Files
libremetaverse/applications/sceneviewer/Prims/LinearPrimVisual.cs
John Hurliman f6c570b39c Sceneviewer:
* 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
2006-11-05 09:18:14 +00:00

507 lines
19 KiB
C#

/*
* 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 abstract class LinearPrimVisual : PrimVisual
{
// Abstract functions
protected abstract void BuildEndCapHollow(bool top);
public LinearPrimVisual(PrimObject prim)
: base(prim)
{
}
protected override void BuildFaces()
{
Vector3 cutstartouterface = Vector3.Zero;
Vector3 cutendouterface = Vector3.Zero;
Vector3 cutstartinnerface = Vector3.Zero;
Vector3 cutendinnerface = Vector3.Zero;
int cutStartDiagQuadrant = cutStartDiagQuadrant = GetCutQuadrant(Prim.ProfileBegin);
int cutEndDiagQuadrant = cutEndDiagQuadrant = GetCutQuadrant(Prim.ProfileEnd);
float hollowRatio = (float)Prim.ProfileHollow / 100.0f;
cutstartouterface = GetCutIntersect(Prim.ProfileBegin, 0.5f); // coordinates of where the cut starts
cutendouterface = GetCutIntersect(Prim.ProfileEnd, 0.5f); // coordinates of where the cut starts
if (hollow)
{
float halfWidth = hollowRatio * 0.5f;
cutstartinnerface = GetCutIntersect(Prim.ProfileBegin, halfWidth);
cutendinnerface = GetCutIntersect(Prim.ProfileEnd, halfWidth);
}
if (cut)
{
if (hollow)
{
BuildCutHollowFaces(cutstartouterface, cutstartinnerface, cutendouterface, cutendinnerface);
}
else
{
BuildCutFaces(cutstartouterface, cutendouterface);
}
}
if (cutStartDiagQuadrant == cutEndDiagQuadrant)
{
FirstOuterFace = LastOuterFace = cutStartDiagQuadrant;
OuterFaces[0].RemoveAllPoints();
OuterFaces[0].AddPoint(cutstartouterface);
OuterFaces[0].AddPoint(cutendouterface);
//OuterFaces[0].TextureMapping = texturemapping;
if (hollow)
{
InnerFaces[0].RemoveAllPoints();
InnerFaces[0].AddPoint(cutendinnerface);
InnerFaces[0].AddPoint(cutstartinnerface);
//InnerFaces[0].TextureMapping = texturemapping;
}
}
else
{
FirstOuterFace = cutStartDiagQuadrant;
float totalInnerLength = 0;
float startSideInnerLength = 0;
float wholeSideLength = 0;
PopulateSingleCutFacePositiveDirection(ref OuterFaces[FirstOuterFace], cutstartouterface, cutStartDiagQuadrant, 0.5f, true);
//OuterFaces[FirstOuterFace].TextureMapping = texturemapping;
if (hollow)
{
startSideInnerLength = PopulateSingleCutFacePositiveDirection(ref InnerFaces[FirstOuterFace],
cutstartinnerface, cutStartDiagQuadrant, hollowRatio * 0.5f, false);
//InnerFaces[FirstOuterFace].TextureMapping = texturemapping;
totalInnerLength += startSideInnerLength;
}
int quadrant = cutStartDiagQuadrant + 1;
while (quadrant < cutEndDiagQuadrant)
{
PopulateCompleteSide(ref OuterFaces[quadrant], quadrant, 0.5f, true);
//OuterFaces[quadrant].TextureMapping = texturemapping;
if (hollow)
{
wholeSideLength = PopulateCompleteSide(ref InnerFaces[quadrant], quadrant,
hollowRatio * 0.5f, false);
//InnerFaces[quadrant].TextureMapping = texturemapping;
totalInnerLength += wholeSideLength;
}
quadrant++;
}
PopulateSingleCutFaceNegativeDirection(ref OuterFaces[quadrant], cutendouterface,
cutEndDiagQuadrant, 0.5f, true);
//OuterFaces[quadrant].TextureMapping = texturemapping;
if (hollow)
{
float endSideInnerLength = PopulateSingleCutFaceNegativeDirection(ref InnerFaces[quadrant],
cutendinnerface, cutEndDiagQuadrant, hollowRatio * 0.5f, false);
//InnerFaces[quadrant].TextureMapping = texturemapping;
totalInnerLength += endSideInnerLength;
}
LastOuterFace = quadrant;
if (hollow)
{
//SetupInnerFaceTextureOffsets(startSideInnerLength, wholeSideLength, totalInnerLength);
}
}
AssignFaces();
BuildVertexes();
}
protected void BuildCutFaces(Vector3 cutstartouterface, Vector3 cutendouterface)
{
CutFaces[0].RemoveAllPoints();
CutFaces[0].AddPoint(Vector3.Zero);
CutFaces[0].AddPoint(cutstartouterface);
//CutFaces[0].TextureMapping = texturemapping;
CutFaces[1].RemoveAllPoints();
CutFaces[1].AddPoint(cutendouterface);
CutFaces[1].AddPoint(Vector3.Zero);
//CutFaces[1].TextureMapping = texturemapping;
}
protected void BuildCutHollowFaces(Vector3 cutstartouterface, Vector3 cutstartinnerface, Vector3 cutendouterface, Vector3 cutendinnerface)
{
CutFaces[0].RemoveAllPoints();
CutFaces[0].AddPoint(cutstartinnerface);
CutFaces[0].AddPoint(cutstartouterface);
//CutFaces[0].TextureMapping = texturemapping;
CutFaces[1].RemoveAllPoints();
CutFaces[1].AddPoint(cutendouterface);
CutFaces[1].AddPoint(cutendinnerface);
//CutFaces[1].TextureMapping = texturemapping;
}
private Vector3 GetCutIntersect(float cut, float cubeHalfWidth)
{
int cutQuadrant = GetCutQuadrant(cut);
Vector3 lineend;
Vector3 linestart = ReferenceVertices[cutQuadrant] * cubeHalfWidth;
linestart = Vector3.Divide(linestart, 0.5f);
if (cutQuadrant < NumberFaces - 1)
{
lineend = ReferenceVertices[cutQuadrant + 1] * cubeHalfWidth;
}
else
{
lineend = ReferenceVertices[0] * cubeHalfWidth;
}
lineend = Vector3.Divide(lineend, 0.5f);
//
float angle = GetAngleWithXAxis(cut);
// CutVectorPerp is perpendicular to the radius vector
Vector3 cutVectorPerp = new Vector3((float)-Math.Sin(angle), (float)Math.Cos(angle), 0);
Vector3 delta = lineend - linestart;
// From http://softsurfer.com/Archive/algorithm_0104/algorithm_0104B.htm
Vector3 result = linestart - delta * Vector3.Dot(cutVectorPerp, linestart) / Vector3.Dot(cutVectorPerp, delta);
return result;
}
// Handles the first face in the cut, starting from cutstart,
// and running anticlockwise to first reference vertex
private float PopulateSingleCutFacePositiveDirection(ref CrossSection face, Vector3 cutPoint, int quadrant,
float halfCubeWidth, bool outer)
{
quadrant = NormalizeQuadrant(quadrant);
face.RemoveAllPoints();
Vector3 startPoint = cutPoint;
Vector3 endPoint;
if (quadrant < NumberFaces - 1)
{
endPoint = ReferenceVertices[quadrant + 1] * halfCubeWidth / 0.5f;
}
else
{
endPoint = ReferenceVertices[0] * halfCubeWidth / 0.5f;
}
if (outer)
{
face.AddPoint(startPoint);
face.AddPoint(endPoint);
}
else
{
face.AddPoint(endPoint);
face.AddPoint(startPoint);
}
return Vector3.Distance(startPoint, endPoint);
}
private float PopulateSingleCutFaceNegativeDirection(ref CrossSection face, Vector3 cutPoint, int quadrant,
float halfCubeWidth, bool outer)
{
quadrant = NormalizeQuadrant(quadrant);
face.RemoveAllPoints();
Vector3 startPoint = ReferenceVertices[quadrant] * halfCubeWidth / 0.5f;
Vector3 endPoint = cutPoint;
if (outer)
{
face.AddPoint(startPoint);
face.AddPoint(endPoint);
}
else
{
face.AddPoint(endPoint);
face.AddPoint(startPoint);
}
return Vector3.Distance(startPoint, endPoint);
}
private float PopulateCompleteSide(ref CrossSection face, int quadrant, float halfCubeWidth, bool outer)
{
quadrant = NormalizeQuadrant(quadrant);
face.RemoveAllPoints();
Vector3 startPoint = ReferenceVertices[quadrant];
Vector3 endPoint;
if (quadrant < NumberFaces - 1)
{
endPoint = ReferenceVertices[quadrant + 1];
}
else
{
endPoint = ReferenceVertices[0];
}
startPoint = startPoint * halfCubeWidth / 0.5f;
endPoint = endPoint * halfCubeWidth / 0.5f;
if (outer)
{
face.AddPoint(startPoint);
face.AddPoint(endPoint);
}
else
{
face.AddPoint(endPoint);
face.AddPoint(startPoint);
}
return 2f * halfCubeWidth;
}
protected override void BuildVertexes()
{
Vertexes.Clear();
// For prims with a linear extrusion path, we base the number of transformations on the amount of twist
int transforms = 1 + Math.Abs((int)((float)(Prim.PathTwist - Prim.PathTwistBegin) / 9f));
// Build the outer sides
BuildSideVertexes(OuterFaces, transforms);
if (hollow)
{
// Build the inner sides
BuildSideVertexes(InnerFaces, transforms);
}
if (cut)
{
// Build the cut sides (between the inner and outer)
BuildSideVertexes(CutFaces, transforms);
}
// Build the top and bottom end caps
if (hollow)
{
BuildEndCapHollow(true);
BuildEndCapHollow(false);
}
else
{
if (cut)
{
BuildEndCapCutNoHollow(true);
BuildEndCapCutNoHollow(false);
}
else
{
BuildEndCapNoCutNoHollow(true);
BuildEndCapNoCutNoHollow(false);
}
}
VertexArray = Vertexes.ToArray();
}
protected void BuildSideVertexes(CrossSection[] crossSection, int transforms)
{
float transformOffset = 1.0f / (float)transforms;
float currentOffset = -0.5f;
for (int i = 0; i < transforms; i++)
{
for (int j = 0; j < crossSection.Length; j++)
{
int pointCount = crossSection[j].GetNumPoints();
if (pointCount > 0)
{
for (int k = 0; k < pointCount - 1; k++)
{
Vector3 lower1, lower2, upper1, upper2;
float lowerRatio = (float)i / (float)transforms;
float upperRatio = (float)(i + 1) / (float)transforms;
lower1 = crossSection[j].GetRawVertex(k);
lower2 = crossSection[j].GetRawVertex(k + 1);
lower1.Z = currentOffset;
lower2.Z = currentOffset;
upper1 = lower1;
upper2 = lower2;
upper1.Z = currentOffset + transformOffset;
upper2.Z = currentOffset + transformOffset;
lower1 = Transform(lower1, lowerRatio);
lower2 = Transform(lower2, lowerRatio);
upper1 = Transform(upper1, upperRatio);
upper2 = Transform(upper2, upperRatio);
Vertexes.Add(new VertexPositionColor(lower1, color));
Vertexes.Add(new VertexPositionColor(lower2, color));
Vertexes.Add(new VertexPositionColor(upper2, color));
Vertexes.Add(new VertexPositionColor(lower1, color));
Vertexes.Add(new VertexPositionColor(upper2, color));
Vertexes.Add(new VertexPositionColor(upper1, color));
}
}
}
currentOffset += transformOffset;
}
}
protected void BuildEndCapNoCutNoHollow(bool top)
{
float z = top ? 0.5f : -0.5f;
for (int i = 0; i < OuterFaces.Length; i++)
{
int pointCount = OuterFaces[i].GetNumPoints();
if (pointCount > 0)
{
for (int j = 0; j < pointCount - 1; j++)
{
Vector3 first = OuterFaces[i].GetRawVertex(j);
first.Z = z;
Vector3 second = OuterFaces[i].GetRawVertex(j + 1);
second.Z = z;
Vector3 center = new Vector3(0, 0, z);
float transformRatio = top ? 1 : 0;
// Apply the transformation to each vertex
first = Transform(first, transformRatio);
second = Transform(second, transformRatio);
center = Transform(center, transformRatio);
Vertexes.Add(new VertexPositionColor(first, color));
Vertexes.Add(new VertexPositionColor(second, color));
Vertexes.Add(new VertexPositionColor(center, color));
}
}
}
}
protected void BuildEndCapCutNoHollow(bool top)
{
float z = top ? 0.5f : -0.5f;
for (int i = FirstOuterFace; i <= LastOuterFace; i++)
{
int pointCount = OuterFaces[i].GetNumPoints();
for (int j = 0; j < pointCount - 1; j++)
{
Vector3 first = OuterFaces[i].GetRawVertex(j);
first.Z = z;
Vector3 second = OuterFaces[i].GetRawVertex(j + 1);
second.Z = z;
Vector3 center = new Vector3(0, 0, z);
// TODO: Texturemapping stuff
//Vector2 t1 = texturemapping.GetTextureCoordinate(new Vector2(1 - (p1.x + 0.5), p1.y + 0.5));
//Vector2 t2 = texturemapping.GetTextureCoordinate(new Vector2(1 - (p2.x + 0.5), p2.y + 0.5));
float transformRatio = top ? 1 : 0;
first = Transform(first, transformRatio);
second = Transform(second, transformRatio);
center = Transform(center, transformRatio);
Vertexes.Add(new VertexPositionColor(first, color));
Vertexes.Add(new VertexPositionColor(second, color));
Vertexes.Add(new VertexPositionColor(center, color));
}
}
}
protected Vector3 Transform(Vector3 v, float ratio)
{
Matrix transform = Matrix.Identity;
// Top Shear
transform.Translation = new Vector3(ratio * Prim.PathShearX, ratio * Prim.PathShearY, 0);
// Taper
float xScale = 1.0f, yScale = 1.0f;
if (Prim.PathTaperX != 0)
{
float adjratio = (Prim.PathTaperX < 0) ? (1.0f - ratio) : (ratio);
xScale -= Math.Abs(Prim.PathTaperX) * adjratio;
}
if (Prim.PathTaperY != 0)
{
float adjratio = (Prim.PathTaperY < 0) ? (1.0f - ratio) : (ratio);
yScale -= Math.Abs(Prim.PathTaperY) * adjratio;
}
transform *= Matrix.CreateScale(xScale, yScale, 1.0f);
// Twist
float twistBegin = (float)Prim.PathTwistBegin * MathHelper.Pi / 180.0f;
float twistEnd = (float)Prim.PathTwist * MathHelper.Pi / 180.0f;
float twist = (twistEnd - twistBegin) * ratio;
transform *= Matrix.CreateRotationZ(-twist);
// Apply the transformation matrix to this point
return Vector3.Transform(v, transform);
}
private int NormalizeQuadrant(int quadrant)
{
return ((quadrant % NumberFaces) + NumberFaces) % NumberFaces;
}
}
}