5, v6, diameter, LOD, m);
 | |
|             SphereLODTriangle(v4, v9, v5, diameter, LOD, m);
 | |
|             SphereLODTriangle(v1, v7, v8, diameter, LOD, m);
 | |
|             SphereLODTriangle(v1, v10, v7, diameter, LOD, m);
 | |
|             SphereLODTriangle(v5, v11, v12, diameter, LOD, m);
 | |
|             SphereLODTriangle(v7, v12, v11, diameter, LOD, m);
 | |
|             SphereLODTriangle(v3, v6, v10, diameter, LOD, m);
 | |
|             SphereLODTriangle(v12, v10, v6, diameter, LOD, m);
 | |
|             SphereLODTriangle(v2, v8, v9, diameter, LOD, m);
 | |
|             SphereLODTriangle(v11, v9, v8, diameter, LOD, m);
 | |
|             SphereLODTriangle(v4, v6, v3, diameter, LOD, m);
 | |
|             SphereLODTriangle(v4, v2, v9, diameter, LOD, m);
 | |
|             SphereLODTriangle(v1, v3, v10, diameter, LOD, m);
 | |
|             SphereLODTriangle(v1, v8, v2, diameter, LOD, m);
 | |
|             SphereLODTriangle(v7, v10, v12, diameter, LOD, m);
 | |
|             SphereLODTriangle(v7, v11, v8, diameter, LOD, m);
 | |
|             SphereLODTriangle(v5, v12, v6, diameter, LOD, m);
 | |
|             SphereLODTriangle(v5, v9, v11, diameter, LOD, m);
 | |
| 
 | |
|             // Scale the mesh based on our prim scale
 | |
|             foreach (Vertex v in m.vertices)
 | |
|             {
 | |
|                 v.X *= size.X;
 | |
|                 v.Y *= size.Y;
 | |
|                 v.Z *= size.Z;
 | |
|             }
 | |
| 
 | |
|             // This was built with the normals pointing inside.. 
 | |
|             // therefore we have to invert the normals
 | |
|             foreach (Triangle t in m.triangles)
 | |
|             {
 | |
|                 t.invertNormal();
 | |
|             }
 | |
|             // Dump the faces for visualization in blender.
 | |
|             m.DumpRaw(baseDir, primName, "Icosahedron");
 | |
| 
 | |
|             return m;
 | |
|         }
 | |
|         private SculptMesh CreateSculptMesh(string primName, PrimitiveBaseShape primShape, PhysicsVector size)
 | |
|         {
 | |
|             SculptMesh sm = new SculptMesh(primShape.SculptData);
 | |
|             // Scale the mesh based on our prim scale
 | |
|             foreach (Vertex v in sm.vertices)
 | |
|             {
 | |
|                 v.X *= 0.5f;
 | |
|                 v.Y *= 0.5f;
 | |
|                 v.Z *= 0.5f;
 | |
|                 v.X *= size.X;
 | |
|                 v.Y *= size.Y;
 | |
|                 v.Z *= size.Z;
 | |
|             }
 | |
|             // This was built with the normals pointing inside.. 
 | |
|             // therefore we have to invert the normals
 | |
|             foreach (Triangle t in sm.triangles)
 | |
|             {
 | |
|                 t.invertNormal();
 | |
|             }
 | |
|             sm.DumpRaw(baseDir, primName, "Sculpt");
 | |
|             return sm;
 | |
| 
 | |
|         }
 | |
|         public static void CalcNormals(Mesh mesh)
 | |
|         {
 | |
|             int iTriangles = mesh.triangles.Count;
 | |
| 
 | |
|             mesh.normals = new float[iTriangles*3];
 | |
| 
 | |
|             int i = 0;
 | |
|             foreach (Triangle t in mesh.triangles)
 | |
|             {
 | |
|                 float ux, uy, uz;
 | |
|                 float vx, vy, vz;
 | |
|                 float wx, wy, wz;
 | |
| 
 | |
|                 ux = t.v1.X;
 | |
|                 uy = t.v1.Y;
 | |
|                 uz = t.v1.Z;
 | |
| 
 | |
|                 vx = t.v2.X;
 | |
|                 vy = t.v2.Y;
 | |
|                 vz = t.v2.Z;
 | |
| 
 | |
|                 wx = t.v3.X;
 | |
|                 wy = t.v3.Y;
 | |
|                 wz = t.v3.Z;
 | |
| 
 | |
| 
 | |
|                 // Vectors for edges
 | |
|                 float e1x, e1y, e1z;
 | |
|                 float e2x, e2y, e2z;
 | |
| 
 | |
|                 e1x = ux - vx;
 | |
|                 e1y = uy - vy;
 | |
|                 e1z = uz - vz;
 | |
| 
 | |
|                 e2x = ux - wx;
 | |
|                 e2y = uy - wy;
 | |
|                 e2z = uz - wz;
 | |
| 
 | |
| 
 | |
|                 // Cross product for normal
 | |
|                 float nx, ny, nz;
 | |
|                 nx = e1y*e2z - e1z*e2y;
 | |
|                 ny = e1z*e2x - e1x*e2z;
 | |
|                 nz = e1x*e2y - e1y*e2x;
 | |
| 
 | |
|                 // Length
 | |
|                 float l = (float) Math.Sqrt(nx*nx + ny*ny + nz*nz);
 | |
| 
 | |
|                 // Normalized "normal"
 | |
|                 nx /= l;
 | |
|                 ny /= l;
 | |
|                 nz /= l;
 | |
| 
 | |
|                 mesh.normals[i] = nx;
 | |
|                 mesh.normals[i + 1] = ny;
 | |
|                 mesh.normals[i + 2] = nz;
 | |
| 
 | |
|                 i += 3;
 | |
|             }
 | |
|         }
 | |
| 
 | |
|         public static Vertex midUnitRadialPoint(Vertex a, Vertex b, float radius)
 | |
|         {
 | |
|             Vertex midpoint = new Vertex(a + b) * 0.5f;
 | |
|             return  (midpoint.normalize() * radius);
 | |
|         }
 | |
| 
 | |
|         public static void SphereLODTriangle(Vertex a, Vertex b, Vertex c, float diameter, float LOD, Mesh m)
 | |
|         {
 | |
|             Vertex aa = a - b;
 | |
|             Vertex ba = b - c;
 | |
|             Vertex da = c - a;
 | |
| 
 | |
|             if (((aa.length() < LOD) && (ba.length() < LOD) && (da.length() < LOD)))
 | |
|             {
 | |
|                 // We don't want duplicate verticies.  Duplicates cause the scale algorithm to produce a spikeball
 | |
|                 // spikes are novel, but we want ellipsoids.
 | |
| 
 | |
|                 if (!m.vertices.Contains(a))
 | |
|                     m.Add(a);
 | |
|                 if (!m.vertices.Contains(b))
 | |
|                     m.Add(b);
 | |
|                 if (!m.vertices.Contains(c))
 | |
|                     m.Add(c);
 | |
| 
 | |
|                 // Add the triangle to the mesh
 | |
|                 Triangle t = new Triangle(a, b, c);
 | |
|                 m.Add(t);
 | |
|             }
 | |
|             else
 | |
|             {
 | |
|                 Vertex ab = midUnitRadialPoint(a, b, diameter);
 | |
|                 Vertex bc = midUnitRadialPoint(b, c, diameter);
 | |
|                 Vertex ca = midUnitRadialPoint(c, a, diameter);
 | |
| 
 | |
|                 // Recursive!  Splits the triangle up into 4 smaller triangles
 | |
|                 SphereLODTriangle(a, ab, ca, diameter, LOD, m);
 | |
|                 SphereLODTriangle(ab, b, bc, diameter, LOD, m);
 | |
|                 SphereLODTriangle(ca, bc, c, diameter, LOD, m);
 | |
|                 SphereLODTriangle(ab, bc, ca, diameter, LOD, m);
 | |
| 
 | |
|             }
 | |
|         }
 | |
| 
 | |
|         public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, PhysicsVector size)
 | |
|         {
 | |
|             Mesh mesh = null;
 | |
|             if (primShape.SculptEntry && primShape.SculptType != (byte)0 && primShape.SculptData.Length > 0)
 | |
|             {
 | |
|                 SculptMesh smesh = CreateSculptMesh(primName, primShape, size);
 | |
|                 mesh = (Mesh)smesh;
 | |
|                 CalcNormals(mesh);
 | |
|             }
 | |
|             else
 | |
|             {
 | |
|                 switch (primShape.ProfileShape)
 | |
|                 {
 | |
|                     case ProfileShape.Square:
 | |
|                         mesh = CreateBoxMesh(primName, primShape, size);
 | |
|                         CalcNormals(mesh);
 | |
|                         break;
 | |
|                     case ProfileShape.Circle:
 | |
|                         if (primShape.PathCurve == (byte)Extrusion.Straight)
 | |
|                         {
 | |
|                             mesh = CreateCyllinderMesh(primName, primShape, size);
 | |
|                             CalcNormals(mesh);
 | |
|                         }
 | |
|                         break;
 | |
|                     case ProfileShape.HalfCircle:
 | |
|                         if (primShape.PathCurve == (byte)Extrusion.Curve1)
 | |
|                         {
 | |
|                             mesh = CreateSphereMesh(primName, primShape, size);
 | |
|                             CalcNormals(mesh);
 | |
|                         }
 | |
|                         break;
 | |
| 
 | |
|                     case ProfileShape.EquilateralTriangle:
 | |
|                         mesh = CreatePrismMesh(primName, primShape, size);
 | |
|                         CalcNormals(mesh);
 | |
|                         break;
 | |
| 
 | |
|                     default:
 | |
|                         mesh = CreateBoxMesh(primName, primShape, size);
 | |
|                         CalcNormals(mesh);
 | |
|                         //Set default mesh to cube otherwise it'll return 
 | |
|                         // null and crash on the 'setMesh' method in the physics plugins.
 | |
|                         //mesh = null;
 | |
|                         break;
 | |
|                 }
 | |
|             }
 | |
| 
 | |
|             return mesh;
 | |
|         }
 | |
| 
 | |
|         
 | |
|     }
 | |
| }
 |