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- /*
- * Copyright (c) Contributors
- * See CONTRIBUTORS.TXT for a full list of copyright holders.
- *
- * Redistribution and use in source and binary forms, with or without
- * modification, are permitted provided that the following conditions are met:
- * * Redistributions of source code must retain the above copyright
- * notice, this list of conditions and the following disclaimer.
- * * Redistributions in binary form must reproduce the above copyright
- * notice, this list of conditions and the following disclaimer in the
- * documentation and/or other materials provided with the distribution.
- * * Neither the name of the OpenSimulator Project nor the
- * names of its contributors may be used to endorse or promote products
- * derived from this software without specific prior written permission.
- *
- * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
- * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
- * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
- * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
- * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
- * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
- * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
- * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
- * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- */
- using System;
- using System.Collections.Generic;
- using System.Text;
- using System.IO;
- namespace PrimMesher
- {
- public struct Quat
- {
- /// <summary>X value</summary>
- public float X;
- /// <summary>Y value</summary>
- public float Y;
- /// <summary>Z value</summary>
- public float Z;
- /// <summary>W value</summary>
- public float W;
- public Quat(float x, float y, float z, float w)
- {
- X = x;
- Y = y;
- Z = z;
- W = w;
- }
- public Quat(Coord axis, float angle)
- {
- axis = axis.Normalize();
- angle *= 0.5f;
- float c = (float)Math.Cos(angle);
- float s = (float)Math.Sin(angle);
- X = axis.X * s;
- Y = axis.Y * s;
- Z = axis.Z * s;
- W = c;
- Normalize();
- }
- public float Length()
- {
- return (float)Math.Sqrt(X * X + Y * Y + Z * Z + W * W);
- }
- public Quat Normalize()
- {
- const float MAG_THRESHOLD = 0.0000001f;
- float mag = Length();
- // Catch very small rounding errors when normalizing
- if (mag > MAG_THRESHOLD)
- {
- float oomag = 1f / mag;
- X *= oomag;
- Y *= oomag;
- Z *= oomag;
- W *= oomag;
- }
- else
- {
- X = 0f;
- Y = 0f;
- Z = 0f;
- W = 1f;
- }
- return this;
- }
- public static Quat operator *(Quat q1, Quat q2)
- {
- float x = q1.W * q2.X + q1.X * q2.W + q1.Y * q2.Z - q1.Z * q2.Y;
- float y = q1.W * q2.Y - q1.X * q2.Z + q1.Y * q2.W + q1.Z * q2.X;
- float z = q1.W * q2.Z + q1.X * q2.Y - q1.Y * q2.X + q1.Z * q2.W;
- float w = q1.W * q2.W - q1.X * q2.X - q1.Y * q2.Y - q1.Z * q2.Z;
- return new Quat(x, y, z, w);
- }
- public override string ToString()
- {
- return "< X: " + this.X.ToString() + ", Y: " + this.Y.ToString() + ", Z: " + this.Z.ToString() + ", W: " + this.W.ToString() + ">";
- }
- }
- public struct Coord
- {
- public float X;
- public float Y;
- public float Z;
- public Coord(float x, float y, float z)
- {
- this.X = x;
- this.Y = y;
- this.Z = z;
- }
- public float Length()
- {
- return (float)Math.Sqrt(this.X * this.X + this.Y * this.Y + this.Z * this.Z);
- }
- public Coord Invert()
- {
- this.X = -this.X;
- this.Y = -this.Y;
- this.Z = -this.Z;
- return this;
- }
- public Coord Normalize()
- {
- const float MAG_THRESHOLD = 0.0000001f;
- float mag = Length();
- // Catch very small rounding errors when normalizing
- if (mag > MAG_THRESHOLD)
- {
- float oomag = 1.0f / mag;
- this.X *= oomag;
- this.Y *= oomag;
- this.Z *= oomag;
- }
- else
- {
- this.X = 0.0f;
- this.Y = 0.0f;
- this.Z = 0.0f;
- }
- return this;
- }
- public override string ToString()
- {
- return this.X.ToString() + " " + this.Y.ToString() + " " + this.Z.ToString();
- }
- public static Coord Cross(Coord c1, Coord c2)
- {
- return new Coord(
- c1.Y * c2.Z - c2.Y * c1.Z,
- c1.Z * c2.X - c2.Z * c1.X,
- c1.X * c2.Y - c2.X * c1.Y
- );
- }
- public static Coord operator +(Coord v, Coord a)
- {
- return new Coord(v.X + a.X, v.Y + a.Y, v.Z + a.Z);
- }
- public static Coord operator *(Coord v, Coord m)
- {
- return new Coord(v.X * m.X, v.Y * m.Y, v.Z * m.Z);
- }
- public static Coord operator *(Coord v, Quat q)
- {
- // From http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/transforms/
- Coord c2 = new Coord(0.0f, 0.0f, 0.0f);
- c2.X = q.W * q.W * v.X +
- 2f * q.Y * q.W * v.Z -
- 2f * q.Z * q.W * v.Y +
- q.X * q.X * v.X +
- 2f * q.Y * q.X * v.Y +
- 2f * q.Z * q.X * v.Z -
- q.Z * q.Z * v.X -
- q.Y * q.Y * v.X;
- c2.Y =
- 2f * q.X * q.Y * v.X +
- q.Y * q.Y * v.Y +
- 2f * q.Z * q.Y * v.Z +
- 2f * q.W * q.Z * v.X -
- q.Z * q.Z * v.Y +
- q.W * q.W * v.Y -
- 2f * q.X * q.W * v.Z -
- q.X * q.X * v.Y;
- c2.Z =
- 2f * q.X * q.Z * v.X +
- 2f * q.Y * q.Z * v.Y +
- q.Z * q.Z * v.Z -
- 2f * q.W * q.Y * v.X -
- q.Y * q.Y * v.Z +
- 2f * q.W * q.X * v.Y -
- q.X * q.X * v.Z +
- q.W * q.W * v.Z;
- return c2;
- }
- }
- public struct UVCoord
- {
- public float U;
- public float V;
- public UVCoord(float u, float v)
- {
- this.U = u;
- this.V = v;
- }
- public UVCoord Flip()
- {
- this.U = 1.0f - this.U;
- this.V = 1.0f - this.V;
- return this;
- }
- }
- public struct Face
- {
- public int primFace;
- // vertices
- public int v1;
- public int v2;
- public int v3;
- //normals
- public int n1;
- public int n2;
- public int n3;
- // uvs
- public int uv1;
- public int uv2;
- public int uv3;
- public Face(int v1, int v2, int v3)
- {
- primFace = 0;
- this.v1 = v1;
- this.v2 = v2;
- this.v3 = v3;
- this.n1 = 0;
- this.n2 = 0;
- this.n3 = 0;
- this.uv1 = 0;
- this.uv2 = 0;
- this.uv3 = 0;
- }
- public Face(int v1, int v2, int v3, int n1, int n2, int n3)
- {
- primFace = 0;
- this.v1 = v1;
- this.v2 = v2;
- this.v3 = v3;
- this.n1 = n1;
- this.n2 = n2;
- this.n3 = n3;
- this.uv1 = 0;
- this.uv2 = 0;
- this.uv3 = 0;
- }
- public Coord SurfaceNormal(List<Coord> coordList)
- {
- Coord c1 = coordList[this.v1];
- Coord c2 = coordList[this.v2];
- Coord c3 = coordList[this.v3];
- Coord edge1 = new Coord(c2.X - c1.X, c2.Y - c1.Y, c2.Z - c1.Z);
- Coord edge2 = new Coord(c3.X - c1.X, c3.Y - c1.Y, c3.Z - c1.Z);
- return Coord.Cross(edge1, edge2).Normalize();
- }
- }
- public struct ViewerFace
- {
- public int primFaceNumber;
- public Coord v1;
- public Coord v2;
- public Coord v3;
- public int coordIndex1;
- public int coordIndex2;
- public int coordIndex3;
- public Coord n1;
- public Coord n2;
- public Coord n3;
- public UVCoord uv1;
- public UVCoord uv2;
- public UVCoord uv3;
- public ViewerFace(int primFaceNumber)
- {
- this.primFaceNumber = primFaceNumber;
- this.v1 = new Coord();
- this.v2 = new Coord();
- this.v3 = new Coord();
- this.coordIndex1 = this.coordIndex2 = this.coordIndex3 = -1; // -1 means not assigned yet
- this.n1 = new Coord();
- this.n2 = new Coord();
- this.n3 = new Coord();
- this.uv1 = new UVCoord();
- this.uv2 = new UVCoord();
- this.uv3 = new UVCoord();
- }
- public void Scale(float x, float y, float z)
- {
- this.v1.X *= x;
- this.v1.Y *= y;
- this.v1.Z *= z;
- this.v2.X *= x;
- this.v2.Y *= y;
- this.v2.Z *= z;
- this.v3.X *= x;
- this.v3.Y *= y;
- this.v3.Z *= z;
- }
- public void AddPos(float x, float y, float z)
- {
- this.v1.X += x;
- this.v2.X += x;
- this.v3.X += x;
- this.v1.Y += y;
- this.v2.Y += y;
- this.v3.Y += y;
- this.v1.Z += z;
- this.v2.Z += z;
- this.v3.Z += z;
- }
- public void AddRot(Quat q)
- {
- this.v1 *= q;
- this.v2 *= q;
- this.v3 *= q;
- this.n1 *= q;
- this.n2 *= q;
- this.n3 *= q;
- }
- public void CalcSurfaceNormal()
- {
- Coord edge1 = new Coord(this.v2.X - this.v1.X, this.v2.Y - this.v1.Y, this.v2.Z - this.v1.Z);
- Coord edge2 = new Coord(this.v3.X - this.v1.X, this.v3.Y - this.v1.Y, this.v3.Z - this.v1.Z);
- this.n1 = this.n2 = this.n3 = Coord.Cross(edge1, edge2).Normalize();
- }
- }
- internal struct Angle
- {
- internal float angle;
- internal float X;
- internal float Y;
- internal Angle(float angle, float x, float y)
- {
- this.angle = angle;
- this.X = x;
- this.Y = y;
- }
- }
- internal class AngleList
- {
- private float iX, iY; // intersection point
- private static Angle[] angles3 =
- {
- new Angle(0.0f, 1.0f, 0.0f),
- new Angle(0.33333333333333333f, -0.5f, 0.86602540378443871f),
- new Angle(0.66666666666666667f, -0.5f, -0.86602540378443837f),
- new Angle(1.0f, 1.0f, 0.0f)
- };
- private static Coord[] normals3 =
- {
- new Coord(0.25f, 0.4330127019f, 0.0f).Normalize(),
- new Coord(-0.5f, 0.0f, 0.0f).Normalize(),
- new Coord(0.25f, -0.4330127019f, 0.0f).Normalize(),
- new Coord(0.25f, 0.4330127019f, 0.0f).Normalize()
- };
- private static Angle[] angles4 =
- {
- new Angle(0.0f, 1.0f, 0.0f),
- new Angle(0.25f, 0.0f, 1.0f),
- new Angle(0.5f, -1.0f, 0.0f),
- new Angle(0.75f, 0.0f, -1.0f),
- new Angle(1.0f, 1.0f, 0.0f)
- };
- private static Coord[] normals4 =
- {
- new Coord(0.5f, 0.5f, 0.0f).Normalize(),
- new Coord(-0.5f, 0.5f, 0.0f).Normalize(),
- new Coord(-0.5f, -0.5f, 0.0f).Normalize(),
- new Coord(0.5f, -0.5f, 0.0f).Normalize(),
- new Coord(0.5f, 0.5f, 0.0f).Normalize()
- };
- private static Angle[] angles24 =
- {
- new Angle(0.0f, 1.0f, 0.0f),
- new Angle(0.041666666666666664f, 0.96592582628906831f, 0.25881904510252074f),
- new Angle(0.083333333333333329f, 0.86602540378443871f, 0.5f),
- new Angle(0.125f, 0.70710678118654757f, 0.70710678118654746f),
- new Angle(0.16666666666666667f, 0.5f, 0.8660254037844386f),
- new Angle(0.20833333333333331f, 0.25881904510252096f, 0.9659258262890682f),
- new Angle(0.25f, 0.0f, 1.0f),
- new Angle(0.29166666666666663f, -0.25881904510252063f, 0.96592582628906831f),
- new Angle(0.33333333333333333f, -0.5f, 0.86602540378443871f),
- new Angle(0.375f, -0.70710678118654746f, 0.70710678118654757f),
- new Angle(0.41666666666666663f, -0.86602540378443849f, 0.5f),
- new Angle(0.45833333333333331f, -0.9659258262890682f, 0.25881904510252102f),
- new Angle(0.5f, -1.0f, 0.0f),
- new Angle(0.54166666666666663f, -0.96592582628906842f, -0.25881904510252035f),
- new Angle(0.58333333333333326f, -0.86602540378443882f, -0.5f),
- new Angle(0.62499999999999989f, -0.70710678118654791f, -0.70710678118654713f),
- new Angle(0.66666666666666667f, -0.5f, -0.86602540378443837f),
- new Angle(0.70833333333333326f, -0.25881904510252152f, -0.96592582628906809f),
- new Angle(0.75f, 0.0f, -1.0f),
- new Angle(0.79166666666666663f, 0.2588190451025203f, -0.96592582628906842f),
- new Angle(0.83333333333333326f, 0.5f, -0.86602540378443904f),
- new Angle(0.875f, 0.70710678118654735f, -0.70710678118654768f),
- new Angle(0.91666666666666663f, 0.86602540378443837f, -0.5f),
- new Angle(0.95833333333333326f, 0.96592582628906809f, -0.25881904510252157f),
- new Angle(1.0f, 1.0f, 0.0f)
- };
- private Angle interpolatePoints(float newPoint, Angle p1, Angle p2)
- {
- float m = (newPoint - p1.angle) / (p2.angle - p1.angle);
- return new Angle(newPoint, p1.X + m * (p2.X - p1.X), p1.Y + m * (p2.Y - p1.Y));
- }
- private void intersection(double x1, double y1, double x2, double y2, double x3, double y3, double x4, double y4)
- { // ref: http://local.wasp.uwa.edu.au/~pbourke/geometry/lineline2d/
- double denom = (y4 - y3) * (x2 - x1) - (x4 - x3) * (y2 - y1);
- double uaNumerator = (x4 - x3) * (y1 - y3) - (y4 - y3) * (x1 - x3);
- if (denom != 0.0)
- {
- double ua = uaNumerator / denom;
- iX = (float)(x1 + ua * (x2 - x1));
- iY = (float)(y1 + ua * (y2 - y1));
- }
- }
- internal List<Angle> angles;
- internal List<Coord> normals;
- internal void makeAngles(int sides, float startAngle, float stopAngle)
- {
- angles = new List<Angle>();
- normals = new List<Coord>();
- double twoPi = System.Math.PI * 2.0;
- float twoPiInv = 1.0f / (float)twoPi;
- if (sides < 1)
- throw new Exception("number of sides not greater than zero");
- if (stopAngle <= startAngle)
- throw new Exception("stopAngle not greater than startAngle");
- if ((sides == 3 || sides == 4 || sides == 24))
- {
- startAngle *= twoPiInv;
- stopAngle *= twoPiInv;
- Angle[] sourceAngles;
- if (sides == 3)
- sourceAngles = angles3;
- else if (sides == 4)
- sourceAngles = angles4;
- else sourceAngles = angles24;
- int startAngleIndex = (int)(startAngle * sides);
- int endAngleIndex = sourceAngles.Length - 1;
- if (stopAngle < 1.0f)
- endAngleIndex = (int)(stopAngle * sides) + 1;
- if (endAngleIndex == startAngleIndex)
- endAngleIndex++;
- for (int angleIndex = startAngleIndex; angleIndex < endAngleIndex + 1; angleIndex++)
- {
- angles.Add(sourceAngles[angleIndex]);
- if (sides == 3)
- normals.Add(normals3[angleIndex]);
- else if (sides == 4)
- normals.Add(normals4[angleIndex]);
- }
- if (startAngle > 0.0f)
- angles[0] = interpolatePoints(startAngle, angles[0], angles[1]);
- if (stopAngle < 1.0f)
- {
- int lastAngleIndex = angles.Count - 1;
- angles[lastAngleIndex] = interpolatePoints(stopAngle, angles[lastAngleIndex - 1], angles[lastAngleIndex]);
- }
- }
- else
- {
- double stepSize = twoPi / sides;
- int startStep = (int)(startAngle / stepSize);
- double angle = stepSize * startStep;
- int step = startStep;
- double stopAngleTest = stopAngle;
- if (stopAngle < twoPi)
- {
- stopAngleTest = stepSize * ((int)(stopAngle / stepSize) + 1);
- if (stopAngleTest < stopAngle)
- stopAngleTest += stepSize;
- if (stopAngleTest > twoPi)
- stopAngleTest = twoPi;
- }
- while (angle <= stopAngleTest)
- {
- Angle newAngle;
- newAngle.angle = (float)angle;
- newAngle.X = (float)System.Math.Cos(angle);
- newAngle.Y = (float)System.Math.Sin(angle);
- angles.Add(newAngle);
- step += 1;
- angle = stepSize * step;
- }
- if (startAngle > angles[0].angle)
- {
- Angle newAngle;
- intersection(angles[0].X, angles[0].Y, angles[1].X, angles[1].Y, 0.0f, 0.0f, (float)Math.Cos(startAngle), (float)Math.Sin(startAngle));
- newAngle.angle = startAngle;
- newAngle.X = iX;
- newAngle.Y = iY;
- angles[0] = newAngle;
- }
- int index = angles.Count - 1;
- if (stopAngle < angles[index].angle)
- {
- Angle newAngle;
- intersection(angles[index - 1].X, angles[index - 1].Y, angles[index].X, angles[index].Y, 0.0f, 0.0f, (float)Math.Cos(stopAngle), (float)Math.Sin(stopAngle));
- newAngle.angle = stopAngle;
- newAngle.X = iX;
- newAngle.Y = iY;
- angles[index] = newAngle;
- }
- }
- }
- }
- /// <summary>
- /// generates a profile for extrusion
- /// </summary>
- public class Profile
- {
- private const float twoPi = 2.0f * (float)Math.PI;
- public string errorMessage = null;
- public List<Coord> coords;
- public List<Face> faces;
- public List<Coord> vertexNormals;
- public List<float> us;
- public List<UVCoord> faceUVs;
- public List<int> faceNumbers;
- // use these for making individual meshes for each prim face
- public List<int> outerCoordIndices = null;
- public List<int> hollowCoordIndices = null;
- public List<int> cut1CoordIndices = null;
- public List<int> cut2CoordIndices = null;
- public Coord faceNormal = new Coord(0.0f, 0.0f, 1.0f);
- public Coord cutNormal1 = new Coord();
- public Coord cutNormal2 = new Coord();
- public int numOuterVerts = 0;
- public int numHollowVerts = 0;
- public int outerFaceNumber = -1;
- public int hollowFaceNumber = -1;
- public bool calcVertexNormals = false;
- public int bottomFaceNumber = 0;
- public int numPrimFaces = 0;
- public Profile()
- {
- this.coords = new List<Coord>();
- this.faces = new List<Face>();
- this.vertexNormals = new List<Coord>();
- this.us = new List<float>();
- this.faceUVs = new List<UVCoord>();
- this.faceNumbers = new List<int>();
- }
- public Profile(int sides, float profileStart, float profileEnd, float hollow, int hollowSides, bool createFaces, bool calcVertexNormals)
- {
- this.calcVertexNormals = calcVertexNormals;
- this.coords = new List<Coord>();
- this.faces = new List<Face>();
- this.vertexNormals = new List<Coord>();
- this.us = new List<float>();
- this.faceUVs = new List<UVCoord>();
- this.faceNumbers = new List<int>();
- Coord center = new Coord(0.0f, 0.0f, 0.0f);
- List<Coord> hollowCoords = new List<Coord>();
- List<Coord> hollowNormals = new List<Coord>();
- List<float> hollowUs = new List<float>();
- if (calcVertexNormals)
- {
- this.outerCoordIndices = new List<int>();
- this.hollowCoordIndices = new List<int>();
- this.cut1CoordIndices = new List<int>();
- this.cut2CoordIndices = new List<int>();
- }
- bool hasHollow = (hollow > 0.0f);
- bool hasProfileCut = (profileStart > 0.0f || profileEnd < 1.0f);
- AngleList angles = new AngleList();
- AngleList hollowAngles = new AngleList();
- float xScale = 0.5f;
- float yScale = 0.5f;
- if (sides == 4) // corners of a square are sqrt(2) from center
- {
- xScale = 0.707107f;
- yScale = 0.707107f;
- }
- float startAngle = profileStart * twoPi;
- float stopAngle = profileEnd * twoPi;
- try { angles.makeAngles(sides, startAngle, stopAngle); }
- catch (Exception ex)
- {
- errorMessage = "makeAngles failed: Exception: " + ex.ToString()
- + "\nsides: " + sides.ToString() + " startAngle: " + startAngle.ToString() + " stopAngle: " + stopAngle.ToString();
- return;
- }
- this.numOuterVerts = angles.angles.Count;
- // flag to create as few triangles as possible for 3 or 4 side profile
- bool simpleFace = (sides < 5 && !hasHollow && !hasProfileCut);
- if (hasHollow)
- {
- if (sides == hollowSides)
- hollowAngles = angles;
- else
- {
- try { hollowAngles.makeAngles(hollowSides, startAngle, stopAngle); }
- catch (Exception ex)
- {
- errorMessage = "makeAngles failed: Exception: " + ex.ToString()
- + "\nsides: " + sides.ToString() + " startAngle: " + startAngle.ToString() + " stopAngle: " + stopAngle.ToString();
- return;
- }
- }
- this.numHollowVerts = hollowAngles.angles.Count;
- }
- else if (!simpleFace)
- {
- this.coords.Add(center);
- if (this.calcVertexNormals)
- this.vertexNormals.Add(new Coord(0.0f, 0.0f, 1.0f));
- this.us.Add(0.0f);
- }
- float z = 0.0f;
- Angle angle;
- Coord newVert = new Coord();
- if (hasHollow && hollowSides != sides)
- {
- int numHollowAngles = hollowAngles.angles.Count;
- for (int i = 0; i < numHollowAngles; i++)
- {
- angle = hollowAngles.angles[i];
- newVert.X = hollow * xScale * angle.X;
- newVert.Y = hollow * yScale * angle.Y;
- newVert.Z = z;
- hollowCoords.Add(newVert);
- if (this.calcVertexNormals)
- {
- if (hollowSides < 5)
- hollowNormals.Add(hollowAngles.normals[i].Invert());
- else
- hollowNormals.Add(new Coord(-angle.X, -angle.Y, 0.0f));
- if (hollowSides == 4)
- hollowUs.Add(angle.angle * hollow * 0.707107f);
- else
- hollowUs.Add(angle.angle * hollow);
- }
- }
- }
- int index = 0;
- int numAngles = angles.angles.Count;
- for (int i = 0; i < numAngles; i++)
- {
- angle = angles.angles[i];
- newVert.X = angle.X * xScale;
- newVert.Y = angle.Y * yScale;
- newVert.Z = z;
- this.coords.Add(newVert);
- if (this.calcVertexNormals)
- {
- this.outerCoordIndices.Add(this.coords.Count - 1);
- if (sides < 5)
- {
- this.vertexNormals.Add(angles.normals[i]);
- float u = angle.angle;
- this.us.Add(u);
- }
- else
- {
- this.vertexNormals.Add(new Coord(angle.X, angle.Y, 0.0f));
- this.us.Add(angle.angle);
- }
- }
- if (hasHollow)
- {
- if (hollowSides == sides)
- {
- newVert.X *= hollow;
- newVert.Y *= hollow;
- newVert.Z = z;
- hollowCoords.Add(newVert);
- if (this.calcVertexNormals)
- {
- if (sides < 5)
- {
- hollowNormals.Add(angles.normals[i].Invert());
- }
- else
- hollowNormals.Add(new Coord(-angle.X, -angle.Y, 0.0f));
- hollowUs.Add(angle.angle * hollow);
- }
- }
- }
- else if (!simpleFace && createFaces && angle.angle > 0.0001f)
- {
- Face newFace = new Face();
- newFace.v1 = 0;
- newFace.v2 = index;
- newFace.v3 = index + 1;
- this.faces.Add(newFace);
- }
- index += 1;
- }
- if (hasHollow)
- {
- hollowCoords.Reverse();
- if (this.calcVertexNormals)
- {
- hollowNormals.Reverse();
- hollowUs.Reverse();
- }
- if (createFaces)
- {
- int numTotalVerts = this.numOuterVerts + this.numHollowVerts;
- if (this.numOuterVerts == this.numHollowVerts)
- {
- Face newFace = new Face();
- for (int coordIndex = 0; coordIndex < this.numOuterVerts - 1; coordIndex++)
- {
- newFace.v1 = coordIndex;
- newFace.v2 = coordIndex + 1;
- newFace.v3 = numTotalVerts - coordIndex - 1;
- this.faces.Add(newFace);
- newFace.v1 = coordIndex + 1;
- newFace.v2 = numTotalVerts - coordIndex - 2;
- newFace.v3 = numTotalVerts - coordIndex - 1;
- this.faces.Add(newFace);
- }
- }
- else
- {
- if (this.numOuterVerts < this.numHollowVerts)
- {
- Face newFace = new Face();
- int j = 0; // j is the index for outer vertices
- int maxJ = this.numOuterVerts - 1;
- for (int i = 0; i < this.numHollowVerts; i++) // i is the index for inner vertices
- {
- if (j < maxJ)
- if (angles.angles[j + 1].angle - hollowAngles.angles[i].angle < hollowAngles.angles[i].angle - angles.angles[j].angle + 0.000001f)
- {
- newFace.v1 = numTotalVerts - i - 1;
- newFace.v2 = j;
- newFace.v3 = j + 1;
- this.faces.Add(newFace);
- j += 1;
- }
- newFace.v1 = j;
- newFace.v2 = numTotalVerts - i - 2;
- newFace.v3 = numTotalVerts - i - 1;
- this.faces.Add(newFace);
- }
- }
- else // numHollowVerts < numOuterVerts
- {
- Face newFace = new Face();
- int j = 0; // j is the index for inner vertices
- int maxJ = this.numHollowVerts - 1;
- for (int i = 0; i < this.numOuterVerts; i++)
- {
- if (j < maxJ)
- if (hollowAngles.angles[j + 1].angle - angles.angles[i].angle < angles.angles[i].angle - hollowAngles.angles[j].angle + 0.000001f)
- {
- newFace.v1 = i;
- newFace.v2 = numTotalVerts - j - 2;
- newFace.v3 = numTotalVerts - j - 1;
- this.faces.Add(newFace);
- j += 1;
- }
- newFace.v1 = numTotalVerts - j - 1;
- newFace.v2 = i;
- newFace.v3 = i + 1;
- this.faces.Add(newFace);
- }
- }
- }
- }
- if (calcVertexNormals)
- {
- foreach (Coord hc in hollowCoords)
- {
- this.coords.Add(hc);
- hollowCoordIndices.Add(this.coords.Count - 1);
- }
- }
- else
- this.coords.AddRange(hollowCoords);
- if (this.calcVertexNormals)
- {
- this.vertexNormals.AddRange(hollowNormals);
- this.us.AddRange(hollowUs);
- }
- }
- if (simpleFace && createFaces)
- {
- if (sides == 3)
- this.faces.Add(new Face(0, 1, 2));
- else if (sides == 4)
- {
- this.faces.Add(new Face(0, 1, 2));
- this.faces.Add(new Face(0, 2, 3));
- }
- }
- if (calcVertexNormals && hasProfileCut)
- {
- int lastOuterVertIndex = this.numOuterVerts - 1;
- if (hasHollow)
- {
- this.cut1CoordIndices.Add(0);
- this.cut1CoordIndices.Add(this.coords.Count - 1);
- this.cut2CoordIndices.Add(lastOuterVertIndex + 1);
- this.cut2CoordIndices.Add(lastOuterVertIndex);
- this.cutNormal1.X = this.coords[0].Y - this.coords[this.coords.Count - 1].Y;
- this.cutNormal1.Y = -(this.coords[0].X - this.coords[this.coords.Count - 1].X);
- this.cutNormal2.X = this.coords[lastOuterVertIndex + 1].Y - this.coords[lastOuterVertIndex].Y;
- this.cutNormal2.Y = -(this.coords[lastOuterVertIndex + 1].X - this.coords[lastOuterVertIndex].X);
- }
- else
- {
- this.cut1CoordIndices.Add(0);
- this.cut1CoordIndices.Add(1);
- this.cut2CoordIndices.Add(lastOuterVertIndex);
- this.cut2CoordIndices.Add(0);
- this.cutNormal1.X = this.vertexNormals[1].Y;
- this.cutNormal1.Y = -this.vertexNormals[1].X;
- this.cutNormal2.X = -this.vertexNormals[this.vertexNormals.Count - 2].Y;
- this.cutNormal2.Y = this.vertexNormals[this.vertexNormals.Count - 2].X;
- }
- this.cutNormal1.Normalize();
- this.cutNormal2.Normalize();
- }
- this.MakeFaceUVs();
- hollowCoords = null;
- hollowNormals = null;
- hollowUs = null;
- if (calcVertexNormals)
- { // calculate prim face numbers
- // face number order is top, outer, hollow, bottom, start cut, end cut
- // I know it's ugly but so is the whole concept of prim face numbers
- int faceNum = 1; // start with outer faces
- this.outerFaceNumber = faceNum;
- int startVert = hasProfileCut && !hasHollow ? 1 : 0;
- if (startVert > 0)
- this.faceNumbers.Add(-1);
- for (int i = 0; i < this.numOuterVerts - 1; i++)
- this.faceNumbers.Add(sides < 5 && i <= sides ? faceNum++ : faceNum);
- this.faceNumbers.Add(hasProfileCut ? -1 : faceNum++);
- if (sides > 4 && (hasHollow || hasProfileCut))
- faceNum++;
- if (sides < 5 && (hasHollow || hasProfileCut) && this.numOuterVerts < sides)
- faceNum++;
- if (hasHollow)
- {
- for (int i = 0; i < this.numHollowVerts; i++)
- this.faceNumbers.Add(faceNum);
- this.hollowFaceNumber = faceNum++;
- }
- this.bottomFaceNumber = faceNum++;
- if (hasHollow && hasProfileCut)
- this.faceNumbers.Add(faceNum++);
- for (int i = 0; i < this.faceNumbers.Count; i++)
- if (this.faceNumbers[i] == -1)
- this.faceNumbers[i] = faceNum++;
- this.numPrimFaces = faceNum;
- }
- }
- public void MakeFaceUVs()
- {
- this.faceUVs = new List<UVCoord>();
- foreach (Coord c in this.coords)
- this.faceUVs.Add(new UVCoord(1.0f - (0.5f + c.X), 1.0f - (0.5f - c.Y)));
- }
- public Profile Copy()
- {
- return this.Copy(true);
- }
- public Profile Copy(bool needFaces)
- {
- Profile copy = new Profile();
- copy.coords.AddRange(this.coords);
- copy.faceUVs.AddRange(this.faceUVs);
- if (needFaces)
- copy.faces.AddRange(this.faces);
- if ((copy.calcVertexNormals = this.calcVertexNormals) == true)
- {
- copy.vertexNormals.AddRange(this.vertexNormals);
- copy.faceNormal = this.faceNormal;
- copy.cutNormal1 = this.cutNormal1;
- copy.cutNormal2 = this.cutNormal2;
- copy.us.AddRange(this.us);
- copy.faceNumbers.AddRange(this.faceNumbers);
- copy.cut1CoordIndices = new List<int>(this.cut1CoordIndices);
- copy.cut2CoordIndices = new List<int>(this.cut2CoordIndices);
- copy.hollowCoordIndices = new List<int>(this.hollowCoordIndices);
- copy.outerCoordIndices = new List<int>(this.outerCoordIndices);
- }
- copy.numOuterVerts = this.numOuterVerts;
- copy.numHollowVerts = this.numHollowVerts;
- return copy;
- }
- public void AddPos(Coord v)
- {
- this.AddPos(v.X, v.Y, v.Z);
- }
- public void AddPos(float x, float y, float z)
- {
- int i;
- int numVerts = this.coords.Count;
- Coord vert;
- for (i = 0; i < numVerts; i++)
- {
- vert = this.coords[i];
- vert.X += x;
- vert.Y += y;
- vert.Z += z;
- this.coords[i] = vert;
- }
- }
- public void AddRot(Quat q)
- {
- int i;
- int numVerts = this.coords.Count;
- for (i = 0; i < numVerts; i++)
- this.coords[i] *= q;
- if (this.calcVertexNormals)
- {
- int numNormals = this.vertexNormals.Count;
- for (i = 0; i < numNormals; i++)
- this.vertexNormals[i] *= q;
- this.faceNormal *= q;
- this.cutNormal1 *= q;
- this.cutNormal2 *= q;
- }
- }
- public void Scale(float x, float y)
- {
- int i;
- int numVerts = this.coords.Count;
- Coord vert;
- for (i = 0; i < numVerts; i++)
- {
- vert = this.coords[i];
- vert.X *= x;
- vert.Y *= y;
- this.coords[i] = vert;
- }
- }
- /// <summary>
- /// Changes order of the vertex indices and negates the center vertex normal. Does not alter vertex normals of radial vertices
- /// </summary>
- public void FlipNormals()
- {
- int i;
- int numFaces = this.faces.Count;
- Face tmpFace;
- int tmp;
- for (i = 0; i < numFaces; i++)
- {
- tmpFace = this.faces[i];
- tmp = tmpFace.v3;
- tmpFace.v3 = tmpFace.v1;
- tmpFace.v1 = tmp;
- this.faces[i] = tmpFace;
- }
- if (this.calcVertexNormals)
- {
- int normalCount = this.vertexNormals.Count;
- if (normalCount > 0)
- {
- Coord n = this.vertexNormals[normalCount - 1];
- n.Z = -n.Z;
- this.vertexNormals[normalCount - 1] = n;
- }
- }
- this.faceNormal.X = -this.faceNormal.X;
- this.faceNormal.Y = -this.faceNormal.Y;
- this.faceNormal.Z = -this.faceNormal.Z;
- int numfaceUVs = this.faceUVs.Count;
- for (i = 0; i < numfaceUVs; i++)
- {
- UVCoord uv = this.faceUVs[i];
- uv.V = 1.0f - uv.V;
- this.faceUVs[i] = uv;
- }
- }
- public void AddValue2FaceVertexIndices(int num)
- {
- int numFaces = this.faces.Count;
- Face tmpFace;
- for (int i = 0; i < numFaces; i++)
- {
- tmpFace = this.faces[i];
- tmpFace.v1 += num;
- tmpFace.v2 += num;
- tmpFace.v3 += num;
- this.faces[i] = tmpFace;
- }
- }
- public void AddValue2FaceNormalIndices(int num)
- {
- if (this.calcVertexNormals)
- {
- int numFaces = this.faces.Count;
- Face tmpFace;
- for (int i = 0; i < numFaces; i++)
- {
- tmpFace = this.faces[i];
- tmpFace.n1 += num;
- tmpFace.n2 += num;
- tmpFace.n3 += num;
- this.faces[i] = tmpFace;
- }
- }
- }
- public void DumpRaw(String path, String name, String title)
- {
- if (path == null)
- return;
- String fileName = name + "_" + title + ".raw";
- String completePath = System.IO.Path.Combine(path, fileName);
- StreamWriter sw = new StreamWriter(completePath);
- for (int i = 0; i < this.faces.Count; i++)
- {
- string s = this.coords[this.faces[i].v1].ToString();
- s += " " + this.coords[this.faces[i].v2].ToString();
- s += " " + this.coords[this.faces[i].v3].ToString();
- sw.WriteLine(s);
- }
- sw.Close();
- }
- }
- public struct PathNode
- {
- public Coord position;
- public Quat rotation;
- public float xScale;
- public float yScale;
- public float percentOfPath;
- }
- public enum PathType { Linear = 0, Circular = 1, Flexible = 2 }
- public class Path
- {
- public List<PathNode> pathNodes = new List<PathNode>();
- public float twistBegin = 0.0f;
- public float twistEnd = 0.0f;
- public float topShearX = 0.0f;
- public float topShearY = 0.0f;
- public float pathCutBegin = 0.0f;
- public float pathCutEnd = 1.0f;
- public float dimpleBegin = 0.0f;
- public float dimpleEnd = 1.0f;
- public float skew = 0.0f;
- public float holeSizeX = 1.0f; // called pathScaleX in pbs
- public float holeSizeY = 0.25f;
- public float taperX = 0.0f;
- public float taperY = 0.0f;
- public float radius = 0.0f;
- public float revolutions = 1.0f;
- public int stepsPerRevolution = 24;
- private const float twoPi = 2.0f * (float)Math.PI;
- public void Create(PathType pathType, int steps)
- {
- if (this.taperX > 0.999f)
- this.taperX = 0.999f;
- if (this.taperX < -0.999f)
- this.taperX = -0.999f;
- if (this.taperY > 0.999f)
- this.taperY = 0.999f;
- if (this.taperY < -0.999f)
- this.taperY = -0.999f;
- if (pathType == PathType.Linear || pathType == PathType.Flexible)
- {
- int step = 0;
- float length = this.pathCutEnd - this.pathCutBegin;
- float twistTotal = twistEnd - twistBegin;
- float twistTotalAbs = Math.Abs(twistTotal);
- if (twistTotalAbs > 0.01f)
- steps += (int)(twistTotalAbs * 3.66); // dahlia's magic number
- float start = -0.5f;
- float stepSize = length / (float)steps;
- float percentOfPathMultiplier = stepSize * 0.999999f;
- float xOffset = this.topShearX * this.pathCutBegin;
- float yOffset = this.topShearY * this.pathCutBegin;
- float zOffset = start;
- float xOffsetStepIncrement = this.topShearX * length / steps;
- float yOffsetStepIncrement = this.topShearY * length / steps;
- float percentOfPath = this.pathCutBegin;
- zOffset += percentOfPath;
- // sanity checks
- bool done = false;
- while (!done)
- {
- PathNode newNode = new PathNode();
- newNode.xScale = 1.0f;
- if (this.taperX == 0.0f)
- newNode.xScale = 1.0f;
- else if (this.taperX > 0.0f)
- newNode.xScale = 1.0f - percentOfPath * this.taperX;
- else newNode.xScale = 1.0f + (1.0f - percentOfPath) * this.taperX;
- newNode.yScale = 1.0f;
- if (this.taperY == 0.0f)
- newNode.yScale = 1.0f;
- else if (this.taperY > 0.0f)
- newNode.yScale = 1.0f - percentOfPath * this.taperY;
- else newNode.yScale = 1.0f + (1.0f - percentOfPath) * this.taperY;
- float twist = twistBegin + twistTotal * percentOfPath;
- newNode.rotation = new Quat(new Coord(0.0f, 0.0f, 1.0f), twist);
- newNode.position = new Coord(xOffset, yOffset, zOffset);
- newNode.percentOfPath = percentOfPath;
- pathNodes.Add(newNode);
- if (step < steps)
- {
- step += 1;
- percentOfPath += percentOfPathMultiplier;
- xOffset += xOffsetStepIncrement;
- yOffset += yOffsetStepIncrement;
- zOffset += stepSize;
- if (percentOfPath > this.pathCutEnd)
- done = true;
- }
- else done = true;
- }
- } // end of linear path code
- else // pathType == Circular
- {
- float twistTotal = twistEnd - twistBegin;
- // if the profile has a lot of twist, add more layers otherwise the layers may overlap
- // and the resulting mesh may be quite inaccurate. This method is arbitrary and doesn't
- // accurately match the viewer
- float twistTotalAbs = Math.Abs(twistTotal);
- if (twistTotalAbs > 0.01f)
- {
- if (twistTotalAbs > Math.PI * 1.5f)
- steps *= 2;
- if (twistTotalAbs > Math.PI * 3.0f)
- steps *= 2;
- }
- float yPathScale = this.holeSizeY * 0.5f;
- float pathLength = this.pathCutEnd - this.pathCutBegin;
- float totalSkew = this.skew * 2.0f * pathLength;
- float skewStart = this.pathCutBegin * 2.0f * this.skew - this.skew;
- float xOffsetTopShearXFactor = this.topShearX * (0.25f + 0.5f * (0.5f - this.holeSizeY));
- float yShearCompensation = 1.0f + Math.Abs(this.topShearY) * 0.25f;
- // It's not quite clear what pushY (Y top shear) does, but subtracting it from the start and end
- // angles appears to approximate it's effects on path cut. Likewise, adding it to the angle used
- // to calculate the sine for generating the path radius appears to approximate it's effects there
- // too, but there are some subtle differences in the radius which are noticeable as the prim size
- // increases and it may affect megaprims quite a bit. The effect of the Y top shear parameter on
- // the meshes generated with this technique appear nearly identical in shape to the same prims when
- // displayed by the viewer.
- float startAngle = (twoPi * this.pathCutBegin * this.revolutions) - this.topShearY * 0.9f;
- float endAngle = (twoPi * this.pathCutEnd * this.revolutions) - this.topShearY * 0.9f;
- float stepSize = twoPi / this.stepsPerRevolution;
- int step = (int)(startAngle / stepSize);
- float angle = startAngle;
- bool done = false;
- while (!done) // loop through the length of the path and add the layers
- {
- PathNode newNode = new PathNode();
- float xProfileScale = (1.0f - Math.Abs(this.skew)) * this.holeSizeX;
- float yProfileScale = this.holeSizeY;
- float percentOfPath = angle / (twoPi * this.revolutions);
- float percentOfAngles = (angle - startAngle) / (endAngle - startAngle);
- if (this.taperX > 0.01f)
- xProfileScale *= 1.0f - percentOfPath * this.taperX;
- else if (this.taperX < -0.01f)
- xProfileScale *= 1.0f + (1.0f - percentOfPath) * this.taperX;
- if (this.taperY > 0.01f)
- yProfileScale *= 1.0f - percentOfPath * this.taperY;
- else if (this.taperY < -0.01f)
- yProfileScale *= 1.0f + (1.0f - percentOfPath) * this.taperY;
- newNode.xScale = xProfileScale;
- newNode.yScale = yProfileScale;
- float radiusScale = 1.0f;
- if (this.radius > 0.001f)
- radiusScale = 1.0f - this.radius * percentOfPath;
- else if (this.radius < 0.001f)
- radiusScale = 1.0f + this.radius * (1.0f - percentOfPath);
- float twist = twistBegin + twistTotal * percentOfPath;
- float xOffset = 0.5f * (skewStart + totalSkew * percentOfAngles);
- xOffset += (float)Math.Sin(angle) * xOffsetTopShearXFactor;
- float yOffset = yShearCompensation * (float)Math.Cos(angle) * (0.5f - yPathScale) * radiusScale;
- float zOffset = (float)Math.Sin(angle + this.topShearY) * (0.5f - yPathScale) * radiusScale;
- newNode.position = new Coord(xOffset, yOffset, zOffset);
- // now orient the rotation of the profile layer relative to it's position on the path
- // adding taperY to the angle used to generate the quat appears to approximate the viewer
- newNode.rotation = new Quat(new Coord(1.0f, 0.0f, 0.0f), angle + this.topShearY);
- // next apply twist rotation to the profile layer
- if (twistTotal != 0.0f || twistBegin != 0.0f)
- newNode.rotation *= new Quat(new Coord(0.0f, 0.0f, 1.0f), twist);
- newNode.percentOfPath = percentOfPath;
- pathNodes.Add(newNode);
- // calculate terms for next iteration
- // calculate the angle for the next iteration of the loop
- if (angle >= endAngle - 0.01)
- done = true;
- else
- {
- step += 1;
- angle = stepSize * step;
- if (angle > endAngle)
- angle = endAngle;
- }
- }
- }
- }
- }
- public class PrimMesh
- {
- public string errorMessage = "";
- private const float twoPi = 2.0f * (float)Math.PI;
- public List<Coord> coords;
- public List<Coord> normals;
- public List<Face> faces;
- public List<ViewerFace> viewerFaces;
- private int sides = 4;
- private int hollowSides = 4;
- private float profileStart = 0.0f;
- private float profileEnd = 1.0f;
- private float hollow = 0.0f;
- public int twistBegin = 0;
- public int twistEnd = 0;
- public float topShearX = 0.0f;
- public float topShearY = 0.0f;
- public float pathCutBegin = 0.0f;
- public float pathCutEnd = 1.0f;
- public float dimpleBegin = 0.0f;
- public float dimpleEnd = 1.0f;
- public float skew = 0.0f;
- public float holeSizeX = 1.0f; // called pathScaleX in pbs
- public float holeSizeY = 0.25f;
- public float taperX = 0.0f;
- public float taperY = 0.0f;
- public float radius = 0.0f;
- public float revolutions = 1.0f;
- public int stepsPerRevolution = 24;
- private int profileOuterFaceNumber = -1;
- private int profileHollowFaceNumber = -1;
- private bool hasProfileCut = false;
- private bool hasHollow = false;
- public bool calcVertexNormals = false;
- private bool normalsProcessed = false;
- public bool viewerMode = false;
- public bool sphereMode = false;
- public int numPrimFaces = 0;
- /// <summary>
- /// Human readable string representation of the parameters used to create a mesh.
- /// </summary>
- /// <returns></returns>
- public string ParamsToDisplayString()
- {
- string s = "";
- s += "sides..................: " + this.sides.ToString();
- s += "\nhollowSides..........: " + this.hollowSides.ToString();
- s += "\nprofileStart.........: " + this.profileStart.ToString();
- s += "\nprofileEnd...........: " + this.profileEnd.ToString();
- s += "\nhollow...............: " + this.hollow.ToString();
- s += "\ntwistBegin...........: " + this.twistBegin.ToString();
- s += "\ntwistEnd.............: " + this.twistEnd.ToString();
- s += "\ntopShearX............: " + this.topShearX.ToString();
- s += "\ntopShearY............: " + this.topShearY.ToString();
- s += "\npathCutBegin.........: " + this.pathCutBegin.ToString();
- s += "\npathCutEnd...........: " + this.pathCutEnd.ToString();
- s += "\ndimpleBegin..........: " + this.dimpleBegin.ToString();
- s += "\ndimpleEnd............: " + this.dimpleEnd.ToString();
- s += "\nskew.................: " + this.skew.ToString();
- s += "\nholeSizeX............: " + this.holeSizeX.ToString();
- s += "\nholeSizeY............: " + this.holeSizeY.ToString();
- s += "\ntaperX...............: " + this.taperX.ToString();
- s += "\ntaperY...............: " + this.taperY.ToString();
- s += "\nradius...............: " + this.radius.ToString();
- s += "\nrevolutions..........: " + this.revolutions.ToString();
- s += "\nstepsPerRevolution...: " + this.stepsPerRevolution.ToString();
- s += "\nsphereMode...........: " + this.sphereMode.ToString();
- s += "\nhasProfileCut........: " + this.hasProfileCut.ToString();
- s += "\nhasHollow............: " + this.hasHollow.ToString();
- s += "\nviewerMode...........: " + this.viewerMode.ToString();
- return s;
- }
- public int ProfileOuterFaceNumber
- {
- get { return profileOuterFaceNumber; }
- }
- public int ProfileHollowFaceNumber
- {
- get { return profileHollowFaceNumber; }
- }
- public bool HasProfileCut
- {
- get { return hasProfileCut; }
- }
- public bool HasHollow
- {
- get { return hasHollow; }
- }
- /// <summary>
- /// Constructs a PrimMesh object and creates the profile for extrusion.
- /// </summary>
- /// <param name="sides"></param>
- /// <param name="profileStart"></param>
- /// <param name="profileEnd"></param>
- /// <param name="hollow"></param>
- /// <param name="hollowSides"></param>
- public PrimMesh(int sides, float profileStart, float profileEnd, float hollow, int hollowSides)
- {
- this.coords = new List<Coord>();
- this.faces = new List<Face>();
- this.sides = sides;
- this.profileStart = profileStart;
- this.profileEnd = profileEnd;
- this.hollow = hollow;
- this.hollowSides = hollowSides;
- if (sides < 3)
- this.sides = 3;
- if (hollowSides < 3)
- this.hollowSides = 3;
- if (profileStart < 0.0f)
- this.profileStart = 0.0f;
- if (profileEnd > 1.0f)
- this.profileEnd = 1.0f;
- if (profileEnd < 0.02f)
- this.profileEnd = 0.02f;
- if (profileStart >= profileEnd)
- this.profileStart = profileEnd - 0.02f;
- if (hollow > 0.99f)
- this.hollow = 0.99f;
- if (hollow < 0.0f)
- this.hollow = 0.0f;
- }
- /// <summary>
- /// Extrudes a profile along a path.
- /// </summary>
- public void Extrude(PathType pathType)
- {
- bool needEndFaces = false;
- this.coords = new List<Coord>();
- this.faces = new List<Face>();
- if (this.viewerMode)
- {
- this.viewerFaces = new List<ViewerFace>();
- this.calcVertexNormals = true;
- }
- if (this.calcVertexNormals)
- this.normals = new List<Coord>();
- int steps = 1;
- float length = this.pathCutEnd - this.pathCutBegin;
- normalsProcessed = false;
- if (this.viewerMode && this.sides == 3)
- {
- // prisms don't taper well so add some vertical resolution
- // other prims may benefit from this but just do prisms for now
- if (Math.Abs(this.taperX) > 0.01 || Math.Abs(this.taperY) > 0.01)
- steps = (int)(steps * 4.5 * length);
- }
- if (this.sphereMode)
- this.hasProfileCut = this.profileEnd - this.profileStart < 0.4999f;
- else
- this.hasProfileCut = this.profileEnd - this.profileStart < 0.9999f;
- this.hasHollow = (this.hollow > 0.001f);
- float twistBegin = this.twistBegin / 360.0f * twoPi;
- float twistEnd = this.twistEnd / 360.0f * twoPi;
- float twistTotal = twistEnd - twistBegin;
- float twistTotalAbs = Math.Abs(twistTotal);
- if (twistTotalAbs > 0.01f)
- steps += (int)(twistTotalAbs * 3.66); // dahlia's magic number
- float hollow = this.hollow;
- if (pathType == PathType.Circular)
- {
- needEndFaces = false;
- if (this.pathCutBegin != 0.0f || this.pathCutEnd != 1.0f)
- needEndFaces = true;
- else if (this.taperX != 0.0f || this.taperY != 0.0f)
- needEndFaces = true;
- else if (this.skew != 0.0f)
- needEndFaces = true;
- else if (twistTotal != 0.0f)
- needEndFaces = true;
- else if (this.radius != 0.0f)
- needEndFaces = true;
- }
- else needEndFaces = true;
- // sanity checks
- float initialProfileRot = 0.0f;
- if (pathType == PathType.Circular)
- {
- if (this.sides == 3)
- {
- initialProfileRot = (float)Math.PI;
- if (this.hollowSides == 4)
- {
- if (hollow > 0.7f)
- hollow = 0.7f;
- hollow *= 0.707f;
- }
- else hollow *= 0.5f;
- }
- else if (this.sides == 4)
- {
- initialProfileRot = 0.25f * (float)Math.PI;
- if (this.hollowSides != 4)
- hollow *= 0.707f;
- }
- else if (this.sides > 4)
- {
- initialProfileRot = (float)Math.PI;
- if (this.hollowSides == 4)
- {
- if (hollow > 0.7f)
- hollow = 0.7f;
- hollow /= 0.7f;
- }
- }
- }
- else
- {
- if (this.sides == 3)
- {
- if (this.hollowSides == 4)
- {
- if (hollow > 0.7f)
- hollow = 0.7f;
- hollow *= 0.707f;
- }
- else hollow *= 0.5f;
- }
- else if (this.sides == 4)
- {
- initialProfileRot = 1.25f * (float)Math.PI;
- if (this.hollowSides != 4)
- hollow *= 0.707f;
- }
- else if (this.sides == 24 && this.hollowSides == 4)
- hollow *= 1.414f;
- }
- Profile profile = new Profile(this.sides, this.profileStart, this.profileEnd, hollow, this.hollowSides, true, calcVertexNormals);
- this.errorMessage = profile.errorMessage;
- this.numPrimFaces = profile.numPrimFaces;
- int cut1FaceNumber = profile.bottomFaceNumber + 1;
- int cut2FaceNumber = cut1FaceNumber + 1;
- if (!needEndFaces)
- {
- cut1FaceNumber -= 2;
- cut2FaceNumber -= 2;
- }
- profileOuterFaceNumber = profile.outerFaceNumber;
- if (!needEndFaces)
- profileOuterFaceNumber--;
- if (hasHollow)
- {
- profileHollowFaceNumber = profile.hollowFaceNumber;
- if (!needEndFaces)
- profileHollowFaceNumber--;
- }
- int cut1Vert = -1;
- int cut2Vert = -1;
- if (hasProfileCut)
- {
- cut1Vert = hasHollow ? profile.coords.Count - 1 : 0;
- cut2Vert = hasHollow ? profile.numOuterVerts - 1 : profile.numOuterVerts;
- }
- if (initialProfileRot != 0.0f)
- {
- profile.AddRot(new Quat(new Coord(0.0f, 0.0f, 1.0f), initialProfileRot));
- if (viewerMode)
- profile.MakeFaceUVs();
- }
- Coord lastCutNormal1 = new Coord();
- Coord lastCutNormal2 = new Coord();
- float thisV = 0.0f;
- float lastV = 0.0f;
- Path path = new Path();
- path.twistBegin = twistBegin;
- path.twistEnd = twistEnd;
- path.topShearX = topShearX;
- path.topShearY = topShearY;
- path.pathCutBegin = pathCutBegin;
- path.pathCutEnd = pathCutEnd;
- path.dimpleBegin = dimpleBegin;
- path.dimpleEnd = dimpleEnd;
- path.skew = skew;
- path.holeSizeX = holeSizeX;
- path.holeSizeY = holeSizeY;
- path.taperX = taperX;
- path.taperY = taperY;
- path.radius = radius;
- path.revolutions = revolutions;
- path.stepsPerRevolution = stepsPerRevolution;
- path.Create(pathType, steps);
- for (int nodeIndex = 0; nodeIndex < path.pathNodes.Count; nodeIndex++)
- {
- PathNode node = path.pathNodes[nodeIndex];
- Profile newLayer = profile.Copy();
- newLayer.Scale(node.xScale, node.yScale);
- newLayer.AddRot(node.rotation);
- newLayer.AddPos(node.position);
- if (needEndFaces && nodeIndex == 0)
- {
- newLayer.FlipNormals();
- // add the bottom faces to the viewerFaces list
- if (this.viewerMode)
- {
- Coord faceNormal = newLayer.faceNormal;
- ViewerFace newViewerFace = new ViewerFace(profile.bottomFaceNumber);
- int numFaces = newLayer.faces.Count;
- List<Face> faces = newLayer.faces;
- for (int i = 0; i < numFaces; i++)
- {
- Face face = faces[i];
- newViewerFace.v1 = newLayer.coords[face.v1];
- newViewerFace.v2 = newLayer.coords[face.v2];
- newViewerFace.v3 = newLayer.coords[face.v3];
- newViewerFace.coordIndex1 = face.v1;
- newViewerFace.coordIndex2 = face.v2;
- newViewerFace.coordIndex3 = face.v3;
- newViewerFace.n1 = faceNormal;
- newViewerFace.n2 = faceNormal;
- newViewerFace.n3 = faceNormal;
- newViewerFace.uv1 = newLayer.faceUVs[face.v1];
- newViewerFace.uv2 = newLayer.faceUVs[face.v2];
- newViewerFace.uv3 = newLayer.faceUVs[face.v3];
- if (pathType == PathType.Linear)
- {
- newViewerFace.uv1.Flip();
- newViewerFace.uv2.Flip();
- newViewerFace.uv3.Flip();
- }
- this.viewerFaces.Add(newViewerFace);
- }
- }
- } // if (nodeIndex == 0)
- // append this layer
- int coordsLen = this.coords.Count;
- newLayer.AddValue2FaceVertexIndices(coordsLen);
- this.coords.AddRange(newLayer.coords);
- if (this.calcVertexNormals)
- {
- newLayer.AddValue2FaceNormalIndices(this.normals.Count);
- this.normals.AddRange(newLayer.vertexNormals);
- }
- if (node.percentOfPath < this.pathCutBegin + 0.01f || node.percentOfPath > this.pathCutEnd - 0.01f)
- this.faces.AddRange(newLayer.faces);
- // fill faces between layers
- int numVerts = newLayer.coords.Count;
- Face newFace1 = new Face();
- Face newFace2 = new Face();
- thisV = 1.0f - node.percentOfPath;
- if (nodeIndex > 0)
- {
- int startVert = coordsLen + 1;
- int endVert = this.coords.Count;
- if (sides < 5 || this.hasProfileCut || this.hasHollow)
- startVert--;
- for (int i = startVert; i < endVert; i++)
- {
- int iNext = i + 1;
- if (i == endVert - 1)
- iNext = startVert;
- int whichVert = i - startVert;
- newFace1.v1 = i;
- newFace1.v2 = i - numVerts;
- newFace1.v3 = iNext;
- newFace1.n1 = newFace1.v1;
- newFace1.n2 = newFace1.v2;
- newFace1.n3 = newFace1.v3;
- this.faces.Add(newFace1);
- newFace2.v1 = iNext;
- newFace2.v2 = i - numVerts;
- newFace2.v3 = iNext - numVerts;
- newFace2.n1 = newFace2.v1;
- newFace2.n2 = newFace2.v2;
- newFace2.n3 = newFace2.v3;
- this.faces.Add(newFace2);
- if (this.viewerMode)
- {
- // add the side faces to the list of viewerFaces here
- int primFaceNum = profile.faceNumbers[whichVert];
- if (!needEndFaces)
- primFaceNum -= 1;
- ViewerFace newViewerFace1 = new ViewerFace(primFaceNum);
- ViewerFace newViewerFace2 = new ViewerFace(primFaceNum);
- int uIndex = whichVert;
- if (!hasHollow && sides > 4 && uIndex < newLayer.us.Count - 1)
- {
- uIndex++;
- }
- float u1 = newLayer.us[uIndex];
- float u2 = 1.0f;
- if (uIndex < (int)newLayer.us.Count - 1)
- u2 = newLayer.us[uIndex + 1];
- if (whichVert == cut1Vert || whichVert == cut2Vert)
- {
- u1 = 0.0f;
- u2 = 1.0f;
- }
- else if (sides < 5)
- {
- if (whichVert < profile.numOuterVerts)
- { // boxes and prisms have one texture face per side of the prim, so the U values have to be scaled
- // to reflect the entire texture width
- u1 *= sides;
- u2 *= sides;
- u2 -= (int)u1;
- u1 -= (int)u1;
- if (u2 < 0.1f)
- u2 = 1.0f;
- }
- }
- if (this.sphereMode)
- {
- if (whichVert != cut1Vert && whichVert != cut2Vert)
- {
- u1 = u1 * 2.0f - 1.0f;
- u2 = u2 * 2.0f - 1.0f;
- if (whichVert >= newLayer.numOuterVerts)
- {
- u1 -= hollow;
- u2 -= hollow;
- }
- }
- }
- newViewerFace1.uv1.U = u1;
- newViewerFace1.uv2.U = u1;
- newViewerFace1.uv3.U = u2;
- newViewerFace1.uv1.V = thisV;
- newViewerFace1.uv2.V = lastV;
- newViewerFace1.uv3.V = thisV;
- newViewerFace2.uv1.U = u2;
- newViewerFace2.uv2.U = u1;
- newViewerFace2.uv3.U = u2;
- newViewerFace2.uv1.V = thisV;
- newViewerFace2.uv2.V = lastV;
- newViewerFace2.uv3.V = lastV;
- newViewerFace1.v1 = this.coords[newFace1.v1];
- newViewerFace1.v2 = this.coords[newFace1.v2];
- newViewerFace1.v3 = this.coords[newFace1.v3];
- newViewerFace2.v1 = this.coords[newFace2.v1];
- newViewerFace2.v2 = this.coords[newFace2.v2];
- newViewerFace2.v3 = this.coords[newFace2.v3];
- newViewerFace1.coordIndex1 = newFace1.v1;
- newViewerFace1.coordIndex2 = newFace1.v2;
- newViewerFace1.coordIndex3 = newFace1.v3;
- newViewerFace2.coordIndex1 = newFace2.v1;
- newViewerFace2.coordIndex2 = newFace2.v2;
- newViewerFace2.coordIndex3 = newFace2.v3;
- // profile cut faces
- if (whichVert == cut1Vert)
- {
- newViewerFace1.primFaceNumber = cut1FaceNumber;
- newViewerFace2.primFaceNumber = cut1FaceNumber;
- newViewerFace1.n1 = newLayer.cutNormal1;
- newViewerFace1.n2 = newViewerFace1.n3 = lastCutNormal1;
- newViewerFace2.n1 = newViewerFace2.n3 = newLayer.cutNormal1;
- newViewerFace2.n2 = lastCutNormal1;
- }
- else if (whichVert == cut2Vert)
- {
- newViewerFace1.primFaceNumber = cut2FaceNumber;
- newViewerFace2.primFaceNumber = cut2FaceNumber;
- newViewerFace1.n1 = newLayer.cutNormal2;
- newViewerFace1.n2 = lastCutNormal2;
- newViewerFace1.n3 = lastCutNormal2;
- newViewerFace2.n1 = newLayer.cutNormal2;
- newViewerFace2.n3 = newLayer.cutNormal2;
- newViewerFace2.n2 = lastCutNormal2;
- }
- else // outer and hollow faces
- {
- if ((sides < 5 && whichVert < newLayer.numOuterVerts) || (hollowSides < 5 && whichVert >= newLayer.numOuterVerts))
- { // looks terrible when path is twisted... need vertex normals here
- newViewerFace1.CalcSurfaceNormal();
- newViewerFace2.CalcSurfaceNormal();
- }
- else
- {
- newViewerFace1.n1 = this.normals[newFace1.n1];
- newViewerFace1.n2 = this.normals[newFace1.n2];
- newViewerFace1.n3 = this.normals[newFace1.n3];
- newViewerFace2.n1 = this.normals[newFace2.n1];
- newViewerFace2.n2 = this.normals[newFace2.n2];
- newViewerFace2.n3 = this.normals[newFace2.n3];
- }
- }
- this.viewerFaces.Add(newViewerFace1);
- this.viewerFaces.Add(newViewerFace2);
- }
- }
- }
- lastCutNormal1 = newLayer.cutNormal1;
- lastCutNormal2 = newLayer.cutNormal2;
- lastV = thisV;
- if (needEndFaces && nodeIndex == path.pathNodes.Count - 1 && viewerMode)
- {
- // add the top faces to the viewerFaces list here
- Coord faceNormal = newLayer.faceNormal;
- ViewerFace newViewerFace = new ViewerFace(0);
- int numFaces = newLayer.faces.Count;
- List<Face> faces = newLayer.faces;
- for (int i = 0; i < numFaces; i++)
- {
- Face face = faces[i];
- newViewerFace.v1 = newLayer.coords[face.v1 - coordsLen];
- newViewerFace.v2 = newLayer.coords[face.v2 - coordsLen];
- newViewerFace.v3 = newLayer.coords[face.v3 - coordsLen];
- newViewerFace.coordIndex1 = face.v1 - coordsLen;
- newViewerFace.coordIndex2 = face.v2 - coordsLen;
- newViewerFace.coordIndex3 = face.v3 - coordsLen;
- newViewerFace.n1 = faceNormal;
- newViewerFace.n2 = faceNormal;
- newViewerFace.n3 = faceNormal;
- newViewerFace.uv1 = newLayer.faceUVs[face.v1 - coordsLen];
- newViewerFace.uv2 = newLayer.faceUVs[face.v2 - coordsLen];
- newViewerFace.uv3 = newLayer.faceUVs[face.v3 - coordsLen];
- if (pathType == PathType.Linear)
- {
- newViewerFace.uv1.Flip();
- newViewerFace.uv2.Flip();
- newViewerFace.uv3.Flip();
- }
- this.viewerFaces.Add(newViewerFace);
- }
- }
- } // for (int nodeIndex = 0; nodeIndex < path.pathNodes.Count; nodeIndex++)
- }
- /// <summary>
- /// DEPRICATED - use Extrude(PathType.Linear) instead
- /// Extrudes a profile along a straight line path. Used for prim types box, cylinder, and prism.
- /// </summary>
- ///
- public void ExtrudeLinear()
- {
- this.Extrude(PathType.Linear);
- }
- /// <summary>
- /// DEPRICATED - use Extrude(PathType.Circular) instead
- /// Extrude a profile into a circular path prim mesh. Used for prim types torus, tube, and ring.
- /// </summary>
- ///
- public void ExtrudeCircular()
- {
- this.Extrude(PathType.Circular);
- }
- private Coord SurfaceNormal(Coord c1, Coord c2, Coord c3)
- {
- Coord edge1 = new Coord(c2.X - c1.X, c2.Y - c1.Y, c2.Z - c1.Z);
- Coord edge2 = new Coord(c3.X - c1.X, c3.Y - c1.Y, c3.Z - c1.Z);
- Coord normal = Coord.Cross(edge1, edge2);
- normal.Normalize();
- return normal;
- }
- private Coord SurfaceNormal(Face face)
- {
- return SurfaceNormal(this.coords[face.v1], this.coords[face.v2], this.coords[face.v3]);
- }
- /// <summary>
- /// Calculate the surface normal for a face in the list of faces
- /// </summary>
- /// <param name="faceIndex"></param>
- /// <returns></returns>
- public Coord SurfaceNormal(int faceIndex)
- {
- int numFaces = this.faces.Count;
- if (faceIndex < 0 || faceIndex >= numFaces)
- throw new Exception("faceIndex out of range");
- return SurfaceNormal(this.faces[faceIndex]);
- }
- /// <summary>
- /// Duplicates a PrimMesh object. All object properties are copied by value, including lists.
- /// </summary>
- /// <returns></returns>
- public PrimMesh Copy()
- {
- PrimMesh copy = new PrimMesh(this.sides, this.profileStart, this.profileEnd, this.hollow, this.hollowSides);
- copy.twistBegin = this.twistBegin;
- copy.twistEnd = this.twistEnd;
- copy.topShearX = this.topShearX;
- copy.topShearY = this.topShearY;
- copy.pathCutBegin = this.pathCutBegin;
- copy.pathCutEnd = this.pathCutEnd;
- copy.dimpleBegin = this.dimpleBegin;
- copy.dimpleEnd = this.dimpleEnd;
- copy.skew = this.skew;
- copy.holeSizeX = this.holeSizeX;
- copy.holeSizeY = this.holeSizeY;
- copy.taperX = this.taperX;
- copy.taperY = this.taperY;
- copy.radius = this.radius;
- copy.revolutions = this.revolutions;
- copy.stepsPerRevolution = this.stepsPerRevolution;
- copy.calcVertexNormals = this.calcVertexNormals;
- copy.normalsProcessed = this.normalsProcessed;
- copy.viewerMode = this.viewerMode;
- copy.numPrimFaces = this.numPrimFaces;
- copy.errorMessage = this.errorMessage;
- copy.coords = new List<Coord>(this.coords);
- copy.faces = new List<Face>(this.faces);
- copy.viewerFaces = new List<ViewerFace>(this.viewerFaces);
- copy.normals = new List<Coord>(this.normals);
- return copy;
- }
- /// <summary>
- /// Calculate surface normals for all of the faces in the list of faces in this mesh
- /// </summary>
- public void CalcNormals()
- {
- if (normalsProcessed)
- return;
- normalsProcessed = true;
- int numFaces = faces.Count;
- if (!this.calcVertexNormals)
- this.normals = new List<Coord>();
- for (int i = 0; i < numFaces; i++)
- {
- Face face = faces[i];
- this.normals.Add(SurfaceNormal(i).Normalize());
- int normIndex = normals.Count - 1;
- face.n1 = normIndex;
- face.n2 = normIndex;
- face.n3 = normIndex;
- this.faces[i] = face;
- }
- }
- /// <summary>
- /// Adds a value to each XYZ vertex coordinate in the mesh
- /// </summary>
- /// <param name="x"></param>
- /// <param name="y"></param>
- /// <param name="z"></param>
- public void AddPos(float x, float y, float z)
- {
- int i;
- int numVerts = this.coords.Count;
- Coord vert;
- for (i = 0; i < numVerts; i++)
- {
- vert = this.coords[i];
- vert.X += x;
- vert.Y += y;
- vert.Z += z;
- this.coords[i] = vert;
- }
- if (this.viewerFaces != null)
- {
- int numViewerFaces = this.viewerFaces.Count;
- for (i = 0; i < numViewerFaces; i++)
- {
- ViewerFace v = this.viewerFaces[i];
- v.AddPos(x, y, z);
- this.viewerFaces[i] = v;
- }
- }
- }
- /// <summary>
- /// Rotates the mesh
- /// </summary>
- /// <param name="q"></param>
- public void AddRot(Quat q)
- {
- int i;
- int numVerts = this.coords.Count;
- for (i = 0; i < numVerts; i++)
- this.coords[i] *= q;
- if (this.normals != null)
- {
- int numNormals = this.normals.Count;
- for (i = 0; i < numNormals; i++)
- this.normals[i] *= q;
- }
- if (this.viewerFaces != null)
- {
- int numViewerFaces = this.viewerFaces.Count;
- for (i = 0; i < numViewerFaces; i++)
- {
- ViewerFace v = this.viewerFaces[i];
- v.v1 *= q;
- v.v2 *= q;
- v.v3 *= q;
- v.n1 *= q;
- v.n2 *= q;
- v.n3 *= q;
- this.viewerFaces[i] = v;
- }
- }
- }
- #if VERTEX_INDEXER
- public VertexIndexer GetVertexIndexer()
- {
- if (this.viewerMode && this.viewerFaces.Count > 0)
- return new VertexIndexer(this);
- return null;
- }
- #endif
- /// <summary>
- /// Scales the mesh
- /// </summary>
- /// <param name="x"></param>
- /// <param name="y"></param>
- /// <param name="z"></param>
- public void Scale(float x, float y, float z)
- {
- int i;
- int numVerts = this.coords.Count;
- //Coord vert;
- Coord m = new Coord(x, y, z);
- for (i = 0; i < numVerts; i++)
- this.coords[i] *= m;
- if (this.viewerFaces != null)
- {
- int numViewerFaces = this.viewerFaces.Count;
- for (i = 0; i < numViewerFaces; i++)
- {
- ViewerFace v = this.viewerFaces[i];
- v.v1 *= m;
- v.v2 *= m;
- v.v3 *= m;
- this.viewerFaces[i] = v;
- }
- }
- }
- /// <summary>
- /// Dumps the mesh to a Blender compatible "Raw" format file
- /// </summary>
- /// <param name="path"></param>
- /// <param name="name"></param>
- /// <param name="title"></param>
- public void DumpRaw(String path, String name, String title)
- {
- if (path == null)
- return;
- String fileName = name + "_" + title + ".raw";
- String completePath = System.IO.Path.Combine(path, fileName);
- StreamWriter sw = new StreamWriter(completePath);
- for (int i = 0; i < this.faces.Count; i++)
- {
- string s = this.coords[this.faces[i].v1].ToString();
- s += " " + this.coords[this.faces[i].v2].ToString();
- s += " " + this.coords[this.faces[i].v3].ToString();
- sw.WriteLine(s);
- }
- sw.Close();
- }
- }
- }
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