1912 lines
84 KiB
C#
1912 lines
84 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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//#define SPAM
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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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using OpenMetaverse;
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using PrimMesher;
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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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public string GetName()
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{
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return "Meshmerizer";
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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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public class Meshmerizer : IMesher
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{
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private bool usePrimMesher = true;
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//private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
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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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#if SPAM
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const string baseDir = "rawFiles";
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#else
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private const string baseDir = null; //"rawFiles";
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#endif
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private const float DEG_TO_RAD = 0.01745329238f;
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private float minSizeForComplexMesh = 0.2f; // prims with all dimensions smaller than this will have a bounding box mesh
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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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// 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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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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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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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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// 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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List<Simplex> simplices = new List<Simplex>();
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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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// 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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foreach (Simplex s in innerSimplices)
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{
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simplices.Remove(s);
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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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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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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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break;
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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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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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SimpleHull holeHull = null;
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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;
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Vertex IPM;
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Vertex IPP;
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Vertex IMP;
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if (pshape == ProfileShape.Circle)
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{ // square cutout in cylinder is 45 degress rotated
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IMM = new Vertex(0.0f, -0.707f * hollowFactorF, 0.0f);
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IPM = new Vertex(0.707f * hollowFactorF, 0.0f, 0.0f);
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IPP = new Vertex(0.0f, 0.707f * hollowFactorF, 0.0f);
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IMP = new Vertex(-0.707f * hollowFactorF, 0.0f, 0.0f);
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}
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else if (pshape == ProfileShape.EquilateralTriangle)
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{
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IMM = new Vertex(0.0f, -0.667f * hollowFactorF, 0.0f);
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IPM = new Vertex(0.667f * hollowFactorF, 0.0f, 0.0f);
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IPP = new Vertex(0.0f, 0.667f * hollowFactorF, 0.0f);
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IMP = new Vertex(-0.667f * hollowFactorF, 0.0f, 0.0f);
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}
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else
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{
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IMM = new Vertex(-0.5f * hollowFactorF, -0.5f * hollowFactorF, 0.0f);
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IPM = new Vertex(+0.5f * hollowFactorF, -0.5f * hollowFactorF, 0.0f);
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IPP = new Vertex(+0.5f * hollowFactorF, +0.5f * hollowFactorF, 0.0f);
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IMP = new Vertex(-0.5f * hollowFactorF, +0.5f * hollowFactorF, 0.0f);
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}
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holeHull = new SimpleHull();
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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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if (hshape == HollowShape.Circle)
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{
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float hollowFactorF = (float)fhollowFactor / (float)50000;
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//Counter clockwise around the quadrants
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holeHull = new SimpleHull();
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holeHull.AddVertex(new Vertex(0.353553f * hollowFactorF, 0.353553f * hollowFactorF, 0.0f)); // 45 degrees
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holeHull.AddVertex(new Vertex(0.433013f * hollowFactorF, 0.250000f * hollowFactorF, 0.0f)); // 30 degrees
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holeHull.AddVertex(new Vertex(0.482963f * hollowFactorF, 0.129410f * hollowFactorF, 0.0f)); // 15 degrees
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holeHull.AddVertex(new Vertex(0.500000f * hollowFactorF, 0.000000f * hollowFactorF, 0.0f)); // 0 degrees
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holeHull.AddVertex(new Vertex(0.482963f * hollowFactorF, -0.129410f * hollowFactorF, 0.0f)); // 345 degrees
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holeHull.AddVertex(new Vertex(0.433013f * hollowFactorF, -0.250000f * hollowFactorF, 0.0f)); // 330 degrees
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holeHull.AddVertex(new Vertex(0.353553f * hollowFactorF, -0.353553f * hollowFactorF, 0.0f)); // 315 degrees
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holeHull.AddVertex(new Vertex(0.250000f * hollowFactorF, -0.433013f * hollowFactorF, 0.0f)); // 300 degrees
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holeHull.AddVertex(new Vertex(0.129410f * hollowFactorF, -0.482963f * hollowFactorF, 0.0f)); // 285 degrees
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holeHull.AddVertex(new Vertex(0.000000f * hollowFactorF, -0.500000f * hollowFactorF, 0.0f)); // 270 degrees
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holeHull.AddVertex(new Vertex(-0.129410f * hollowFactorF, -0.482963f * hollowFactorF, 0.0f)); // 255 degrees
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holeHull.AddVertex(new Vertex(-0.250000f * hollowFactorF, -0.433013f * hollowFactorF, 0.0f)); // 240 degrees
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holeHull.AddVertex(new Vertex(-0.353553f * hollowFactorF, -0.353553f * hollowFactorF, 0.0f)); // 225 degrees
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holeHull.AddVertex(new Vertex(-0.433013f * hollowFactorF, -0.250000f * hollowFactorF, 0.0f)); // 210 degrees
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holeHull.AddVertex(new Vertex(-0.482963f * hollowFactorF, -0.129410f * hollowFactorF, 0.0f)); // 195 degrees
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holeHull.AddVertex(new Vertex(-0.500000f * hollowFactorF, 0.000000f * hollowFactorF, 0.0f)); // 180 degrees
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holeHull.AddVertex(new Vertex(-0.482963f * hollowFactorF, 0.129410f * hollowFactorF, 0.0f)); // 165 degrees
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holeHull.AddVertex(new Vertex(-0.433013f * hollowFactorF, 0.250000f * hollowFactorF, 0.0f)); // 150 degrees
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holeHull.AddVertex(new Vertex(-0.353553f * hollowFactorF, 0.353553f * hollowFactorF, 0.0f)); // 135 degrees
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holeHull.AddVertex(new Vertex(-0.250000f * hollowFactorF, 0.433013f * hollowFactorF, 0.0f)); // 120 degrees
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holeHull.AddVertex(new Vertex(-0.129410f * hollowFactorF, 0.482963f * hollowFactorF, 0.0f)); // 105 degrees
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holeHull.AddVertex(new Vertex(0.000000f * hollowFactorF, 0.500000f * hollowFactorF, 0.0f)); // 90 degrees
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holeHull.AddVertex(new Vertex(0.129410f * hollowFactorF, 0.482963f * hollowFactorF, 0.0f)); // 75 degrees
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holeHull.AddVertex(new Vertex(0.250000f * hollowFactorF, 0.433013f * hollowFactorF, 0.0f)); // 60 degrees
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holeHull.AddVertex(new Vertex(0.353553f * hollowFactorF, 0.353553f * hollowFactorF, 0.0f)); // 45 degrees
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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;
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if (pshape == ProfileShape.Square)
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{
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// corner points are at 345, 105, and 225 degrees for the triangle within a box
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//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);
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//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);
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//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);
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// hard coded here for speed, the equations are in the commented out lines above
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IMM = new Vertex(0.48296f * hollowFactorF, -0.12941f * hollowFactorF, 0.0f);
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IPM = new Vertex(-0.12941f * hollowFactorF, 0.48296f * hollowFactorF, 0.0f);
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IPP = new Vertex(-0.35355f * hollowFactorF, -0.35355f * hollowFactorF, 0.0f);
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}
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else
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{
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IMM = new Vertex(-0.25f * hollowFactorF, -0.45f * hollowFactorF, 0.0f);
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IPM = new Vertex(+0.5f * hollowFactorF, +0f * hollowFactorF, 0.0f);
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IPP = new Vertex(-0.25f * hollowFactorF, +0.45f * hollowFactorF, 0.0f);
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}
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holeHull = new SimpleHull();
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holeHull.AddVertex(IMM);
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holeHull.AddVertex(IPP);
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holeHull.AddVertex(IPM);
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}
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return holeHull;
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}
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/// <summary>
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/// creates a simple box mesh of the specified size
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/// </summary>
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/// <param name="minX"></param>
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/// <param name="maxX"></param>
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/// <param name="minY"></param>
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/// <param name="maxY"></param>
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/// <param name="minZ"></param>
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/// <param name="maxZ"></param>
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/// <returns></returns>
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private static Mesh CreateSimpleBoxMesh(float minX, float maxX, float minY, float maxY, float minZ, float maxZ)
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{
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Mesh box = new Mesh();
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// bottom
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box.Add(new Vertex(minX, maxY, minZ));
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box.Add(new Vertex(maxX, maxY, minZ));
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box.Add(new Vertex(maxX, minY, minZ));
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box.Add(new Vertex(minX, minY, minZ));
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box.Add(new Triangle(box.vertices[0], box.vertices[1], box.vertices[2]));
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box.Add(new Triangle(box.vertices[0], box.vertices[2], box.vertices[3]));
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// top
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box.Add(new Vertex(maxX, maxY, maxZ));
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box.Add(new Vertex(minX, maxY, maxZ));
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box.Add(new Vertex(minX, minY, maxZ));
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box.Add(new Vertex(maxX, minY, maxZ));
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box.Add(new Triangle(box.vertices[4], box.vertices[5], box.vertices[6]));
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box.Add(new Triangle(box.vertices[4], box.vertices[6], box.vertices[7]));
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// sides
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box.Add(new Triangle(box.vertices[5], box.vertices[0], box.vertices[3]));
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box.Add(new Triangle(box.vertices[5], box.vertices[3], box.vertices[6]));
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box.Add(new Triangle(box.vertices[1], box.vertices[0], box.vertices[5]));
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box.Add(new Triangle(box.vertices[1], box.vertices[5], box.vertices[4]));
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box.Add(new Triangle(box.vertices[7], box.vertices[1], box.vertices[4]));
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box.Add(new Triangle(box.vertices[7], box.vertices[2], box.vertices[1]));
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box.Add(new Triangle(box.vertices[3], box.vertices[2], box.vertices[7]));
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box.Add(new Triangle(box.vertices[3], box.vertices[7], box.vertices[6]));
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return box;
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}
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/// <summary>
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/// Creates a simple bounding box mesh for a complex input mesh
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/// </summary>
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/// <param name="meshIn"></param>
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/// <returns></returns>
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private static Mesh CreateBoundingBoxMesh(Mesh meshIn)
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{
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float minX = float.MaxValue;
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float maxX = float.MinValue;
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float minY = float.MaxValue;
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float maxY = float.MinValue;
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float minZ = float.MaxValue;
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float maxZ = float.MinValue;
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foreach (Vertex v in meshIn.vertices)
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{
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if (v != null)
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{
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if (v.X < minX) minX = v.X;
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if (v.Y < minY) minY = v.Y;
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if (v.Z < minZ) minZ = v.Z;
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if (v.X > maxX) maxX = v.X;
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if (v.Y > maxY) maxY = v.Y;
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if (v.Z > maxZ) maxZ = v.Z;
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}
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}
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return CreateSimpleBoxMesh(minX, maxX, minY, maxY, minZ, maxZ);
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}
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private static Mesh CreateBoxMesh(String primName, PrimitiveBaseShape primShape, PhysicsVector size)
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|
// Builds the z (+ and -) surfaces of a box shaped prim
|
|
{
|
|
UInt16 hollowFactor = primShape.ProfileHollow;
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|
UInt16 profileBegin = primShape.ProfileBegin;
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|
UInt16 profileEnd = primShape.ProfileEnd;
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|
UInt16 taperX = primShape.PathScaleX;
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|
UInt16 taperY = primShape.PathScaleY;
|
|
UInt16 pathShearX = primShape.PathShearX;
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|
UInt16 pathShearY = primShape.PathShearY;
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|
|
|
#if SPAM
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reportPrimParams("[BOX] " + primName, primShape);
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|
#endif
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|
|
|
// 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
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// The mapping to Scene space is done later during the "extrusion" phase
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|
|
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// Base
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Vertex MM = new Vertex(-0.5f, -0.5f, 0.0f);
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Vertex PM = new Vertex(+0.5f, -0.5f, 0.0f);
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Vertex PP = new Vertex(+0.5f, +0.5f, 0.0f);
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Vertex MP = new Vertex(-0.5f, +0.5f, 0.0f);
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|
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SimpleHull outerHull = new SimpleHull();
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|
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outerHull.AddVertex(PP);
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outerHull.AddVertex(MP);
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outerHull.AddVertex(MM);
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outerHull.AddVertex(PM);
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|
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// Deal with cuts now
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|
if ((profileBegin != 0) || (profileEnd != 0))
|
|
{
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|
double fProfileBeginAngle = profileBegin / 50000.0*360.0;
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// In degree, for easier debugging and understanding
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|
fProfileBeginAngle -= (90.0 + 45.0); // for some reasons, the SL client counts from the corner -X/-Y
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double fProfileEndAngle = 360.0 - profileEnd / 50000.0*360.0; // Pathend comes as complement to 1.0
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fProfileEndAngle -= (90.0 + 45.0);
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// avoid some problem angles until the hull subtraction routine is fixed
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if ((fProfileBeginAngle + 45.0f) % 90.0f == 0.0f)
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fProfileBeginAngle += 5.0f;
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if ((fProfileEndAngle + 45.0f) % 90.0f == 0.0f)
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fProfileEndAngle -= 5.0f;
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if (fProfileBeginAngle % 90.0f == 0.0f)
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fProfileBeginAngle += 1.0f;
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if (fProfileEndAngle % 90.0f == 0.0f)
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fProfileEndAngle -= 1.0f;
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if (fProfileBeginAngle < fProfileEndAngle)
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fProfileEndAngle -= 360.0;
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#if SPAM
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Console.WriteLine("Meshmerizer: fProfileBeginAngle: " + fProfileBeginAngle.ToString() + " fProfileEndAngle: " + fProfileEndAngle.ToString());
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#endif
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|
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// 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
|
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// So it can easily be subtracted from the outer hull
|
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int iSteps = (int) (((fProfileBeginAngle - fProfileEndAngle)/45.0) + .5);
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// how many steps do we need with approximately 45 degree
|
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double dStepWidth = (fProfileBeginAngle - fProfileEndAngle)/iSteps;
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|
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Vertex origin = new Vertex(0.0f, 0.0f, 0.0f);
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// Note the sequence of vertices here. It's important to have the other rotational sense than in outerHull
|
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SimpleHull cutHull = new SimpleHull();
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cutHull.AddVertex(origin);
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for (int i = 0; i < iSteps; i++)
|
|
{
|
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double angle = fProfileBeginAngle - i*dStepWidth; // we count against the angle orientation!!!!
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Vertex v = Vertex.FromAngle(angle*Math.PI/180.0);
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cutHull.AddVertex(v);
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}
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Vertex legEnd = Vertex.FromAngle(fProfileEndAngle*Math.PI/180.0);
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// Calculated separately to avoid errors
|
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cutHull.AddVertex(legEnd);
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//m_log.DebugFormat("Starting cutting of the hollow shape from the prim {1}", 0, primName);
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SimpleHull cuttedHull = SimpleHull.SubtractHull(outerHull, cutHull);
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outerHull = cuttedHull;
|
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}
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|
|
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// Deal with the hole here
|
|
if (hollowFactor > 0)
|
|
{
|
|
if (hollowFactor < 1000)
|
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hollowFactor = 1000; // some sane minimum for our beloved SimpleHull routines
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|
|
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SimpleHull holeHull = BuildHoleHull(primShape, primShape.ProfileShape, primShape.HollowShape, hollowFactor);
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if (holeHull != null)
|
|
{
|
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SimpleHull hollowedHull = SimpleHull.SubtractHull(outerHull, holeHull);
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|
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outerHull = hollowedHull;
|
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}
|
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}
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|
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Mesh m = new Mesh();
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Vertex Seed1 = new Vertex(0.0f, -10.0f, 0.0f);
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Vertex Seed2 = new Vertex(-10.0f, 10.0f, 0.0f);
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Vertex Seed3 = new Vertex(10.0f, 10.0f, 0.0f);
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|
|
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m.Add(Seed1);
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m.Add(Seed2);
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m.Add(Seed3);
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m.Add(new Triangle(Seed1, Seed2, Seed3));
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m.Add(outerHull.getVertices());
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InsertVertices(m.vertices, 3, m.triangles);
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m.DumpRaw(baseDir, primName, "Proto first Mesh");
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m.Remove(Seed1);
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m.Remove(Seed2);
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m.Remove(Seed3);
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m.DumpRaw(baseDir, primName, "Proto seeds removed");
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|
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m.RemoveTrianglesOutside(outerHull);
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m.DumpRaw(baseDir, primName, "Proto outsides removed");
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|
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foreach (Triangle t in m.triangles)
|
|
{
|
|
PhysicsVector n = t.getNormal();
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if (n.Z < 0.0)
|
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t.invertNormal();
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}
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|
|
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Extruder extr = new Extruder();
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extr.size = size;
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if (taperX != 100)
|
|
{
|
|
if (taperX > 100)
|
|
{
|
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extr.taperTopFactorX = 1.0f - ((float)(taperX - 100) / 100);
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|
}
|
|
else
|
|
{
|
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extr.taperBotFactorX = 1.0f - ((100 - (float)taperX) / 100);
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|
}
|
|
|
|
}
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|
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|
if (taperY != 100)
|
|
{
|
|
if (taperY > 100)
|
|
{
|
|
extr.taperTopFactorY = 1.0f - ((float)(taperY - 100) / 100);
|
|
}
|
|
else
|
|
{
|
|
extr.taperBotFactorY = 1.0f - ((100 - (float)taperY) / 100);
|
|
}
|
|
}
|
|
|
|
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);
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|
}
|
|
else
|
|
{
|
|
extr.pushX = (float)pathShearX / 100;
|
|
}
|
|
}
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|
|
|
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);
|
|
}
|
|
else
|
|
{
|
|
extr.pushY = (float)pathShearY / 100;
|
|
}
|
|
}
|
|
|
|
extr.twistTop = (float)primShape.PathTwist * (float)Math.PI * 0.01f;
|
|
extr.twistBot = (float)primShape.PathTwistBegin * (float)Math.PI * 0.01f;
|
|
extr.pathBegin = primShape.PathBegin;
|
|
extr.pathEnd = primShape.PathEnd;
|
|
|
|
Mesh result = extr.ExtrudeLinearPath(m);
|
|
result.DumpRaw(baseDir, primName, "Z extruded");
|
|
#if SPAM
|
|
int vCount = 0;
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|
|
|
foreach (Vertex v in result.vertices)
|
|
if (v != null)
|
|
vCount++;
|
|
System.Console.WriteLine("Mesh vertex count: " + vCount.ToString());
|
|
#endif
|
|
return result;
|
|
}
|
|
|
|
private static Mesh CreateCylinderMesh(String primName, PrimitiveBaseShape primShape, PhysicsVector size)
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|
// 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;
|
|
|
|
#if SPAM
|
|
reportPrimParams("[CYLINDER] " + primName, primShape);
|
|
#endif
|
|
|
|
|
|
// 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
|
|
|
|
SimpleHull outerHull = new SimpleHull();
|
|
|
|
// counter-clockwise around the quadrants, start at 45 degrees
|
|
|
|
outerHull.AddVertex(new Vertex(0.353553f, 0.353553f, 0.0f)); // 45 degrees
|
|
outerHull.AddVertex(new Vertex(0.250000f, 0.433013f, 0.0f)); // 60 degrees
|
|
outerHull.AddVertex(new Vertex(0.129410f, 0.482963f, 0.0f)); // 75 degrees
|
|
outerHull.AddVertex(new Vertex(0.000000f, 0.500000f, 0.0f)); // 90 degrees
|
|
outerHull.AddVertex(new Vertex(-0.129410f, 0.482963f, 0.0f)); // 105 degrees
|
|
outerHull.AddVertex(new Vertex(-0.250000f, 0.433013f, 0.0f)); // 120 degrees
|
|
outerHull.AddVertex(new Vertex(-0.353553f, 0.353553f, 0.0f)); // 135 degrees
|
|
outerHull.AddVertex(new Vertex(-0.433013f, 0.250000f, 0.0f)); // 150 degrees
|
|
outerHull.AddVertex(new Vertex(-0.482963f, 0.129410f, 0.0f)); // 165 degrees
|
|
outerHull.AddVertex(new Vertex(-0.500000f, 0.000000f, 0.0f)); // 180 degrees
|
|
outerHull.AddVertex(new Vertex(-0.482963f, -0.129410f, 0.0f)); // 195 degrees
|
|
outerHull.AddVertex(new Vertex(-0.433013f, -0.250000f, 0.0f)); // 210 degrees
|
|
outerHull.AddVertex(new Vertex(-0.353553f, -0.353553f, 0.0f)); // 225 degrees
|
|
outerHull.AddVertex(new Vertex(-0.250000f, -0.433013f, 0.0f)); // 240 degrees
|
|
outerHull.AddVertex(new Vertex(-0.129410f, -0.482963f, 0.0f)); // 255 degrees
|
|
outerHull.AddVertex(new Vertex(0.000000f, -0.500000f, 0.0f)); // 270 degrees
|
|
outerHull.AddVertex(new Vertex(0.129410f, -0.482963f, 0.0f)); // 285 degrees
|
|
outerHull.AddVertex(new Vertex(0.250000f, -0.433013f, 0.0f)); // 300 degrees
|
|
outerHull.AddVertex(new Vertex(0.353553f, -0.353553f, 0.0f)); // 315 degrees
|
|
outerHull.AddVertex(new Vertex(0.433013f, -0.250000f, 0.0f)); // 330 degrees
|
|
outerHull.AddVertex(new Vertex(0.482963f, -0.129410f, 0.0f)); // 345 degrees
|
|
outerHull.AddVertex(new Vertex(0.500000f, 0.000000f, 0.0f)); // 0 degrees
|
|
outerHull.AddVertex(new Vertex(0.482963f, 0.129410f, 0.0f)); // 15 degrees
|
|
outerHull.AddVertex(new Vertex(0.433013f, 0.250000f, 0.0f)); // 30 degrees
|
|
|
|
|
|
|
|
// Deal with cuts now
|
|
if ((profileBegin != 0) || (profileEnd != 0))
|
|
{
|
|
double fProfileBeginAngle = profileBegin / 50000.0 * 360.0;
|
|
// In degree, for easier debugging and understanding
|
|
double fProfileEndAngle = 360.0 - profileEnd / 50000.0 * 360.0; // Pathend comes as complement to 1.0
|
|
|
|
#if SPAM
|
|
Console.WriteLine("Extruder: Cylinder fProfileBeginAngle: " + fProfileBeginAngle.ToString() + " fProfileEndAngle: " + fProfileEndAngle.ToString());
|
|
#endif
|
|
if (fProfileBeginAngle > 270.0f && fProfileBeginAngle < 271.8f) // a problem angle for the hull subtract routine :(
|
|
fProfileBeginAngle = 271.8f; // workaround - use the smaller slice
|
|
|
|
if (fProfileBeginAngle < fProfileEndAngle)
|
|
fProfileEndAngle -= 360.0;
|
|
#if SPAM
|
|
Console.WriteLine("Extruder: Cylinder fProfileBeginAngle: " + fProfileBeginAngle.ToString() + " fProfileEndAngle: " + fProfileEndAngle.ToString());
|
|
#endif
|
|
|
|
// 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);
|
|
|
|
SimpleHull cuttedHull = SimpleHull.SubtractHull(outerHull, cutHull);
|
|
|
|
outerHull = cuttedHull;
|
|
}
|
|
|
|
// Deal with the hole here
|
|
if (hollowFactor > 0)
|
|
{
|
|
if (hollowFactor < 1000)
|
|
hollowFactor = 1000; // some sane minimum for our beloved SimpleHull routines
|
|
|
|
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 - 100) / 100); }
|
|
else
|
|
{
|
|
extr.taperBotFactorX = 1.0f - ((100 - (float)taperX) / 100);
|
|
}
|
|
|
|
}
|
|
|
|
if (taperY != 100)
|
|
{
|
|
if (taperY > 100)
|
|
{
|
|
extr.taperTopFactorY = 1.0f - ((float)(taperY - 100) / 100);
|
|
}
|
|
else
|
|
{
|
|
extr.taperBotFactorY = 1.0f - ((100 - (float)taperY) / 100);
|
|
}
|
|
}
|
|
|
|
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);
|
|
}
|
|
else
|
|
{
|
|
extr.pushX = (float)pathShearX / 100;
|
|
}
|
|
}
|
|
|
|
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);
|
|
}
|
|
else
|
|
{
|
|
extr.pushY = (float)pathShearY / 100;
|
|
}
|
|
|
|
}
|
|
|
|
extr.twistTop = (float)primShape.PathTwist * (float)Math.PI * 0.01f;
|
|
extr.twistBot = (float)primShape.PathTwistBegin * (float)Math.PI * 0.01f;
|
|
extr.pathBegin = primShape.PathBegin;
|
|
extr.pathEnd = primShape.PathEnd;
|
|
|
|
Mesh result = extr.ExtrudeLinearPath(m);
|
|
result.DumpRaw(baseDir, primName, "Z extruded");
|
|
#if SPAM
|
|
int vCount = 0;
|
|
|
|
foreach (Vertex v in result.vertices)
|
|
if (v != null)
|
|
vCount++;
|
|
System.Console.WriteLine("Mesh vertex count: " + vCount.ToString());
|
|
#endif
|
|
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;
|
|
|
|
|
|
#if SPAM
|
|
reportPrimParams("[PRISM] " + primName, primShape);
|
|
#endif
|
|
// 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(PP);
|
|
outerHull.AddVertex(MM);
|
|
outerHull.AddVertex(PM);
|
|
|
|
// Deal with cuts now
|
|
if ((profileBegin != 0) || (profileEnd != 0))
|
|
{
|
|
double fProfileBeginAngle = profileBegin / 50000.0 * 360.0;
|
|
// In degree, for easier debugging and understanding
|
|
double fProfileEndAngle = 360.0 - profileEnd / 50000.0 * 360.0; // Pathend comes as complement to 1.0
|
|
|
|
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);
|
|
|
|
SimpleHull cuttedHull = SimpleHull.SubtractHull(outerHull, cutHull);
|
|
|
|
outerHull = cuttedHull;
|
|
}
|
|
|
|
// Deal with the hole here
|
|
if (hollowFactor > 0)
|
|
{
|
|
if (hollowFactor < 1000)
|
|
hollowFactor = 1000; // some sane minimum for our beloved SimpleHull routines
|
|
|
|
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 - 100) / 100);
|
|
}
|
|
else
|
|
{
|
|
extr.taperBotFactorX = 1.0f - ((100 - (float)taperX) / 100);
|
|
}
|
|
|
|
}
|
|
|
|
if (taperY != 100)
|
|
{
|
|
if (taperY > 100)
|
|
{
|
|
extr.taperTopFactorY = 1.0f - ((float)(taperY - 100) / 100);
|
|
}
|
|
else
|
|
{
|
|
extr.taperBotFactorY = 1.0f - ((100 - (float)taperY) / 100);
|
|
}
|
|
}
|
|
|
|
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);
|
|
}
|
|
else
|
|
{
|
|
extr.pushX = (float)pathShearX / 100;
|
|
}
|
|
}
|
|
|
|
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);
|
|
}
|
|
else
|
|
{
|
|
extr.pushY = (float)pathShearY / 100;
|
|
}
|
|
}
|
|
|
|
extr.twistTop = (float)primShape.PathTwist * (float)Math.PI * 0.01f;
|
|
extr.twistBot = (float)primShape.PathTwistBegin * (float)Math.PI * 0.01f;
|
|
extr.pathBegin = primShape.PathBegin;
|
|
extr.pathEnd = primShape.PathEnd;
|
|
|
|
Mesh result = extr.ExtrudeLinearPath(m);
|
|
result.DumpRaw(baseDir, primName, "Z extruded");
|
|
#if SPAM
|
|
int vCount = 0;
|
|
|
|
foreach (Vertex v in result.vertices)
|
|
if (v != null)
|
|
vCount++;
|
|
System.Console.WriteLine("Mesh vertex count: " + vCount.ToString());
|
|
#endif
|
|
return result;
|
|
}
|
|
|
|
/// <summary>
|
|
/// builds an icosahedral geodesic sphere - used as default in place of problem meshes
|
|
/// </summary>
|
|
/// <param name="primName"></param>
|
|
/// <param name="primShape"></param>
|
|
/// <param name="size"></param>
|
|
/// <returns></returns>
|
|
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.
|
|
|
|
Mesh m = new Mesh();
|
|
|
|
#if SPAM
|
|
reportPrimParams("[SPHERE] " + primName, primShape);
|
|
#endif
|
|
|
|
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");
|
|
#if SPAM
|
|
int vCount = 0;
|
|
|
|
foreach (Vertex v in m.vertices)
|
|
if (v != null)
|
|
vCount++;
|
|
System.Console.WriteLine("Mesh vertex count: " + vCount.ToString());
|
|
#endif
|
|
|
|
return m;
|
|
}
|
|
private SculptMesh CreateSculptMesh(string primName, PrimitiveBaseShape primShape, PhysicsVector size, float lod)
|
|
{
|
|
|
|
#if SPAM
|
|
reportPrimParams("[SCULPT] " + primName, primShape);
|
|
#endif
|
|
|
|
SculptMesh sm = new SculptMesh(primShape.SculptData, lod);
|
|
// 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;
|
|
|
|
}
|
|
|
|
/// <summary>
|
|
/// Creates a mesh for prim types torus, ring, tube, and sphere
|
|
/// </summary>
|
|
/// <param name="primName"></param>
|
|
/// <param name="primShape"></param>
|
|
/// <param name="size"></param>
|
|
/// <returns></returns>
|
|
private static Mesh CreateCircularPathMesh(String primName, PrimitiveBaseShape primShape, PhysicsVector size)
|
|
{
|
|
|
|
UInt16 hollowFactor = primShape.ProfileHollow;
|
|
UInt16 profileBegin = primShape.ProfileBegin;
|
|
UInt16 profileEnd = primShape.ProfileEnd;
|
|
UInt16 pathShearX = primShape.PathShearX;
|
|
UInt16 pathShearY = primShape.PathShearY;
|
|
HollowShape hollowShape = primShape.HollowShape;
|
|
|
|
#if SPAM
|
|
reportPrimParams("[CIRCULAR PATH PRIM] " + primName, primShape);
|
|
Console.WriteLine("pathTwist: " + primShape.PathTwist.ToString() + " pathTwistBegin: " + primShape.PathTwistBegin.ToString());
|
|
Console.WriteLine("primShape.ProfileCurve & 0x07: " + Convert.ToString(primShape.ProfileCurve & 0x07));
|
|
|
|
#endif
|
|
|
|
SimpleHull outerHull = new SimpleHull();
|
|
|
|
if ((primShape.ProfileCurve & 0x07) == (byte)ProfileShape.Circle)
|
|
{
|
|
#if SPAM
|
|
Console.WriteLine("Meshmerizer thinks " + primName + " is a TORUS");
|
|
#endif
|
|
if (hollowShape == HollowShape.Same)
|
|
hollowShape = HollowShape.Circle;
|
|
|
|
// build the profile shape
|
|
// counter-clockwise around the quadrants, start at 45 degrees
|
|
|
|
outerHull.AddVertex(new Vertex(0.353553f, 0.353553f, 0.0f)); // 45 degrees
|
|
outerHull.AddVertex(new Vertex(0.250000f, 0.433013f, 0.0f)); // 60 degrees
|
|
outerHull.AddVertex(new Vertex(0.129410f, 0.482963f, 0.0f)); // 75 degrees
|
|
outerHull.AddVertex(new Vertex(0.000000f, 0.500000f, 0.0f)); // 90 degrees
|
|
outerHull.AddVertex(new Vertex(-0.129410f, 0.482963f, 0.0f)); // 105 degrees
|
|
outerHull.AddVertex(new Vertex(-0.250000f, 0.433013f, 0.0f)); // 120 degrees
|
|
outerHull.AddVertex(new Vertex(-0.353553f, 0.353553f, 0.0f)); // 135 degrees
|
|
outerHull.AddVertex(new Vertex(-0.433013f, 0.250000f, 0.0f)); // 150 degrees
|
|
outerHull.AddVertex(new Vertex(-0.482963f, 0.129410f, 0.0f)); // 165 degrees
|
|
outerHull.AddVertex(new Vertex(-0.500000f, 0.000000f, 0.0f)); // 180 degrees
|
|
outerHull.AddVertex(new Vertex(-0.482963f, -0.129410f, 0.0f)); // 195 degrees
|
|
outerHull.AddVertex(new Vertex(-0.433013f, -0.250000f, 0.0f)); // 210 degrees
|
|
outerHull.AddVertex(new Vertex(-0.353553f, -0.353553f, 0.0f)); // 225 degrees
|
|
outerHull.AddVertex(new Vertex(-0.250000f, -0.433013f, 0.0f)); // 240 degrees
|
|
outerHull.AddVertex(new Vertex(-0.129410f, -0.482963f, 0.0f)); // 255 degrees
|
|
outerHull.AddVertex(new Vertex(0.000000f, -0.500000f, 0.0f)); // 270 degrees
|
|
outerHull.AddVertex(new Vertex(0.129410f, -0.482963f, 0.0f)); // 285 degrees
|
|
outerHull.AddVertex(new Vertex(0.250000f, -0.433013f, 0.0f)); // 300 degrees
|
|
outerHull.AddVertex(new Vertex(0.353553f, -0.353553f, 0.0f)); // 315 degrees
|
|
outerHull.AddVertex(new Vertex(0.433013f, -0.250000f, 0.0f)); // 330 degrees
|
|
outerHull.AddVertex(new Vertex(0.482963f, -0.129410f, 0.0f)); // 345 degrees
|
|
outerHull.AddVertex(new Vertex(0.500000f, 0.000000f, 0.0f)); // 0 degrees
|
|
outerHull.AddVertex(new Vertex(0.482963f, 0.129410f, 0.0f)); // 15 degrees
|
|
outerHull.AddVertex(new Vertex(0.433013f, 0.250000f, 0.0f)); // 30 degrees
|
|
}
|
|
|
|
else if ((primShape.ProfileCurve & 0x07) == (byte)ProfileShape.Square) // a ring
|
|
{
|
|
#if SPAM
|
|
Console.WriteLine("Meshmerizer thinks " + primName + " is a TUBE");
|
|
#endif
|
|
if (hollowShape == HollowShape.Same)
|
|
hollowShape = HollowShape.Square;
|
|
|
|
outerHull.AddVertex(new Vertex(+0.5f, +0.5f, 0.0f));
|
|
outerHull.AddVertex(new Vertex(-0.5f, +0.5f, 0.0f));
|
|
outerHull.AddVertex(new Vertex(-0.5f, -0.5f, 0.0f));
|
|
outerHull.AddVertex(new Vertex(+0.5f, -0.5f, 0.0f));
|
|
}
|
|
|
|
else if ((primShape.ProfileCurve & 0x07) == (byte)ProfileShape.EquilateralTriangle)
|
|
{
|
|
#if SPAM
|
|
Console.WriteLine("Meshmerizer thinks " + primName + " is a RING");
|
|
#endif
|
|
if (hollowShape == HollowShape.Same)
|
|
hollowShape = HollowShape.Triangle;
|
|
|
|
outerHull.AddVertex(new Vertex(+0.255f, -0.375f, 0.0f));
|
|
outerHull.AddVertex(new Vertex(+0.25f, +0.375f, 0.0f));
|
|
outerHull.AddVertex(new Vertex(-0.5f, +0.0f, 0.0f));
|
|
|
|
}
|
|
|
|
else if ((primShape.ProfileCurve & 0x07) == (byte)ProfileShape.HalfCircle)
|
|
{
|
|
#if SPAM
|
|
Console.WriteLine("Meshmerizer thinks " + primName + " is a SPHERE");
|
|
#endif
|
|
|
|
// sanity check here... some spheres have inverted normals which can trap avatars
|
|
// so for now if the shape parameters are such that this may happen, revert to the
|
|
// geodesic sphere mesh.. the threshold is arbitrary as it seems any twist on a sphere
|
|
// will create some inverted normals
|
|
if (
|
|
(System.Math.Abs(primShape.PathTwist - primShape.PathTwistBegin) > 65)
|
|
|| (primShape.PathBegin == 0
|
|
&& primShape.PathEnd == 0
|
|
&& primShape.PathTwist == 0
|
|
&& primShape.PathTwistBegin == 0
|
|
&& primShape.ProfileBegin == 0
|
|
&& primShape.ProfileEnd == 0
|
|
&& hollowFactor == 0
|
|
) // simple sphere, revert to geodesic shape
|
|
|
|
)
|
|
{
|
|
#if SPAM
|
|
System.Console.WriteLine("reverting to geodesic sphere for prim: " + primName);
|
|
#endif
|
|
return CreateSphereMesh(primName, primShape, size);
|
|
}
|
|
|
|
if (hollowFactor == 0)
|
|
{
|
|
// the hull triangulator is happier with a minimal hollow
|
|
hollowFactor = 2000;
|
|
}
|
|
|
|
if (hollowShape == HollowShape.Same)
|
|
hollowShape = HollowShape.Circle;
|
|
|
|
outerHull.AddVertex(new Vertex(0.250000f, 0.433013f, 0.0f)); // 60 degrees
|
|
outerHull.AddVertex(new Vertex(0.129410f, 0.482963f, 0.0f)); // 75 degrees
|
|
outerHull.AddVertex(new Vertex(0.000000f, 0.500000f, 0.0f)); // 90 degrees
|
|
outerHull.AddVertex(new Vertex(-0.129410f, 0.482963f, 0.0f)); // 105 degrees
|
|
outerHull.AddVertex(new Vertex(-0.250000f, 0.433013f, 0.0f)); // 120 degrees
|
|
outerHull.AddVertex(new Vertex(-0.353553f, 0.353553f, 0.0f)); // 135 degrees
|
|
outerHull.AddVertex(new Vertex(-0.433013f, 0.250000f, 0.0f)); // 150 degrees
|
|
outerHull.AddVertex(new Vertex(-0.482963f, 0.129410f, 0.0f)); // 165 degrees
|
|
outerHull.AddVertex(new Vertex(-0.500000f, 0.000000f, 0.0f)); // 180 degrees
|
|
|
|
outerHull.AddVertex(new Vertex(0.500000f, 0.000000f, 0.0f)); // 0 degrees
|
|
outerHull.AddVertex(new Vertex(0.482963f, 0.129410f, 0.0f)); // 15 degrees
|
|
outerHull.AddVertex(new Vertex(0.433013f, 0.250000f, 0.0f)); // 30 degrees
|
|
outerHull.AddVertex(new Vertex(0.353553f, 0.353553f, 0.0f)); // 45 degrees
|
|
}
|
|
|
|
// Deal with cuts now
|
|
if ((profileBegin != 0) || (profileEnd != 0))
|
|
{
|
|
double fProfileBeginAngle = profileBegin / 50000.0 * 360.0;
|
|
// In degree, for easier debugging and understanding
|
|
double fProfileEndAngle = 360.0 - profileEnd / 50000.0 * 360.0; // Pathend comes as complement to 1.0
|
|
|
|
if (fProfileBeginAngle < fProfileEndAngle)
|
|
fProfileEndAngle -= 360.0;
|
|
|
|
if ((primShape.ProfileCurve & 0x07) == (byte)ProfileShape.HalfCircle)
|
|
{ // dimpled sphere uses profile cut but since it's a half circle the angles are smaller
|
|
fProfileBeginAngle = 0.0036f * (float)primShape.ProfileBegin;
|
|
fProfileEndAngle = 180.0f - 0.0036f * (float)primShape.ProfileEnd;
|
|
if (fProfileBeginAngle < fProfileEndAngle)
|
|
fProfileEndAngle -= 360.0f;
|
|
// a cut starting at 0 degrees with a hollow causes an infinite loop so move the start angle
|
|
// past it into the empty part of the circle to avoid this condition
|
|
if (fProfileBeginAngle == 0.0f) fProfileBeginAngle = -10.0f;
|
|
|
|
#if SPAM
|
|
Console.WriteLine("Sphere dimple: fProfileBeginAngle: " + fProfileBeginAngle.ToString() + " fProfileEndAngle: " + fProfileEndAngle.ToString());
|
|
#endif
|
|
}
|
|
else if ((primShape.ProfileCurve & 0x07) == (byte)ProfileShape.Square)
|
|
{ // tube profile cut is offset 45 degrees from other prim types
|
|
fProfileBeginAngle += 45.0f;
|
|
fProfileEndAngle += 45.0f;
|
|
if (fProfileBeginAngle < fProfileEndAngle)
|
|
fProfileEndAngle -= 360.0;
|
|
}
|
|
else if ((primShape.ProfileCurve & 0x07) == (byte)ProfileShape.EquilateralTriangle)
|
|
{ // ring profile cut is offset 180 degrees from other prim types
|
|
fProfileBeginAngle += 180.0f;
|
|
fProfileEndAngle += 180.0f;
|
|
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);
|
|
|
|
if ((primShape.ProfileCurve & 0x07) == (byte)ProfileShape.Circle)
|
|
{
|
|
Quaternion zFlip = Quaternion.CreateFromAxisAngle(new Vector3(0.0f, 0.0f, 1.0f), (float)Math.PI);
|
|
Vertex vTmp = new Vertex(0.0f, 0.0f, 0.0f);
|
|
foreach (Vertex v in cuttedHull.getVertices())
|
|
if (v != null)
|
|
{
|
|
vTmp = v * zFlip;
|
|
v.X = vTmp.X;
|
|
v.Y = vTmp.Y;
|
|
v.Z = vTmp.Z;
|
|
}
|
|
}
|
|
|
|
outerHull = cuttedHull;
|
|
}
|
|
|
|
// Deal with the hole here
|
|
if (hollowFactor > 0)
|
|
{
|
|
SimpleHull holeHull;
|
|
|
|
if (hollowShape == HollowShape.Triangle)
|
|
{
|
|
holeHull = new SimpleHull();
|
|
|
|
float hollowFactorF = (float)hollowFactor * 2.0e-5f;
|
|
|
|
if ((primShape.ProfileCurve & 0x07) == (byte)ProfileShape.EquilateralTriangle)
|
|
{
|
|
holeHull.AddVertex(new Vertex(+0.125f * hollowFactorF, -0.1875f * hollowFactorF, 0.0f));
|
|
holeHull.AddVertex(new Vertex(-0.25f * hollowFactorF, -0f * hollowFactorF, 0.0f));
|
|
holeHull.AddVertex(new Vertex(+0.125f * hollowFactorF, +0.1875f * hollowFactorF, 0.0f));
|
|
}
|
|
else if ((primShape.ProfileCurve & 0x07) == (byte)ProfileShape.HalfCircle)
|
|
{
|
|
holeHull.AddVertex(new Vertex(-0.500000f * hollowFactorF, 0.000000f * hollowFactorF, 0.0f)); // 180 degrees
|
|
holeHull.AddVertex(new Vertex(-0.250000f * hollowFactorF, 0.433013f * hollowFactorF, 0.0f)); // 120 degrees
|
|
holeHull.AddVertex(new Vertex(0.250000f * hollowFactorF, 0.433013f * hollowFactorF, 0.0f)); // 60 degrees
|
|
holeHull.AddVertex(new Vertex(0.500000f * hollowFactorF, 0.000000f * hollowFactorF, 0.0f)); // 0 degrees
|
|
}
|
|
else
|
|
{
|
|
holeHull.AddVertex(new Vertex(+0.25f * hollowFactorF, -0.45f * hollowFactorF, 0.0f));
|
|
holeHull.AddVertex(new Vertex(-0.5f * hollowFactorF, -0f * hollowFactorF, 0.0f));
|
|
holeHull.AddVertex(new Vertex(+0.25f * hollowFactorF, +0.45f * hollowFactorF, 0.0f));
|
|
}
|
|
}
|
|
else if (hollowShape == HollowShape.Square && (primShape.ProfileCurve & 0x07) == (byte)ProfileShape.HalfCircle)
|
|
{
|
|
holeHull = new SimpleHull();
|
|
|
|
float hollowFactorF = (float)hollowFactor * 2.0e-5f;
|
|
|
|
holeHull.AddVertex(new Vertex(-0.707f * hollowFactorF, 0.0f, 0.0f)); // 180 degrees
|
|
holeHull.AddVertex(new Vertex(0.0f, 0.707f * hollowFactorF, 0.0f)); // 120 degrees
|
|
holeHull.AddVertex(new Vertex(0.707f * hollowFactorF, 0.0f, 0.0f)); // 60 degrees
|
|
}
|
|
else
|
|
{
|
|
holeHull = BuildHoleHull(primShape, primShape.ProfileShape, 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)
|
|
t.invertNormal();
|
|
|
|
|
|
float skew = primShape.PathSkew * 0.01f;
|
|
float pathScaleX = (float)(200 - primShape.PathScaleX) * 0.01f;
|
|
float pathScaleY = (float)(200 - primShape.PathScaleY) * 0.01f;
|
|
float profileXComp = pathScaleX * (1.0f - Math.Abs(skew));
|
|
|
|
#if SPAM
|
|
//Console.WriteLine("primShape.PathScaleX: " + primShape.PathScaleX.ToString() + " primShape.PathScaleY: " + primShape.PathScaleY.ToString());
|
|
//Console.WriteLine("primShape.PathSkew: " + primShape.PathSkew.ToString() + " primShape.PathRadiusOffset: " + primShape.PathRadiusOffset.ToString() + " primShape.pathRevolutions: " + primShape.PathRevolutions.ToString());
|
|
Console.WriteLine("PathScaleX: " + pathScaleX.ToString() + " pathScaleY: " + pathScaleY.ToString());
|
|
Console.WriteLine("skew: " + skew.ToString() + " profileXComp: " + profileXComp.ToString());
|
|
#endif
|
|
|
|
foreach (Vertex v in m.vertices)
|
|
if (v != null)
|
|
{
|
|
v.X *= profileXComp;
|
|
v.Y *= pathScaleY;
|
|
}
|
|
|
|
Extruder extr = new Extruder();
|
|
|
|
extr.size = size;
|
|
extr.pathScaleX = pathScaleX;
|
|
extr.pathScaleY = pathScaleY;
|
|
extr.pathCutBegin = 0.00002f * primShape.PathBegin;
|
|
extr.pathCutEnd = 0.00002f * (50000 - primShape.PathEnd);
|
|
extr.pathBegin = primShape.PathBegin;
|
|
extr.pathEnd = primShape.PathEnd;
|
|
extr.skew = skew;
|
|
extr.revolutions = 1.0f + (float)primShape.PathRevolutions * 3.0f / 200.0f;
|
|
extr.pathTaperX = 0.01f * (float)primShape.PathTaperX;
|
|
extr.pathTaperY = 0.01f * (float)primShape.PathTaperY;
|
|
|
|
extr.radius = 0.01f * (float)primShape.PathRadiusOffset;
|
|
|
|
#if SPAM
|
|
//System.Console.WriteLine("primShape.PathBegin: " + primShape.PathBegin.ToString() + " primShape.PathEnd: " + primShape.PathEnd.ToString());
|
|
System.Console.WriteLine("extr.pathCutBegin: " + extr.pathCutBegin.ToString() + " extr.pathCutEnd: " + extr.pathCutEnd.ToString());
|
|
System.Console.WriteLine("extr.revolutions: " + extr.revolutions.ToString());
|
|
|
|
//System.Console.WriteLine("primShape.PathTaperX: " + primShape.PathTaperX.ToString());
|
|
//System.Console.WriteLine("primShape.PathTaperY: " + primShape.PathTaperY.ToString());
|
|
|
|
|
|
//System.Console.WriteLine("primShape.PathRadiusOffset: " + primShape.PathRadiusOffset.ToString());
|
|
#endif
|
|
|
|
|
|
|
|
|
|
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);
|
|
}
|
|
else
|
|
{
|
|
extr.pushX = (float)pathShearX / 100;
|
|
}
|
|
}
|
|
|
|
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);
|
|
}
|
|
else
|
|
{
|
|
extr.pushY = (float)pathShearY / 100;
|
|
}
|
|
|
|
}
|
|
|
|
extr.twistTop = (float)primShape.PathTwist * (float)Math.PI * 0.02f;
|
|
extr.twistBot = (float)primShape.PathTwistBegin * (float)Math.PI * 0.02f;
|
|
|
|
Mesh result = extr.ExtrudeCircularPath(m);
|
|
result.DumpRaw(baseDir, primName, "Z extruded");
|
|
|
|
#if SPAM
|
|
int vCount = 0;
|
|
|
|
foreach (Vertex v in result.vertices)
|
|
{
|
|
if (v != null)
|
|
vCount++;
|
|
}
|
|
|
|
System.Console.WriteLine("Mesh vertex count: " + vCount.ToString());
|
|
#endif
|
|
|
|
return result;
|
|
}
|
|
|
|
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 Mesh CreateMeshFromPrimMesher(string primName, PrimitiveBaseShape primShape, PhysicsVector size, float lod)
|
|
{
|
|
Mesh mesh = new Mesh();
|
|
|
|
float pathShearX = primShape.PathShearX < 128 ? (float)primShape.PathShearX * 0.01f : (float)(primShape.PathShearX - 256) * 0.01f;
|
|
float pathShearY = primShape.PathShearY < 128 ? (float)primShape.PathShearY * 0.01f : (float)(primShape.PathShearY - 256) * 0.01f;
|
|
float pathBegin = (float)primShape.PathBegin * 2.0e-5f;
|
|
float pathEnd = 1.0f - (float)primShape.PathEnd * 2.0e-5f;
|
|
float pathScaleX = (float)(primShape.PathScaleX - 100) * 0.01f;
|
|
float pathScaleY = (float)(primShape.PathScaleY - 100) * 0.01f;
|
|
|
|
float profileBegin = (float)primShape.ProfileBegin * 2.0e-5f;
|
|
float profileEnd = 1.0f - (float)primShape.ProfileEnd * 2.0e-5f;
|
|
float profileHollow = (float)primShape.ProfileHollow * 2.0e-5f;
|
|
|
|
int sides = 4;
|
|
if ((primShape.ProfileCurve & 0x07) == (byte)ProfileShape.EquilateralTriangle)
|
|
sides = 3;
|
|
else if ((primShape.ProfileCurve & 0x07) == (byte)ProfileShape.Circle)
|
|
sides = 24;
|
|
else if ((primShape.ProfileCurve & 0x07) == (byte)ProfileShape.HalfCircle)
|
|
{ // half circle, prim is a sphere
|
|
sides = 24;
|
|
|
|
profileBegin = 0.5f * profileBegin + 0.5f;
|
|
profileEnd = 0.5f * profileEnd + 0.5f;
|
|
|
|
}
|
|
|
|
int hollowSides = sides;
|
|
if (primShape.HollowShape == HollowShape.Circle)
|
|
hollowSides = 24;
|
|
else if (primShape.HollowShape == HollowShape.Square)
|
|
hollowSides = 4;
|
|
else if (primShape.HollowShape == HollowShape.Triangle)
|
|
hollowSides = 3;
|
|
|
|
PrimMesh primMesh = new PrimMesh(sides, profileBegin, profileEnd, profileHollow, hollowSides);
|
|
|
|
primMesh.topShearX = pathShearX;
|
|
primMesh.topShearY = pathShearY;
|
|
primMesh.pathCutBegin = pathBegin;
|
|
primMesh.pathCutEnd = pathEnd;
|
|
|
|
if (primShape.PathCurve == (byte)Extrusion.Straight)
|
|
{
|
|
primMesh.twistBegin = primShape.PathTwistBegin * 18 / 10;
|
|
primMesh.twistEnd = primShape.PathTwist * 18 / 10;
|
|
primMesh.taperX = pathScaleX;
|
|
primMesh.taperY = pathScaleY;
|
|
#if SPAM
|
|
Console.WriteLine("****** PrimMesh Parameters (Linear) ******\n" + primMesh.ParamsToDisplayString());
|
|
#endif
|
|
try
|
|
{
|
|
primMesh.ExtrudeLinear();
|
|
}
|
|
catch (Exception ex)
|
|
{
|
|
Console.WriteLine("Extrusion failure: exception: " + ex.ToString());
|
|
Console.WriteLine("\n Prim Name: " + primName);
|
|
Console.WriteLine("****** PrimMesh Parameters (Linear) ******\n" + primMesh.ParamsToDisplayString());
|
|
return null;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
primMesh.holeSizeX = (200 - primShape.PathScaleX) * 0.01f;
|
|
primMesh.holeSizeY = (200 - primShape.PathScaleY) * 0.01f;
|
|
primMesh.radius = 0.01f * primShape.PathRadiusOffset;
|
|
primMesh.revolutions = 1.0f + 0.015f * primShape.PathRevolutions;
|
|
primMesh.skew = 0.01f * primShape.PathSkew;
|
|
primMesh.twistBegin = primShape.PathTwistBegin * 36 / 10;
|
|
primMesh.twistEnd = primShape.PathTwist * 36 / 10;
|
|
primMesh.taperX = primShape.PathTaperX * 0.01f;
|
|
primMesh.taperY = primShape.PathTaperY * 0.01f;
|
|
#if SPAM
|
|
Console.WriteLine("****** PrimMesh Parameters (Circular) ******\n" + primMesh.ParamsToDisplayString());
|
|
#endif
|
|
try
|
|
{
|
|
primMesh.ExtrudeCircular();
|
|
}
|
|
catch (Exception ex)
|
|
{
|
|
Console.WriteLine("Extrusion failure: exception: " + ex.ToString());
|
|
Console.WriteLine("\n Prim Name: " + primName);
|
|
Console.WriteLine("****** PrimMesh Parameters (Circular) ******\n" + primMesh.ParamsToDisplayString());
|
|
return null;
|
|
}
|
|
}
|
|
|
|
primMesh.DumpRaw(baseDir, primName, "primMesh");
|
|
|
|
primMesh.Scale(size.X, size.Y, size.Z);
|
|
|
|
int numCoords = primMesh.coords.Count;
|
|
int numFaces = primMesh.faces.Count;
|
|
|
|
List<Coord> coords = primMesh.coords;
|
|
for (int i = 0; i < numCoords; i++)
|
|
{
|
|
Coord c = coords[i];
|
|
mesh.vertices.Add(new Vertex(c.X, c.Y, c.Z));
|
|
}
|
|
|
|
List<Face> faces = primMesh.faces;
|
|
List<Vertex> vertices = mesh.vertices;
|
|
|
|
for (int i = 0; i < numFaces; i++)
|
|
{
|
|
Face f = faces[i];
|
|
mesh.triangles.Add(new Triangle(vertices[f.v1], vertices[f.v2], vertices[f.v3]));
|
|
}
|
|
|
|
//for (int i = 0; i < numFaces; i++)
|
|
//{
|
|
// Face f = primMesh.faces[i];
|
|
// Coord vert = primMesh.coords[f.v1];
|
|
// Vertex v1 = new Vertex(vert.X, vert.Y, vert.Z);
|
|
// mesh.vertices.Add(v1);
|
|
// vert = primMesh.coords[f.v2];
|
|
// Vertex v2 = new Vertex(vert.X, vert.Y, vert.Z);
|
|
// mesh.vertices.Add(v2);
|
|
// vert = primMesh.coords[f.v3];
|
|
// Vertex v3 = new Vertex(vert.X, vert.Y, vert.Z);
|
|
// mesh.vertices.Add(v3);
|
|
// mesh.triangles.Add(new Triangle(v1, v2, v3));
|
|
//}
|
|
|
|
//mesh.DumpRaw(baseDir, primName, "Mesh");
|
|
|
|
//mesh.primMesh = primMesh;
|
|
|
|
return mesh;
|
|
}
|
|
|
|
public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, PhysicsVector size, float lod)
|
|
{
|
|
return CreateMesh(primName, primShape, size, lod, false);
|
|
}
|
|
|
|
public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, PhysicsVector size, float lod, bool isPhysical)
|
|
{
|
|
Mesh mesh = null;
|
|
|
|
if (size.X < 0.01f) size.X = 0.01f;
|
|
if (size.Y < 0.01f) size.Y = 0.01f;
|
|
if (size.Z < 0.01f) size.Z = 0.01f;
|
|
|
|
#if SPAM
|
|
reportPrimParams(primName, primShape);
|
|
#endif
|
|
|
|
if (primShape.SculptEntry && primShape.SculptType != (byte)0 && primShape.SculptData.Length > 0)
|
|
{
|
|
SculptMesh smesh = CreateSculptMesh(primName, primShape, size, lod);
|
|
mesh = (Mesh)smesh;
|
|
}
|
|
|
|
else if (usePrimMesher)
|
|
{
|
|
mesh = CreateMeshFromPrimMesher(primName, primShape, size, lod);
|
|
}
|
|
else if ((primShape.ProfileCurve & 0x07) == (byte)ProfileShape.Square)
|
|
{
|
|
if (primShape.PathCurve == (byte)Extrusion.Straight)
|
|
{ // its a box
|
|
mesh = CreateBoxMesh(primName, primShape, size);
|
|
//mesh = CreateMeshFromPrimMesher(primName, primShape, size, lod);
|
|
}
|
|
else if (primShape.PathCurve == (byte)Extrusion.Curve1)
|
|
{ // tube
|
|
// do a cylinder for now
|
|
mesh = CreateCylinderMesh(primName, primShape, size);
|
|
//mesh = CreateMeshFromPrimMesher(primName, primShape, size, lod);
|
|
}
|
|
}
|
|
else if ((primShape.ProfileCurve & 0x07) == (byte)ProfileShape.Circle)
|
|
{
|
|
if (primShape.PathCurve == (byte)Extrusion.Straight)
|
|
{
|
|
mesh = CreateCylinderMesh(primName, primShape, size);
|
|
//mesh = CreateMeshFromPrimMesher(primName, primShape, size, lod);
|
|
}
|
|
|
|
// ProfileCurve seems to combine hole shape and profile curve so we need to only compare against the lower 3 bits
|
|
else if (primShape.PathCurve == (byte) Extrusion.Curve1)
|
|
{ // dahlia's favorite, a torus :)
|
|
mesh = CreateCircularPathMesh(primName, primShape, size);
|
|
//mesh = CreateMeshFromPrimMesher(primName, primShape, size, lod);\
|
|
}
|
|
}
|
|
else if ((primShape.ProfileCurve & 0x07) == (byte)ProfileShape.HalfCircle)
|
|
{
|
|
if (primShape.PathCurve == (byte)Extrusion.Curve1 || primShape.PathCurve == (byte) Extrusion.Curve2)
|
|
{
|
|
//mesh = CreateSphereMesh(primName, primShape, size);
|
|
mesh = CreateCircularPathMesh(primName, primShape, size);
|
|
//mesh = CreateMeshFromPrimMesher(primName, primShape, size, lod);
|
|
}
|
|
}
|
|
else if ((primShape.ProfileCurve & 0x07) == (byte)ProfileShape.EquilateralTriangle)
|
|
{
|
|
if (primShape.PathCurve == (byte)Extrusion.Straight)
|
|
{
|
|
mesh = CreatePrismMesh(primName, primShape, size);
|
|
//mesh = CreateMeshFromPrimMesher(primName, primShape, size, lod);
|
|
}
|
|
else if (primShape.PathCurve == (byte) Extrusion.Curve1)
|
|
{ // a ring - do a cylinder for now
|
|
//mesh = CreateCylinderMesh(primName, primShape, size);
|
|
mesh = CreateCircularPathMesh(primName, primShape, size);
|
|
//mesh = CreateMeshFromPrimMesher(primName, primShape, size, lod);
|
|
}
|
|
}
|
|
else // just do a box
|
|
{
|
|
mesh = CreateBoxMesh(primName, primShape, size);
|
|
}
|
|
|
|
if (mesh != null)
|
|
{
|
|
if ((!isPhysical) && size.X < minSizeForComplexMesh && size.Y < minSizeForComplexMesh && size.Z < minSizeForComplexMesh)
|
|
{
|
|
#if SPAM
|
|
Console.WriteLine("Meshmerizer: prim " + primName + " has a size of " + size.ToString() + " which is below threshold of " + minSizeForComplexMesh.ToString() + " - creating simple bounding box" );
|
|
#endif
|
|
mesh = CreateBoundingBoxMesh(mesh);
|
|
mesh.DumpRaw(baseDir, primName, "Z extruded");
|
|
}
|
|
|
|
// trim the vertex and triangle lists to free up memory
|
|
mesh.vertices.TrimExcess();
|
|
mesh.triangles.TrimExcess();
|
|
}
|
|
|
|
return mesh;
|
|
}
|
|
|
|
#if SPAM
|
|
// please dont comment this out until I'm done with this module - dahlia
|
|
private static void reportPrimParams(string name, PrimitiveBaseShape primShape)
|
|
{
|
|
|
|
float pathShearX = primShape.PathShearX < 128 ? (float)primShape.PathShearX * 0.01f : (float)(primShape.PathShearX - 256) * 0.01f;
|
|
float pathShearY = primShape.PathShearY < 128 ? (float)primShape.PathShearY * 0.01f : (float)(primShape.PathShearY - 256) * 0.01f;
|
|
float pathBegin = (float)primShape.PathBegin * 2.0e-5f;
|
|
float pathEnd = 1.0f - (float)primShape.PathEnd * 2.0e-5f;
|
|
float pathScaleX = (float)(primShape.PathScaleX - 100) * 0.01f;
|
|
float pathScaleY = (float)(primShape.PathScaleY - 100) * 0.01f;
|
|
|
|
float profileBegin = (float)primShape.ProfileBegin * 2.0e-5f;
|
|
float profileEnd = 1.0f - (float)primShape.ProfileEnd * 2.0e-5f;
|
|
float profileHollow = (float)primShape.ProfileHollow * 2.0e-5f;
|
|
|
|
Console.WriteLine("********************* PrimitiveBaseShape Parameters *******************\n"
|
|
+ "Name.............: " + name.ToString() + "\n"
|
|
+ "HollowShape......: " + primShape.HollowShape.ToString() + "\n"
|
|
+ "PathBegin........: " + primShape.PathBegin.ToString() + " " + pathBegin.ToString() + "\n"
|
|
+ "PathCurve........: " + primShape.PathCurve.ToString() + "\n"
|
|
+ "PathEnd..........: " + primShape.PathEnd.ToString() + " " + pathEnd.ToString() + "\n"
|
|
+ "PathRadiusOffset.: " + primShape.PathRadiusOffset.ToString() + "\n"
|
|
+ "PathRevolutions..: " + primShape.PathRevolutions.ToString() + "\n"
|
|
+ "PathScaleX.......: " + primShape.PathScaleX.ToString() + " " + pathScaleX.ToString() + "\n"
|
|
+ "PathScaleY.......: " + primShape.PathScaleY.ToString() + " " + pathScaleY.ToString() + "\n"
|
|
+ "PathShearX.......: " + primShape.PathShearX.ToString() + " (" + pathShearX.ToString() + ")\n"
|
|
+ "PathShearY.......: " + primShape.PathShearY.ToString() + " (" + pathShearY.ToString() + ")\n"
|
|
+ "PathSkew.........: " + primShape.PathSkew.ToString() + "\n"
|
|
+ "PathTaperX.......: " + primShape.PathTaperX.ToString() + "\n"
|
|
+ "PathTaperY.......: " + primShape.PathTaperY.ToString() + "\n"
|
|
+ "PathTwist........: " + primShape.PathTwist.ToString() + "\n"
|
|
+ "PathTwistBegin...: " + primShape.PathTwistBegin.ToString() + "\n"
|
|
+ "ProfileBegin.....: " + primShape.ProfileBegin.ToString() + " " + profileBegin.ToString() + "\n"
|
|
+ "ProfileCurve.....: " + primShape.ProfileCurve.ToString() + "\n"
|
|
+ "ProfileEnd.......: " + primShape.ProfileEnd.ToString() + " " + profileEnd.ToString() + "\n"
|
|
+ "ProfileHollow....: " + primShape.ProfileHollow.ToString() + " " + profileHollow.ToString() + "\n"
|
|
+ "ProfileShape.....: " + primShape.ProfileShape.ToString() + "\n"
|
|
);
|
|
}
|
|
#endif
|
|
}
|
|
}
|