public void ExtrudeCircular() { this.coords = new List <Coord>(); this.faces = new List <MeshmerizerFace>(); int step = 0; int steps = 24; 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 != 0.0 || this.pathCutEnd != 1.0) { needEndFaces = true; } else if (this.taperX != 0.0 || this.taperY != 0.0) { needEndFaces = true; } else if (this.skew != 0.0) { needEndFaces = true; } else if (twistTotal != 0.0) { needEndFaces = true; } MeshmerizerProfile profile = new MeshmerizerProfile(this.sides, this.profileStart, this.profileEnd, hollow, this.hollowSides, needEndFaces); if (initialProfileRot != 0.0f) { profile.AddRot(Quaternion.CreateFromAxisAngle(new Vector3(0.0f, 0.0f, 1.0f), initialProfileRot)); } bool done = false; while (!done) // loop through the length of the path and add the layers { bool isEndLayer = false; if (angle == startAngle || angle >= endAngle) { isEndLayer = true; } MeshmerizerProfile newLayer = profile.Clone(isEndLayer && needEndFaces); 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(Quaternion.CreateFromAxisAngle(new Vector3(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 Quaternion(new MeshmerizerVertex(1.0f, 0.0f, 0.0f), angle + this.topShearY * 0.9f)); newLayer.AddRot(Quaternion.CreateFromAxisAngle(new Vector3(1.0f, 0.0f, 0.0f), angle + this.topShearY)); newLayer.AddPos(xOffset, yOffset, zOffset); if (angle == startAngle) { newLayer.FlipNormals(); } // append the layer and fill in the sides int coordsLen = this.coords.Count; newLayer.AddValue2Faces(coordsLen); this.coords.AddRange(newLayer.coords); if (isEndLayer) { this.faces.AddRange(newLayer.faces); } // fill faces between layers int numVerts = newLayer.coords.Count; MeshmerizerFace newFace = new MeshmerizerFace(); if (step > firstStep) { for (int i = coordsLen; i < this.coords.Count - 1; i++) { newFace.v1 = i; newFace.v2 = i - numVerts; newFace.v3 = i - numVerts + 1; this.faces.Add(newFace); newFace.v2 = i - numVerts + 1; newFace.v3 = i + 1; this.faces.Add(newFace); } newFace.v1 = coordsLen - 1; newFace.v2 = coordsLen - numVerts; newFace.v3 = coordsLen; this.faces.Add(newFace); newFace.v1 = coordsLen + numVerts - 1; newFace.v2 = coordsLen - 1; newFace.v3 = coordsLen; this.faces.Add(newFace); } // calculate terms for next iteration // calculate the angle for the next iteration of the loop if (angle >= endAngle) { done = true; } else { step += 1; angle = stepSize * step; if (angle > endAngle) { angle = endAngle; } } } }
public void ExtrudeLinear() { this.coords = new List <Coord>(); this.faces = new List <MeshmerizerFace>(); int step = 0; int steps = 1; float length = this.pathCutEnd - this.pathCutBegin; 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; } MeshmerizerProfile profile = new MeshmerizerProfile(this.sides, this.profileStart, this.profileEnd, hollow, this.hollowSides, true); if (initialProfileRot != 0.0f) { profile.AddRot(Quaternion.CreateFromAxisAngle(new Vector3(0.0f, 0.0f, 1.0f), initialProfileRot)); } bool done = false; while (!done) { MeshmerizerProfile newLayer = profile.Clone(); 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(Quaternion.CreateFromAxisAngle(new Vector3(0.0f, 0.0f, 1.0f), twist)); } newLayer.AddPos(xOffset, yOffset, zOffset); if (step == 0) { newLayer.FlipNormals(); } // append this layer int coordsLen = this.coords.Count; newLayer.AddValue2Faces(coordsLen); this.coords.AddRange(newLayer.coords); if (percentOfPath <= this.pathCutBegin || percentOfPath >= this.pathCutEnd) { this.faces.AddRange(newLayer.faces); } // fill faces between layers int numVerts = newLayer.coords.Count; MeshmerizerFace newFace = new MeshmerizerFace(); if (step > 0) { for (int i = coordsLen; i < this.coords.Count - 1; i++) { newFace.v1 = i; newFace.v2 = i - numVerts; newFace.v3 = i - numVerts + 1; this.faces.Add(newFace); newFace.v2 = i - numVerts + 1; newFace.v3 = i + 1; this.faces.Add(newFace); } newFace.v1 = coordsLen - 1; newFace.v2 = coordsLen - numVerts; newFace.v3 = coordsLen; this.faces.Add(newFace); newFace.v1 = coordsLen + numVerts - 1; newFace.v2 = coordsLen - 1; newFace.v3 = coordsLen; this.faces.Add(newFace); } // 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; } } }