git-svn-id: http://libopenmetaverse.googlecode.com/svn/trunk@492 52acb1d6-8a22-11de-b505-999d5b087335
137 lines
5.2 KiB
C#
137 lines
5.2 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 class PrimVisualBox : LinearPrimVisual
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{
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public PrimVisualBox(PrimObject prim) : base(prim)
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{
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NumberFaces = 4;
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FirstOuterFace = 0;
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LastOuterFace = 3;
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ReferenceVertices = new Vector3[4];
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ReferenceVertices[1] = new Vector3(0.5f, -0.5f, 0f);
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ReferenceVertices[2] = new Vector3(0.5f, 0.5f, 0f);
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ReferenceVertices[3] = new Vector3(-0.5f, 0.5f, 0f);
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ReferenceVertices[0] = new Vector3(-0.5f, -0.5f, 0f);
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OuterFaces = new CrossSection[4];
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for (int i = 0; i < 4; i++)
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{
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OuterFaces[i] = new CrossSection();
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}
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if (prim.ProfileHollow != 0)
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{
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hollow = true;
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InnerFaces = new CrossSection[4];
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for (int i = 0; i < 4; i++)
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{
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InnerFaces[i] = new CrossSection();
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}
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}
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if (prim.ProfileBegin != 0 || prim.ProfileEnd != 1)
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{
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cut = true;
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CutFaces = new CrossSection[2];
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for (int i = 0; i < 2; i++)
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{
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CutFaces[i] = new CrossSection();
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}
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}
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BuildFaces();
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}
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protected override void AssignFaces()
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{
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}
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protected override int GetCutQuadrant(float cut)
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{
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if (cut == 1) { return 3; }
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else { return (int)(cut * 4.0); }
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}
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protected override float GetAngleWithXAxis(float cut)
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{
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//return (cut - 0.125f) * 2f * (float)Math.PI;
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return (cut + 0.125f) * 2f * (float)Math.PI;
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}
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protected override void BuildEndCapHollow(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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if (pointCount >= 2)
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{
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Vector3 p1 = OuterFaces[i].GetRawVertex(0);
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Vector3 p2 = OuterFaces[i].GetRawVertex(1);
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Vector3 p3 = InnerFaces[i].GetRawVertex(0);
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Vector3 p4 = InnerFaces[i].GetRawVertex(1);
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p1.Z = p2.Z = p3.Z = p4.Z = z;
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// TODO: Texturemapping
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//Vector2 t1 = texturemapping.GetTextureCoordinate(new Vector2(1 - (r1.x + 0.5), r1.y + 0.5));
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//Vector2 t2 = texturemapping.GetTextureCoordinate(new Vector2(1 - (r2.x + 0.5), r2.y + 0.5));
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//Vector2 t3 = texturemapping.GetTextureCoordinate(new Vector2(1 - (r3.x + 0.5), r3.y + 0.5));
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//Vector2 t4 = texturemapping.GetTextureCoordinate(new Vector2(1 - (r4.x + 0.5), r4.y + 0.5));
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float transformRatio = top ? 1 : 0;
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p1 = Transform(p1, transformRatio);
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p2 = Transform(p2, transformRatio);
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p3 = Transform(p3, transformRatio);
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p4 = Transform(p4, transformRatio);
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Vertexes.Add(new VertexPositionColor(p4, color));
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Vertexes.Add(new VertexPositionColor(p3, color));
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Vertexes.Add(new VertexPositionColor(p2, color));
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Vertexes.Add(new VertexPositionColor(p4, color));
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Vertexes.Add(new VertexPositionColor(p2, color));
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Vertexes.Add(new VertexPositionColor(p1, color));
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}
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}
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}
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}
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}
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