/// <summary>
        /// Extrudes a profile along a path.
        /// </summary>
        public void Extrude(PathType pathType)
        {
            this.coords = new List<Coord>();
            this.faces = new List<Face>();

            if (this.viewerMode)
            {
                this.viewerFaces = new List<ViewerFace>();
                this.calcVertexNormals = true;
            }

            if (this.calcVertexNormals)
                this.normals = new List<Coord>();

            int steps = 1;

            float length = this.pathCutEnd - this.pathCutBegin;
            normalsProcessed = false;

            if (this.viewerMode && this.sides == 3)
            {
                // prisms don't taper well so add some vertical resolution
                // other prims may benefit from this but just do prisms for now
                if (Math.Abs(this.taperX) > 0.01 || Math.Abs(this.taperY) > 0.01)
                    steps = (int)(steps * 4.5 * length);
            }


            float twistBegin = this.twistBegin / 360.0f * twoPi;
            float twistEnd = this.twistEnd / 360.0f * twoPi;
            float twistTotal = twistEnd - twistBegin;
            float twistTotalAbs = Math.Abs(twistTotal);
            if (twistTotalAbs > 0.01f)
                steps += (int)(twistTotalAbs * 3.66); //  dahlia's magic number

            float hollow = this.hollow;

            // sanity checks
            float initialProfileRot = 0.0f;
            if (pathType == PathType.Circular)
            {
                if (this.sides == 3)
                {
                    initialProfileRot = (float)Math.PI;
                    if (this.hollowSides == 4)
                    {
                        if (hollow > 0.7f)
                            hollow = 0.7f;
                        hollow *= 0.707f;
                    }
                    else hollow *= 0.5f;
                }
                else if (this.sides == 4)
                {
                    initialProfileRot = 0.25f * (float)Math.PI;
                    if (this.hollowSides != 4)
                        hollow *= 0.707f;
                }
                else if (this.sides > 4)
                {
                    initialProfileRot = (float)Math.PI;
                    if (this.hollowSides == 4)
                    {
                        if (hollow > 0.7f)
                            hollow = 0.7f;
                        hollow /= 0.7f;
                    }
                }
            }
            else
            {
                if (this.sides == 3)
                {
                    if (this.hollowSides == 4)
                    {
                        if (hollow > 0.7f)
                            hollow = 0.7f;
                        hollow *= 0.707f;
                    }
                    else hollow *= 0.5f;
                }
                else if (this.sides == 4)
                {
                    initialProfileRot = 1.25f * (float)Math.PI;
                    if (this.hollowSides != 4)
                        hollow *= 0.707f;
                }
                else if (this.sides == 24 && this.hollowSides == 4)
                    hollow *= 1.414f;
            }

            Profile profile = new Profile(this.sides, this.profileStart, this.profileEnd, hollow, this.hollowSides, true, calcVertexNormals);
            this.errorMessage = profile.errorMessage;

            this.numPrimFaces = profile.numPrimFaces;

            int cut1Vert = -1;
            int cut2Vert = -1;
            if (hasProfileCut)
            {
                cut1Vert = hasHollow ? profile.coords.Count - 1 : 0;
                cut2Vert = hasHollow ? profile.numOuterVerts - 1 : profile.numOuterVerts;
            }

            if (initialProfileRot != 0.0f)
            {
                profile.AddRot(new Quat(new Coord(0.0f, 0.0f, 1.0f), initialProfileRot));
                if (viewerMode)
                    profile.MakeFaceUVs();
            }

            Coord lastCutNormal1 = new Coord();
            Coord lastCutNormal2 = new Coord();
            float lastV = 1.0f;

            Path path = new Path();
            path.twistBegin = twistBegin;
            path.twistEnd = twistEnd;
            path.topShearX = topShearX;
            path.topShearY = topShearY;
            path.pathCutBegin = pathCutBegin;
            path.pathCutEnd = pathCutEnd;
            path.dimpleBegin = dimpleBegin;
            path.dimpleEnd = dimpleEnd;
            path.skew = skew;
            path.holeSizeX = holeSizeX;
            path.holeSizeY = holeSizeY;
            path.taperX = taperX;
            path.taperY = taperY;
            path.radius = radius;
            path.revolutions = revolutions;
            path.stepsPerRevolution = stepsPerRevolution;

            path.Create(pathType, steps);

            bool needEndFaces = false;
            if (pathType == PathType.Circular)
            {
                needEndFaces = false;
                if (this.pathCutBegin != 0.0f || this.pathCutEnd != 1.0f)
                    needEndFaces = true;
                else if (this.taperX != 0.0f || this.taperY != 0.0f)
                    needEndFaces = true;
                else if (this.skew != 0.0f)
                    needEndFaces = true;
                else if (twistTotal != 0.0f)
                    needEndFaces = true;
                else if (this.radius != 0.0f)
                    needEndFaces = true;
            }
            else needEndFaces = true;

            for (int nodeIndex = 0; nodeIndex < path.pathNodes.Count; nodeIndex++)
            {
                PathNode node = path.pathNodes[nodeIndex];
                Profile newLayer = profile.Copy();
                newLayer.Scale(node.xScale, node.yScale);

                newLayer.AddRot(node.rotation);
                newLayer.AddPos(node.position);

                if (needEndFaces && nodeIndex == 0)
                {
                    newLayer.FlipNormals();

                    // add the top faces to the viewerFaces list here
                    if (this.viewerMode)
                    {
                        Coord faceNormal = newLayer.faceNormal;
                        ViewerFace newViewerFace = new ViewerFace(profile.bottomFaceNumber);
                        int numFaces = newLayer.faces.Count;
                        List<Face> faces = newLayer.faces;

                        for (int i = 0; i < numFaces; i++)
                        {
                            Face face = faces[i];
                            newViewerFace.v1 = newLayer.coords[face.v1];
                            newViewerFace.v2 = newLayer.coords[face.v2];
                            newViewerFace.v3 = newLayer.coords[face.v3];

                            newViewerFace.coordIndex1 = face.v1;
                            newViewerFace.coordIndex2 = face.v2;
                            newViewerFace.coordIndex3 = face.v3;

                            newViewerFace.n1 = faceNormal;
                            newViewerFace.n2 = faceNormal;
                            newViewerFace.n3 = faceNormal;

                            newViewerFace.uv1 = newLayer.faceUVs[face.v1];
                            newViewerFace.uv2 = newLayer.faceUVs[face.v2];
                            newViewerFace.uv3 = newLayer.faceUVs[face.v3];

                            this.viewerFaces.Add(newViewerFace);
                        }
                    }
                } // if (nodeIndex == 0)

                // append this layer

                int coordsLen = this.coords.Count;
                newLayer.AddValue2FaceVertexIndices(coordsLen);

                this.coords.AddRange(newLayer.coords);

                if (this.calcVertexNormals)
                {
                    newLayer.AddValue2FaceNormalIndices(this.normals.Count);
                    this.normals.AddRange(newLayer.vertexNormals);
                }

                if (node.percentOfPath < this.pathCutBegin + 0.01f || node.percentOfPath > this.pathCutEnd - 0.01f)
                    this.faces.AddRange(newLayer.faces);

                // fill faces between layers

                int numVerts = newLayer.coords.Count;
                Face newFace = new Face();

                if (nodeIndex > 0)
                {
                    int startVert = coordsLen + 1;
                    int endVert = this.coords.Count;

                    if (sides < 5 || this.hasProfileCut || hollow > 0.0f)
                        startVert--;

                    for (int i = startVert; i < endVert; i++)
                    {
                        int iNext = i + 1;
                        if (i == endVert - 1)
                            iNext = startVert;

                        int whichVert = i - startVert;

                        newFace.v1 = i;
                        newFace.v2 = i - numVerts;
                        newFace.v3 = iNext - numVerts;
                        this.faces.Add(newFace);

                        newFace.v2 = iNext - numVerts;
                        newFace.v3 = iNext;
                        this.faces.Add(newFace);

                        if (this.viewerMode)
                        {
                            // add the side faces to the list of viewerFaces here

                            int primFaceNum = profile.faceNumbers[whichVert];
                            if (!needEndFaces)
                                primFaceNum -= 1;

                            ViewerFace newViewerFace1 = new ViewerFace(primFaceNum);
                            ViewerFace newViewerFace2 = new ViewerFace(primFaceNum);

                            float u1 = newLayer.us[whichVert];
                            float u2 = 1.0f;
                            if (whichVert < newLayer.us.Count - 1)
                                u2 = newLayer.us[whichVert + 1];

                            if (whichVert == cut1Vert || whichVert == cut2Vert)
                            {
                                u1 = 0.0f;
                                u2 = 1.0f;
                            }
                            else if (sides < 5)
                            {
                                if (whichVert < profile.numOuterVerts)
                                { // boxes and prisms have one texture face per side of the prim, so the U values have to be scaled
                                    // to reflect the entire texture width
                                    u1 *= sides;
                                    u2 *= sides;
                                    u2 -= (int)u1;
                                    u1 -= (int)u1;
                                    if (u2 < 0.1f)
                                        u2 = 1.0f;
                                }
                                else if (whichVert > profile.coords.Count - profile.numHollowVerts - 1)
                                {
                                    u1 *= 2.0f;
                                    u2 *= 2.0f;
                                }
                            }

                            newViewerFace1.uv1.U = u1;
                            newViewerFace1.uv2.U = u1;
                            newViewerFace1.uv3.U = u2;

                            newViewerFace1.uv1.V = 1.0f - node.percentOfPath;
                            newViewerFace1.uv2.V = lastV;
                            newViewerFace1.uv3.V = lastV;

                            newViewerFace2.uv1.U = u1;
                            newViewerFace2.uv2.U = u2;
                            newViewerFace2.uv3.U = u2;

                            newViewerFace2.uv1.V = 1.0f - node.percentOfPath;
                            newViewerFace2.uv2.V = lastV;
                            newViewerFace2.uv3.V = 1.0f - node.percentOfPath;

                            newViewerFace1.v1 = this.coords[i];
                            newViewerFace1.v2 = this.coords[i - numVerts];
                            newViewerFace1.v3 = this.coords[iNext - numVerts];

                            newViewerFace2.v1 = this.coords[i];
                            newViewerFace2.v2 = this.coords[iNext - numVerts];
                            newViewerFace2.v3 = this.coords[iNext];

                            newViewerFace1.coordIndex1 = i;
                            newViewerFace1.coordIndex2 = i - numVerts;
                            newViewerFace1.coordIndex3 = iNext - numVerts;

                            newViewerFace2.coordIndex1 = i;
                            newViewerFace2.coordIndex2 = iNext - numVerts;
                            newViewerFace2.coordIndex3 = iNext;

                            // profile cut faces
                            if (whichVert == cut1Vert)
                            {
                                newViewerFace1.n1 = newLayer.cutNormal1;
                                newViewerFace1.n2 = newViewerFace1.n3 = lastCutNormal1;

                                newViewerFace2.n1 = newViewerFace2.n3 = newLayer.cutNormal1;
                                newViewerFace2.n2 = lastCutNormal1;
                            }
                            else if (whichVert == cut2Vert)
                            {
                                newViewerFace1.n1 = newLayer.cutNormal2;
                                newViewerFace1.n2 = newViewerFace1.n3 = lastCutNormal2;

                                newViewerFace2.n1 = newViewerFace2.n3 = newLayer.cutNormal2;
                                newViewerFace2.n2 = lastCutNormal2;
                            }

                            else // outer and hollow faces
                            {
                                if ((sides < 5 && whichVert < newLayer.numOuterVerts) || (hollowSides < 5 && whichVert >= newLayer.numOuterVerts))
                                { // looks terrible when path is twisted... need vertex normals here
                                    newViewerFace1.CalcSurfaceNormal();
                                    newViewerFace2.CalcSurfaceNormal();
                                }
                                else
                                {
                                    newViewerFace1.n1 = this.normals[i];
                                    newViewerFace1.n2 = this.normals[i - numVerts];
                                    newViewerFace1.n3 = this.normals[iNext - numVerts];

                                    newViewerFace2.n1 = this.normals[i];
                                    newViewerFace2.n2 = this.normals[iNext - numVerts];
                                    newViewerFace2.n3 = this.normals[iNext];
                                }
                            }

                            this.viewerFaces.Add(newViewerFace1);
                            this.viewerFaces.Add(newViewerFace2);

                        }
                    }
                }

                lastCutNormal1 = newLayer.cutNormal1;
                lastCutNormal2 = newLayer.cutNormal2;
                lastV = 1.0f - node.percentOfPath;

                if (needEndFaces && nodeIndex == path.pathNodes.Count - 1 && viewerMode)
                {
                    // add the top faces to the viewerFaces list here
                    Coord faceNormal = newLayer.faceNormal;
                    ViewerFace newViewerFace = new ViewerFace();
                    newViewerFace.primFaceNumber = 0;
                    int numFaces = newLayer.faces.Count;
                    List<Face> faces = newLayer.faces;

                    for (int i = 0; i < numFaces; i++)
                    {
                        Face face = faces[i];
                        newViewerFace.v1 = newLayer.coords[face.v1 - coordsLen];
                        newViewerFace.v2 = newLayer.coords[face.v2 - coordsLen];
                        newViewerFace.v3 = newLayer.coords[face.v3 - coordsLen];

                        newViewerFace.coordIndex1 = face.v1 - coordsLen;
                        newViewerFace.coordIndex2 = face.v2 - coordsLen;
                        newViewerFace.coordIndex3 = face.v3 - coordsLen;

                        newViewerFace.n1 = faceNormal;
                        newViewerFace.n2 = faceNormal;
                        newViewerFace.n3 = faceNormal;

                        newViewerFace.uv1 = newLayer.faceUVs[face.v1 - coordsLen];
                        newViewerFace.uv2 = newLayer.faceUVs[face.v2 - coordsLen];
                        newViewerFace.uv3 = newLayer.faceUVs[face.v3 - coordsLen];

                        this.viewerFaces.Add(newViewerFace);
                    }
                }


            } // for (int nodeIndex = 0; nodeIndex < path.pathNodes.Count; nodeIndex++)

        }
Exemple #2
0
        private void calcVertexNormals(SculptType sculptType, int xSize, int ySize)
        {
            // compute vertex normals by summing all the surface normals of all the triangles sharing
            // each vertex and then normalizing
            int numFaces = this.faces.Count;
            for (int i = 0; i < numFaces; i++)
            {
                Face face = this.faces[i];
                Coord surfaceNormal = face.SurfaceNormal(this.coords);
                this.normals[face.n1] += surfaceNormal;
                this.normals[face.n2] += surfaceNormal;
                this.normals[face.n3] += surfaceNormal;
            }

            int numNormals = this.normals.Count;
            for (int i = 0; i < numNormals; i++)
                this.normals[i] = this.normals[i].Normalize();

            if (sculptType != SculptType.plane)
            {
                // blend the vertex normals at the cylinder seam
                for (int y = 0; y < ySize; y++)
                {
                    int rowOffset = y*xSize;

                    this.normals[rowOffset] =
                        this.normals[rowOffset + xSize - 1] =
                        (this.normals[rowOffset] + this.normals[rowOffset + xSize - 1]).Normalize();
                }
            }
            
#if (!ISWIN)
            foreach(Face face in this.faces)
            {
                ViewerFace vf = new ViewerFace(0)
                                                                    {
                                                                        v1 = this.coords[face.v1],
                                                                        v2 = this.coords[face.v2],
                                                                        v3 = this.coords[face.v3],
                                                                        coordIndex1 = face.v1,
                                                                        coordIndex2 = face.v2,
                                                                        coordIndex3 = face.v3,
                                                                        n1 = this.normals[face.n1],
                                                                        n2 = this.normals[face.n2],
                                                                        n3 = this.normals[face.n3],
                                                                        uv1 = this.uvs[face.uv1],
                                                                        uv2 = this.uvs[face.uv2],
                                                                        uv3 = this.uvs[face.uv3]
                                                                    };
                this.viewerFaces.Add(vf);

            }
#else
            foreach (ViewerFace vf in this.faces.Select(face => new ViewerFace(0)
                                                                    {
                                                                        v1 = this.coords[face.v1],
                                                                        v2 = this.coords[face.v2],
                                                                        v3 = this.coords[face.v3],
                                                                        coordIndex1 = face.v1,
                                                                        coordIndex2 = face.v2,
                                                                        coordIndex3 = face.v3,
                                                                        n1 = this.normals[face.n1],
                                                                        n2 = this.normals[face.n2],
                                                                        n3 = this.normals[face.n3],
                                                                        uv1 = this.uvs[face.uv1],
                                                                        uv2 = this.uvs[face.uv2],
                                                                        uv3 = this.uvs[face.uv3]
                                                                    }))
            {
                this.viewerFaces.Add(vf);
            }
#endif
        }
Exemple #3
0
        /// <summary>
        /// Extrude a profile into a circular path prim mesh. Used for prim types torus, tube, and ring.
        /// </summary>
        public void ExtrudeCircular()
        {
            this.coords = new List<Coord>();
            this.faces = new List<Face>();

            if (this.viewerMode)
            {
                this.viewerFaces = new List<ViewerFace>();
                this.calcVertexNormals = true;
            }

            if (this.calcVertexNormals)
                this.normals = new List<Coord>();

            int step = 0;
            int steps = 24;

            normalsProcessed = false;

            float twistBegin = this.twistBegin / 360.0f * twoPi;
            float twistEnd = this.twistEnd / 360.0f * twoPi;
            float twistTotal = twistEnd - twistBegin;

            // if the profile has a lot of twist, add more layers otherwise the layers may overlap
            // and the resulting mesh may be quite inaccurate. This method is arbitrary and doesn't
            // accurately match the viewer
            float twistTotalAbs = Math.Abs(twistTotal);
            if (twistTotalAbs > 0.01f)
            {
                if (twistTotalAbs > Math.PI * 1.5f)
                    steps *= 2;
                if (twistTotalAbs > Math.PI * 3.0f)
                    steps *= 2;
            }

            float yPathScale = this.holeSizeY * 0.5f;
            float pathLength = this.pathCutEnd - this.pathCutBegin;
            float totalSkew = this.skew * 2.0f * pathLength;
            float skewStart = this.pathCutBegin * 2.0f * this.skew - this.skew;
            float xOffsetTopShearXFactor = this.topShearX * (0.25f + 0.5f * (0.5f - this.holeSizeY));
            float yShearCompensation = 1.0f + Math.Abs(this.topShearY) * 0.25f;

            // It's not quite clear what pushY (Y top shear) does, but subtracting it from the start and end
            // angles appears to approximate it's effects on path cut. Likewise, adding it to the angle used
            // to calculate the sine for generating the path radius appears to approximate it's effects there
            // too, but there are some subtle differences in the radius which are noticeable as the prim size
            // increases and it may affect megaprims quite a bit. The effect of the Y top shear parameter on
            // the meshes generated with this technique appear nearly identical in shape to the same prims when
            // displayed by the viewer.

            float startAngle = (twoPi * this.pathCutBegin * this.revolutions) - this.topShearY * 0.9f;
            float endAngle = (twoPi * this.pathCutEnd * this.revolutions) - this.topShearY * 0.9f;
            float stepSize = twoPi / this.stepsPerRevolution;

            step = (int)(startAngle / stepSize);
            int firstStep = step;
            float angle = startAngle;
            float hollow = this.hollow;

            // sanity checks
            float initialProfileRot = 0.0f;
            if (this.sides == 3)
            {
                initialProfileRot = (float)Math.PI;
                if (this.hollowSides == 4)
                {
                    if (hollow > 0.7f)
                        hollow = 0.7f;
                    hollow *= 0.707f;
                }
                else hollow *= 0.5f;
            }
            else if (this.sides == 4)
            {
                initialProfileRot = 0.25f * (float)Math.PI;
                if (this.hollowSides != 4)
                    hollow *= 0.707f;
            }
            else if (this.sides > 4)
            {
                initialProfileRot = (float)Math.PI;
                if (this.hollowSides == 4)
                {
                    if (hollow > 0.7f)
                        hollow = 0.7f;
                    hollow /= 0.7f;
                }
            }

            bool needEndFaces = false;
            if (this.pathCutBegin != 0.0f || this.pathCutEnd != 1.0f)
                needEndFaces = true;
            else if (this.taperX != 0.0f || this.taperY != 0.0f)
                needEndFaces = true;
            else if (this.skew != 0.0f)
                needEndFaces = true;
            else if (twistTotal != 0.0f)
                needEndFaces = true;
            else if (this.radius != 0.0f)
                needEndFaces = true;

            Profile profile = new Profile(this.sides, this.profileStart, this.profileEnd, hollow, this.hollowSides, needEndFaces, calcVertexNormals);
            this.errorMessage = profile.errorMessage;

            this.numPrimFaces = profile.numPrimFaces;

            int cut1Vert = -1;
            int cut2Vert = -1;
            if (hasProfileCut)
            {
                cut1Vert = hasHollow ? profile.coords.Count - 1 : 0;
                cut2Vert = hasHollow ? profile.numOuterVerts - 1 : profile.numOuterVerts;
            }

            if (initialProfileRot != 0.0f)
            {
                profile.AddRot(new Quat(new Coord(0.0f, 0.0f, 1.0f), initialProfileRot));
                if (viewerMode)
                    profile.MakeFaceUVs();
            }

            Coord lastCutNormal1 = new Coord();
            Coord lastCutNormal2 = new Coord();
            float lastV = 1.0f;

            bool done = false;
            while (!done) // loop through the length of the path and add the layers
            {
                bool isEndLayer = false;
                if (angle <= startAngle + .01f || angle >= endAngle - .01f)
                    isEndLayer = true;

                Profile newLayer = profile.Copy();

                float xProfileScale = (1.0f - Math.Abs(this.skew)) * this.holeSizeX;
                float yProfileScale = this.holeSizeY;

                float percentOfPath = angle / (twoPi * this.revolutions);
                float percentOfAngles = (angle - startAngle) / (endAngle - startAngle);

                if (this.taperX > 0.01f)
                    xProfileScale *= 1.0f - percentOfPath * this.taperX;
                else if (this.taperX < -0.01f)
                    xProfileScale *= 1.0f + (1.0f - percentOfPath) * this.taperX;

                if (this.taperY > 0.01f)
                    yProfileScale *= 1.0f - percentOfPath * this.taperY;
                else if (this.taperY < -0.01f)
                    yProfileScale *= 1.0f + (1.0f - percentOfPath) * this.taperY;

                if (xProfileScale != 1.0f || yProfileScale != 1.0f)
                    newLayer.Scale(xProfileScale, yProfileScale);

                float radiusScale = 1.0f;
                if (this.radius > 0.001f)
                    radiusScale = 1.0f - this.radius * percentOfPath;
                else if (this.radius < 0.001f)
                    radiusScale = 1.0f + this.radius * (1.0f - percentOfPath);

                float twist = twistBegin + twistTotal * percentOfPath;

                float xOffset = 0.5f * (skewStart + totalSkew * percentOfAngles);
                xOffset += (float)Math.Sin(angle) * xOffsetTopShearXFactor;

                float yOffset = yShearCompensation * (float)Math.Cos(angle) * (0.5f - yPathScale) * radiusScale;

                float zOffset = (float)Math.Sin(angle + this.topShearY) * (0.5f - yPathScale) * radiusScale;

                // next apply twist rotation to the profile layer
                if (twistTotal != 0.0f || twistBegin != 0.0f)
                    newLayer.AddRot(new Quat(new Coord(0.0f, 0.0f, 1.0f), twist));

                // now orient the rotation of the profile layer relative to it's position on the path
                // adding taperY to the angle used to generate the quat appears to approximate the viewer
                newLayer.AddRot(new Quat(new Coord(1.0f, 0.0f, 0.0f), angle + this.topShearY));
                newLayer.AddPos(xOffset, yOffset, zOffset);

                if (isEndLayer && angle <= startAngle + .01f)
                {
                    newLayer.FlipNormals();

                    // add the top faces to the viewerFaces list here
                    if (this.viewerMode && needEndFaces)
                    {
                        Coord faceNormal = newLayer.faceNormal;
                        ViewerFace newViewerFace = new ViewerFace();
                        newViewerFace.primFaceNumber = 0;
                        foreach (Face face in newLayer.faces)
                        {
                            newViewerFace.v1 = newLayer.coords[face.v1];
                            newViewerFace.v2 = newLayer.coords[face.v2];
                            newViewerFace.v3 = newLayer.coords[face.v3];

                            newViewerFace.coordIndex1 = face.v1;
                            newViewerFace.coordIndex2 = face.v2;
                            newViewerFace.coordIndex3 = face.v3;

                            newViewerFace.n1 = faceNormal;
                            newViewerFace.n2 = faceNormal;
                            newViewerFace.n3 = faceNormal;

                            newViewerFace.uv1 = newLayer.faceUVs[face.v1];
                            newViewerFace.uv2 = newLayer.faceUVs[face.v2];
                            newViewerFace.uv3 = newLayer.faceUVs[face.v3];

                            this.viewerFaces.Add(newViewerFace);
                        }
                    }
                }

                // append the layer and fill in the sides

                int coordsLen = this.coords.Count;
                newLayer.AddValue2FaceVertexIndices(coordsLen);

                this.coords.AddRange(newLayer.coords);

                if (this.calcVertexNormals)
                {
                    newLayer.AddValue2FaceNormalIndices(this.normals.Count);
                    this.normals.AddRange(newLayer.vertexNormals);
                }

                if (isEndLayer)
                    this.faces.AddRange(newLayer.faces);

                // fill faces between layers

                int numVerts = newLayer.coords.Count;
                Face newFace = new Face();
                if (step > firstStep)
                {
                    int startVert = coordsLen + 1;
                    int endVert = this.coords.Count;

                    if (sides < 5 || this.hasProfileCut || hollow > 0.0f)
                        startVert--;

                    for (int i = startVert; i < endVert; i++)
                    {
                        int iNext = i + 1;
                        if (i == endVert - 1)
                            iNext = startVert;

                        int whichVert = i - startVert;

                        newFace.v1 = i;
                        newFace.v2 = i - numVerts;
                        newFace.v3 = iNext - numVerts;
                        this.faces.Add(newFace);

                        newFace.v2 = iNext - numVerts;
                        newFace.v3 = iNext;
                        this.faces.Add(newFace);

                        if (this.viewerMode)
                        {
                            int primFaceNumber = profile.faceNumbers[whichVert];
                            if (!needEndFaces)
                                primFaceNumber -= 1;

                            // add the side faces to the list of viewerFaces here
                            ViewerFace newViewerFace1 = new ViewerFace(primFaceNumber);
                            ViewerFace newViewerFace2 = new ViewerFace(primFaceNumber);
                            float u1 = newLayer.us[whichVert];
                            float u2 = 1.0f;
                            if (whichVert < newLayer.us.Count - 1)
                                u2 = newLayer.us[whichVert + 1];

                            if (whichVert == cut1Vert || whichVert == cut2Vert)
                            {
                                u1 = 0.0f;
                                u2 = 1.0f;
                            }
                            else if (sides < 5)
                            { // boxes and prisms have one texture face per side of the prim, so the U values have to be scaled
                                // to reflect the entire texture width
                                u1 *= sides;
                                u2 *= sides;
                                u2 -= (int)u1;
                                u1 -= (int)u1;
                                if (u2 < 0.1f)
                                    u2 = 1.0f;

                                //newViewerFace2.primFaceNumber = newViewerFace1.primFaceNumber = whichVert + 1;
                            }

                            newViewerFace1.uv1.U = u1;
                            newViewerFace1.uv2.U = u1;
                            newViewerFace1.uv3.U = u2;

                            newViewerFace1.uv1.V = 1.0f - percentOfPath;
                            newViewerFace1.uv2.V = lastV;
                            newViewerFace1.uv3.V = lastV;

                            newViewerFace2.uv1.U = u1;
                            newViewerFace2.uv2.U = u2;
                            newViewerFace2.uv3.U = u2;

                            newViewerFace2.uv1.V = 1.0f - percentOfPath;
                            newViewerFace2.uv2.V = lastV;
                            newViewerFace2.uv3.V = 1.0f - percentOfPath;

                            newViewerFace1.v1 = this.coords[i];
                            newViewerFace1.v2 = this.coords[i - numVerts];
                            newViewerFace1.v3 = this.coords[iNext - numVerts];

                            newViewerFace2.v1 = this.coords[i];
                            newViewerFace2.v2 = this.coords[iNext - numVerts];
                            newViewerFace2.v3 = this.coords[iNext];

                            newViewerFace1.coordIndex1 = i;
                            newViewerFace1.coordIndex2 = i - numVerts;
                            newViewerFace1.coordIndex3 = iNext - numVerts;

                            newViewerFace2.coordIndex1 = i;
                            newViewerFace2.coordIndex2 = iNext - numVerts;
                            newViewerFace2.coordIndex3 = iNext;

                            // profile cut faces
                            if (whichVert == cut1Vert)
                            {
                                newViewerFace1.n1 = newLayer.cutNormal1;
                                newViewerFace1.n2 = newViewerFace1.n3 = lastCutNormal1;

                                newViewerFace2.n1 = newViewerFace2.n3 = newLayer.cutNormal1;
                                newViewerFace2.n2 = lastCutNormal1;
                            }
                            else if (whichVert == cut2Vert)
                            {
                                newViewerFace1.n1 = newLayer.cutNormal2;
                                newViewerFace1.n2 = newViewerFace1.n3 = lastCutNormal2;

                                newViewerFace2.n1 = newViewerFace2.n3 = newLayer.cutNormal2;
                                newViewerFace2.n2 = lastCutNormal2;
                            }
                            else // periphery faces
                            {
                                if (sides < 5 && whichVert < newLayer.numOuterVerts)
                                {
                                    newViewerFace1.n1 = this.normals[i];
                                    newViewerFace1.n2 = this.normals[i - numVerts];
                                    newViewerFace1.n3 = this.normals[i - numVerts];

                                    newViewerFace2.n1 = this.normals[i];
                                    newViewerFace2.n2 = this.normals[i - numVerts];
                                    newViewerFace2.n3 = this.normals[i];
                                }
                                else if (hollowSides < 5 && whichVert >= newLayer.numOuterVerts)
                                {
                                    newViewerFace1.n1 = this.normals[iNext];
                                    newViewerFace1.n2 = this.normals[iNext - numVerts];
                                    newViewerFace1.n3 = this.normals[iNext - numVerts];

                                    newViewerFace2.n1 = this.normals[iNext];
                                    newViewerFace2.n2 = this.normals[iNext - numVerts];
                                    newViewerFace2.n3 = this.normals[iNext];
                                }
                                else
                                {
                                    newViewerFace1.n1 = this.normals[i];
                                    newViewerFace1.n2 = this.normals[i - numVerts];
                                    newViewerFace1.n3 = this.normals[iNext - numVerts];

                                    newViewerFace2.n1 = this.normals[i];
                                    newViewerFace2.n2 = this.normals[iNext - numVerts];
                                    newViewerFace2.n3 = this.normals[iNext];
                                }
                            }

                            //newViewerFace1.primFaceNumber = newViewerFace2.primFaceNumber = newLayer.faceNumbers[whichVert];
                            this.viewerFaces.Add(newViewerFace1);
                            this.viewerFaces.Add(newViewerFace2);

                        }
                    }
                }

                lastCutNormal1 = newLayer.cutNormal1;
                lastCutNormal2 = newLayer.cutNormal2;
                lastV = 1.0f - percentOfPath;

                // calculate terms for next iteration
                // calculate the angle for the next iteration of the loop

                if (angle >= endAngle - 0.01)
                    done = true;
                else
                {
                    step += 1;
                    angle = stepSize * step;
                    if (angle > endAngle)
                        angle = endAngle;
                }

                if (done && viewerMode && needEndFaces)
                {
                    // add the bottom faces to the viewerFaces list here
                    Coord faceNormal = newLayer.faceNormal;
                    ViewerFace newViewerFace = new ViewerFace();
                    //newViewerFace.primFaceNumber = newLayer.bottomFaceNumber + 1;
                    newViewerFace.primFaceNumber = newLayer.bottomFaceNumber;
                    foreach (Face face in newLayer.faces)
                    {
                        newViewerFace.v1 = newLayer.coords[face.v1 - coordsLen];
                        newViewerFace.v2 = newLayer.coords[face.v2 - coordsLen];
                        newViewerFace.v3 = newLayer.coords[face.v3 - coordsLen];

                        newViewerFace.coordIndex1 = face.v1 - coordsLen;
                        newViewerFace.coordIndex2 = face.v2 - coordsLen;
                        newViewerFace.coordIndex3 = face.v3 - coordsLen;

                        newViewerFace.n1 = faceNormal;
                        newViewerFace.n2 = faceNormal;
                        newViewerFace.n3 = faceNormal;

                        newViewerFace.uv1 = newLayer.faceUVs[face.v1 - coordsLen];
                        newViewerFace.uv2 = newLayer.faceUVs[face.v2 - coordsLen];
                        newViewerFace.uv3 = newLayer.faceUVs[face.v3 - coordsLen];

                        this.viewerFaces.Add(newViewerFace);
                    }
                }
            }
        }
Exemple #4
0
        /// <summary>
        /// Extrudes a profile along a straight line path. Used for prim types box, cylinder, and prism.
        /// </summary>
        public void ExtrudeLinear()
        {
            this.coords = new List<Coord>();
            this.faces = new List<Face>();

            if (this.viewerMode)
            {
                this.viewerFaces = new List<ViewerFace>();
                this.calcVertexNormals = true;
            }

            if (this.calcVertexNormals)
                this.normals = new List<Coord>();

            int step = 0;
            int steps = 1;

            float length = this.pathCutEnd - this.pathCutBegin;
            normalsProcessed = false;

            if (this.viewerMode && this.sides == 3)
            {
                // prisms don't taper well so add some vertical resolution
                // other prims may benefit from this but just do prisms for now
                if (Math.Abs(this.taperX) > 0.01 || Math.Abs(this.taperY) > 0.01)
                    steps = (int)(steps * 4.5 * length);
            }


            float twistBegin = this.twistBegin / 360.0f * twoPi;
            float twistEnd = this.twistEnd / 360.0f * twoPi;
            float twistTotal = twistEnd - twistBegin;
            float twistTotalAbs = Math.Abs(twistTotal);
            if (twistTotalAbs > 0.01f)
                steps += (int)(twistTotalAbs * 3.66); //  dahlia's magic number

            float start = -0.5f;
            float stepSize = length / (float)steps;
            float percentOfPathMultiplier = stepSize;
            float xProfileScale = 1.0f;
            float yProfileScale = 1.0f;
            float xOffset = 0.0f;
            float yOffset = 0.0f;
            float zOffset = start;
            float xOffsetStepIncrement = this.topShearX / steps;
            float yOffsetStepIncrement = this.topShearY / steps;

            float percentOfPath = this.pathCutBegin;
            zOffset += percentOfPath;

            float hollow = this.hollow;

            // sanity checks
            float initialProfileRot = 0.0f;
            if (this.sides == 3)
            {
                if (this.hollowSides == 4)
                {
                    if (hollow > 0.7f)
                        hollow = 0.7f;
                    hollow *= 0.707f;
                }
                else hollow *= 0.5f;
            }
            else if (this.sides == 4)
            {
                initialProfileRot = 1.25f * (float)Math.PI;
                if (this.hollowSides != 4)
                    hollow *= 0.707f;
            }
            else if (this.sides == 24 && this.hollowSides == 4)
                hollow *= 1.414f;

            Profile profile = new Profile(this.sides, this.profileStart, this.profileEnd, hollow, this.hollowSides, true, calcVertexNormals);
            this.errorMessage = profile.errorMessage;

            this.numPrimFaces = profile.numPrimFaces;

            int cut1Vert = -1;
            int cut2Vert = -1;
            if (hasProfileCut)
            {
                cut1Vert = hasHollow ? profile.coords.Count - 1 : 0;
                cut2Vert = hasHollow ? profile.numOuterVerts - 1 : profile.numOuterVerts;
            }

            if (initialProfileRot != 0.0f)
            {
                profile.AddRot(new Quat(new Coord(0.0f, 0.0f, 1.0f), initialProfileRot));
                if (viewerMode)
                    profile.MakeFaceUVs();
            }

            Coord lastCutNormal1 = new Coord();
            Coord lastCutNormal2 = new Coord();
            float lastV = 1.0f;

            bool done = false;
            while (!done)
            {
                Profile newLayer = profile.Copy();

                if (this.taperX == 0.0f)
                    xProfileScale = 1.0f;
                else if (this.taperX > 0.0f)
                    xProfileScale = 1.0f - percentOfPath * this.taperX;
                else xProfileScale = 1.0f + (1.0f - percentOfPath) * this.taperX;

                if (this.taperY == 0.0f)
                    yProfileScale = 1.0f;
                else if (this.taperY > 0.0f)
                    yProfileScale = 1.0f - percentOfPath * this.taperY;
                else yProfileScale = 1.0f + (1.0f - percentOfPath) * this.taperY;

                if (xProfileScale != 1.0f || yProfileScale != 1.0f)
                    newLayer.Scale(xProfileScale, yProfileScale);

                float twist = twistBegin + twistTotal * percentOfPath;
                if (twist != 0.0f)
                    newLayer.AddRot(new Quat(new Coord(0.0f, 0.0f, 1.0f), twist));

                newLayer.AddPos(xOffset, yOffset, zOffset);

                if (step == 0)
                {
                    newLayer.FlipNormals();

                    // add the top faces to the viewerFaces list here
                    if (this.viewerMode)
                    {
                        Coord faceNormal = newLayer.faceNormal;
                        ViewerFace newViewerFace = new ViewerFace(profile.bottomFaceNumber);
                        int numFaces = newLayer.faces.Count;
                        List<Face> faces = newLayer.faces;

                        for (int i = 0; i < numFaces; i++)
                        {
                            Face face = faces[i];
                            newViewerFace.v1 = newLayer.coords[face.v1];
                            newViewerFace.v2 = newLayer.coords[face.v2];
                            newViewerFace.v3 = newLayer.coords[face.v3];

                            newViewerFace.coordIndex1 = face.v1;
                            newViewerFace.coordIndex2 = face.v2;
                            newViewerFace.coordIndex3 = face.v3;

                            newViewerFace.n1 = faceNormal;
                            newViewerFace.n2 = faceNormal;
                            newViewerFace.n3 = faceNormal;

                            newViewerFace.uv1 = newLayer.faceUVs[face.v1];
                            newViewerFace.uv2 = newLayer.faceUVs[face.v2];
                            newViewerFace.uv3 = newLayer.faceUVs[face.v3];

                            this.viewerFaces.Add(newViewerFace);
                        }
                    }
                }

                // append this layer

                int coordsLen = this.coords.Count;
                int lastCoordsLen = coordsLen;
                newLayer.AddValue2FaceVertexIndices(coordsLen);

                this.coords.AddRange(newLayer.coords);

                if (this.calcVertexNormals)
                {
                    newLayer.AddValue2FaceNormalIndices(this.normals.Count);
                    this.normals.AddRange(newLayer.vertexNormals);
                }

                if (percentOfPath < this.pathCutBegin + 0.01f || percentOfPath > this.pathCutEnd - 0.01f)
                    this.faces.AddRange(newLayer.faces);

                // fill faces between layers

                int numVerts = newLayer.coords.Count;
                Face newFace = new Face();

                if (step > 0)
                {
                    int startVert = coordsLen + 1;
                    int endVert = this.coords.Count;

                    if (sides < 5 || this.hasProfileCut || hollow > 0.0f)
                        startVert--;

                    for (int i = startVert; i < endVert; i++)
                    {
                        int iNext = i + 1;
                        if (i == endVert - 1)
                            iNext = startVert;

                        int whichVert = i - startVert;
                        //int whichVert2 = i - lastCoordsLen;

                        newFace.v1 = i;
                        newFace.v2 = i - numVerts;
                        newFace.v3 = iNext - numVerts;
                        this.faces.Add(newFace);

                        newFace.v2 = iNext - numVerts;
                        newFace.v3 = iNext;
                        this.faces.Add(newFace);

                        if (this.viewerMode)
                        {
                            // add the side faces to the list of viewerFaces here
                            //int primFaceNum = 1;
                            //if (whichVert >= sides)
                            //    primFaceNum = 2;
                            int primFaceNum = profile.faceNumbers[whichVert];

                            ViewerFace newViewerFace1 = new ViewerFace(primFaceNum);
                            ViewerFace newViewerFace2 = new ViewerFace(primFaceNum);

                            float u1 = newLayer.us[whichVert];
                            float u2 = 1.0f;
                            if (whichVert < newLayer.us.Count - 1)
                                u2 = newLayer.us[whichVert + 1];

                            if (whichVert == cut1Vert || whichVert == cut2Vert)
                            {
                                u1 = 0.0f;
                                u2 = 1.0f;
                            }
                            else if (sides < 5)
                            { // boxes and prisms have one texture face per side of the prim, so the U values have to be scaled
                                // to reflect the entire texture width
                                u1 *= sides;
                                u2 *= sides;
                                u2 -= (int)u1;
                                u1 -= (int)u1;
                                if (u2 < 0.1f)
                                    u2 = 1.0f;

                                //newViewerFace2.primFaceNumber = newViewerFace1.primFaceNumber = whichVert + 1;
                            }

                            newViewerFace1.uv1.U = u1;
                            newViewerFace1.uv2.U = u1;
                            newViewerFace1.uv3.U = u2;

                            newViewerFace1.uv1.V = 1.0f - percentOfPath;
                            newViewerFace1.uv2.V = lastV;
                            newViewerFace1.uv3.V = lastV;

                            newViewerFace2.uv1.U = u1;
                            newViewerFace2.uv2.U = u2;
                            newViewerFace2.uv3.U = u2;

                            newViewerFace2.uv1.V = 1.0f - percentOfPath;
                            newViewerFace2.uv2.V = lastV;
                            newViewerFace2.uv3.V = 1.0f - percentOfPath;

                            newViewerFace1.v1 = this.coords[i];
                            newViewerFace1.v2 = this.coords[i - numVerts];
                            newViewerFace1.v3 = this.coords[iNext - numVerts];

                            newViewerFace2.v1 = this.coords[i];
                            newViewerFace2.v2 = this.coords[iNext - numVerts];
                            newViewerFace2.v3 = this.coords[iNext];

                            newViewerFace1.coordIndex1 = i;
                            newViewerFace1.coordIndex2 = i - numVerts;
                            newViewerFace1.coordIndex3 = iNext - numVerts;

                            newViewerFace2.coordIndex1 = i;
                            newViewerFace2.coordIndex2 = iNext - numVerts;
                            newViewerFace2.coordIndex3 = iNext;

                            // profile cut faces
                            if (whichVert == cut1Vert)
                            {
                                newViewerFace1.n1 = newLayer.cutNormal1;
                                newViewerFace1.n2 = newViewerFace1.n3 = lastCutNormal1;

                                newViewerFace2.n1 = newViewerFace2.n3 = newLayer.cutNormal1;
                                newViewerFace2.n2 = lastCutNormal1;
                            }
                            else if (whichVert == cut2Vert)
                            {
                                newViewerFace1.n1 = newLayer.cutNormal2;
                                newViewerFace1.n2 = newViewerFace1.n3 = lastCutNormal2;

                                newViewerFace2.n1 = newViewerFace2.n3 = newLayer.cutNormal2;
                                newViewerFace2.n2 = lastCutNormal2;
                            }

                            else // outer and hollow faces
                            {
                                if ((sides < 5 && whichVert < newLayer.numOuterVerts) || (hollowSides < 5 && whichVert >= newLayer.numOuterVerts))
                                {
                                    newViewerFace1.CalcSurfaceNormal();
                                    newViewerFace2.CalcSurfaceNormal();
                                }
                                else
                                {
                                    newViewerFace1.n1 = this.normals[i];
                                    newViewerFace1.n2 = this.normals[i - numVerts];
                                    newViewerFace1.n3 = this.normals[iNext - numVerts];

                                    newViewerFace2.n1 = this.normals[i];
                                    newViewerFace2.n2 = this.normals[iNext - numVerts];
                                    newViewerFace2.n3 = this.normals[iNext];
                                }
                            }

                            //newViewerFace2.primFaceNumber = newViewerFace1.primFaceNumber = newLayer.faceNumbers[whichVert];

                            this.viewerFaces.Add(newViewerFace1);
                            this.viewerFaces.Add(newViewerFace2);

                        }
                    }
                }

                lastCutNormal1 = newLayer.cutNormal1;
                lastCutNormal2 = newLayer.cutNormal2;
                lastV = 1.0f - percentOfPath;

                // calc the step for the next iteration of the loop

                if (step < steps)
                {
                    step += 1;
                    percentOfPath += percentOfPathMultiplier;
                    xOffset += xOffsetStepIncrement;
                    yOffset += yOffsetStepIncrement;
                    zOffset += stepSize;
                    if (percentOfPath > this.pathCutEnd)
                        done = true;
                }
                else done = true;

                if (done && viewerMode)
                {
                    // add the top faces to the viewerFaces list here
                    Coord faceNormal = newLayer.faceNormal;
                    ViewerFace newViewerFace = new ViewerFace();
                    newViewerFace.primFaceNumber = 0;
                    int numFaces = newLayer.faces.Count;
                    List<Face> faces = newLayer.faces;

                    for (int i = 0; i < numFaces; i++)
                    {
                        Face face = faces[i];
                        newViewerFace.v1 = newLayer.coords[face.v1 - coordsLen];
                        newViewerFace.v2 = newLayer.coords[face.v2 - coordsLen];
                        newViewerFace.v3 = newLayer.coords[face.v3 - coordsLen];

                        newViewerFace.coordIndex1 = face.v1 - coordsLen;
                        newViewerFace.coordIndex2 = face.v2 - coordsLen;
                        newViewerFace.coordIndex3 = face.v3 - coordsLen;

                        newViewerFace.n1 = faceNormal;
                        newViewerFace.n2 = faceNormal;
                        newViewerFace.n3 = faceNormal;

                        newViewerFace.uv1 = newLayer.faceUVs[face.v1 - coordsLen];
                        newViewerFace.uv2 = newLayer.faceUVs[face.v2 - coordsLen];
                        newViewerFace.uv3 = newLayer.faceUVs[face.v3 - coordsLen];

                        this.viewerFaces.Add(newViewerFace);
                    }
                }
            }
        }
Exemple #5
0
        void calcVertexNormals(SculptType sculptType, int xSize, int ySize)
        {  // compute vertex normals by summing all the surface normals of all the triangles sharing
            // each vertex and then normalizing
            int numFaces = faces.Count;
            for (int i = 0; i < numFaces; i++)
            {
                Face face = faces[i];
                Coord surfaceNormal = face.SurfaceNormal(this.coords);
                normals[face.n1] += surfaceNormal;
                normals[face.n2] += surfaceNormal;
                normals[face.n3] += surfaceNormal;
            }

            int numNormals = normals.Count;
            for (int i = 0; i < numNormals; i++)
                normals[i] = normals[i].Normalize();

            if (sculptType != SculptType.plane)
            { // blend the vertex normals at the cylinder seam
                for (int y = 0; y < ySize; y++)
                {
                    int rowOffset = y * xSize;

                    normals[rowOffset] = normals[rowOffset + xSize - 1] = (normals[rowOffset] + normals[rowOffset + xSize - 1]).Normalize();
                }
            }

            foreach (Face face in faces)
            {
                ViewerFace vf = new ViewerFace(0);
                vf.v1 = coords[face.v1];
                vf.v2 = coords[face.v2];
                vf.v3 = coords[face.v3];

                vf.coordIndex1 = face.v1;
                vf.coordIndex2 = face.v2;
                vf.coordIndex3 = face.v3;

                vf.n1 = normals[face.n1];
                vf.n2 = normals[face.n2];
                vf.n3 = normals[face.n3];

                vf.uv1 = uvs[face.uv1];
                vf.uv2 = uvs[face.uv2];
                vf.uv3 = uvs[face.uv3];

                viewerFaces.Add(vf);
            }
        }
Exemple #6
0
        private MeshData[] GetMeshsDataFromPrimFaces(Primitive prim, ViewerFace[] faces)
        {
            int dt_index = Primitive.TextureEntry.MAX_FACES;
            Primitive.TextureEntryFace[] entries = new Primitive.TextureEntryFace[Primitive.TextureEntry.MAX_FACES + 1];

            for (int i = 0; i < Primitive.TextureEntry.MAX_FACES; i++)
                entries[i] = prim.Textures.FaceTextures[i];
            entries[dt_index] = prim.Textures.DefaultTexture;

            int faceCount = 0;
            Dictionary<int, int> faceDic = new Dictionary<int, int>();
            List<int> faceList = new List<int>();
            List<VertexData>[] vertexList = new List<VertexData>[entries.Length];
            List<uint>[] indexList = new List<uint>[entries.Length];
            foreach (ViewerFace face in faces)
            {
                int face_number = (entries[face.primFaceNumber] == null) ? dt_index : face.primFaceNumber;
                if (!faceDic.ContainsKey(face_number))
                {
                    vertexList[faceCount] = new List<VertexData>();
                    indexList[faceCount] = new List<uint>();
                    faceList.Add(face_number);
                    faceDic.Add(face_number, faceCount++);
                }
                int index = faceDic[face_number];
                uint i_count = (uint)indexList[index].Count;

                // Vertex 1
                vertexList[index].Add(new VertexData(
                    new float[] { face.v1.X, face.v1.Y, face.v1.Z },
                    new float[] { face.n1.X, face.n1.Y, face.n1.Z },
                    new float[] { face.uv1.U, face.uv1.V },
                    null
                    ));
                indexList[index].Add(i_count++);

                // Vertex 2
                vertexList[index].Add(new VertexData(
                    new float[] { face.v2.X, face.v2.Y, face.v2.Z },
                    new float[] { face.n2.X, face.n2.Y, face.n2.Z },
                    new float[] { face.uv2.U, face.uv2.V },
                    null
                    ));
                indexList[index].Add(i_count++);

                // Vertex 3
                vertexList[index].Add(new VertexData(
                    new float[] { face.v3.X, face.v3.Y, face.v3.Z },
                    new float[] { face.n3.X, face.n3.Y, face.n3.Z },
                    new float[] { face.uv3.U, face.uv3.V },
                    null
                    ));
                indexList[index].Add(i_count++);
            }

            MeshData[] meshes = new MeshData[faceCount];
            for (int i = 0; i < meshes.Length; i++)
            {
                Primitive.TextureEntryFace entry = entries[faceList[i]];

                meshes[i] = new MeshData();
                meshes[i].Vertices = new VertexData[vertexList[i].Count];
                meshes[i].Indices = new uint[indexList[i].Count];
                meshes[i].Texture1 = entry.TextureID.ToString() + ".tga";
                meshes[i].Color = new float[] { entry.RGBA.A, entry.RGBA.R, entry.RGBA.G, entry.RGBA.B };
                vertexList[i].CopyTo(meshes[i].Vertices);
                indexList[i].CopyTo(meshes[i].Indices);
            }

            return meshes;
        }