mirror of
https://github.com/opensim/opensim.git
synced 2026-05-27 20:35:59 +08:00
235 lines
8.1 KiB
C#
235 lines
8.1 KiB
C#
/*
|
|
* Copyright (c) Contributors, http://opensimulator.org/
|
|
* See CONTRIBUTORS.TXT for a full list of copyright holders.
|
|
*
|
|
* 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.
|
|
* * Redistributions in binary form must reproduce the above copyright
|
|
* notice, this list of conditions and the following disclaimer in the
|
|
* documentation and/or other materials provided with the distribution.
|
|
* * Neither the name of the OpenSim Project 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 DEVELOPERS ``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 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 OpenSim.Region.Physics.Manager;
|
|
|
|
namespace OpenSim.Region.Physics.Meshing
|
|
{
|
|
internal class Extruder
|
|
{
|
|
public float startParameter;
|
|
public float stopParameter;
|
|
public PhysicsVector size;
|
|
|
|
public float taperTopFactorX = 1f;
|
|
public float taperTopFactorY = 1f;
|
|
public float taperBotFactorX = 1f;
|
|
public float taperBotFactorY = 1f;
|
|
|
|
public float pushX = 0f;
|
|
public float pushY = 0f;
|
|
|
|
// twist amount in radians. NOT DEGREES.
|
|
public float twistTop = 0;
|
|
public float twistBot = 0;
|
|
public float twistMid = 0;
|
|
|
|
public Mesh Extrude(Mesh m)
|
|
{
|
|
startParameter = float.MinValue;
|
|
stopParameter = float.MaxValue;
|
|
// Currently only works for iSteps=1;
|
|
Mesh result = new Mesh();
|
|
|
|
Mesh workingPlus = m.Clone();
|
|
Mesh workingMiddle = m.Clone();
|
|
Mesh workingMinus = m.Clone();
|
|
|
|
Quaternion tt = new Quaternion();
|
|
Vertex v2 = new Vertex(0, 0, 0);
|
|
|
|
foreach (Vertex v in workingPlus.vertices)
|
|
{
|
|
if (v == null)
|
|
continue;
|
|
|
|
// This is the top
|
|
// Set the Z + .5 to match the rest of the scale of the mesh
|
|
// Scale it by Size, and Taper the scaling
|
|
v.Z = +.5f;
|
|
v.X *= (size.X * taperTopFactorX);
|
|
v.Y *= (size.Y * taperTopFactorY);
|
|
v.Z *= size.Z;
|
|
|
|
//Push the top of the object over by the Top Shear amount
|
|
v.X += pushX * size.X;
|
|
v.Y += pushY * size.X;
|
|
|
|
if (twistTop != 0)
|
|
{
|
|
// twist and shout
|
|
tt = new Quaternion(new Vertex(0, 0, 1), twistTop);
|
|
v2 = v * tt;
|
|
v.X = v2.X;
|
|
v.Y = v2.Y;
|
|
v.Z = v2.Z;
|
|
}
|
|
}
|
|
|
|
foreach (Vertex v in workingMiddle.vertices)
|
|
{
|
|
if (v == null)
|
|
continue;
|
|
|
|
// This is the top
|
|
// Set the Z + .5 to match the rest of the scale of the mesh
|
|
// Scale it by Size, and Taper the scaling
|
|
v.Z *= size.Z;
|
|
v.X *= (size.X * ((taperTopFactorX + taperBotFactorX) /2));
|
|
v.Y *= (size.Y * ((taperTopFactorY + taperBotFactorY) / 2));
|
|
|
|
v.X += (pushX / 2) * size.X;
|
|
v.Y += (pushY / 2) * size.X;
|
|
//Push the top of the object over by the Top Shear amount
|
|
if (twistMid != 0)
|
|
{
|
|
// twist and shout
|
|
tt = new Quaternion(new Vertex(0, 0, 1), twistMid);
|
|
v2 = v * tt;
|
|
v.X = v2.X;
|
|
v.Y = v2.Y;
|
|
v.Z = v2.Z;
|
|
}
|
|
|
|
}
|
|
foreach (Vertex v in workingMinus.vertices)
|
|
{
|
|
if (v == null)
|
|
continue;
|
|
|
|
// This is the bottom
|
|
v.Z = -.5f;
|
|
v.X *= (size.X * taperBotFactorX);
|
|
v.Y *= (size.Y * taperBotFactorY);
|
|
v.Z *= size.Z;
|
|
|
|
if (twistBot != 0)
|
|
{
|
|
// twist and shout
|
|
tt = new Quaternion(new Vertex(0, 0, 1), twistBot);
|
|
v2 = v * tt;
|
|
v.X = v2.X;
|
|
v.Y = v2.Y;
|
|
v.Z = v2.Z;
|
|
}
|
|
}
|
|
|
|
foreach (Triangle t in workingMinus.triangles)
|
|
{
|
|
t.invertNormal();
|
|
}
|
|
|
|
result.Append(workingMinus);
|
|
|
|
result.Append(workingMiddle);
|
|
|
|
|
|
int iLastNull = 0;
|
|
|
|
for (int i = 0; i < workingMiddle.vertices.Count; i++)
|
|
{
|
|
int iNext = (i + 1);
|
|
|
|
if (workingMiddle.vertices[i] == null) // Can't make a simplex here
|
|
{
|
|
iLastNull = i + 1;
|
|
continue;
|
|
}
|
|
|
|
if (i == workingMiddle.vertices.Count - 1) // End of list
|
|
{
|
|
iNext = iLastNull;
|
|
}
|
|
|
|
if (workingMiddle.vertices[iNext] == null) // Null means wrap to begin of last segment
|
|
{
|
|
iNext = iLastNull;
|
|
}
|
|
|
|
Triangle tSide;
|
|
tSide = new Triangle(workingMiddle.vertices[i], workingMinus.vertices[i], workingMiddle.vertices[iNext]);
|
|
result.Add(tSide);
|
|
|
|
tSide =
|
|
new Triangle(workingMiddle.vertices[iNext], workingMinus.vertices[i], workingMinus.vertices[iNext]);
|
|
result.Add(tSide);
|
|
}
|
|
//foreach (Triangle t in workingPlus.triangles)
|
|
//{
|
|
//t.invertNormal();
|
|
// }
|
|
result.Append(workingPlus);
|
|
|
|
iLastNull = 0;
|
|
for (int i = 0; i < workingPlus.vertices.Count; i++)
|
|
{
|
|
int iNext = (i + 1);
|
|
|
|
if (workingPlus.vertices[i] == null) // Can't make a simplex here
|
|
{
|
|
iLastNull = i + 1;
|
|
continue;
|
|
}
|
|
|
|
if (i == workingPlus.vertices.Count - 1) // End of list
|
|
{
|
|
iNext = iLastNull;
|
|
}
|
|
|
|
if (workingPlus.vertices[iNext] == null) // Null means wrap to begin of last segment
|
|
{
|
|
iNext = iLastNull;
|
|
}
|
|
|
|
Triangle tSide;
|
|
tSide = new Triangle(workingPlus.vertices[i], workingMiddle.vertices[i], workingPlus.vertices[iNext]);
|
|
result.Add(tSide);
|
|
|
|
tSide =
|
|
new Triangle(workingPlus.vertices[iNext], workingMiddle.vertices[i], workingMiddle.vertices[iNext]);
|
|
result.Add(tSide);
|
|
}
|
|
if (twistMid != 0)
|
|
{
|
|
foreach (Vertex v in result.vertices)
|
|
{
|
|
// twist and shout
|
|
if (v != null)
|
|
{
|
|
tt = new Quaternion(new Vertex(0, 0, -1), twistMid*2);
|
|
v2 = v * tt;
|
|
v.X = v2.X;
|
|
v.Y = v2.Y;
|
|
v.Z = v2.Z;
|
|
}
|
|
}
|
|
}
|
|
return result;
|
|
}
|
|
}
|
|
}
|