コード例 #1
0
ファイル: SculptMesh.cs プロジェクト: drzo/opensim4opencog
        /// <summary>
        /// ** Experimental ** May disappear from future versions ** not recommeneded for use in applications
        /// Construct a sculpt mesh from a 2D array of floats
        /// </summary>
        /// <param name="zMap"></param>
        /// <param name="xBegin"></param>
        /// <param name="xEnd"></param>
        /// <param name="yBegin"></param>
        /// <param name="yEnd"></param>
        /// <param name="viewerMode"></param>
        public SculptMesh(float[,] zMap, float xBegin, float xEnd, float yBegin, float yEnd, bool viewerMode)
        {
            float xStep, yStep;
            float uStep, vStep;

            int numYElements = zMap.GetLength(0);
            int numXElements = zMap.GetLength(1);

            try
            {
                xStep = (xEnd - xBegin) / (float)(numXElements - 1);
                yStep = (yEnd - yBegin) / (float)(numYElements - 1);

                uStep = 1.0f / (numXElements - 1);
                vStep = 1.0f / (numYElements - 1);
            }
            catch (DivideByZeroException)
            {
                return;
            }

            coords = new List<Coord>();
            faces = new List<Face>();
            normals = new List<Coord>();
            uvs = new List<UVCoord>();

            viewerFaces = new List<ViewerFace>();

            int p1, p2, p3, p4;

            int x, y;
            int xStart = 0, yStart = 0;

            for (y = yStart; y < numYElements; y++)
            {
                int rowOffset = y * numXElements;

                for (x = xStart; x < numXElements; x++)
                {
                    /*
                    *   p1-----p2
                    *   | \ f2 |
                    *   |   \  |
                    *   | f1  \|
                    *   p3-----p4
                    */

                    p4 = rowOffset + x;
                    p3 = p4 - 1;

                    p2 = p4 - numXElements;
                    p1 = p3 - numXElements;

                    Coord c = new Coord(xBegin + x * xStep, yBegin + y * yStep, zMap[y, x]);
                    this.coords.Add(c);
                    if (viewerMode)
                    {
                        this.normals.Add(new Coord());
                        this.uvs.Add(new UVCoord(uStep * x, 1.0f - vStep * y));
                    }

                    if (y > 0 && x > 0)
                    {
                        Face f1, f2;

                        if (viewerMode)
                        {
                            f1 = new Face(p1, p4, p3, p1, p4, p3);
                            f1.uv1 = p1;
                            f1.uv2 = p4;
                            f1.uv3 = p3;

                            f2 = new Face(p1, p2, p4, p1, p2, p4);
                            f2.uv1 = p1;
                            f2.uv2 = p2;
                            f2.uv3 = p4;
                        }
                        else
                        {
                            f1 = new Face(p1, p4, p3);
                            f2 = new Face(p1, p2, p4);
                        }

                        this.faces.Add(f1);
                        this.faces.Add(f2);
                    }
                }
            }

            if (viewerMode)
                calcVertexNormals(SculptType.plane, numXElements, numYElements);
        }
コード例 #2
0
ファイル: SculptMesh.cs プロジェクト: drzo/opensim4opencog
        void _SculptMesh(Bitmap sculptBitmap, SculptType sculptType, int lod, bool viewerMode, bool mirror, bool invert)
        {
            coords = new List<Coord>();
            faces = new List<Face>();
            normals = new List<Coord>();
            uvs = new List<UVCoord>();

            sculptType = (SculptType)(((int)sculptType) & 0x07);

            if (mirror)
                if (sculptType == SculptType.plane)
                    invert = !invert;

            float sourceScaleFactor = (float)(lod) / (float)Math.Sqrt(sculptBitmap.Width * sculptBitmap.Height);

            int scale = (int)(1.0f / sourceScaleFactor);
            if (scale < 1) scale = 1;

            List<List<Coord>> rows = bitmap2Coords(sculptBitmap, scale, mirror);

            viewerFaces = new List<ViewerFace>();

            int width = sculptBitmap.Width / scale;
            // int height = sculptBitmap.Height / scale;

            int p1, p2, p3, p4;

            int imageX, imageY;

            if (sculptType != SculptType.plane)
            {
                for (int rowNdx = 0; rowNdx < rows.Count; rowNdx++)
                    rows[rowNdx].Add(rows[rowNdx][0]);
                }

            Coord topPole = rows[0][width / 2];
            Coord bottomPole = rows[rows.Count - 1][width / 2];

            if (sculptType == SculptType.sphere)
            {
                int count = rows[0].Count;
                List<Coord> topPoleRow = new List<Coord>(count);
                List<Coord> bottomPoleRow = new List<Coord>(count);

                for (int i = 0; i < count; i++)
                {
                    topPoleRow.Add(topPole);
                    bottomPoleRow.Add(bottomPole);
                }
                rows.Insert(0, topPoleRow);
                rows.Add(bottomPoleRow);
            }
            else if (sculptType == SculptType.torus)
                rows.Add(rows[0]);

            int coordsDown = rows.Count;
            int coordsAcross = rows[0].Count;

            float widthUnit = 1.0f / (coordsAcross - 1);
            float heightUnit = 1.0f / (coordsDown - 1);

            for (imageY = 0; imageY < coordsDown; imageY++)
            {
                int rowOffset = imageY * coordsAcross;

                for (imageX = 0; imageX < coordsAcross; imageX++)
                {
                    /*
                    *   p1-----p2
                    *   | \ f2 |
                    *   |   \  |
                    *   | f1  \|
                    *   p3-----p4
                    */

                        p4 = rowOffset + imageX;
                        p3 = p4 - 1;

                    p2 = p4 - coordsAcross;
                    p1 = p3 - coordsAcross;

                    this.coords.Add(rows[imageY][imageX]);
                    if (viewerMode)
                    {
                        this.normals.Add(new Coord());
                        this.uvs.Add(new UVCoord(widthUnit * imageX, heightUnit * imageY));
                    }

                    if (imageY > 0 && imageX > 0)
                    {
                        Face f1, f2;

                        if (viewerMode)
                        {
                            if (invert)
                            {
                                f1 = new Face(p1, p4, p3, p1, p4, p3);
                                f1.uv1 = p1;
                                f1.uv2 = p4;
                                f1.uv3 = p3;

                                f2 = new Face(p1, p2, p4, p1, p2, p4);
                                f2.uv1 = p1;
                                f2.uv2 = p2;
                                f2.uv3 = p4;
                            }
                            else
                            {
                                f1 = new Face(p1, p3, p4, p1, p3, p4);
                                f1.uv1 = p1;
                                f1.uv2 = p3;
                                f1.uv3 = p4;

                                f2 = new Face(p1, p4, p2, p1, p4, p2);
                                f2.uv1 = p1;
                                f2.uv2 = p4;
                                f2.uv3 = p2;
                            }
                        }
                        else
                        {
                            if (invert)
                            {
                                f1 = new Face(p1, p4, p3);
                                f2 = new Face(p1, p2, p4);
                            }
                            else
                            {
                                f1 = new Face(p1, p3, p4);
                                f2 = new Face(p1, p4, p2);
                            }
                        }

                        this.faces.Add(f1);
                        this.faces.Add(f2);
                    }
                }
            }

            if (viewerMode)
                calcVertexNormals(sculptType, coordsAcross, coordsDown);
        }
コード例 #3
0
ファイル: PrimMesher.cs プロジェクト: drzo/opensim4opencog
        internal Profile(int sides, float profileStart, float profileEnd, float hollow, int hollowSides, bool createFaces, bool calcVertexNormals)
        {
            this.calcVertexNormals = calcVertexNormals;
            this.coords = new List<Coord>();
            this.faces = new List<Face>();
            this.vertexNormals = new List<Coord>();
            this.us = new List<float>();
            this.faceUVs = new List<UVCoord>();
            this.faceNumbers = new List<int>();

            Coord center = new Coord(0.0f, 0.0f, 0.0f);
            bool hasCenter = false;

            List<Coord> hollowCoords = new List<Coord>();
            List<Coord> hollowNormals = new List<Coord>();
            List<float> hollowUs = new List<float>();

            if (calcVertexNormals)
            {
                this.outerCoordIndices = new List<int>();
                this.hollowCoordIndices = new List<int>();
                this.cut1CoordIndices = new List<int>();
                this.cut2CoordIndices = new List<int>();
            }

            bool hasHollow = (hollow > 0.0f);

            bool hasProfileCut = (profileStart > 0.0f || profileEnd < 1.0f);

            AngleList angles = new AngleList();
            AngleList hollowAngles = new AngleList();

            float xScale = 0.5f;
            float yScale = 0.5f;
            if (sides == 4)  // corners of a square are sqrt(2) from center
            {
                xScale = 0.707f;
                yScale = 0.707f;
            }

            float startAngle = profileStart * twoPi;
            float stopAngle = profileEnd * twoPi;

            try { angles.makeAngles(sides, startAngle, stopAngle); }
            catch (Exception ex)
            {

                errorMessage = "makeAngles failed: Exception: " + ex.ToString()
                + "\nsides: " + sides.ToString() + " startAngle: " + startAngle.ToString() + " stopAngle: " + stopAngle.ToString();

                return;
            }

            this.numOuterVerts = angles.angles.Count;

            // flag to create as few triangles as possible for 3 or 4 side profile
            //bool simpleFace = (sides < 5 && !(hasHollow || hasProfileCut));
            bool simpleFace = (sides < 5 && !hasHollow && !hasProfileCut);

            if (hasHollow)
            {
                if (sides == hollowSides)
                    hollowAngles = angles;
                else
                {
                    try { hollowAngles.makeAngles(hollowSides, startAngle, stopAngle); }
                    catch (Exception ex)
                    {
                        errorMessage = "makeAngles failed: Exception: " + ex.ToString()
                        + "\nsides: " + sides.ToString() + " startAngle: " + startAngle.ToString() + " stopAngle: " + stopAngle.ToString();

                        return;
                    }
                }
                this.numHollowVerts = hollowAngles.angles.Count;
            }
            else if (!simpleFace)
            {
                this.coords.Add(center);
                hasCenter = true;
                if (this.calcVertexNormals)
                    this.vertexNormals.Add(new Coord(0.0f, 0.0f, 1.0f));
                this.us.Add(0.0f);
            }

            float z = 0.0f;

            Angle angle;
            Coord newVert = new Coord();
            if (hasHollow && hollowSides != sides)
            {
                int numHollowAngles = hollowAngles.angles.Count;
                for (int i = 0; i < numHollowAngles; i++)
                {
                    angle = hollowAngles.angles[i];
                    newVert.X = hollow * xScale * angle.X;
                    newVert.Y = hollow * yScale * angle.Y;
                    newVert.Z = z;

                    hollowCoords.Add(newVert);
                    if (this.calcVertexNormals)
                    {
                        if (hollowSides < 5)
                            hollowNormals.Add(hollowAngles.normals[i].Invert());
                        else
                            hollowNormals.Add(new Coord(-angle.X, -angle.Y, 0.0f));

                        hollowUs.Add(angle.angle * hollow);
                    }
                }
            }

            int index = 0;
            int numAngles = angles.angles.Count;

            for (int i = 0; i < numAngles; i++)
            {
                //int iNext = i == numAngles ? i + 1 : 0;
                angle = angles.angles[i];
                newVert.X = angle.X * xScale;
                newVert.Y = angle.Y * yScale;
                newVert.Z = z;
                this.coords.Add(newVert);
                if (this.calcVertexNormals)
                {
                    this.outerCoordIndices.Add(this.coords.Count - 1);

                    if (sides < 5)
                    {
                        this.vertexNormals.Add(angles.normals[i]);
                        float u = angle.angle;
                        this.us.Add(u);
                    }
                    else
                    {
                        this.vertexNormals.Add(new Coord(angle.X, angle.Y, 0.0f));
                        this.us.Add(angle.angle);
                    }
                }

                if (hasHollow)
                {
                    if (hollowSides == sides)
                    {
                        newVert.X *= hollow;
                        newVert.Y *= hollow;
                        newVert.Z = z;
                        hollowCoords.Add(newVert);
                        if (this.calcVertexNormals)
                        {
                            if (sides < 5)
                            {
                                hollowNormals.Add(angles.normals[i].Invert());
                            }

                            else
                                hollowNormals.Add(new Coord(-angle.X, -angle.Y, 0.0f));

                            hollowUs.Add(angle.angle * hollow);
                        }
                    }
                }
                else if (!simpleFace && createFaces && angle.angle > 0.0001f)
                {
                    Face newFace = new Face();
                    newFace.v1 = 0;
                    newFace.v2 = index;
                    newFace.v3 = index + 1;

                    this.faces.Add(newFace);
                }
                index += 1;
            }

            if (hasHollow)
            {
                hollowCoords.Reverse();
                if (this.calcVertexNormals)
                {
                    hollowNormals.Reverse();
                    hollowUs.Reverse();
                }

                if (createFaces)
                {
                    int numOuterVerts = this.coords.Count;
                    int numHollowVerts = hollowCoords.Count;
                    int numTotalVerts = numOuterVerts + numHollowVerts;

                    if (numOuterVerts == numHollowVerts)
                    {
                        Face newFace = new Face();

                        for (int coordIndex = 0; coordIndex < numOuterVerts - 1; coordIndex++)
                        {
                            newFace.v1 = coordIndex;
                            newFace.v2 = coordIndex + 1;
                            newFace.v3 = numTotalVerts - coordIndex - 1;
                            this.faces.Add(newFace);

                            newFace.v1 = coordIndex + 1;
                            newFace.v2 = numTotalVerts - coordIndex - 2;
                            newFace.v3 = numTotalVerts - coordIndex - 1;
                            this.faces.Add(newFace);
                        }
                    }
                    else
                    {
                        if (numOuterVerts < numHollowVerts)
                        {
                            Face newFace = new Face();
                            int j = 0; // j is the index for outer vertices
                            int maxJ = numOuterVerts - 1;
                            for (int i = 0; i < numHollowVerts; i++) // i is the index for inner vertices
                            {
                                if (j < maxJ)
                                    if (angles.angles[j + 1].angle - hollowAngles.angles[i].angle < hollowAngles.angles[i].angle - angles.angles[j].angle + 0.000001f)
                                    {
                                        newFace.v1 = numTotalVerts - i - 1;
                                        newFace.v2 = j;
                                        newFace.v3 = j + 1;

                                        this.faces.Add(newFace);
                                        j += 1;
                                    }

                                newFace.v1 = j;
                                newFace.v2 = numTotalVerts - i - 2;
                                newFace.v3 = numTotalVerts - i - 1;

                                this.faces.Add(newFace);
                            }
                        }
                        else // numHollowVerts < numOuterVerts
                        {
                            Face newFace = new Face();
                            int j = 0; // j is the index for inner vertices
                            int maxJ = numHollowVerts - 1;
                            for (int i = 0; i < numOuterVerts; i++)
                            {
                                if (j < maxJ)
                                    if (hollowAngles.angles[j + 1].angle - angles.angles[i].angle < angles.angles[i].angle - hollowAngles.angles[j].angle + 0.000001f)
                                    {
                                        newFace.v1 = i;
                                        newFace.v2 = numTotalVerts - j - 2;
                                        newFace.v3 = numTotalVerts - j - 1;

                                        this.faces.Add(newFace);
                                        j += 1;
                                    }

                                newFace.v1 = numTotalVerts - j - 1;
                                newFace.v2 = i;
                                newFace.v3 = i + 1;

                                this.faces.Add(newFace);
                            }
                        }
                    }
                }

                if (calcVertexNormals)
                {
                    foreach (Coord hc in hollowCoords)
                    {
                        this.coords.Add(hc);
                        hollowCoordIndices.Add(this.coords.Count - 1);
                    }
                }
                else
                this.coords.AddRange(hollowCoords);

                if (this.calcVertexNormals)
                {
                    this.vertexNormals.AddRange(hollowNormals);
                    this.us.AddRange(hollowUs);

                }
            }

            if (simpleFace && createFaces)
            {
                if (sides == 3)
                    this.faces.Add(new Face(0, 1, 2));
                else if (sides == 4)
                {
                    this.faces.Add(new Face(0, 1, 2));
                    this.faces.Add(new Face(0, 2, 3));
                }
            }

            if (calcVertexNormals && hasProfileCut)
            {
                if (hasHollow)
                {
                    int lastOuterVertIndex = this.numOuterVerts - 1;

                    this.cut1CoordIndices.Add(0);
                    this.cut1CoordIndices.Add(this.coords.Count - 1);

                    this.cut2CoordIndices.Add(lastOuterVertIndex + 1);
                    this.cut2CoordIndices.Add(lastOuterVertIndex);

                    this.cutNormal1.X = this.coords[0].Y - this.coords[this.coords.Count - 1].Y;
                    this.cutNormal1.Y = -(this.coords[0].X - this.coords[this.coords.Count - 1].X);

                    this.cutNormal2.X = this.coords[lastOuterVertIndex + 1].Y - this.coords[lastOuterVertIndex].Y;
                    this.cutNormal2.Y = -(this.coords[lastOuterVertIndex + 1].X - this.coords[lastOuterVertIndex].X);
                }

                else
                {
                    this.cutNormal1.X = this.vertexNormals[1].Y;
                    this.cutNormal1.Y = -this.vertexNormals[1].X;

                    this.cutNormal2.X = -this.vertexNormals[this.vertexNormals.Count - 2].Y;
                    this.cutNormal2.Y = this.vertexNormals[this.vertexNormals.Count - 2].X;

                }
                this.cutNormal1.Normalize();
                this.cutNormal2.Normalize();
            }

            this.MakeFaceUVs();

            hollowCoords = null;
            hollowNormals = null;
            hollowUs = null;

            if (calcVertexNormals)
            { // calculate prim face numbers

                // face number order is top, outer, hollow, bottom, start cut, end cut
                // I know it's ugly but so is the whole concept of prim face numbers

                int faceNum = 1; // start with outer faces
                int startVert = hasProfileCut && !hasHollow ? 1 : 0;
                if (startVert > 0)
                    this.faceNumbers.Add(-1);
                for (int i = 0; i < numOuterVerts - 1; i++)
                    this.faceNumbers.Add(sides < 5 ? faceNum++ : faceNum);

                //if (!hasHollow && !hasProfileCut)
                //    this.bottomFaceNumber = faceNum++;
                
                this.faceNumbers.Add(hasProfileCut ? -1 : faceNum++);

                if (sides > 4 && (hasHollow || hasProfileCut))
                    faceNum++;

                if (hasHollow)
                {
                for (int i = 0; i < numHollowVerts; i++)
                        this.faceNumbers.Add(faceNum);

                    faceNum++;
                }
                //if (hasProfileCut || hasHollow)
                //    this.bottomFaceNumber = faceNum++;
                this.bottomFaceNumber = faceNum++;

                if (hasHollow && hasProfileCut)
                    this.faceNumbers.Add(faceNum++);
                for (int i = 0; i < this.faceNumbers.Count; i++)
                    if (this.faceNumbers[i] == -1)
                        this.faceNumbers[i] = faceNum++;


                this.numPrimFaces = faceNum;
            }

        }
コード例 #4
0
ファイル: PrimMesher.cs プロジェクト: drzo/opensim4opencog
 private Coord SurfaceNormal(Face face)
 {
     return SurfaceNormal(this.coords[face.v1], this.coords[face.v2], this.coords[face.v3]);
 }
コード例 #5
0
ファイル: PrimMesher.cs プロジェクト: drzo/opensim4opencog
        /// <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);
                    }
                }
            }
        }
コード例 #6
0
ファイル: PrimMesher.cs プロジェクト: drzo/opensim4opencog
        /// <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);
                    }
                }
            }
        }
コード例 #7
0
ファイル: PrimMesher.cs プロジェクト: drzo/opensim4opencog
        /// <summary>
        /// Extrudes a profile along a straight line path. Used for prim types box, cylinder, and prism.
        /// </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 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 (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);
            /*
        public int twistBegin = 0;
        public int twistEnd = 0;
        public float topShearX = 0.0f;
        public float topShearY = 0.0f;
        public float pathCutBegin = 0.0f;
        public float pathCutEnd = 1.0f;
        public float dimpleBegin = 0.0f;
        public float dimpleEnd = 1.0f;
        public float skew = 0.0f;
        public float holeSizeX = 1.0f; // called pathScaleX in pbs
        public float holeSizeY = 0.25f;
        public float taperX = 0.0f;
        public float taperY = 0.0f;
        public float radius = 0.0f;
        public float revolutions = 1.0f;
        public int stepsPerRevolution = 24;
             */

            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;
                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 (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 (step > 0)
                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;
                        //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 = 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++)

        }