/* * Copyright (c) 2006, Second Life Reverse Engineering Team * All rights reserved. * * - 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. * - Neither the name of the Second Life Reverse Engineering Team 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 COPYRIGHT HOLDERS AND CONTRIBUTORS "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 COPYRIGHT OWNER OR 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.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using libsecondlife; namespace sceneviewer.Prims { public class PrimVisualRing : RotationalPrimVisual { public PrimVisualRing(PrimObject prim) : base(prim) { NumberFaces = 3; FirstOuterFace = 0; LastOuterFace = 2; ReferenceVertices = new Vector3[3]; ReferenceVertices[0] = new Vector3(0.5f, -0.5f, 0f); ReferenceVertices[1] = new Vector3(0f, 0.5f, 0f); ReferenceVertices[2] = new Vector3(-0.5f, -0.5f, 0f); OuterFaces = new CrossSection[4]; for (int i = 0; i < 4; i++) { OuterFaces[i] = new CrossSection(); } if (prim.ProfileHollow != 0) { hollow = true; InnerFaces = new CrossSection[4]; for (int i = 0; i < 4; i++) { InnerFaces[i] = new CrossSection(); } } if (prim.ProfileBegin != 0 || prim.ProfileEnd != 1) { cut = true; CutFaces = new CrossSection[2]; for (int i = 0; i < 2; i++) { CutFaces[i] = new CrossSection(); } } BuildFaces(); } protected override void AssignFaces() { } protected override void BuildFaces() { } protected override int GetCutQuadrant(float cut) { return (int)(cut / (67f / 255f)) % 3; } protected override float GetAngleWithXAxis(float cut) { return (cut - 0.125f) * 2 * (float)Math.PI; } //protected override void BuildEndCapHollow(bool top) //{ //} } }