Files
libremetaverse/applications/sceneviewer/Prims/PrimVisualBox.cs
2006-10-19 09:18:28 +00:00

101 lines
3.4 KiB
C#

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();
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));
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));
}
}
}
}