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- /*
- * 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;
- public Mesh Extrude(Mesh m)
- {
- // Currently only works for iSteps=1;
- Mesh result = new Mesh();
- Mesh workingPlus = m.Clone();
- Mesh workingMinus = m.Clone();
- 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;
- }
- 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;
- }
- foreach (Triangle t in workingMinus.triangles)
- {
- t.invertNormal();
- }
- result.Append(workingMinus);
- result.Append(workingPlus);
- int 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], workingMinus.vertices[i], workingPlus.vertices[iNext]);
- result.Add(tSide);
- tSide =
- new Triangle(workingPlus.vertices[iNext], workingMinus.vertices[i], workingMinus.vertices[iNext]);
- result.Add(tSide);
- }
- return result;
- }
- }
- }
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