git-svn-id: http://libopenmetaverse.googlecode.com/svn/trunk@360 52acb1d6-8a22-11de-b505-999d5b087335
521 lines
19 KiB
C#
521 lines
19 KiB
C#
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 abstract class LinearPrimVisual : PrimVisual
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{
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// Reference vertices of the unscaled/unrotated primitive
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protected Vector3[] ReferenceVertices;
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protected CrossSection[] OuterFaces; // Section for each extruded outer face
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protected CrossSection[] InnerFaces; // Section for each extruded inner face (hollow)
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protected CrossSection[] CutFaces; // Two cut faces
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protected int NumberFaces; // Number of faces on the base primitive
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protected int FirstOuterFace; // If we're cutting, this might not be 0
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protected int LastOuterFace; // If we're cutting, this might not be iNumberFaces
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protected Color color;
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// Accessors
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protected int triangleCount = 0;
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public override int TriangleCount
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{
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get { return triangleCount; }
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}
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// Abstract functions
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protected abstract int GetCutQuadrant(float cut);
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protected abstract float GetAngleWithXAxis(float cut);
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protected abstract void BuildEndCapHollow(bool top);
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public LinearPrimVisual(PrimObject prim) : base(prim)
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{
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// TODO: This is temporary, for debugging and entertainment purposes
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Random rand = new Random((int)prim.LocalID + Environment.TickCount);
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byte r = (byte)rand.Next(256);
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byte g = (byte)rand.Next(256);
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byte b = (byte)rand.Next(256);
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color = new Color(r, g, b);
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}
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protected override void BuildFaces()
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{
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Vector3 cutstartouterface = Vector3.Zero;
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Vector3 cutendouterface = Vector3.Zero;
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Vector3 cutstartinnerface = Vector3.Zero;
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Vector3 cutendinnerface = Vector3.Zero;
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int cutStartDiagQuadrant = cutStartDiagQuadrant = GetCutQuadrant(Prim.ProfileBegin);
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int cutEndDiagQuadrant = cutEndDiagQuadrant = GetCutQuadrant(Prim.ProfileEnd);
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float hollowRatio = (float)Prim.ProfileHollow / 100.0f;
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cutstartouterface = GetCutIntersect(Prim.ProfileBegin, 0.5f); // coordinates of where the cut starts
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cutendouterface = GetCutIntersect(Prim.ProfileEnd, 0.5f); // coordinates of where the cut starts
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if (hollow)
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{
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float halfWidth = hollowRatio * 0.5f;
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cutstartinnerface = GetCutIntersect(Prim.ProfileBegin, halfWidth);
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cutendinnerface = GetCutIntersect(Prim.ProfileEnd, halfWidth);
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}
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if (cut)
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{
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if (hollow)
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{
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BuildCutHollowFaces(cutstartouterface, cutstartinnerface, cutendouterface, cutendinnerface);
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}
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else
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{
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BuildCutFaces(cutstartouterface, cutendouterface);
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}
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}
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if (cutStartDiagQuadrant == cutEndDiagQuadrant)
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{
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FirstOuterFace = LastOuterFace = cutStartDiagQuadrant;
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OuterFaces[0].RemoveAllPoints();
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OuterFaces[0].AddPoint(cutstartouterface);
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OuterFaces[0].AddPoint(cutendouterface);
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//OuterFaces[0].TextureMapping = texturemapping;
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if (hollow)
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{
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InnerFaces[0].RemoveAllPoints();
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InnerFaces[0].AddPoint(cutendinnerface);
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InnerFaces[0].AddPoint(cutstartinnerface);
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//InnerFaces[0].TextureMapping = texturemapping;
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}
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}
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else
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{
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FirstOuterFace = cutStartDiagQuadrant;
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float totalInnerLength = 0;
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float startSideInnerLength = 0;
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float wholeSideLength = 0;
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PopulateSingleCutFacePositiveDirection(ref OuterFaces[FirstOuterFace], cutstartouterface, cutStartDiagQuadrant, 0.5f, true);
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//OuterFaces[FirstOuterFace].TextureMapping = texturemapping;
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if (hollow)
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{
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startSideInnerLength = PopulateSingleCutFacePositiveDirection(ref InnerFaces[FirstOuterFace],
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cutstartinnerface, cutStartDiagQuadrant, hollowRatio * 0.5f, false);
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//InnerFaces[FirstOuterFace].TextureMapping = texturemapping;
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totalInnerLength += startSideInnerLength;
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}
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int quadrant = cutStartDiagQuadrant + 1;
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while (quadrant < cutEndDiagQuadrant)
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{
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PopulateCompleteSide(ref OuterFaces[quadrant], quadrant, 0.5f, true);
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//OuterFaces[quadrant].TextureMapping = texturemapping;
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if (hollow)
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{
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wholeSideLength = PopulateCompleteSide(ref InnerFaces[quadrant], quadrant,
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hollowRatio * 0.5f, false);
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//InnerFaces[quadrant].TextureMapping = texturemapping;
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totalInnerLength += wholeSideLength;
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}
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quadrant++;
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}
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PopulateSingleCutFaceNegativeDirection(ref OuterFaces[quadrant], cutendouterface,
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cutEndDiagQuadrant, 0.5f, true);
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//OuterFaces[quadrant].TextureMapping = texturemapping;
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if (hollow)
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{
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float endSideInnerLength = PopulateSingleCutFaceNegativeDirection(ref InnerFaces[quadrant],
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cutendinnerface, cutEndDiagQuadrant, hollowRatio * 0.5f, false);
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//InnerFaces[quadrant].TextureMapping = texturemapping;
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totalInnerLength += endSideInnerLength;
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}
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LastOuterFace = quadrant;
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if (hollow)
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{
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//SetupInnerFaceTextureOffsets(startSideInnerLength, wholeSideLength, totalInnerLength);
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}
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}
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AssignFaces();
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BuildVertexes();
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}
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protected void BuildCutFaces(Vector3 cutstartouterface, Vector3 cutendouterface)
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{
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CutFaces[0].RemoveAllPoints();
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CutFaces[0].AddPoint(Vector3.Zero);
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CutFaces[0].AddPoint(cutstartouterface);
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//CutFaces[0].TextureMapping = texturemapping;
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CutFaces[1].RemoveAllPoints();
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CutFaces[1].AddPoint(cutendouterface);
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CutFaces[1].AddPoint(Vector3.Zero);
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//CutFaces[1].TextureMapping = texturemapping;
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}
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protected void BuildCutHollowFaces(Vector3 cutstartouterface, Vector3 cutstartinnerface, Vector3 cutendouterface, Vector3 cutendinnerface)
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{
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CutFaces[0].RemoveAllPoints();
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CutFaces[0].AddPoint(cutstartinnerface);
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CutFaces[0].AddPoint(cutstartouterface);
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//CutFaces[0].TextureMapping = texturemapping;
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CutFaces[1].RemoveAllPoints();
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CutFaces[1].AddPoint(cutendouterface);
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CutFaces[1].AddPoint(cutendinnerface);
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//CutFaces[1].TextureMapping = texturemapping;
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}
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private Vector3 GetCutIntersect(float cut, float cubeHalfWidth)
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{
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int cutQuadrant = GetCutQuadrant(cut);
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Vector3 lineend;
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Vector3 linestart = ReferenceVertices[cutQuadrant] * cubeHalfWidth;
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linestart = Vector3.Divide(linestart, 0.5f);
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if (cutQuadrant < NumberFaces - 1)
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{
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lineend = ReferenceVertices[cutQuadrant + 1] * cubeHalfWidth;
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}
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else
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{
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lineend = ReferenceVertices[0] * cubeHalfWidth;
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}
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lineend = Vector3.Divide(lineend, 0.5f);
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//
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float angle = GetAngleWithXAxis(cut);
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// CutVectorPerp is perpendicular to the radius vector
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Vector3 cutVectorPerp = new Vector3((float)-Math.Sin(angle), (float)Math.Cos(angle), 0);
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Vector3 delta = lineend - linestart;
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// From http://softsurfer.com/Archive/algorithm_0104/algorithm_0104B.htm
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Vector3 result = linestart - delta * Vector3.Dot(cutVectorPerp, linestart) / Vector3.Dot(cutVectorPerp, delta);
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return result;
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}
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// Handles the first face in the cut, starting from cutstart,
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// and running anticlockwise to first reference vertex
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private float PopulateSingleCutFacePositiveDirection(ref CrossSection face, Vector3 cutPoint, int quadrant,
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float halfCubeWidth, bool outer)
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{
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quadrant = NormalizeQuadrant(quadrant);
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face.RemoveAllPoints();
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Vector3 startPoint = cutPoint;
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Vector3 endPoint;
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if (quadrant < NumberFaces - 1)
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{
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endPoint = ReferenceVertices[quadrant + 1] * halfCubeWidth / 0.5f;
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}
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else
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{
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endPoint = ReferenceVertices[0] * halfCubeWidth / 0.5f;
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}
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if (outer)
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{
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face.AddPoint(startPoint);
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face.AddPoint(endPoint);
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}
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else
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{
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face.AddPoint(endPoint);
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face.AddPoint(startPoint);
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}
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return Vector3.Distance(startPoint, endPoint);
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}
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private float PopulateSingleCutFaceNegativeDirection(ref CrossSection face, Vector3 cutPoint, int quadrant,
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float halfCubeWidth, bool outer)
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{
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quadrant = NormalizeQuadrant(quadrant);
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face.RemoveAllPoints();
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Vector3 startPoint = ReferenceVertices[quadrant] * halfCubeWidth / 0.5f;
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Vector3 endPoint = cutPoint;
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if (outer)
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{
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face.AddPoint(startPoint);
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face.AddPoint(endPoint);
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}
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else
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{
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face.AddPoint(endPoint);
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face.AddPoint(startPoint);
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}
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return Vector3.Distance(startPoint, endPoint);
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}
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private float PopulateCompleteSide(ref CrossSection face, int quadrant, float halfCubeWidth, bool outer)
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{
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quadrant = NormalizeQuadrant(quadrant);
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face.RemoveAllPoints();
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Vector3 startPoint = ReferenceVertices[quadrant];
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Vector3 endPoint;
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if (quadrant < NumberFaces - 1)
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{
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endPoint = ReferenceVertices[quadrant + 1];
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}
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else
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{
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endPoint = ReferenceVertices[0];
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}
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startPoint = startPoint * halfCubeWidth / 0.5f;
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endPoint = endPoint * halfCubeWidth / 0.5f;
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if (outer)
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{
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face.AddPoint(startPoint);
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face.AddPoint(endPoint);
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}
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else
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{
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face.AddPoint(endPoint);
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face.AddPoint(startPoint);
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}
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return 2f * halfCubeWidth;
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}
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protected void BuildVertexes()
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{
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// For prims with a linear extrusion path, we base the number of transformations on the amount of twist
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int transforms = 1 + Math.Abs((int)((float)(Prim.PathTwist - Prim.PathTwistBegin) / 9f));
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// Build the outer sides
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BuildSideVertexes(OuterFaces, transforms);
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if (hollow)
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{
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// Build the inner sides
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BuildSideVertexes(InnerFaces, transforms);
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}
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if (cut)
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{
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// Build the cut sides (between the inner and outer)
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BuildSideVertexes(CutFaces, transforms);
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}
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// Build the top and bottom end caps
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if (hollow)
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{
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BuildEndCapHollow(true);
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BuildEndCapHollow(false);
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}
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else
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{
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if (cut)
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{
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BuildEndCapCutNoHollow(true);
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BuildEndCapCutNoHollow(false);
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}
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else
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{
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BuildEndCapNoCutNoHollow(true);
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BuildEndCapNoCutNoHollow(false);
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}
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}
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VertexArray = Vertexes.ToArray();
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}
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//private void BuildSideVertexes(CrossSection[] crossSection, int transforms)
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//{
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// float transformOffset = 1.0f / (float)transforms;
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// float currentOffset = -0.5f;
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// for (int i = 0; i < transforms; i++)
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// {
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// for (int j = 0; j < crossSection.Length; j++)
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// {
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// int pointCount = crossSection[j].GetNumPoints();
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// if (pointCount > 0)
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// {
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// Vector3 lower1 = crossSection[j].GetRawVertex(0);
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// Vector3 lower2 = crossSection[j].GetRawVertex(1);
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// lower1.Z = currentOffset;
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// lower2.Z = currentOffset;
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// Vector3 upper1 = lower1;
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// Vector3 upper2 = lower2;
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// upper1.Z = currentOffset + transformOffset;
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// upper2.Z = currentOffset + transformOffset;
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// // FIXME: Perform skew, taper and twist transformations here
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// //lower1 = Vector3.Transform(lower1, lowerTransform);
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// //lower2 = Vector3.Transform(lower2, lowerTransform);
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// //upper1 = Vector3.Transform(upper1, upperTransform);
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// //upper2 = Vector3.Transform(upper2, upperTransform);
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// Vertexes.Add(new VertexPositionColor(lower1, color));
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// Vertexes.Add(new VertexPositionColor(lower2, color));
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// Vertexes.Add(new VertexPositionColor(upper2, color));
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// Vertexes.Add(new VertexPositionColor(lower1, color));
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// Vertexes.Add(new VertexPositionColor(upper2, color));
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// Vertexes.Add(new VertexPositionColor(upper1, color));
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// }
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// }
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// currentOffset += transformOffset;
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// }
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//}
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protected void BuildSideVertexes(CrossSection[] crossSection, int transforms)
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{
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float transformOffset = 1.0f / (float)transforms;
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float currentOffset = -0.5f;
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for (int i = 0; i < transforms; i++)
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{
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for (int j = 0; j < crossSection.Length; j++)
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{
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int pointCount = crossSection[j].GetNumPoints();
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if (pointCount > 0)
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{
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for (int k = 0; k < pointCount - 1; k++)
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{
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Vector3 lower1, lower2, upper1, upper2;
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lower1 = crossSection[j].GetRawVertex(k);
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lower2 = crossSection[j].GetRawVertex(k + 1);
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lower1.Z = currentOffset;
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lower2.Z = currentOffset;
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upper1 = lower1;
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upper2 = lower2;
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upper1.Z = currentOffset + transformOffset;
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upper2.Z = currentOffset + transformOffset;
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// FIXME: Perform skew, taper and twist transformations here
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//lower1 = Vector3.Transform(lower1, lowerTransform);
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//lower2 = Vector3.Transform(lower2, lowerTransform);
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//upper1 = Vector3.Transform(upper1, upperTransform);
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//upper2 = Vector3.Transform(upper2, upperTransform);
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Vertexes.Add(new VertexPositionColor(lower1, color));
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Vertexes.Add(new VertexPositionColor(lower2, color));
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Vertexes.Add(new VertexPositionColor(upper2, color));
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Vertexes.Add(new VertexPositionColor(lower1, color));
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Vertexes.Add(new VertexPositionColor(upper2, color));
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Vertexes.Add(new VertexPositionColor(upper1, color));
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}
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}
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}
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currentOffset += transformOffset;
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}
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}
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protected void BuildEndCapNoCutNoHollow(bool top)
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{
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float z = top ? 0.5f : -0.5f;
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for (int i = 0; i < OuterFaces.Length; i++)
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{
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int pointCount = OuterFaces[i].GetNumPoints();
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if (pointCount > 0)
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{
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for (int j = 0; j < pointCount - 1; j++)
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{
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Vector3 first = OuterFaces[i].GetRawVertex(j);
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first.Z = z;
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Vector3 second = OuterFaces[i].GetRawVertex(j + 1);
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second.Z = z;
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// FIXME: Perform skew, taper and twist transformations here
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if (top)
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{
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;
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}
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else
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{
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;
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}
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Vertexes.Add(new VertexPositionColor(first, color));
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Vertexes.Add(new VertexPositionColor(second, color));
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Vertexes.Add(new VertexPositionColor(new Vector3(0, 0, z), color));
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}
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}
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}
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}
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protected void BuildEndCapCutNoHollow(bool top)
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{
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float z = top ? 0.5f : -0.5f;
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// FIXME: Apply transformations to the center point
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Vector3 center = Vector3.Zero;
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for (int i = FirstOuterFace; i <= LastOuterFace; i++)
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{
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int pointCount = OuterFaces[i].GetNumPoints();
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for (int j = 0; j < pointCount - 1; j++)
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{
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Vector3 p1 = OuterFaces[i].GetRawVertex(j);
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Vector3 p2 = OuterFaces[i].GetRawVertex(j + 1);
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center.Z = p1.Z = p2.Z = z;
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// TODO: Texturemapping stuff
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//Vector2 t1 = texturemapping.GetTextureCoordinate(new Vector2(1 - (p1.x + 0.5), p1.y + 0.5));
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//Vector2 t2 = texturemapping.GetTextureCoordinate(new Vector2(1 - (p2.x + 0.5), p2.y + 0.5));
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// FIXME: Perform skew, taper and twist transformations here
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//p1 = Vector3.Transform(p1, transform);
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//p2 = Vector3.Transform(p2, transform);
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Vertexes.Add(new VertexPositionColor(p2, color));
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Vertexes.Add(new VertexPositionColor(p1, color));
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Vertexes.Add(new VertexPositionColor(center, color));
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}
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}
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}
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private int NormalizeQuadrant(int quadrant)
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{
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return ((quadrant % NumberFaces) + NumberFaces) % NumberFaces;
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}
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}
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}
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