Files
opensim/OpenSim/Region/Physics/Meshing/Extruder.cs
Teravus Ovares b85624db18 * Adds twist support for Cubes, Cylinders, and Prisms in the Meshmerizer
* A tweak of the SimStatsReporter so it would report the prim capacity to be 45000.
2008-04-10 00:31:44 +00:00

235 lines
8.1 KiB
C#

/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
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* modification, are permitted provided that the following conditions are met:
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* notice, this list of conditions and the following disclaimer in the
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* * 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
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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*/
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;
}
}
}