/* * Copyright (c) 2008, openmetaverse.org * 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 openmetaverse.org 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. * * * This code comes from the OpenSim project. Meshmerizer is written by dahlia * */ using System; using System.Collections.Generic; namespace OpenMetaverse.Rendering { public class PrimMesh { private const float twoPi = 2.0f * (float)Math.PI; public List coords; public List faces; public int sides = 4; public int hollowSides = 4; public float profileStart = 0.0f; public float profileEnd = 1.0f; public float hollow = 0.0f; public int twistBegin = 0; public int 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; 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(); return s; } public PrimMesh(int sides, float profileStart, float profileEnd, float hollow, int hollowSides) { this.coords = new List(); this.faces = new List(); this.sides = sides; this.profileStart = profileStart; this.profileEnd = profileEnd; this.hollow = hollow; this.hollowSides = hollowSides; if (sides < 3) this.sides = 3; if (hollowSides < 3) this.hollowSides = 3; if (profileStart < 0.0f) this.profileStart = 0.0f; if (profileEnd > 1.0f) this.profileEnd = 1.0f; if (profileEnd < 0.02f) this.profileEnd = 0.02f; if (profileStart >= profileEnd) this.profileStart = profileEnd - 0.02f; if (hollow > 1.0f) this.hollow = 1.0f; if (hollow < 0.0f) this.hollow = 0.0f; } public void ExtrudeLinear() { this.coords = new List(); this.faces = new List(); int step = 0; int steps = 1; float length = this.pathCutEnd - this.pathCutBegin; float twistBegin = this.twistBegin / 360.0f * twoPi; float twistEnd = this.twistEnd / 360.0f * twoPi; float twistTotal = twistEnd - twistBegin; float twistTotalAbs = Math.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; float xProfileScale = 1.0f; float yProfileScale = 1.0f; float xOffset = 0.0f; float yOffset = 0.0f; float zOffset = start; float xOffsetStepIncrement = this.topShearX / steps; float yOffsetStepIncrement = this.topShearY / steps; float percentOfPath = this.pathCutBegin; zOffset += percentOfPath; float hollow = this.hollow; // sanity checks float initialProfileRot = 0.0f; if (this.sides == 3) { if (this.hollowSides == 4) { if (hollow > 0.7f) hollow = 0.7f; hollow *= 0.707f; } else hollow *= 0.5f; } else if (this.sides == 4) { initialProfileRot = 1.25f * (float)Math.PI; if (this.hollowSides != 4) hollow *= 0.707f; } else if (this.sides == 24 && this.hollowSides == 4) hollow *= 1.414f; MeshmerizerProfile profile = new MeshmerizerProfile(this.sides, this.profileStart, this.profileEnd, hollow, this.hollowSides, true); if (initialProfileRot != 0.0f) profile.AddRot(Quaternion.CreateFromAxisAngle(new Vector3(0.0f, 0.0f, 1.0f), initialProfileRot)); bool done = false; while (!done) { MeshmerizerProfile newLayer = profile.Clone(); if (this.taperX == 0.0f) xProfileScale = 1.0f; else if (this.taperX > 0.0f) xProfileScale = 1.0f - percentOfPath * this.taperX; else xProfileScale = 1.0f + (1.0f - percentOfPath) * this.taperX; if (this.taperY == 0.0f) yProfileScale = 1.0f; else if (this.taperY > 0.0f) yProfileScale = 1.0f - percentOfPath * this.taperY; else yProfileScale = 1.0f + (1.0f - percentOfPath) * this.taperY; if (xProfileScale != 1.0f || yProfileScale != 1.0f) newLayer.Scale(xProfileScale, yProfileScale); float twist = twistBegin + twistTotal * percentOfPath; if (twist != 0.0f) newLayer.AddRot(Quaternion.CreateFromAxisAngle(new Vector3(0.0f, 0.0f, 1.0f), twist)); newLayer.AddPos(xOffset, yOffset, zOffset); if (step == 0) newLayer.FlipNormals(); // append this layer int coordsLen = this.coords.Count; newLayer.AddValue2Faces(coordsLen); this.coords.AddRange(newLayer.coords); if (percentOfPath <= this.pathCutBegin || percentOfPath >= this.pathCutEnd) this.faces.AddRange(newLayer.faces); // fill faces between layers int numVerts = newLayer.coords.Count; MeshmerizerFace newFace = new MeshmerizerFace(); if (step > 0) { for (int i = coordsLen; i < this.coords.Count - 1; i++) { newFace.v1 = i; newFace.v2 = i - numVerts; newFace.v3 = i - numVerts + 1; this.faces.Add(newFace); newFace.v2 = i - numVerts + 1; newFace.v3 = i + 1; this.faces.Add(newFace); } newFace.v1 = coordsLen - 1; newFace.v2 = coordsLen - numVerts; newFace.v3 = coordsLen; this.faces.Add(newFace); newFace.v1 = coordsLen + numVerts - 1; newFace.v2 = coordsLen - 1; newFace.v3 = coordsLen; this.faces.Add(newFace); } // calc the step for the next iteration of the loop if (step < steps) { step += 1; percentOfPath += percentOfPathMultiplier; xOffset += xOffsetStepIncrement; yOffset += yOffsetStepIncrement; zOffset += stepSize; if (percentOfPath > this.pathCutEnd) done = true; } else done = true; } } public void ExtrudeCircular() { this.coords = new List(); this.faces = new List(); int step = 0; int steps = 24; float twistBegin = this.twistBegin / 360.0f * twoPi; float twistEnd = this.twistEnd / 360.0f * twoPi; 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 = Math.Abs(twistTotal); if (twistTotalAbs > 0.01f) { if (twistTotalAbs > Math.PI * 1.5f) steps *= 2; if (twistTotalAbs > Math.PI * 3.0f) steps *= 2; } float yPathScale = this.holeSizeY * 0.5f; float pathLength = this.pathCutEnd - this.pathCutBegin; float totalSkew = this.skew * 2.0f * pathLength; float skewStart = this.pathCutBegin * 2.0f * this.skew - this.skew; float xOffsetTopShearXFactor = this.topShearX * (0.25f + 0.5f * (0.5f - this.holeSizeY)); float yShearCompensation = 1.0f + Math.Abs(this.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 * this.pathCutBegin * this.revolutions) - this.topShearY * 0.9f; float endAngle = (twoPi * this.pathCutEnd * this.revolutions) - this.topShearY * 0.9f; float stepSize = twoPi / this.stepsPerRevolution; step = (int)(startAngle / stepSize); int firstStep = step; float angle = startAngle; float hollow = this.hollow; // sanity checks float initialProfileRot = 0.0f; if (this.sides == 3) { initialProfileRot = (float)Math.PI; if (this.hollowSides == 4) { if (hollow > 0.7f) hollow = 0.7f; hollow *= 0.707f; } else hollow *= 0.5f; } else if (this.sides == 4) { initialProfileRot = 0.25f * (float)Math.PI; if (this.hollowSides != 4) hollow *= 0.707f; } else if (this.sides > 4) { initialProfileRot = (float)Math.PI; if (this.hollowSides == 4) { if (hollow > 0.7f) hollow = 0.7f; hollow /= 0.7f; } } bool needEndFaces = false; if (this.pathCutBegin != 0.0 || this.pathCutEnd != 1.0) needEndFaces = true; else if (this.taperX != 0.0 || this.taperY != 0.0) needEndFaces = true; else if (this.skew != 0.0) needEndFaces = true; else if (twistTotal != 0.0) needEndFaces = true; MeshmerizerProfile profile = new MeshmerizerProfile(this.sides, this.profileStart, this.profileEnd, hollow, this.hollowSides, needEndFaces); if (initialProfileRot != 0.0f) profile.AddRot(Quaternion.CreateFromAxisAngle(new Vector3(0.0f, 0.0f, 1.0f), initialProfileRot)); bool done = false; while (!done) // loop through the length of the path and add the layers { bool isEndLayer = false; if (angle == startAngle || angle >= endAngle) isEndLayer = true; MeshmerizerProfile newLayer = profile.Clone(isEndLayer && needEndFaces); float xProfileScale = (1.0f - Math.Abs(this.skew)) * this.holeSizeX; float yProfileScale = this.holeSizeY; float percentOfPath = angle / (twoPi * this.revolutions); float percentOfAngles = (angle - startAngle) / (endAngle - startAngle); if (this.taperX > 0.01f) xProfileScale *= 1.0f - percentOfPath * this.taperX; else if (this.taperX < -0.01f) xProfileScale *= 1.0f + (1.0f - percentOfPath) * this.taperX; if (this.taperY > 0.01f) yProfileScale *= 1.0f - percentOfPath * this.taperY; else if (this.taperY < -0.01f) yProfileScale *= 1.0f + (1.0f - percentOfPath) * this.taperY; if (xProfileScale != 1.0f || yProfileScale != 1.0f) newLayer.Scale(xProfileScale, yProfileScale); float radiusScale = 1.0f; if (this.radius > 0.001f) radiusScale = 1.0f - this.radius * percentOfPath; else if (this.radius < 0.001f) radiusScale = 1.0f + this.radius * (1.0f - percentOfPath); float twist = twistBegin + twistTotal * percentOfPath; float xOffset = 0.5f * (skewStart + totalSkew * percentOfAngles); xOffset += (float)Math.Sin(angle) * xOffsetTopShearXFactor; float yOffset = yShearCompensation * (float)Math.Cos(angle) * (0.5f - yPathScale) * radiusScale; float zOffset = (float)Math.Sin(angle + this.topShearY) * (0.5f - yPathScale) * radiusScale; // next apply twist rotation to the profile layer if (twistTotal != 0.0f || twistBegin != 0.0f) newLayer.AddRot(Quaternion.CreateFromAxisAngle(new Vector3(0.0f, 0.0f, 1.0f), twist)); // 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 //newLayer.AddRot(new Quaternion(new MeshmerizerVertex(1.0f, 0.0f, 0.0f), angle + this.topShearY * 0.9f)); newLayer.AddRot(Quaternion.CreateFromAxisAngle(new Vector3(1.0f, 0.0f, 0.0f), angle + this.topShearY)); newLayer.AddPos(xOffset, yOffset, zOffset); if (angle == startAngle) newLayer.FlipNormals(); // append the layer and fill in the sides int coordsLen = this.coords.Count; newLayer.AddValue2Faces(coordsLen); this.coords.AddRange(newLayer.coords); if (isEndLayer) this.faces.AddRange(newLayer.faces); // fill faces between layers int numVerts = newLayer.coords.Count; MeshmerizerFace newFace = new MeshmerizerFace(); if (step > firstStep) { for (int i = coordsLen; i < this.coords.Count - 1; i++) { newFace.v1 = i; newFace.v2 = i - numVerts; newFace.v3 = i - numVerts + 1; this.faces.Add(newFace); newFace.v2 = i - numVerts + 1; newFace.v3 = i + 1; this.faces.Add(newFace); } newFace.v1 = coordsLen - 1; newFace.v2 = coordsLen - numVerts; newFace.v3 = coordsLen; this.faces.Add(newFace); newFace.v1 = coordsLen + numVerts - 1; newFace.v2 = coordsLen - 1; newFace.v3 = coordsLen; this.faces.Add(newFace); } // calculate terms for next iteration // calculate the angle for the next iteration of the loop if (angle >= endAngle) done = true; else { step += 1; angle = stepSize * step; if (angle > endAngle) angle = endAngle; } } } public void AddPos(float x, float y, float z) { int i; int numVerts = this.coords.Count; Coord vert; for (i = 0; i < numVerts; i++) { vert = this.coords[i]; vert.X += x; vert.Y += y; vert.Z += z; this.coords[i] = vert; } } public void AddRot(Quaternion q) { int i; int numVerts = this.coords.Count; Coord vert; for (i = 0; i < numVerts; i++) { vert = this.coords[i]; MeshmerizerVertex v = new MeshmerizerVertex(vert.X, vert.Y, vert.Z) * q; vert.X = v.X; vert.Y = v.Y; vert.Z = v.Z; this.coords[i] = vert; } } public void Scale(float x, float y, float z) { int i; int numVerts = this.coords.Count; Coord vert; for (i = 0; i < numVerts; i++) { vert = this.coords[i]; vert.X *= x; vert.Y *= y; vert.Z *= z; this.coords[i] = vert; } } } }