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

101 lines
3.3 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 PrimVisualRing : RotationalPrimVisual
{
public PrimVisualRing(PrimObject prim)
: base(prim)
{
NumberFaces = 3;
FirstOuterFace = 0;
LastOuterFace = 2;
ReferenceVertices = new Vector3[3];
ReferenceVertices[0] = new Vector3(0.5f, -0.5f, 0f);
ReferenceVertices[1] = new Vector3(0f, 0.5f, 0f);
ReferenceVertices[2] = 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 void BuildFaces()
{
}
protected override int GetCutQuadrant(float cut)
{
return (int)(cut / (67f / 255f)) % 3;
}
protected override float GetAngleWithXAxis(float cut)
{
return (cut - 0.125f) * 2 * (float)Math.PI;
}
//protected override void BuildEndCapHollow(bool top)
//{
//}
}
}