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 = 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 hasProfileCut = profileEnd - profileStart < 0.9999f; hasHollow = (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 == 5) hollow2 *= 1.414f; } Profile profile = new Profile (sides, profileStart, profileEnd, hollow2, hollowSides, true, calcVertexNormals); errorMessage = profile.errorMessage; numPrimFaces = profile.numPrimFaces; int cut1FaceNumber = profile.bottomFaceNumber + 1; int cut2FaceNumber = cut1FaceNumber + 1; if (!needEndFaces) { cut1FaceNumber -= 2; cut2FaceNumber -= 2; } profileOuterFaceNumber = profile.outerFaceNumber; 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; 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 thisV = 0.0f; float lastV = 0.0f; Path path = new Path { twistBegin = twistBegin2, //20151106 - original was twistBegin twistEnd = twistEnd2, // ditto for twistEnd 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); 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]; if (pathType == PathType.Linear) { newViewerFace.uv1.Flip(); newViewerFace.uv2.Flip(); newViewerFace.uv3.Flip(); } 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; thisV = 1.0f - node.percentOfPath; if (nodeIndex > 0) { Face newFace1 = new Face (); Face newFace2 = 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; newFace1.v1 = i; newFace1.v2 = i - numVerts; newFace1.v3 = iNext; newFace1.n1 = newFace1.v1; newFace1.n2 = newFace1.v2; newFace1.n3 = newFace1.v3; faces.Add(newFace1); newFace2.v1 = iNext; newFace2.v2 = i - numVerts; newFace2.v3 = iNext - numVerts; newFace2.n1 = newFace2.v1; newFace2.n2 = newFace2.v2; newFace2.n3 = newFace2.v3; faces.Add(newFace2); 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); int uIndex = whichVert; if (!hasHollow && sides > 4 && uIndex < newLayer.us.Count - 1) { uIndex++; } float u1 = newLayer.us[uIndex]; float u2 = 1.0f; if (uIndex < (int)newLayer.us.Count - 1) u2 = newLayer.us[uIndex + 1]; if (whichVert == cut1Vert || whichVert == cut2Vert) { u1 = 0.0f; u2 = 1.0f; if (uIndex < (int) newLayer.us.Count - 1) u2 = newLayer.us[uIndex + 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 -= u1; u1 -= u1; if (u2 < 0.1f) u2 = 1.0f; } else if (whichVert > profile.coords.Count - profile.numHollowVerts - 1) { u1 *= 2.0f; u2 *= 2.0f; //profileHollowFaceNumber = primFaceNum; } } if (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 = thisV; newViewerFace1.uv2.V = lastV; newViewerFace1.uv3.V = thisV; newViewerFace2.uv1.U = u2; newViewerFace2.uv2.U = u1; newViewerFace2.uv3.U = u2; newViewerFace2.uv1.V = thisV; newViewerFace2.uv2.V = lastV; newViewerFace2.uv3.V = lastV; newViewerFace1.v1 = coords[newFace1.v1]; newViewerFace1.v2 = coords[newFace1.v2]; newViewerFace1.v3 = coords[newFace1.v3]; newViewerFace2.v1 = coords[newFace2.v1]; newViewerFace2.v2 = coords[newFace2.v2]; newViewerFace2.v3 = coords[newFace2.v3]; newViewerFace1.coordIndex1 = newFace1.v1; newViewerFace1.coordIndex2 = newFace1.v2; newViewerFace1.coordIndex3 = newFace1.v3; newViewerFace2.coordIndex1 = newFace2.v1; newViewerFace2.coordIndex2 = newFace2.v2; newViewerFace2.coordIndex3 = newFace2.v3; // profile cut faces if (whichVert == cut1Vert) { newViewerFace1.primFaceNumber = cut1FaceNumber; newViewerFace2.primFaceNumber = cut1FaceNumber; newViewerFace1.n1 = newLayer.cutNormal1; newViewerFace1.n2 = newViewerFace1.n3 = lastCutNormal1; newViewerFace2.n1 = newViewerFace2.n3 = newLayer.cutNormal1; newViewerFace2.n2 = lastCutNormal1; } else if (whichVert == cut2Vert) { newViewerFace1.primFaceNumber = cut2FaceNumber; newViewerFace2.primFaceNumber = cut2FaceNumber; newViewerFace1.n1 = newLayer.cutNormal2; newViewerFace1.n2 = lastCutNormal2; newViewerFace1.n3 = lastCutNormal2; newViewerFace2.n1 = newLayer.cutNormal2; 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[newFace1.n1]; newViewerFace1.n2 = normals[newFace1.n2]; newViewerFace1.n3 = normals[newFace1.n3]; newViewerFace2.n1 = normals[newFace2.n1]; newViewerFace2.n2 = normals[newFace2.n2]; newViewerFace2.n3 = normals[newFace2.n3]; } } 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]; if (pathType == PathType.Linear) { newViewerFace.uv1.Flip(); newViewerFace.uv2.Flip(); newViewerFace.uv3.Flip(); } viewerFaces.Add (newViewerFace); } } } // for (int nodeIndex = 0; nodeIndex < path.pathNodes.Count; nodeIndex++) }