[INTERFACE CHANGE] Implement transforming for Planar textures via Meshmerizer
Patch by: Revolution Smythe git-svn-id: http://libopenmetaverse.googlecode.com/svn/libopenmetaverse/trunk@3565 52acb1d6-8a22-11de-b505-999d5b087335
This commit is contained in:
@@ -1,158 +1,158 @@
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/*
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* Copyright (c) 2008, openmetaverse.org
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* All rights reserved.
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*
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* - Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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*
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* - Redistributions of source code must retain the above copyright notice, this
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* list of conditions and the following disclaimer.
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* - Neither the name of the openmetaverse.org nor the names
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* of its contributors may be used to endorse or promote products derived from
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* this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
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* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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* ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
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* LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
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* SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
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* INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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* CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Collections.Generic;
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namespace OpenMetaverse.Rendering
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{
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[RendererName("Simple Cube Renderer")]
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public class SimpleRenderer : IRendering
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{
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public SimpleMesh GenerateSimpleMesh(Primitive prim, DetailLevel lod)
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{
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Path path = GeneratePath();
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Profile profile = GenerateProfile();
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SimpleMesh mesh = new SimpleMesh();
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mesh.Prim = prim;
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mesh.Path = path;
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mesh.Profile = profile;
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mesh.Vertices = GenerateVertices();
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mesh.Indices = GenerateIndices();
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return mesh;
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}
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public SimpleMesh GenerateSimpleSculptMesh(Primitive prim, System.Drawing.Bitmap sculptTexture, DetailLevel lod)
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{
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return GenerateSimpleMesh(prim, lod);
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}
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public FacetedMesh GenerateFacetedMesh(Primitive prim, DetailLevel lod)
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{
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Path path = GeneratePath();
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Profile profile = GenerateProfile();
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FacetedMesh mesh = new FacetedMesh();
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mesh.Prim = prim;
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mesh.Path = path;
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mesh.Profile = profile;
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mesh.Faces = GenerateFaces(prim.Textures);
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return mesh;
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}
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public FacetedMesh GenerateFacetedSculptMesh(Primitive prim, System.Drawing.Bitmap sculptTexture, DetailLevel lod)
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{
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return GenerateFacetedMesh(prim, lod);
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}
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public void TransformTexCoords(List<Vertex> vertices, Vector3 center, Primitive.TextureEntryFace teFace)
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{
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// Lalala...
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}
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private Path GeneratePath()
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{
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Path path = new Path();
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path.Points = new List<PathPoint>();
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return path;
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}
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private Profile GenerateProfile()
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{
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Profile profile = new Profile();
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profile.Faces = new List<ProfileFace>();
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profile.Positions = new List<Vector3>();
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return profile;
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}
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private List<Vertex> GenerateVertices()
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{
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List<Vertex> vertices = new List<Vertex>(8);
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Vertex v = new Vertex();
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// FIXME: Implement these
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v.Normal = Vector3.Zero;
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v.TexCoord = Vector2.Zero;
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v.Position = new Vector3(0.5f, 0.5f, -0.5f);
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vertices.Add(v);
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v.Position = new Vector3(0.5f, -0.5f, -0.5f);
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vertices.Add(v);
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v.Position = new Vector3(-0.5f, -0.5f, -0.5f);
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vertices.Add(v);
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v.Position = new Vector3(-0.5f, 0.5f, -0.5f);
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vertices.Add(v);
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v.Position = new Vector3(0.5f, 0.5f, 0.5f);
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vertices.Add(v);
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v.Position = new Vector3(0.5f, -0.5f, 0.5f);
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vertices.Add(v);
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v.Position = new Vector3(-0.5f, -0.5f, 0.5f);
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vertices.Add(v);
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v.Position = new Vector3(-0.5f, 0.5f, 0.5f);
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vertices.Add(v);
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return vertices;
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}
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private List<ushort> GenerateIndices()
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{
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ushort[] indices = new ushort[] {
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0, 1, 2,
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0, 2, 3,
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4, 7, 6,
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4, 6, 5,
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0, 4, 5,
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0, 5, 1,
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1, 5, 6,
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1, 6, 2,
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2, 6, 7,
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2, 7, 3,
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4, 0, 3,
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4, 3, 7,
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};
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return new List<ushort>(indices);
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}
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private List<Face> GenerateFaces(Primitive.TextureEntry te)
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{
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Face face = new Face();
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face.Edge = new List<int>();
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face.TextureFace = te.DefaultTexture;
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face.Vertices = GenerateVertices();
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face.Indices = GenerateIndices();
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List<Face> faces = new List<Face>(1);
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faces.Add(face);
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return faces;
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}
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}
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}
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/*
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* Copyright (c) 2008, openmetaverse.org
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* All rights reserved.
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*
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* - Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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*
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* - Redistributions of source code must retain the above copyright notice, this
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* list of conditions and the following disclaimer.
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* - Neither the name of the openmetaverse.org nor the names
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* of its contributors may be used to endorse or promote products derived from
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* this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
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* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
|
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* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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* ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
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* LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
|
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* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
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||||
* SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
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* INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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* CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Collections.Generic;
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namespace OpenMetaverse.Rendering
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{
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[RendererName("Simple Cube Renderer")]
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public class SimpleRenderer : IRendering
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{
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public SimpleMesh GenerateSimpleMesh(Primitive prim, DetailLevel lod)
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{
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Path path = GeneratePath();
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Profile profile = GenerateProfile();
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SimpleMesh mesh = new SimpleMesh();
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mesh.Prim = prim;
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mesh.Path = path;
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mesh.Profile = profile;
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mesh.Vertices = GenerateVertices();
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mesh.Indices = GenerateIndices();
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return mesh;
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}
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public SimpleMesh GenerateSimpleSculptMesh(Primitive prim, System.Drawing.Bitmap sculptTexture, DetailLevel lod)
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{
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return GenerateSimpleMesh(prim, lod);
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}
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public FacetedMesh GenerateFacetedMesh(Primitive prim, DetailLevel lod)
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{
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Path path = GeneratePath();
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Profile profile = GenerateProfile();
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FacetedMesh mesh = new FacetedMesh();
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mesh.Prim = prim;
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mesh.Path = path;
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mesh.Profile = profile;
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mesh.Faces = GenerateFaces(prim.Textures);
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return mesh;
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}
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public FacetedMesh GenerateFacetedSculptMesh(Primitive prim, System.Drawing.Bitmap sculptTexture, DetailLevel lod)
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{
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return GenerateFacetedMesh(prim, lod);
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}
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public void TransformTexCoords(List<Vertex> vertices, Vector3 center, Primitive.TextureEntryFace teFace, Vector3 primScale)
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{
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// Lalala...
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}
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private Path GeneratePath()
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{
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Path path = new Path();
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path.Points = new List<PathPoint>();
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return path;
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}
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private Profile GenerateProfile()
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{
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Profile profile = new Profile();
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profile.Faces = new List<ProfileFace>();
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profile.Positions = new List<Vector3>();
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return profile;
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}
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private List<Vertex> GenerateVertices()
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{
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List<Vertex> vertices = new List<Vertex>(8);
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Vertex v = new Vertex();
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// FIXME: Implement these
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v.Normal = Vector3.Zero;
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v.TexCoord = Vector2.Zero;
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v.Position = new Vector3(0.5f, 0.5f, -0.5f);
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vertices.Add(v);
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v.Position = new Vector3(0.5f, -0.5f, -0.5f);
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vertices.Add(v);
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v.Position = new Vector3(-0.5f, -0.5f, -0.5f);
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vertices.Add(v);
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v.Position = new Vector3(-0.5f, 0.5f, -0.5f);
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vertices.Add(v);
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v.Position = new Vector3(0.5f, 0.5f, 0.5f);
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vertices.Add(v);
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v.Position = new Vector3(0.5f, -0.5f, 0.5f);
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vertices.Add(v);
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v.Position = new Vector3(-0.5f, -0.5f, 0.5f);
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vertices.Add(v);
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v.Position = new Vector3(-0.5f, 0.5f, 0.5f);
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vertices.Add(v);
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return vertices;
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}
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private List<ushort> GenerateIndices()
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{
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ushort[] indices = new ushort[] {
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0, 1, 2,
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0, 2, 3,
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4, 7, 6,
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4, 6, 5,
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0, 4, 5,
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0, 5, 1,
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1, 5, 6,
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1, 6, 2,
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2, 6, 7,
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2, 7, 3,
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4, 0, 3,
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4, 3, 7,
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};
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return new List<ushort>(indices);
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}
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private List<Face> GenerateFaces(Primitive.TextureEntry te)
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{
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Face face = new Face();
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face.Edge = new List<int>();
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face.TextureFace = te.DefaultTexture;
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face.Vertices = GenerateVertices();
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face.Indices = GenerateIndices();
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List<Face> faces = new List<Face>(1);
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faces.Add(face);
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return faces;
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}
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}
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}
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