git-svn-id: http://libopenmetaverse.googlecode.com/svn/trunk@492 52acb1d6-8a22-11de-b505-999d5b087335
197 lines
7.3 KiB
C#
197 lines
7.3 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 PrimVisualCylinder : LinearPrimVisual
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{
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public PrimVisualCylinder(PrimObject prim)
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: base(prim)
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{
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NumberFaces = 1;
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FirstOuterFace = 0;
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LastOuterFace = 0;
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OuterFaces = new CrossSection[1];
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OuterFaces[0] = new CrossSection();
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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[1];
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InnerFaces[0] = new CrossSection();
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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 Vector3 GetCutIntersect(float cut, float primHalfWidth)
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{
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double angle = cut * 2 * Math.PI;
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return new Vector3((float)(primHalfWidth * Math.Cos(angle)), (float)(primHalfWidth * Math.Sin(angle)), 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 * 2 * (float)Math.PI;
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}
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protected override int GetCutQuadrant(float cut)
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{
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return 0;
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}
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protected override void BuildFaces()
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{
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float hollowRatio = Prim.ProfileHollow / 100.0f;
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Vector3 cutstartinnerface;
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Vector3 cutendinnerface;
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Vector3 cutstartouterface = GetCutIntersect(Prim.ProfileBegin, 0.5f);
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Vector3 cutendouterface = GetCutIntersect(Prim.ProfileEnd, 0.5f);
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OuterFaces[0].RemoveAllPoints();
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if (hollow)
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{
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InnerFaces[0].RemoveAllPoints();
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cutstartinnerface = GetCutIntersect(Prim.ProfileBegin, hollowRatio * 0.5f);
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cutendinnerface = GetCutIntersect(Prim.ProfileEnd, hollowRatio * 0.5f);
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if (cut)
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{
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BuildCutHollowFaces(cutstartouterface, cutstartinnerface, cutendouterface, cutendinnerface);
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}
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}
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else if (cut)
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{
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BuildCutFaces(cutstartouterface, cutendouterface);
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}
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double angle = 0;
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double startAngle = Prim.ProfileBegin * 2 * Math.PI;
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double endAngle = Prim.ProfileEnd * 2 * Math.PI;
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Vector3 nextOuterPoint = Vector3.Zero;
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Vector3 nextInnerPoint = Vector3.Zero;
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for (int facePoint = 0; facePoint <= LevelOfDetail; facePoint++)
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{
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angle = startAngle + ((double)facePoint / (double)LevelOfDetail) * (endAngle - startAngle);
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nextOuterPoint.X = (float)(0.5 * Math.Cos(angle));
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nextOuterPoint.Y = (float)(0.5 * Math.Sin(angle));
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OuterFaces[0].AddPoint(nextOuterPoint);
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}
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if (hollow)
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{
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//for (int facePoint = LevelOfDetail; facePoint >= 0; facePoint--)
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for (int facePoint = 0; facePoint <= LevelOfDetail; facePoint++)
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{
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angle = startAngle + ((double)facePoint / (double)LevelOfDetail) * (endAngle - startAngle);
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nextInnerPoint.X = (float)(0.5 * Math.Cos(angle) * hollowRatio);
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nextInnerPoint.Y = (float)(0.5 * Math.Sin(angle) * hollowRatio);
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InnerFaces[0].AddPoint(nextInnerPoint);
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}
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}
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// TODO: Texturemapping
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AssignFaces();
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BuildVertexes();
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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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// We assume the innerfaces and outerfaces point counts are the same
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int pointCount = OuterFaces[0].GetNumPoints();
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for (int j = 0; j < pointCount - 1; j++)
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{
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Vector3 p1 = OuterFaces[0].GetRawVertex(j);
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Vector3 p2 = OuterFaces[0].GetRawVertex(j + 1);
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Vector3 p3 = InnerFaces[0].GetRawVertex(j);
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Vector3 p4 = InnerFaces[0].GetRawVertex(j + 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(p3, 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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