/* * 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 PrimVisualBox : LinearPrimVisual { public PrimVisualBox(PrimObject prim) : base(prim) { NumberFaces = 4; FirstOuterFace = 0; LastOuterFace = 3; ReferenceVertices = new Vector3[4]; ReferenceVertices[1] = new Vector3(0.5f, -0.5f, 0f); ReferenceVertices[2] = new Vector3(0.5f, 0.5f, 0f); ReferenceVertices[3] = new Vector3(-0.5f, 0.5f, 0f); ReferenceVertices[0] = 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 int GetCutQuadrant(float cut) { if (cut == 1) { return 3; } else { return (int)(cut * 4.0); } } protected override float GetAngleWithXAxis(float cut) { //return (cut - 0.125f) * 2f * (float)Math.PI; return (cut + 0.125f) * 2f * (float)Math.PI; } protected override void BuildEndCapHollow(bool top) { float z = top ? 0.5f : -0.5f; for (int i = FirstOuterFace; i <= LastOuterFace; i++) { int pointCount = OuterFaces[i].GetNumPoints(); if (pointCount >= 2) { Vector3 p1 = OuterFaces[i].GetRawVertex(0); Vector3 p2 = OuterFaces[i].GetRawVertex(1); Vector3 p3 = InnerFaces[i].GetRawVertex(0); Vector3 p4 = InnerFaces[i].GetRawVertex(1); p1.Z = p2.Z = p3.Z = p4.Z = z; // TODO: Texturemapping //Vector2 t1 = texturemapping.GetTextureCoordinate(new Vector2(1 - (r1.x + 0.5), r1.y + 0.5)); //Vector2 t2 = texturemapping.GetTextureCoordinate(new Vector2(1 - (r2.x + 0.5), r2.y + 0.5)); //Vector2 t3 = texturemapping.GetTextureCoordinate(new Vector2(1 - (r3.x + 0.5), r3.y + 0.5)); //Vector2 t4 = texturemapping.GetTextureCoordinate(new Vector2(1 - (r4.x + 0.5), r4.y + 0.5)); float transformRatio = top ? 1 : 0; p1 = Transform(p1, transformRatio); p2 = Transform(p2, transformRatio); p3 = Transform(p3, transformRatio); p4 = Transform(p4, transformRatio); Vertexes.Add(new VertexPositionColor(p4, color)); Vertexes.Add(new VertexPositionColor(p3, color)); Vertexes.Add(new VertexPositionColor(p2, color)); Vertexes.Add(new VertexPositionColor(p4, color)); Vertexes.Add(new VertexPositionColor(p2, color)); Vertexes.Add(new VertexPositionColor(p1, color)); } } } } }