123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234 |
- /*
- * Copyright (c) Contributors, http://opensimulator.org/
- * 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 OpenSim 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 OpenSim.Region.Physics.Manager;
- namespace OpenSim.Region.Physics.Meshing
- {
- internal class Extruder
- {
- public float startParameter;
- public float stopParameter;
- public PhysicsVector size;
- public float taperTopFactorX = 1f;
- public float taperTopFactorY = 1f;
- public float taperBotFactorX = 1f;
- public float taperBotFactorY = 1f;
- public float pushX = 0f;
- public float pushY = 0f;
- // twist amount in radians. NOT DEGREES.
- public float twistTop = 0;
- public float twistBot = 0;
- public float twistMid = 0;
- public Mesh Extrude(Mesh m)
- {
- startParameter = float.MinValue;
- stopParameter = float.MaxValue;
- // Currently only works for iSteps=1;
- Mesh result = new Mesh();
- Mesh workingPlus = m.Clone();
- Mesh workingMiddle = m.Clone();
- Mesh workingMinus = m.Clone();
- Quaternion tt = new Quaternion();
- Vertex v2 = new Vertex(0, 0, 0);
- foreach (Vertex v in workingPlus.vertices)
- {
- if (v == null)
- continue;
- // This is the top
- // Set the Z + .5 to match the rest of the scale of the mesh
- // Scale it by Size, and Taper the scaling
- v.Z = +.5f;
- v.X *= (size.X * taperTopFactorX);
- v.Y *= (size.Y * taperTopFactorY);
- v.Z *= size.Z;
-
- //Push the top of the object over by the Top Shear amount
- v.X += pushX * size.X;
- v.Y += pushY * size.X;
- if (twistTop != 0)
- {
- // twist and shout
- tt = new Quaternion(new Vertex(0, 0, 1), twistTop);
- v2 = v * tt;
- v.X = v2.X;
- v.Y = v2.Y;
- v.Z = v2.Z;
- }
- }
- foreach (Vertex v in workingMiddle.vertices)
- {
- if (v == null)
- continue;
- // This is the top
- // Set the Z + .5 to match the rest of the scale of the mesh
- // Scale it by Size, and Taper the scaling
- v.Z *= size.Z;
- v.X *= (size.X * ((taperTopFactorX + taperBotFactorX) /2));
- v.Y *= (size.Y * ((taperTopFactorY + taperBotFactorY) / 2));
- v.X += (pushX / 2) * size.X;
- v.Y += (pushY / 2) * size.X;
- //Push the top of the object over by the Top Shear amount
- if (twistMid != 0)
- {
- // twist and shout
- tt = new Quaternion(new Vertex(0, 0, 1), twistMid);
- v2 = v * tt;
- v.X = v2.X;
- v.Y = v2.Y;
- v.Z = v2.Z;
- }
-
- }
- foreach (Vertex v in workingMinus.vertices)
- {
- if (v == null)
- continue;
- // This is the bottom
- v.Z = -.5f;
- v.X *= (size.X * taperBotFactorX);
- v.Y *= (size.Y * taperBotFactorY);
- v.Z *= size.Z;
- if (twistBot != 0)
- {
- // twist and shout
- tt = new Quaternion(new Vertex(0, 0, 1), twistBot);
- v2 = v * tt;
- v.X = v2.X;
- v.Y = v2.Y;
- v.Z = v2.Z;
- }
- }
- foreach (Triangle t in workingMinus.triangles)
- {
- t.invertNormal();
- }
- result.Append(workingMinus);
- result.Append(workingMiddle);
- int iLastNull = 0;
- for (int i = 0; i < workingMiddle.vertices.Count; i++)
- {
- int iNext = (i + 1);
- if (workingMiddle.vertices[i] == null) // Can't make a simplex here
- {
- iLastNull = i + 1;
- continue;
- }
- if (i == workingMiddle.vertices.Count - 1) // End of list
- {
- iNext = iLastNull;
- }
- if (workingMiddle.vertices[iNext] == null) // Null means wrap to begin of last segment
- {
- iNext = iLastNull;
- }
- Triangle tSide;
- tSide = new Triangle(workingMiddle.vertices[i], workingMinus.vertices[i], workingMiddle.vertices[iNext]);
- result.Add(tSide);
- tSide =
- new Triangle(workingMiddle.vertices[iNext], workingMinus.vertices[i], workingMinus.vertices[iNext]);
- result.Add(tSide);
- }
- //foreach (Triangle t in workingPlus.triangles)
- //{
- //t.invertNormal();
- // }
- result.Append(workingPlus);
- iLastNull = 0;
- for (int i = 0; i < workingPlus.vertices.Count; i++)
- {
- int iNext = (i + 1);
- if (workingPlus.vertices[i] == null) // Can't make a simplex here
- {
- iLastNull = i + 1;
- continue;
- }
- if (i == workingPlus.vertices.Count - 1) // End of list
- {
- iNext = iLastNull;
- }
- if (workingPlus.vertices[iNext] == null) // Null means wrap to begin of last segment
- {
- iNext = iLastNull;
- }
- Triangle tSide;
- tSide = new Triangle(workingPlus.vertices[i], workingMiddle.vertices[i], workingPlus.vertices[iNext]);
- result.Add(tSide);
- tSide =
- new Triangle(workingPlus.vertices[iNext], workingMiddle.vertices[i], workingMiddle.vertices[iNext]);
- result.Add(tSide);
- }
- if (twistMid != 0)
- {
- foreach (Vertex v in result.vertices)
- {
- // twist and shout
- if (v != null)
- {
- tt = new Quaternion(new Vertex(0, 0, -1), twistMid*2);
- v2 = v * tt;
- v.X = v2.X;
- v.Y = v2.Y;
- v.Z = v2.Z;
- }
- }
- }
- return result;
- }
- }
- }
|