* Removing more scaling code from Meshmerizer plugin * Removed dead GUITestClient project git-svn-id: http://libopenmetaverse.googlecode.com/svn/trunk@2285 52acb1d6-8a22-11de-b505-999d5b087335
403 lines
16 KiB
C#
403 lines
16 KiB
C#
/*
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* Copyright (c) 2008, openmetaverse.org
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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 openmetaverse.org 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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*
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* This code comes from the OpenSim project. Meshmerizer is written by dahlia
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* <dahliatrimble@gmail.com>
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*/
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using System;
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namespace OpenMetaverse.Rendering
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{
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class Extruder
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{
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public float taperTopFactorX = 1f;
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public float taperTopFactorY = 1f;
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public float taperBotFactorX = 1f;
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public float taperBotFactorY = 1f;
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public float pushX = 0f;
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public float pushY = 0f;
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// twist amount in radians. NOT DEGREES.
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public float twistTop = 0;
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public float twistBot = 0;
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public float twistMid = 0;
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public float pathScaleX = 1.0f;
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public float pathScaleY = 0.5f;
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public float skew = 0.0f;
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public float radius = 0.0f;
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public float revolutions = 1.0f;
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public float pathCutBegin = 0.0f;
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public float pathCutEnd = 1.0f;
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public ushort pathBegin = 0;
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public ushort pathEnd = 0;
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public float pathTaperX = 0.0f;
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public float pathTaperY = 0.0f;
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/// <summary>
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/// Creates an extrusion of a profile along a linear path. Used to create prim types box, cylinder, and prism.
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/// </summary>
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/// <param name="m"></param>
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/// <returns>A mesh of the extruded shape</returns>
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public MeshmerizerMesh ExtrudeLinearPath(MeshmerizerMesh m)
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{
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MeshmerizerMesh result = new MeshmerizerMesh();
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MeshmerizerMesh newLayer;
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MeshmerizerMesh lastLayer = null;
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int step = 0;
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int steps = 1;
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float twistTotal = twistTop - twistBot;
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// if the profile has a lot of twist, add more layers otherwise the layers may overlap
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// and the resulting mesh may be quite inaccurate. This method is arbitrary and may not
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// accurately match the viewer
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float twistTotalAbs = System.Math.Abs(twistTotal);
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if (twistTotalAbs > 0.01)
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steps += (int)(twistTotalAbs * 3.66f); // dahlia's magic number ;)
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double percentOfPathMultiplier = 1.0 / steps;
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float start = -0.5f;
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float stepSize = 1.0f / (float)steps;
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float xProfileScale = 1.0f;
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float yProfileScale = 1.0f;
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float xOffset = 0.0f;
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float yOffset = 0.0f;
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float zOffset = start;
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float xOffsetStepIncrement = pushX / steps;
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float yOffsetStepIncrement = pushY / steps;
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//float percentOfPath = 0.0f;
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float percentOfPath = (float)pathBegin * 2.0e-5f;
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zOffset += percentOfPath;
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bool done = false;
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do // loop through the length of the path and add the layers
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{
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newLayer = m.Clone();
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if (taperBotFactorX < 1.0f)
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xProfileScale = 1.0f - (1.0f - percentOfPath) * (1.0f - taperBotFactorX);
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else if (taperTopFactorX < 1.0f)
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xProfileScale = 1.0f - percentOfPath * (1.0f - taperTopFactorX);
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else xProfileScale = 1.0f;
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if (taperBotFactorY < 1.0f)
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yProfileScale = 1.0f - (1.0f - percentOfPath) * (1.0f - taperBotFactorY);
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else if (taperTopFactorY < 1.0f)
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yProfileScale = 1.0f - percentOfPath * (1.0f - taperTopFactorY);
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else yProfileScale = 1.0f;
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MeshmerizerVertex vTemp = new MeshmerizerVertex(0.0f, 0.0f, 0.0f);
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// apply the taper to the profile before any rotations
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if (xProfileScale != 1.0f || yProfileScale != 1.0f)
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{
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foreach (MeshmerizerVertex v in newLayer.vertices)
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{
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if (v != null)
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{
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v.X *= xProfileScale;
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v.Y *= yProfileScale;
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}
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}
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}
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float twist = twistBot + (twistTotal * (float)percentOfPath);
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// apply twist rotation to the profile layer and position the layer in the prim
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Quaternion profileRot = Quaternion.CreateFromAxisAngle(new Vector3(0.0f, 0.0f, 1.0f), twist);
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foreach (MeshmerizerVertex v in newLayer.vertices)
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{
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if (v != null)
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{
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vTemp = v * profileRot;
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v.X = vTemp.X + xOffset;
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v.Y = vTemp.Y + yOffset;
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v.Z = vTemp.Z + zOffset;
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}
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}
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if (step == 0) // the first layer, invert normals
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{
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foreach (Triangle t in newLayer.triangles)
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{
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t.invertNormal();
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}
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}
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result.Append(newLayer);
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int iLastNull = 0;
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if (lastLayer != null)
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{
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int i, count = newLayer.vertices.Count;
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for (i = 0; i < count; i++)
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{
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int iNext = (i + 1);
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if (lastLayer.vertices[i] == null) // cant make a simplex here
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{
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iLastNull = i + 1;
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}
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else
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{
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if (i == count - 1) // End of list
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iNext = iLastNull;
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if (lastLayer.vertices[iNext] == null) // Null means wrap to begin of last segment
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iNext = iLastNull;
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result.Add(new Triangle(newLayer.vertices[i], lastLayer.vertices[i], newLayer.vertices[iNext]));
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result.Add(new Triangle(newLayer.vertices[iNext], lastLayer.vertices[i], lastLayer.vertices[iNext]));
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}
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}
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}
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lastLayer = newLayer;
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// calc the step for the next interation of the loop
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if (step < steps)
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{
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step++;
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percentOfPath += (float)percentOfPathMultiplier;
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xOffset += xOffsetStepIncrement;
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yOffset += yOffsetStepIncrement;
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zOffset += stepSize;
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if (percentOfPath > 1.0f - (float)pathEnd * 2.0e-5f)
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done = true;
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}
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else done = true;
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} while (!done); // loop until all the layers in the path are completed
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return result;
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}
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/// <summary>
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/// Extrudes a shape around a circular path. Used to create prim types torus, ring, and tube.
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/// </summary>
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/// <param name="m"></param>
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/// <returns>a mesh of the extruded shape</returns>
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public MeshmerizerMesh ExtrudeCircularPath(MeshmerizerMesh m)
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{
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MeshmerizerMesh result = new MeshmerizerMesh();
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MeshmerizerMesh newLayer;
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MeshmerizerMesh lastLayer = null;
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int step;
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int steps = 24;
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float twistTotal = twistTop - twistBot;
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// if the profile has a lot of twist, add more layers otherwise the layers may overlap
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// and the resulting mesh may be quite inaccurate. This method is arbitrary and doesn't
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// accurately match the viewer
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if (System.Math.Abs(twistTotal) > (float)System.Math.PI * 1.5f) steps *= 2;
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if (System.Math.Abs(twistTotal) > (float)System.Math.PI * 3.0f) steps *= 2;
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// double percentOfPathMultiplier = 1.0 / steps;
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// double angleStepMultiplier = System.Math.PI * 2.0 / steps;
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float yPathScale = pathScaleY * 0.5f;
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float pathLength = pathCutEnd - pathCutBegin;
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float totalSkew = skew * 2.0f * pathLength;
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float skewStart = (-skew) + pathCutBegin * 2.0f * skew;
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// It's not quite clear what pushY (Y top shear) does, but subtracting it from the start and end
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// angles appears to approximate it's effects on path cut. Likewise, adding it to the angle used
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// to calculate the sine for generating the path radius appears to approximate it's effects there
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// too, but there are some subtle differences in the radius which are noticeable as the prim size
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// increases and it may affect megaprims quite a bit. The effect of the Y top shear parameter on
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// the meshes generated with this technique appear nearly identical in shape to the same prims when
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// displayed by the viewer.
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float startAngle = (float)(System.Math.PI * 2.0 * pathCutBegin * revolutions) - pushY * 0.9f;
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float endAngle = (float)(System.Math.PI * 2.0 * pathCutEnd * revolutions) - pushY * 0.9f;
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float stepSize = (float)0.2617993878; // 2*PI / 24 segments per revolution
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step = (int)(startAngle / stepSize);
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float angle = startAngle;
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float xProfileScale = 1.0f;
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float yProfileScale = 1.0f;
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bool done = false;
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do // loop through the length of the path and add the layers
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{
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newLayer = m.Clone();
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float percentOfPath = (angle - startAngle) / (endAngle - startAngle); // endAngle should always be larger than startAngle
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if (pathTaperX > 0.001f) // can't really compare to 0.0f as the value passed is never exactly zero
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xProfileScale = 1.0f - percentOfPath * pathTaperX;
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else if (pathTaperX < -0.001f)
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xProfileScale = 1.0f + (1.0f - percentOfPath) * pathTaperX;
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else xProfileScale = 1.0f;
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if (pathTaperY > 0.001f)
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yProfileScale = 1.0f - percentOfPath * pathTaperY;
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else if (pathTaperY < -0.001f)
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yProfileScale = 1.0f + (1.0f - percentOfPath) * pathTaperY;
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else yProfileScale = 1.0f;
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MeshmerizerVertex vTemp = new MeshmerizerVertex(0.0f, 0.0f, 0.0f);
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// apply the taper to the profile before any rotations
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if (xProfileScale != 1.0f || yProfileScale != 1.0f)
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{
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foreach (MeshmerizerVertex v in newLayer.vertices)
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{
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if (v != null)
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{
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v.X *= xProfileScale;
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v.Y *= yProfileScale;
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}
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}
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}
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float radiusScale;
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if (radius > 0.001f)
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radiusScale = 1.0f - radius * percentOfPath;
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else if (radius < 0.001f)
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radiusScale = 1.0f + radius * (1.0f - percentOfPath);
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else
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radiusScale = 1.0f;
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float twist = twistBot + (twistTotal * (float)percentOfPath);
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float xOffset;
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float yOffset;
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float zOffset;
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xOffset = 0.5f * (skewStart + totalSkew * (float)percentOfPath);
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xOffset += (float)System.Math.Sin(angle) * pushX * 0.45f;
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yOffset = (float)(System.Math.Cos(angle) * (0.5f - yPathScale)) * radiusScale;
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zOffset = (float)(System.Math.Sin(angle + pushY * 0.9f) * (0.5f - yPathScale)) * radiusScale;
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// next apply twist rotation to the profile layer
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if (twistTotal != 0.0f || twistBot != 0.0f)
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{
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Quaternion profileRot = new Quaternion(new Vector3(0.0f, 0.0f, 1.0f), twist);
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foreach (MeshmerizerVertex v in newLayer.vertices)
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{
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if (v != null)
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{
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vTemp = v * profileRot;
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v.X = vTemp.X;
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v.Y = vTemp.Y;
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v.Z = vTemp.Z;
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}
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}
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}
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// now orient the rotation of the profile layer relative to it's position on the path
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// adding pushY to the angle used to generate the quat appears to approximate the viewer
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Quaternion layerRot = Quaternion.CreateFromAxisAngle(new Vector3(1.0f, 0.0f, 0.0f), (float)angle + pushY * 0.9f);
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foreach (MeshmerizerVertex v in newLayer.vertices)
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{
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if (v != null)
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{
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vTemp = v * layerRot;
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v.X = vTemp.X + xOffset;
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v.Y = vTemp.Y + yOffset;
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v.Z = vTemp.Z + zOffset;
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}
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}
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if (angle == startAngle) // the first layer, invert normals
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{
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foreach (Triangle t in newLayer.triangles)
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{
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t.invertNormal();
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}
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}
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result.Append(newLayer);
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int iLastNull = 0;
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if (lastLayer != null)
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{
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int i, count = newLayer.vertices.Count;
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for (i = 0; i < count; i++)
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{
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int iNext = (i + 1);
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if (lastLayer.vertices[i] == null) // cant make a simplex here
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{
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iLastNull = i + 1;
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}
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else
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{
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if (i == count - 1) // End of list
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iNext = iLastNull;
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if (lastLayer.vertices[iNext] == null) // Null means wrap to begin of last segment
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iNext = iLastNull;
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result.Add(new Triangle(newLayer.vertices[i], lastLayer.vertices[i], newLayer.vertices[iNext]));
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result.Add(new Triangle(newLayer.vertices[iNext], lastLayer.vertices[i], lastLayer.vertices[iNext]));
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}
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}
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}
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lastLayer = newLayer;
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// calc the angle for the next interation of the loop
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if (angle >= endAngle)
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{
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done = true;
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}
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else
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{
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angle = stepSize * ++step;
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if (angle > endAngle)
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angle = endAngle;
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}
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} while (!done); // loop until all the layers in the path are completed
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return result;
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}
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}
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}
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