* Enabled prim rendering (oops) * Added linear taper support * Slowed down the FPS counter, and disabled it by default. Press '2' to enable/disable it libsecondlife: * Improved the accuracy of PrimObject quantize/dequantize functions * Switched PrimObject.Taper* to use PathScale* instead of the deprecated PathTaper* git-svn-id: http://libopenmetaverse.googlecode.com/svn/trunk@506 52acb1d6-8a22-11de-b505-999d5b087335
507 lines
19 KiB
C#
507 lines
19 KiB
C#
/*
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* Copyright (c) 2006, Second Life Reverse Engineering Team
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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 Second Life Reverse Engineering Team 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.Text;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using libsecondlife;
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namespace sceneviewer.Prims
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{
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public abstract class LinearPrimVisual : PrimVisual
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{
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// Abstract functions
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protected abstract void BuildEndCapHollow(bool top);
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public LinearPrimVisual(PrimObject prim)
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: base(prim)
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{
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}
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protected override void BuildFaces()
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{
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Vector3 cutstartouterface = Vector3.Zero;
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Vector3 cutendouterface = Vector3.Zero;
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Vector3 cutstartinnerface = Vector3.Zero;
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Vector3 cutendinnerface = Vector3.Zero;
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int cutStartDiagQuadrant = cutStartDiagQuadrant = GetCutQuadrant(Prim.ProfileBegin);
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int cutEndDiagQuadrant = cutEndDiagQuadrant = GetCutQuadrant(Prim.ProfileEnd);
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float hollowRatio = (float)Prim.ProfileHollow / 100.0f;
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cutstartouterface = GetCutIntersect(Prim.ProfileBegin, 0.5f); // coordinates of where the cut starts
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cutendouterface = GetCutIntersect(Prim.ProfileEnd, 0.5f); // coordinates of where the cut starts
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if (hollow)
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{
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float halfWidth = hollowRatio * 0.5f;
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cutstartinnerface = GetCutIntersect(Prim.ProfileBegin, halfWidth);
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cutendinnerface = GetCutIntersect(Prim.ProfileEnd, halfWidth);
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}
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if (cut)
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{
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if (hollow)
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{
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BuildCutHollowFaces(cutstartouterface, cutstartinnerface, cutendouterface, cutendinnerface);
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}
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else
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{
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BuildCutFaces(cutstartouterface, cutendouterface);
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}
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}
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if (cutStartDiagQuadrant == cutEndDiagQuadrant)
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{
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FirstOuterFace = LastOuterFace = cutStartDiagQuadrant;
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OuterFaces[0].RemoveAllPoints();
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OuterFaces[0].AddPoint(cutstartouterface);
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OuterFaces[0].AddPoint(cutendouterface);
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//OuterFaces[0].TextureMapping = texturemapping;
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if (hollow)
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{
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InnerFaces[0].RemoveAllPoints();
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InnerFaces[0].AddPoint(cutendinnerface);
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InnerFaces[0].AddPoint(cutstartinnerface);
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//InnerFaces[0].TextureMapping = texturemapping;
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}
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}
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else
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{
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FirstOuterFace = cutStartDiagQuadrant;
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float totalInnerLength = 0;
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float startSideInnerLength = 0;
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float wholeSideLength = 0;
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PopulateSingleCutFacePositiveDirection(ref OuterFaces[FirstOuterFace], cutstartouterface, cutStartDiagQuadrant, 0.5f, true);
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//OuterFaces[FirstOuterFace].TextureMapping = texturemapping;
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if (hollow)
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{
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startSideInnerLength = PopulateSingleCutFacePositiveDirection(ref InnerFaces[FirstOuterFace],
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cutstartinnerface, cutStartDiagQuadrant, hollowRatio * 0.5f, false);
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//InnerFaces[FirstOuterFace].TextureMapping = texturemapping;
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totalInnerLength += startSideInnerLength;
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}
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int quadrant = cutStartDiagQuadrant + 1;
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while (quadrant < cutEndDiagQuadrant)
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{
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PopulateCompleteSide(ref OuterFaces[quadrant], quadrant, 0.5f, true);
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//OuterFaces[quadrant].TextureMapping = texturemapping;
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if (hollow)
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{
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wholeSideLength = PopulateCompleteSide(ref InnerFaces[quadrant], quadrant,
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hollowRatio * 0.5f, false);
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//InnerFaces[quadrant].TextureMapping = texturemapping;
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totalInnerLength += wholeSideLength;
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}
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quadrant++;
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}
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PopulateSingleCutFaceNegativeDirection(ref OuterFaces[quadrant], cutendouterface,
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cutEndDiagQuadrant, 0.5f, true);
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//OuterFaces[quadrant].TextureMapping = texturemapping;
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if (hollow)
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{
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float endSideInnerLength = PopulateSingleCutFaceNegativeDirection(ref InnerFaces[quadrant],
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cutendinnerface, cutEndDiagQuadrant, hollowRatio * 0.5f, false);
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//InnerFaces[quadrant].TextureMapping = texturemapping;
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totalInnerLength += endSideInnerLength;
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}
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LastOuterFace = quadrant;
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if (hollow)
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{
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//SetupInnerFaceTextureOffsets(startSideInnerLength, wholeSideLength, totalInnerLength);
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}
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}
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AssignFaces();
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BuildVertexes();
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}
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protected void BuildCutFaces(Vector3 cutstartouterface, Vector3 cutendouterface)
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{
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CutFaces[0].RemoveAllPoints();
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CutFaces[0].AddPoint(Vector3.Zero);
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CutFaces[0].AddPoint(cutstartouterface);
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//CutFaces[0].TextureMapping = texturemapping;
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CutFaces[1].RemoveAllPoints();
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CutFaces[1].AddPoint(cutendouterface);
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CutFaces[1].AddPoint(Vector3.Zero);
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//CutFaces[1].TextureMapping = texturemapping;
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}
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protected void BuildCutHollowFaces(Vector3 cutstartouterface, Vector3 cutstartinnerface, Vector3 cutendouterface, Vector3 cutendinnerface)
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{
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CutFaces[0].RemoveAllPoints();
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CutFaces[0].AddPoint(cutstartinnerface);
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CutFaces[0].AddPoint(cutstartouterface);
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//CutFaces[0].TextureMapping = texturemapping;
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CutFaces[1].RemoveAllPoints();
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CutFaces[1].AddPoint(cutendouterface);
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CutFaces[1].AddPoint(cutendinnerface);
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//CutFaces[1].TextureMapping = texturemapping;
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}
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private Vector3 GetCutIntersect(float cut, float cubeHalfWidth)
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{
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int cutQuadrant = GetCutQuadrant(cut);
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Vector3 lineend;
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Vector3 linestart = ReferenceVertices[cutQuadrant] * cubeHalfWidth;
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linestart = Vector3.Divide(linestart, 0.5f);
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if (cutQuadrant < NumberFaces - 1)
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{
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lineend = ReferenceVertices[cutQuadrant + 1] * cubeHalfWidth;
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}
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else
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{
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lineend = ReferenceVertices[0] * cubeHalfWidth;
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}
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lineend = Vector3.Divide(lineend, 0.5f);
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//
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float angle = GetAngleWithXAxis(cut);
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// CutVectorPerp is perpendicular to the radius vector
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Vector3 cutVectorPerp = new Vector3((float)-Math.Sin(angle), (float)Math.Cos(angle), 0);
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Vector3 delta = lineend - linestart;
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// From http://softsurfer.com/Archive/algorithm_0104/algorithm_0104B.htm
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Vector3 result = linestart - delta * Vector3.Dot(cutVectorPerp, linestart) / Vector3.Dot(cutVectorPerp, delta);
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return result;
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}
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// Handles the first face in the cut, starting from cutstart,
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// and running anticlockwise to first reference vertex
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private float PopulateSingleCutFacePositiveDirection(ref CrossSection face, Vector3 cutPoint, int quadrant,
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float halfCubeWidth, bool outer)
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{
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quadrant = NormalizeQuadrant(quadrant);
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face.RemoveAllPoints();
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Vector3 startPoint = cutPoint;
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Vector3 endPoint;
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if (quadrant < NumberFaces - 1)
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{
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endPoint = ReferenceVertices[quadrant + 1] * halfCubeWidth / 0.5f;
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}
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else
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{
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endPoint = ReferenceVertices[0] * halfCubeWidth / 0.5f;
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}
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if (outer)
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{
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face.AddPoint(startPoint);
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face.AddPoint(endPoint);
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}
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else
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{
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face.AddPoint(endPoint);
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face.AddPoint(startPoint);
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}
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return Vector3.Distance(startPoint, endPoint);
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}
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private float PopulateSingleCutFaceNegativeDirection(ref CrossSection face, Vector3 cutPoint, int quadrant,
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float halfCubeWidth, bool outer)
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{
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quadrant = NormalizeQuadrant(quadrant);
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face.RemoveAllPoints();
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Vector3 startPoint = ReferenceVertices[quadrant] * halfCubeWidth / 0.5f;
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Vector3 endPoint = cutPoint;
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if (outer)
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{
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face.AddPoint(startPoint);
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face.AddPoint(endPoint);
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}
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else
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{
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face.AddPoint(endPoint);
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face.AddPoint(startPoint);
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}
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return Vector3.Distance(startPoint, endPoint);
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}
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private float PopulateCompleteSide(ref CrossSection face, int quadrant, float halfCubeWidth, bool outer)
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{
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quadrant = NormalizeQuadrant(quadrant);
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face.RemoveAllPoints();
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Vector3 startPoint = ReferenceVertices[quadrant];
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Vector3 endPoint;
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if (quadrant < NumberFaces - 1)
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{
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endPoint = ReferenceVertices[quadrant + 1];
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}
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else
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{
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endPoint = ReferenceVertices[0];
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}
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startPoint = startPoint * halfCubeWidth / 0.5f;
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endPoint = endPoint * halfCubeWidth / 0.5f;
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if (outer)
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{
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face.AddPoint(startPoint);
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face.AddPoint(endPoint);
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}
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else
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{
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face.AddPoint(endPoint);
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face.AddPoint(startPoint);
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}
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return 2f * halfCubeWidth;
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}
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protected override void BuildVertexes()
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{
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Vertexes.Clear();
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// For prims with a linear extrusion path, we base the number of transformations on the amount of twist
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int transforms = 1 + Math.Abs((int)((float)(Prim.PathTwist - Prim.PathTwistBegin) / 9f));
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// Build the outer sides
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BuildSideVertexes(OuterFaces, transforms);
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if (hollow)
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{
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// Build the inner sides
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BuildSideVertexes(InnerFaces, transforms);
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}
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if (cut)
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{
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// Build the cut sides (between the inner and outer)
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BuildSideVertexes(CutFaces, transforms);
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}
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// Build the top and bottom end caps
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if (hollow)
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{
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BuildEndCapHollow(true);
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BuildEndCapHollow(false);
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}
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else
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{
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if (cut)
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{
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BuildEndCapCutNoHollow(true);
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BuildEndCapCutNoHollow(false);
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}
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else
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{
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BuildEndCapNoCutNoHollow(true);
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BuildEndCapNoCutNoHollow(false);
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}
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}
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VertexArray = Vertexes.ToArray();
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}
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protected void BuildSideVertexes(CrossSection[] crossSection, int transforms)
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{
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float transformOffset = 1.0f / (float)transforms;
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float currentOffset = -0.5f;
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for (int i = 0; i < transforms; i++)
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{
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for (int j = 0; j < crossSection.Length; j++)
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{
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int pointCount = crossSection[j].GetNumPoints();
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if (pointCount > 0)
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{
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for (int k = 0; k < pointCount - 1; k++)
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{
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Vector3 lower1, lower2, upper1, upper2;
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float lowerRatio = (float)i / (float)transforms;
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float upperRatio = (float)(i + 1) / (float)transforms;
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lower1 = crossSection[j].GetRawVertex(k);
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lower2 = crossSection[j].GetRawVertex(k + 1);
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lower1.Z = currentOffset;
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lower2.Z = currentOffset;
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upper1 = lower1;
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upper2 = lower2;
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upper1.Z = currentOffset + transformOffset;
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upper2.Z = currentOffset + transformOffset;
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lower1 = Transform(lower1, lowerRatio);
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lower2 = Transform(lower2, lowerRatio);
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upper1 = Transform(upper1, upperRatio);
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upper2 = Transform(upper2, upperRatio);
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Vertexes.Add(new VertexPositionColor(lower1, color));
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Vertexes.Add(new VertexPositionColor(lower2, color));
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Vertexes.Add(new VertexPositionColor(upper2, color));
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Vertexes.Add(new VertexPositionColor(lower1, color));
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Vertexes.Add(new VertexPositionColor(upper2, color));
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Vertexes.Add(new VertexPositionColor(upper1, color));
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}
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}
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}
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currentOffset += transformOffset;
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}
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}
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protected void BuildEndCapNoCutNoHollow(bool top)
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{
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float z = top ? 0.5f : -0.5f;
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for (int i = 0; i < OuterFaces.Length; i++)
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{
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int pointCount = OuterFaces[i].GetNumPoints();
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if (pointCount > 0)
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{
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for (int j = 0; j < pointCount - 1; j++)
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{
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Vector3 first = OuterFaces[i].GetRawVertex(j);
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first.Z = z;
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Vector3 second = OuterFaces[i].GetRawVertex(j + 1);
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second.Z = z;
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Vector3 center = new Vector3(0, 0, z);
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float transformRatio = top ? 1 : 0;
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// Apply the transformation to each vertex
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first = Transform(first, transformRatio);
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second = Transform(second, transformRatio);
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center = Transform(center, transformRatio);
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Vertexes.Add(new VertexPositionColor(first, color));
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Vertexes.Add(new VertexPositionColor(second, color));
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Vertexes.Add(new VertexPositionColor(center, color));
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}
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}
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}
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}
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protected void BuildEndCapCutNoHollow(bool top)
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{
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float z = top ? 0.5f : -0.5f;
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for (int i = FirstOuterFace; i <= LastOuterFace; i++)
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{
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int pointCount = OuterFaces[i].GetNumPoints();
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for (int j = 0; j < pointCount - 1; j++)
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{
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Vector3 first = OuterFaces[i].GetRawVertex(j);
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first.Z = z;
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Vector3 second = OuterFaces[i].GetRawVertex(j + 1);
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second.Z = z;
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Vector3 center = new Vector3(0, 0, z);
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// TODO: Texturemapping stuff
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//Vector2 t1 = texturemapping.GetTextureCoordinate(new Vector2(1 - (p1.x + 0.5), p1.y + 0.5));
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//Vector2 t2 = texturemapping.GetTextureCoordinate(new Vector2(1 - (p2.x + 0.5), p2.y + 0.5));
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float transformRatio = top ? 1 : 0;
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first = Transform(first, transformRatio);
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second = Transform(second, transformRatio);
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center = Transform(center, transformRatio);
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Vertexes.Add(new VertexPositionColor(first, color));
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Vertexes.Add(new VertexPositionColor(second, color));
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Vertexes.Add(new VertexPositionColor(center, color));
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}
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}
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}
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protected Vector3 Transform(Vector3 v, float ratio)
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{
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Matrix transform = Matrix.Identity;
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// Top Shear
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transform.Translation = new Vector3(ratio * Prim.PathShearX, ratio * Prim.PathShearY, 0);
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// Taper
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float xScale = 1.0f, yScale = 1.0f;
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if (Prim.PathTaperX != 0)
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{
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float adjratio = (Prim.PathTaperX < 0) ? (1.0f - ratio) : (ratio);
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xScale -= Math.Abs(Prim.PathTaperX) * adjratio;
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}
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if (Prim.PathTaperY != 0)
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{
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float adjratio = (Prim.PathTaperY < 0) ? (1.0f - ratio) : (ratio);
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yScale -= Math.Abs(Prim.PathTaperY) * adjratio;
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}
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transform *= Matrix.CreateScale(xScale, yScale, 1.0f);
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// Twist
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float twistBegin = (float)Prim.PathTwistBegin * MathHelper.Pi / 180.0f;
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float twistEnd = (float)Prim.PathTwist * MathHelper.Pi / 180.0f;
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float twist = (twistEnd - twistBegin) * ratio;
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transform *= Matrix.CreateRotationZ(-twist);
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// Apply the transformation matrix to this point
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return Vector3.Transform(v, transform);
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}
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private int NormalizeQuadrant(int quadrant)
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{
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return ((quadrant % NumberFaces) + NumberFaces) % NumberFaces;
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}
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}
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}
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