/* * 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; using System.Xml.XPath; namespace PrimMesher { public struct Quat { /// X value public float X; /// Y value public float Y; /// Z value public float Z; /// W value public float W; public enum MainAxis : int { X = 0, Y = 1, Z = 2 } public Quat(float x, float y, float z, float w) { X = x; Y = y; Z = z; W = w; } public Quat(MainAxis BaseAxis, float angle) { switch (BaseAxis) { case MainAxis.X: W = MathF.Cos(0.5f * angle); X = MathF.Sqrt(1.0f - W * W); Y = 0; Z = 0; break; case MainAxis.Y: W = MathF.Cos(0.5f * angle); Y = MathF.Sqrt(1.0f - W * W); X = 0; Z = 0; break; case MainAxis.Z: W = MathF.Cos(0.5f * angle); Z = MathF.Sqrt(1.0f - W * W); X = 0; Y = 0; break; default: //error X = 0; Y = 0; Z = 0; W = 1; break; } } public float Length() { return MathF.Sqrt(X * X + Y * Y + Z * Z + W * W); } public Quat Normalize() { const float MAG_THRESHOLD = 0.0000001f; float mag = (X * X + Y * Y + Z * Z + W * W); // Catch very small rounding errors when normalizing if (mag > MAG_THRESHOLD) { float oomag = 1f / MathF.Sqrt(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: " + X.ToString() + ", Y: " + Y.ToString() + ", Z: " + Z.ToString() + ", W: " + W.ToString() + ">"; } } public struct Coord { public float X; public float Y; public float Z; public Coord(float x, float y, float z) { X = x; Y = y; Z = z; } public float Length() { return MathF.Sqrt(X * X + Y * Y + Z * Z); } public Coord Invert() { X = -X; Y = -Y; Z = -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; X *= oomag; Y *= oomag; Z *= oomag; } else { X = 0.0f; Y = 0.0f; Z = 0.0f; } return this; } public override string ToString() { return "<"+X.ToString() + "," + Y.ToString() + "," + 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) { float x = q.X; float y = q.Y; float x2 = x + x; float z = q.Z; float y2 = y + y; float w = q.W; float z2 = z + z; float zz2 = z * z2; float xx2 = x * x2; float xy2 = x * y2; float xz2 = x * z2; z = v.Z; float yy2 = y * y2; float yz2 = y * z2; x = v.X; float wx2 = w * x2; float wy2 = w * y2; float wz2 = w * z2; y = v.Y; return new Coord( x * (1.0f - yy2 - zz2) + y * (xy2 - wz2) + z * (xz2 + wy2), x * (xy2 + wz2) + y * (1.0f - xx2 - zz2) + z * (yz2 - wx2), x * (xz2 - wy2) + y * (yz2 + wx2) + z * (1.0f - xx2 - yy2)); } } public struct Face { public int primFace; // vertices public int v1; public int v2; public int v3; public Face(int _v1, int _v2, int _v3) { primFace = 0; v1 = _v1; v2 = _v2; v3 = _v3; } } internal struct Angle { internal float angle; internal float X; internal float Y; internal Angle(float _angle, float x, float y) { angle = _angle; // 1 is 2pi X = x; // cos Y = y; // sin } } internal class AngleList { private float iX, iY; // intersection point private static readonly 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 readonly 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 readonly Angle[] angles6 = { new Angle(0.0f, 1.0f, 0.0f), new Angle(0.16666666666666667f, 0.5f, 0.8660254037844386f), new Angle(0.33333333333333333f, -0.5f, 0.86602540378443871f), new Angle(0.5f, -1.0f, 0.0f), new Angle(0.66666666666666667f, -0.5f, -0.86602540378443837f), new Angle(0.83333333333333326f, 0.5f, -0.86602540378443904f), new Angle(1.0f, 1.0f, 0.0f) }; private static readonly Angle[] angles12 = { new Angle(0.0f, 1.0f, 0.0f), new Angle(0.083333333333333329f, 0.86602540378443871f, 0.5f), new Angle(0.16666666666666667f, 0.5f, 0.8660254037844386f), new Angle(0.25f, 0.0f, 1.0f), new Angle(0.33333333333333333f, -0.5f, 0.86602540378443871f), new Angle(0.41666666666666663f, -0.86602540378443849f, 0.5f), new Angle(0.5f, -1.0f, 0.0f), new Angle(0.58333333333333326f, -0.86602540378443882f, -0.5f), new Angle(0.66666666666666667f, -0.5f, -0.86602540378443837f), new Angle(0.75f, 0.0f, -1.0f), new Angle(0.83333333333333326f, 0.5f, -0.86602540378443904f), new Angle(0.91666666666666663f, 0.86602540378443837f, -0.5f), new Angle(1.0f, 1.0f, 0.0f) }; private static readonly 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 static 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 angles; internal void makeAngles(int sides, float startAngle, float stopAngle, bool hasCut) { angles = new List(); const float twoPi = 2.0f * MathF.PI; const float twoPiInv = 0.5f / MathF.PI; 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 == 6 || sides == 12 || sides == 24)) { startAngle *= twoPiInv; stopAngle *= twoPiInv; Angle[] sourceAngles = sides switch { 3 => angles3, 4 => angles4, 6 => angles6, 12 => angles12, _ => angles24, }; int startAngleIndex = (int)(startAngle * sides); int endAngleIndex = sourceAngles.Length - 1; if (hasCut) { 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 (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 { for (int angleIndex = startAngleIndex; angleIndex < endAngleIndex; angleIndex++) angles.Add(sourceAngles[angleIndex]); } } else { double stepSize = twoPi / sides; int startStep = (int)(startAngle / stepSize); float angle = (float)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 = angle; newAngle.X = MathF.Cos(angle); newAngle.Y = MathF.Sin(angle); angles.Add(newAngle); step += 1; angle = (float)(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, MathF.Cos(startAngle), MathF.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, MathF.Cos(stopAngle), MathF.Sin(stopAngle)); newAngle.angle = stopAngle; newAngle.X = iX; newAngle.Y = iY; angles[index] = newAngle; } } } } /// /// generates a profile for extrusion /// public class Profile { private const float twoPi = 2.0f * MathF.PI; public string errorMessage = null; public List coords; public List faces; // use these for making individual meshes for each prim face public List outerCoordIndices = null; public List hollowCoordIndices = null; public int numOuterVerts = 0; public int numHollowVerts = 0; public int outerFaceNumber = -1; public int hollowFaceNumber = -1; public int bottomFaceNumber = 0; public int numPrimFaces = 0; public Profile() { coords = new List(); faces = new List(); } public Profile(int sides, float profileStart, float profileEnd, float hollow, int hollowSides, bool hasProfileCut, bool createFaces) { const float halfSqr2 = 0.7071067811866f; coords = new List(); faces = new List(); List hollowCoords = new(); bool hasHollow = (hollow > 0.0f); AngleList angles = new(); AngleList hollowAngles = new(); float xScale = 0.5f; float yScale = 0.5f; if (sides == 4) // corners of a square are sqrt(2) from center { xScale = halfSqr2; yScale = halfSqr2; } float startAngle = profileStart * twoPi; float stopAngle = profileEnd * twoPi; try { angles.makeAngles(sides, startAngle, stopAngle,hasProfileCut); } catch (Exception ex) { errorMessage = "makeAngles failed: Exception: " + ex.ToString() + "\nsides: " + sides.ToString() + " startAngle: " + startAngle.ToString() + " stopAngle: " + stopAngle.ToString(); return; } numOuterVerts = angles.angles.Count; Angle angle; Coord newVert = new(); // 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, hasProfileCut); } catch (Exception ex) { errorMessage = "makeAngles failed: Exception: " + ex.ToString() + "\nsides: " + sides.ToString() + " startAngle: " + startAngle.ToString() + " stopAngle: " + stopAngle.ToString(); return; } 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 = 0.0f; hollowCoords.Add(newVert); } } numHollowVerts = hollowAngles.angles.Count; } else if (!simpleFace) { Coord center = new(0.0f, 0.0f, 0.0f); this.coords.Add(center); } int numAngles = angles.angles.Count; bool hollowsame = (hasHollow && hollowSides == sides); for (int i = 0; i < numAngles; i++) { angle = angles.angles[i]; newVert.X = angle.X * xScale; newVert.Y = angle.Y * yScale; newVert.Z = 0.0f; coords.Add(newVert); if (hollowsame) { newVert.X *= hollow; newVert.Y *= hollow; hollowCoords.Add(newVert); } } if (hasHollow) { hollowCoords.Reverse(); coords.AddRange(hollowCoords); if (createFaces) { int numTotalVerts = numOuterVerts + numHollowVerts; if (numOuterVerts == numHollowVerts) { Face newFace = new(); for (int coordIndex = 0; coordIndex < numOuterVerts - 1; coordIndex++) { newFace.v1 = coordIndex; newFace.v2 = coordIndex + 1; newFace.v3 = numTotalVerts - coordIndex - 1; faces.Add(newFace); newFace.v1 = coordIndex + 1; newFace.v2 = numTotalVerts - coordIndex - 2; newFace.v3 = numTotalVerts - coordIndex - 1; faces.Add(newFace); } if (!hasProfileCut) { newFace.v1 = numOuterVerts - 1; newFace.v2 = 0; newFace.v3 = numOuterVerts; faces.Add(newFace); newFace.v1 = 0; newFace.v2 = numTotalVerts - 1; newFace.v3 = numOuterVerts; faces.Add(newFace); } } else if (numOuterVerts < numHollowVerts) { Face newFace = new(); int j = 0; // j is the index for outer vertices int i; int maxJ = numOuterVerts - 1; float curHollowAngle = 0; for (i = 0; i < numHollowVerts; i++) // i is the index for inner vertices { curHollowAngle = hollowAngles.angles[i].angle; if (j < maxJ) { if (angles.angles[j + 1].angle - curHollowAngle < curHollowAngle - angles.angles[j].angle + 0.000001f) { newFace.v1 = numTotalVerts - i - 1; newFace.v2 = j; newFace.v3 = j + 1; faces.Add(newFace); j++; } } else { if (1.0f - curHollowAngle < curHollowAngle - angles.angles[j].angle + 0.000001f) break; } newFace.v1 = j; newFace.v2 = numTotalVerts - i - 2; newFace.v3 = numTotalVerts - i - 1; faces.Add(newFace); } if (!hasProfileCut) { if (i == numHollowVerts) { newFace.v1 = numTotalVerts - numHollowVerts; newFace.v2 = maxJ; newFace.v3 = 0; faces.Add(newFace); } else { if (1.0f - curHollowAngle < curHollowAngle - angles.angles[maxJ].angle + 0.000001f) { newFace.v1 = numTotalVerts - i - 1; newFace.v2 = maxJ; newFace.v3 = 0; faces.Add(newFace); } for (; i < numHollowVerts - 1; i++) { newFace.v1 = 0; newFace.v2 = numTotalVerts - i - 2; newFace.v3 = numTotalVerts - i - 1; faces.Add(newFace); } } newFace.v1 = 0; newFace.v2 = numTotalVerts - 1; newFace.v3 = numTotalVerts - numHollowVerts; faces.Add(newFace); } } else // numHollowVerts < numOuterVerts { Face newFace = new(); int j = 0; // j is the index for inner vertices int maxJ = numHollowVerts - 1; for (int i = 0; i < 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; faces.Add(newFace); j += 1; } newFace.v1 = numTotalVerts - j - 1; newFace.v2 = i; newFace.v3 = i + 1; faces.Add(newFace); } if (!hasProfileCut) { int i = numOuterVerts - 1; if (hollowAngles.angles[0].angle - angles.angles[i].angle < angles.angles[i].angle - hollowAngles.angles[maxJ].angle + 0.000001f) { newFace.v1 = 0; newFace.v2 = numTotalVerts - 1; newFace.v3 = numTotalVerts - maxJ - 1; faces.Add(newFace); } newFace.v1 = numTotalVerts - maxJ - 1; newFace.v2 = i; newFace.v3 = 0; faces.Add(newFace); } } } } else if (createFaces) { if (simpleFace) { if (sides == 3) faces.Add(new Face(0, 1, 2)); else if (sides == 4) { faces.Add(new Face(0, 1, 2)); faces.Add(new Face(0, 2, 3)); } } else { for (int i = 1; i < numAngles ; i++) { Face newFace = new() { v1 = 0, v2 = i, v3 = i + 1 }; faces.Add(newFace); } if (!hasProfileCut) { Face newFace = new() { v1 = 0, v2 = numAngles, v3 = 1 }; faces.Add(newFace); } } } } public Profile Copy() { return Copy(true); } public Profile Copy(bool needFaces) { Profile copy = new(); copy.coords.AddRange(coords); if (needFaces) copy.faces.AddRange(faces); copy.numOuterVerts = numOuterVerts; copy.numHollowVerts = 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 = coords.Count; Coord vert; for (i = 0; i < numVerts; i++) { vert = coords[i]; vert.X += x; vert.Y += y; vert.Z += z; coords[i] = vert; } } public void AddRot(Quat q) { int i; int numVerts = coords.Count; for (i = 0; i < numVerts; i++) coords[i] *= q; } public void Scale(float x, float y) { int i; int numVerts = coords.Count; Coord vert; for (i = 0; i < numVerts; i++) { vert = coords[i]; vert.X *= x; vert.X = MathF.Round(vert.X,5); vert.Y *= y; vert.Y = MathF.Round(vert.Y,5); coords[i] = vert; } if(x == 0f || y == 0f) faces = new List(); } /// /// Changes order of the vertex indices and negates the center vertex normal. Does not alter vertex normals of radial vertices /// public void FlipNormals() { int numFaces = faces.Count; if(numFaces == 0) return; int i; Face tmpFace; int tmp; for (i = 0; i < numFaces; i++) { tmpFace = faces[i]; tmp = tmpFace.v3; tmpFace.v3 = tmpFace.v1; tmpFace.v1 = tmp; faces[i] = tmpFace; } } public void AddValue2FaceVertexIndices(int num) { int numFaces = faces.Count; if(numFaces == 0) return; Face tmpFace; for (int i = 0; i < numFaces; i++) { tmpFace = faces[i]; tmpFace.v1 += num; tmpFace.v2 += num; tmpFace.v3 += num; faces[i] = tmpFace; } } public void DumpRaw(String path, String name, String title) { if (path == null) return; string completePath = System.IO.Path.Combine(path, $"{name}_{title}.raw"); using StreamWriter sw = new(completePath); for (int i = 0; i < faces.Count; i++) { sw.WriteLine($"{coords[faces[i].v1]} {coords[faces[i].v3]} {coords[faces[i].v3]}"); } 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 pathNodes = new(); 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 * MathF.PI; public void Create(PathType pathType, int steps) { if (taperX > .9999f) taperX = 1.0f; else if (taperX < -.9999f) taperX = -1.0f; if (taperY > .9999f) taperY = 1.0f; else if (taperY < -.9999f) taperY = -1.0f; if (pathType == PathType.Linear || pathType == PathType.Flexible) { int step = 0; float length = pathCutEnd - pathCutBegin; float twistTotal = twistEnd - twistBegin; float twistTotalAbs = MathF.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 = topShearX * pathCutBegin; float yOffset = topShearY * pathCutBegin; float zOffset = start; float xOffsetStepIncrement = topShearX * length / steps; float yOffsetStepIncrement = topShearY * length / steps; float percentOfPath = pathCutBegin; zOffset += percentOfPath; // sanity checks bool done = false; while (!done) { PathNode newNode = new(); newNode.xScale = 1.0f; if (taperX > 0.0f) newNode.xScale -= percentOfPath * taperX; else if(taperX < 0.0f) newNode.xScale += (1.0f - percentOfPath) * taperX; newNode.yScale = 1.0f; if (taperY > 0.0f) newNode.yScale -= percentOfPath * taperY; else if(taperY < 0.0f) newNode.yScale += (1.0f - percentOfPath) * taperY; float twist = twistBegin + twistTotal * percentOfPath; newNode.rotation = new Quat(Quat.MainAxis.Z, 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 > 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 = MathF.Abs(twistTotal); if (twistTotalAbs > 0.01f) { if (twistTotalAbs > MathF.PI * 1.5f) steps *= 2; if (twistTotalAbs > MathF.PI * 3.0f) steps *= 2; } float yPathScale = holeSizeY * 0.5f; float pathLength = pathCutEnd - pathCutBegin; float totalSkew = skew * 2.0f * pathLength; float skewStart = pathCutBegin * 2.0f * skew - skew; float xOffsetTopShearXFactor = topShearX * (0.25f + 0.5f * (0.5f - holeSizeY)); float yShearCompensation = 1.0f + MathF.Abs(topShearY) * 0.25f; // It's not quite clear what pushY (Y top shear) does, but subtracting it from the start and end // angles appears to approximate it's effects on path cut. Likewise, adding it to the angle used // 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 * pathCutBegin * revolutions) - topShearY * 0.9f; float endAngle = (twoPi * pathCutEnd * revolutions) - topShearY * 0.9f; float stepSize = twoPi / stepsPerRevolution; int step = (int)(startAngle / stepSize); float angle = startAngle; bool done = false; while (!done) // loop through the length of the path and add the layers { PathNode newNode = new(); float xProfileScale = (1.0f - MathF.Abs(skew)) * holeSizeX; float yProfileScale = holeSizeY; float percentOfPath = angle / (twoPi * revolutions); float percentOfAngles = (angle - startAngle) / (endAngle - startAngle); if (taperX > 0.01f) xProfileScale *= 1.0f - percentOfPath * taperX; else if (taperX < -0.01f) xProfileScale *= 1.0f + (1.0f - percentOfPath) * taperX; if (taperY > 0.01f) yProfileScale *= 1.0f - percentOfPath * taperY; else if (taperY < -0.01f) yProfileScale *= 1.0f + (1.0f - percentOfPath) * taperY; newNode.xScale = xProfileScale; newNode.yScale = yProfileScale; float radiusScale = 1.0f; if (radius > 0.001f) radiusScale = 1.0f - radius * percentOfPath; else if (radius < 0.001f) radiusScale = 1.0f + radius * (1.0f - percentOfPath); float twist = twistBegin + twistTotal * percentOfPath; float xOffset = 0.5f * (skewStart + totalSkew * percentOfAngles); xOffset += MathF.Sin(angle) * xOffsetTopShearXFactor; float yOffset = yShearCompensation * MathF.Cos(angle) * (0.5f - yPathScale) * radiusScale; float zOffset = MathF.Sin(angle + topShearY) * (0.5f - yPathScale) * radiusScale; newNode.position = new Coord(xOffset, yOffset, zOffset); // now orient the rotation of the profile layer relative to it's position on the path // adding taperY to the angle used to generate the quat appears to approximate the viewer newNode.rotation = new Quat(Quat.MainAxis.X, angle + topShearY); // next apply twist rotation to the profile layer if (twistTotal != 0.0f || twistBegin != 0.0f) newNode.rotation *= new Quat(Quat.MainAxis.Z, 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 = ""; public List coords; // public List normals; public List faces; private int sides = 4; private int hollowSides = 4; private float profileStart = 0.0f; private float profileEnd = 1.0f; private float hollow = 0.0f; public float twistBegin = 0; public float 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 bool hasProfileCut = false; private bool hasHollow = false; public int numPrimFaces = 0; /// /// Human readable string representation of the parameters used to create a mesh. /// /// 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 += "\nhasProfileCut........: " + this.hasProfileCut.ToString(); s += "\nhasHollow............: " + this.hasHollow.ToString(); return s; } public bool HasProfileCut { get { return hasProfileCut; } set { hasProfileCut = value; } } public bool HasHollow { get { return hasHollow; } } /// /// Constructs a PrimMesh object and creates the profile for extrusion. /// /// /// /// /// /// /// public PrimMesh(int _sides, float _profileStart, float _profileEnd, float _hollow, int _hollowSides) { coords = new List(); faces = new List(); sides = _sides; profileStart = _profileStart; profileEnd = _profileEnd; hollow = _hollow; hollowSides = _hollowSides; if (sides < 3) sides = 3; if (hollowSides < 3) hollowSides = 3; if (profileStart < 0.0f) profileStart = 0.0f; if (profileEnd > 1.0f) profileEnd = 1.0f; else if (profileEnd < 0.02f) profileEnd = 0.02f; if (profileStart >= profileEnd) profileStart = profileEnd - 0.02f; if (hollow > 0.99f) hollow = 0.99f; else if (hollow < 0.0f) hollow = 0.0f; } /// /// Extrudes a profile along a path. /// public void Extrude(PathType pathType) { bool needEndFaces; coords = new List(); faces = new List(); int steps = 1; //float length = pathCutEnd - pathCutBegin; hasProfileCut = profileEnd - profileStart < 0.9999f; float twistTotal = twistEnd - twistBegin; float twistTotalAbs = MathF.Abs(twistTotal); if (twistTotalAbs > 0.01f) steps += (int)(twistTotalAbs * 3.66); // dahlia's magic number float hollow = this.hollow; hasHollow = hollow > 0.001f; float initialProfileRot = 0.0f; if (pathType == PathType.Circular) { needEndFaces = false; if (pathCutBegin != 0.0f || pathCutEnd != 1.0f) needEndFaces = true; else if (taperX != 0.0f || taperY != 0.0f) needEndFaces = true; else if (skew != 0.0f) needEndFaces = true; else if (twistTotal != 0.0f) needEndFaces = true; else if (radius != 0.0f) needEndFaces = true; } else needEndFaces = true; if (pathType == PathType.Circular) { if (sides == 3) { initialProfileRot = MathF.PI; if (hollowSides == 4) { if (hollow > 0.7f) hollow = 0.7f; hollow *= 0.707f; } else hollow *= 0.5f; } else if (sides == 4) { initialProfileRot = 0.25f * MathF.PI; if (hollowSides != 4) hollow *= 0.707f; } else if (sides > 4) { initialProfileRot = MathF.PI; if (hollowSides == 4) { if (hollow > 0.7f) hollow = 0.7f; hollow /= 0.7f; } } } else { if (sides == 3) { if (hollowSides == 4) { if (hollow > 0.7f) hollow = 0.7f; hollow *= 0.707f; } else hollow *= 0.5f; } else if (sides == 4) { initialProfileRot = 1.25f * MathF.PI; if (hollowSides != 4) hollow *= 0.707f; } else if (sides == 24 && hollowSides == 4) hollow *= 1.414f; } Profile profile = new(sides, profileStart, profileEnd, hollow, hollowSides, HasProfileCut, true); errorMessage = profile.errorMessage; numPrimFaces = profile.numPrimFaces; if (initialProfileRot != 0.0f) { profile.AddRot(new Quat(Quat.MainAxis.Z, initialProfileRot)); } Path path = new() { twistBegin = twistBegin, twistEnd = twistEnd, topShearX = topShearX, topShearY = topShearY, pathCutBegin = pathCutBegin, pathCutEnd = pathCutEnd, dimpleBegin = dimpleBegin, dimpleEnd = dimpleEnd, skew = skew, holeSizeX = holeSizeX, holeSizeY = holeSizeY, taperX = taperX, taperY = taperY, radius = radius, revolutions = revolutions, stepsPerRevolution = stepsPerRevolution }; path.Create(pathType, steps); int lastNode = path.pathNodes.Count - 1; 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); // append this layer int coordsStart = coords.Count; coords.AddRange(newLayer.coords); if (needEndFaces && nodeIndex == 0 && newLayer.faces.Count > 0) { newLayer.AddValue2FaceVertexIndices(coordsStart); newLayer.FlipNormals(); faces.AddRange(newLayer.faces); } // fill faces between layers List linkfaces = new(); int numVerts = newLayer.coords.Count; Face newFace1 = new(); Face newFace2 = new(); if (nodeIndex > 0) { int startVert = coordsStart; int endVert = coords.Count; if (!hasProfileCut) { if(numVerts > 5 && !hasHollow) startVert++; int i = startVert; for (int l = 0; l < profile.numOuterVerts - 1; l++) { newFace1.v1 = i; newFace1.v2 = i - numVerts; newFace1.v3 = i + 1; linkfaces.Add(newFace1); newFace2.v1 = i + 1; newFace2.v2 = i - numVerts; newFace2.v3 = i + 1 - numVerts; linkfaces.Add(newFace2); i++; } newFace1.v1 = i; newFace1.v2 = i - numVerts; newFace1.v3 = startVert; linkfaces.Add(newFace1); newFace2.v1 = startVert; newFace2.v2 = i - numVerts; newFace2.v3 = startVert - numVerts; linkfaces.Add(newFace2); if (hasHollow) { startVert = ++i; for (int l = 0; l < profile.numHollowVerts - 1; l++) { newFace1.v1 = i; newFace1.v2 = i - numVerts; newFace1.v3 = i + 1; linkfaces.Add(newFace1); newFace2.v1 = i + 1; newFace2.v2 = i - numVerts; newFace2.v3 = i + 1 - numVerts; linkfaces.Add(newFace2); i++; } newFace1.v1 = i; newFace1.v2 = i - numVerts; newFace1.v3 = startVert; linkfaces.Add(newFace1); newFace2.v1 = startVert; newFace2.v2 = i - numVerts; newFace2.v3 = startVert - numVerts; linkfaces.Add(newFace2); } } else { for (int i = startVert; i < endVert; i++) { int iNext = i + 1; if (i == endVert - 1) iNext = startVert; newFace1.v1 = i; newFace1.v2 = i - numVerts; newFace1.v3 = iNext; linkfaces.Add(newFace1); newFace2.v1 = iNext; newFace2.v2 = i - numVerts; newFace2.v3 = iNext - numVerts; linkfaces.Add(newFace2); } } } if(linkfaces.Count > 0) faces.AddRange(linkfaces); if (needEndFaces && nodeIndex == lastNode && newLayer.faces.Count > 0) { newLayer.AddValue2FaceVertexIndices(coordsStart); faces.AddRange(newLayer.faces); } } // for (int nodeIndex = 0; nodeIndex < path.pathNodes.Count; nodeIndex++) // more cleanup will be done at Meshmerizer.cs } private static Coord SurfaceNormal(Coord c1, Coord c2, Coord c3) { Coord edge1 = new(c2.X - c1.X, c2.Y - c1.Y, c2.Z - c1.Z); Coord edge2 = new(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(coords[face.v1], coords[face.v2], coords[face.v3]); } /// /// Calculate the surface normal for a face in the list of faces /// /// /// public Coord SurfaceNormal(int faceIndex) { int numFaces = faces.Count; if (faceIndex < 0 || faceIndex >= numFaces) throw new Exception("faceIndex out of range"); return SurfaceNormal(faces[faceIndex]); } /// /// Duplicates a PrimMesh object. All object properties are copied by value, including lists. /// /// public PrimMesh Copy() { PrimMesh copy = new(sides, profileStart, profileEnd, hollow, hollowSides) { twistBegin = twistBegin, twistEnd = twistEnd, topShearX = topShearX, topShearY = topShearY, pathCutBegin = pathCutBegin, pathCutEnd = pathCutEnd, dimpleBegin = dimpleBegin, dimpleEnd = dimpleEnd, skew = skew, holeSizeX = holeSizeX, holeSizeY = holeSizeY, taperX = taperX, taperY = taperY, radius = radius, revolutions = revolutions, stepsPerRevolution = stepsPerRevolution, numPrimFaces = numPrimFaces, errorMessage = errorMessage, coords = new List(coords), faces = new List(faces) }; return copy; } /// /// Adds a value to each XYZ vertex coordinate in the mesh /// /// /// /// public void AddPos(float x, float y, float z) { int i; int numVerts = coords.Count; Coord vert; for (i = 0; i < numVerts; i++) { vert = coords[i]; vert.X += x; vert.Y += y; vert.Z += z; coords[i] = vert; } } /// /// Rotates the mesh /// /// public void AddRot(Quat q) { int i; int numVerts = coords.Count; for (i = 0; i < numVerts; i++) coords[i] *= q; } /// /// Scales the mesh /// /// /// /// public void Scale(float x, float y, float z) { int i; int numVerts = this.coords.Count; //Coord vert; Coord m = new(x, y, z); for (i = 0; i < numVerts; i++) coords[i] *= m; } /// /// Dumps the mesh to a Blender compatible "Raw" format file /// /// /// /// public void DumpRaw(String path, String name, String title) { if (path == null) return; string completePath = System.IO.Path.Combine(path, $"{name}_{title}.raw"); using StreamWriter sw = new(completePath); for (int i = 0; i < this.faces.Count; i++) { sw.Write(coords[faces[i].v1].ToString()); sw.Write(coords[faces[i].v2].ToString()); sw.WriteLine(coords[faces[i].v3].ToString()); } } } }