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

197 lines
7.3 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 PrimVisualCylinder : LinearPrimVisual
{
public PrimVisualCylinder(PrimObject prim)
: base(prim)
{
NumberFaces = 1;
FirstOuterFace = 0;
LastOuterFace = 0;
OuterFaces = new CrossSection[1];
OuterFaces[0] = new CrossSection();
if (prim.ProfileHollow != 0)
{
hollow = true;
InnerFaces = new CrossSection[1];
InnerFaces[0] = new CrossSection();
//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 Vector3 GetCutIntersect(float cut, float primHalfWidth)
{
double angle = cut * 2 * Math.PI;
return new Vector3((float)(primHalfWidth * Math.Cos(angle)), (float)(primHalfWidth * Math.Sin(angle)), 0);
}
protected override float GetAngleWithXAxis(float cut)
{
return cut * 2 * (float)Math.PI;
}
protected override int GetCutQuadrant(float cut)
{
return 0;
}
protected override void BuildFaces()
{
float hollowRatio = Prim.ProfileHollow / 100.0f;
Vector3 cutstartinnerface;
Vector3 cutendinnerface;
Vector3 cutstartouterface = GetCutIntersect(Prim.ProfileBegin, 0.5f);
Vector3 cutendouterface = GetCutIntersect(Prim.ProfileEnd, 0.5f);
OuterFaces[0].RemoveAllPoints();
if (hollow)
{
InnerFaces[0].RemoveAllPoints();
cutstartinnerface = GetCutIntersect(Prim.ProfileBegin, hollowRatio * 0.5f);
cutendinnerface = GetCutIntersect(Prim.ProfileEnd, hollowRatio * 0.5f);
if (cut)
{
BuildCutHollowFaces(cutstartouterface, cutstartinnerface, cutendouterface, cutendinnerface);
}
}
else if (cut)
{
BuildCutFaces(cutstartouterface, cutendouterface);
}
double angle = 0;
double startAngle = Prim.ProfileBegin * 2 * Math.PI;
double endAngle = Prim.ProfileEnd * 2 * Math.PI;
Vector3 nextOuterPoint = Vector3.Zero;
Vector3 nextInnerPoint = Vector3.Zero;
for (int facePoint = 0; facePoint <= LevelOfDetail; facePoint++)
{
angle = startAngle + ((double)facePoint / (double)LevelOfDetail) * (endAngle - startAngle);
nextOuterPoint.X = (float)(0.5 * Math.Cos(angle));
nextOuterPoint.Y = (float)(0.5 * Math.Sin(angle));
OuterFaces[0].AddPoint(nextOuterPoint);
}
if (hollow)
{
//for (int facePoint = LevelOfDetail; facePoint >= 0; facePoint--)
for (int facePoint = 0; facePoint <= LevelOfDetail; facePoint++)
{
angle = startAngle + ((double)facePoint / (double)LevelOfDetail) * (endAngle - startAngle);
nextInnerPoint.X = (float)(0.5 * Math.Cos(angle) * hollowRatio);
nextInnerPoint.Y = (float)(0.5 * Math.Sin(angle) * hollowRatio);
InnerFaces[0].AddPoint(nextInnerPoint);
}
}
// TODO: Texturemapping
AssignFaces();
BuildVertexes();
}
protected override void BuildEndCapHollow(bool top)
{
float z = top ? 0.5f : -0.5f;
// We assume the innerfaces and outerfaces point counts are the same
int pointCount = OuterFaces[0].GetNumPoints();
for (int j = 0; j < pointCount - 1; j++)
{
Vector3 p1 = OuterFaces[0].GetRawVertex(j);
Vector3 p2 = OuterFaces[0].GetRawVertex(j + 1);
Vector3 p3 = InnerFaces[0].GetRawVertex(j);
Vector3 p4 = InnerFaces[0].GetRawVertex(j + 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(p3, color));
Vertexes.Add(new VertexPositionColor(p2, color));
Vertexes.Add(new VertexPositionColor(p1, color));
}
}
}
}