Files
libremetaverse/applications/sceneviewer/Prims/PrimVisualBox.cs
2006-11-03 17:40:49 +00:00

137 lines
5.2 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 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));
}
}
}
}
}