internal Profile Copy(bool needFaces) { Profile copy = new Profile(); copy.coords.AddRange(coords); copy.faceUVs.AddRange(faceUVs); if (needFaces) copy.faces.AddRange(faces); if ((copy.calcVertexNormals = this.calcVertexNormals)) { copy.vertexNormals.AddRange(vertexNormals); copy.faceNormal = faceNormal; copy.cutNormal1 = cutNormal1; copy.cutNormal2 = cutNormal2; copy.us.AddRange(us); copy.faceNumbers.AddRange(faceNumbers); copy.cut1CoordIndices = new List<int>(cut1CoordIndices); copy.cut2CoordIndices = new List<int>(cut2CoordIndices); copy.hollowCoordIndices = new List<int>(hollowCoordIndices); copy.outerCoordIndices = new List<int>(outerCoordIndices); } copy.numOuterVerts = numOuterVerts; copy.numHollowVerts = numHollowVerts; return copy; }
/// <summary> /// Extrudes a profile along a path. /// </summary> public void Extrude(PathType pathType) { bool needEndFaces = false; coords = new List<Coord>(); faces = new List<Face>(); if (viewerMode) { viewerFaces = new List<ViewerFace>(); calcVertexNormals = true; } if (calcVertexNormals) normals = new List<Coord>(); int steps = 1; float length = pathCutEnd - pathCutBegin; normalsProcessed = false; if (viewerMode && 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(taperX) > 0.01 || Math.Abs(taperY) > 0.01) steps = (int) (steps*4.5*length); } if (sphereMode) hasProfileCut = profileEnd - profileStart < 0.4999f; else this.hasProfileCut = this.profileEnd - this.profileStart < 0.9999f; this.hasHollow = (this.hollow > 0.001f); float twistBegin2 = twistBegin/360.0f*twoPi; float twistEnd2 = twistEnd/360.0f*twoPi; float twistTotal = twistEnd2 - twistBegin2; float twistTotalAbs = Math.Abs(twistTotal); if (twistTotalAbs > 0.01f) steps += (int) (twistTotalAbs*3.66); // dahlia's magic number float hollow2 = hollow; // sanity checks float initialProfileRot = 0.0f; if (pathType == PathType.Circular) { if (sides == 3) { initialProfileRot = (float) Math.PI; if (hollowSides == 4) { if (hollow2 > 0.7f) hollow2 = 0.7f; hollow2 *= 0.707f; } else hollow2 *= 0.5f; } else if (sides == 4) { initialProfileRot = 0.25f*(float) Math.PI; if (hollowSides != 4) hollow2 *= 0.707f; } else if (sides > 4) { initialProfileRot = (float) Math.PI; if (hollowSides == 4) { if (hollow2 > 0.7f) hollow2 = 0.7f; hollow2 /= 0.7f; } } } else { if (sides == 3) { if (hollowSides == 4) { if (hollow2 > 0.7f) hollow2 = 0.7f; hollow2 *= 0.707f; } else hollow2 *= 0.5f; } else if (sides == 4) { initialProfileRot = 1.25f*(float) Math.PI; if (hollowSides != 4) hollow2 *= 0.707f; } else if (sides == 24 && hollowSides == 4) hollow2 *= 1.414f; } Profile profile = new Profile(sides, profileStart, profileEnd, hollow2, hollowSides, true, calcVertexNormals); errorMessage = profile.errorMessage; numPrimFaces = profile.numPrimFaces; profileOuterFaceNumber = profile.outerFaceNumber; //this is always true if (!needEndFaces) profileOuterFaceNumber--; if (hasHollow) { profileHollowFaceNumber = profile.hollowFaceNumber; if (!needEndFaces) profileHollowFaceNumber--; } 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 { twistBegin = twistBegin2, twistEnd = twistEnd2, topShearX = topShearX, topShearY = topShearY, pathCutBegin = pathCutBegin, pathCutEnd = pathCutEnd, dimpleBegin = dimpleBegin, dimpleEnd = dimpleEnd, skew = skew, holeSizeX = holeSizeX, holeSizeY = holeSizeY, taperX = taperX, taperY = taperY, radius = radius, revolutions = revolutions, stepsPerRevolution = stepsPerRevolution }; path.Create(pathType, steps); if (pathType == PathType.Circular) { needEndFaces = false; if (pathCutBegin != 0.0f || pathCutEnd != 1.0f) needEndFaces = true; else if (taperX != 0.0f || taperY != 0.0f) needEndFaces = true; else if (skew != 0.0f) needEndFaces = true; else if (twistTotal != 0.0f) needEndFaces = true; else if (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 (viewerMode) { Coord faceNormal = newLayer.faceNormal; ViewerFace newViewerFace = new ViewerFace(profile.bottomFaceNumber); int numFaces = newLayer.faces.Count; List<Face> faces2 = newLayer.faces; for (int i = 0; i < numFaces; i++) { Face face = faces2[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]; viewerFaces.Add(newViewerFace); } } } // if (nodeIndex == 0) // append this layer int coordsLen = coords.Count; newLayer.AddValue2FaceVertexIndices(coordsLen); coords.AddRange(newLayer.coords); if (calcVertexNormals) { newLayer.AddValue2FaceNormalIndices(normals.Count); normals.AddRange(newLayer.vertexNormals); } if (node.percentOfPath < pathCutBegin + 0.01f || node.percentOfPath > pathCutEnd - 0.01f) faces.AddRange(newLayer.faces); // fill faces between layers int numVerts = newLayer.coords.Count; if (nodeIndex > 0) { Face newFace = new Face(); int startVert = coordsLen + 1; int endVert = coords.Count; if (sides < 5 || hasProfileCut || hasHollow) 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; faces.Add(newFace); newFace.v2 = iNext - numVerts; newFace.v3 = iNext; faces.Add(newFace); if (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; //this.profileHollowFaceNumber = primFaceNum; } } if (this.sphereMode) { if (whichVert != cut1Vert && whichVert != cut2Vert) { u1 = u1 * 2.0f - 1.0f; u2 = u2 * 2.0f - 1.0f; if (whichVert >= newLayer.numOuterVerts) { u1 -= hollow; u2 -= hollow; } } } 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 = coords[i]; newViewerFace1.v2 = coords[i - numVerts]; newViewerFace1.v3 = coords[iNext - numVerts]; newViewerFace2.v1 = coords[i]; newViewerFace2.v2 = coords[iNext - numVerts]; newViewerFace2.v3 = 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 = normals[i]; newViewerFace1.n2 = normals[i - numVerts]; newViewerFace1.n3 = normals[iNext - numVerts]; newViewerFace2.n1 = normals[i]; newViewerFace2.n2 = normals[iNext - numVerts]; newViewerFace2.n3 = normals[iNext]; } } viewerFaces.Add(newViewerFace1); 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 {primFaceNumber = 0}; int numFaces = newLayer.faces.Count; List<Face> faces2 = newLayer.faces; for (int i = 0; i < numFaces; i++) { Face face = faces2[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]; viewerFaces.Add(newViewerFace); } } } // for (int nodeIndex = 0; nodeIndex < path.pathNodes.Count; nodeIndex++) }