示例#1
0
 private Profile GenerateProfile()
 {
     Profile profile = new Profile();
     profile.Faces = new List<ProfileFace>();
     profile.Positions = new List<Vector3>();
     return profile;
 }
示例#2
0
文件: Face.cs 项目: RavenB/gridsearch
        private static void BuildFace(ref Face face, LLObject.ObjectData prim, List<Vertex> vertices, Path path,
            Profile profile, LLObject.TextureEntryFace teFace)
        {
            if (teFace != null)
                face.TextureFace = teFace;
            else
                throw new ArgumentException("teFace cannot be null");

            face.Vertices.Clear();

            if ((face.Mask & FaceMask.Cap) != 0)
            {
                if (((face.Mask & FaceMask.Hollow) == 0) &&
                    ((face.Mask & FaceMask.Open) == 0) &&
                    (prim.PathBegin == 0f) &&
                    (prim.ProfileCurve == LLObject.ProfileCurve.Square) &&
                    (prim.PathCurve == LLObject.PathCurve.Line))
                {
                    CreateUnCutCubeCap(ref face, vertices, path, profile);
                }
                else
                {
                    CreateCap(ref face, vertices, path, profile);
                }
            }
            else if ((face.Mask & FaceMask.End) != 0 || (face.Mask & FaceMask.Side) != 0)
            {
                CreateSide(ref face, prim, vertices, path, profile);
            }
            else
            {
                throw new RenderingException("Unknown/uninitialized face type");
            }
        }
示例#3
0
文件: Face.cs 项目: RavenB/gridsearch
        private static void CreateUnCutCubeCap(ref Face face, List<Vertex> primVertices, Path path, Profile profile)
        {
            int maxS = profile.Positions.Count;
            int maxT = path.Points.Count;

            int gridSize = (profile.Positions.Count - 1) / 4;
            int quadCount = gridSize * gridSize;
            //int numVertices = (gridSize + 1) * (gridSize + 1);
            //int numIndices = quadCount * 4;

            int offset = 0;
            if ((face.Mask & FaceMask.Top) != 0)
                offset = (maxT - 1) * maxS;
            else
                offset = face.BeginS;

            Vertex[] corners = new Vertex[4];
            Vertex baseVert;

            for (int t = 0; t < 4; t++)
            {
                corners[t].Position = primVertices[offset + (gridSize * t)].Position;
                corners[t].TexCoord.X = profile.Positions[gridSize * t].X + 0.5f;
                corners[t].TexCoord.Y = 0.5f - profile.Positions[gridSize * t].Y;
            }

            baseVert.Normal =
                ((corners[1].Position - corners[0].Position) %
                (corners[2].Position - corners[1].Position));
            baseVert.Normal = Vector3.Normalize(baseVert.Normal);

            if ((face.Mask & FaceMask.Top) != 0)
            {
                baseVert.Normal *= -1f;
            }
            else
            {
                // Swap the UVs on the U(X) axis for top face
                Vector2 swap;

                swap = corners[0].TexCoord;
                corners[0].TexCoord = corners[3].TexCoord;
                corners[3].TexCoord = swap;

                swap = corners[1].TexCoord;
                corners[1].TexCoord = corners[2].TexCoord;
                corners[2].TexCoord = swap;
            }

            baseVert.Binormal = CalcBinormalFromTriangle(
                corners[0].Position, corners[0].TexCoord,
                corners[1].Position, corners[1].TexCoord,
                corners[2].Position, corners[2].TexCoord);

            for (int t = 0; t < 4; t++)
            {
                corners[t].Binormal = baseVert.Binormal;
                corners[t].Normal = baseVert.Normal;
            }

            int vtop = face.Vertices.Count;

            for (int gx = 0; gx < gridSize + 1; gx++)
            {
                for (int gy = 0; gy < gridSize + 1; gy++)
                {
                    Vertex newVert = new Vertex();
                    LerpPlanarVertex(
                        corners[0],
                        corners[1],
                        corners[3],
                        ref newVert,
                        (float)gx / (float)gridSize,
                        (float)gy / (float)gridSize);

                    face.Vertices.Add(newVert);

                    if (gx == 0 && gy == 0)
                        face.MinExtent = face.MaxExtent = newVert.Position;
                    else
                        UpdateMinMax(ref face, newVert.Position);
                }
            }

            face.Center = (face.MinExtent + face.MaxExtent) * 0.5f;

            int[] idxs = new int[] { 0, 1, gridSize + 2, gridSize + 2, gridSize + 1, 0 };

            for (int gx = 0; gx < gridSize; gx++)
            {
                for (int gy = 0; gy < gridSize; gy++)
                {
                    if ((face.Mask & FaceMask.Top) != 0)
                    {
                        for (int i = 5; i >= 0; i--)
                            face.Indices.Add((ushort)(vtop + (gy * (gridSize + 1)) + gx + idxs[i]));
                    }
                    else
                    {
                        for (int i = 0; i < 6; i++)
                            face.Indices.Add((ushort)(vtop + (gy * (gridSize + 1)) + gx + idxs[i]));
                    }
                }
            }
        }
示例#4
0
文件: Face.cs 项目: RavenB/gridsearch
        private static void CreateSide(ref Face face, LLObject.ObjectData prim, List<Vertex> primVertices, Path path,
            Profile profile)
        {
            bool flat = (face.Mask & FaceMask.Flat) != 0;

            int maxS = profile.Positions.Count;
            int s, t, i;
            float ss, tt;

            int numVertices = face.NumS * face.NumT;
            int numIndices = (face.NumS - 1) * (face.NumT - 1) * 6;

            face.Center = Vector3.Zero;

            int beginSTex = (int)Math.Floor(profile.Positions[face.BeginS].Z);
            int numS =
                (((face.Mask & FaceMask.Inner) != 0) && ((face.Mask & FaceMask.Flat) != 0) && face.NumS > 2) ?
                    face.NumS / 2 :
                    face.NumS;

            int curVertex = 0;

            // Copy the vertices into the array
            for (t = face.BeginT; t < face.BeginT + face.NumT; t++)
            {
                tt = path.Points[t].TexT;

                for (s = 0; s < numS; s++)
                {
                    if ((face.Mask & FaceMask.End) != 0)
                    {
                        if (s != 0)
                            ss = 1f;
                        else
                            ss = 0f;
                    }
                    else
                    {
                        // Get s value for tex-coord
                        if (!flat)
                            ss = profile.Positions[face.BeginS + s].Z;
                        else
                            ss = profile.Positions[face.BeginS + s].Z - beginSTex;
                    }

                    // Check to see if this triangle wraps around the array
                    if (face.BeginS + s >= maxS)
                        i = face.BeginS + s + maxS * (t - 1); // We're wrapping
                    else
                        i = face.BeginS + s + maxS * t;

                    Vertex vertex = new Vertex();
                    vertex.Position = primVertices[i].Position;
                    vertex.TexCoord = new Vector2(ss, tt);
                    vertex.Normal = Vector3.Zero;
                    vertex.Binormal = Vector3.Zero;

                    if (curVertex == 0)
                        face.MinExtent = face.MaxExtent = primVertices[i].Position;
                    else
                        UpdateMinMax(ref face, primVertices[i].Position);

                    face.Vertices.Add(vertex);
                    ++curVertex;

                    if (((face.Mask & FaceMask.Inner) != 0) && ((face.Mask & FaceMask.Flat) != 0) && face.NumS > 2 && s > 0)
                    {
                        vertex.Position = primVertices[i].Position;
                        //vertex.TexCoord = new Vector2(ss, tt);
                        //vertex.Normal = Vector3.Zero;
                        //vertex.Binormal = Vector3.Zero;

                        face.Vertices.Add(vertex);
                        ++curVertex;
                    }
                }

                if (((face.Mask & FaceMask.Inner) != 0) && ((face.Mask & FaceMask.Flat) != 0) && face.NumS > 2)
                {
                    if ((face.Mask & FaceMask.Open) != 0)
                        s = numS - 1;
                    else
                        s = 0;

                    i = face.BeginS + s + maxS * t;
                    ss = profile.Positions[face.BeginS + s].Z - beginSTex;

                    Vertex vertex = new Vertex();
                    vertex.Position = primVertices[i].Position;
                    vertex.TexCoord = new Vector2(ss, tt);
                    vertex.Normal = Vector3.Zero;
                    vertex.Binormal = Vector3.Zero;

                    UpdateMinMax(ref face, vertex.Position);

                    face.Vertices.Add(vertex);
                    ++curVertex;
                }
            }

            face.Center = (face.MinExtent + face.MaxExtent) * 0.5f;

            bool flatFace = ((face.Mask & FaceMask.Flat) != 0);

            // Now we generate the indices
            for (t = 0; t < (face.NumT - 1); t++)
            {
                for (s = 0; s < (face.NumS - 1); s++)
                {
                    face.Indices.Add((ushort)(s + face.NumS * t)); // Bottom left
                    face.Indices.Add((ushort)(s + 1 + face.NumS * (t + 1))); // Top right
                    face.Indices.Add((ushort)(s + face.NumS * (t + 1))); // Top left
                    face.Indices.Add((ushort)(s + face.NumS * t)); // Bottom left
                    face.Indices.Add((ushort)(s + 1 + face.NumS * t)); // Bottom right
                    face.Indices.Add((ushort)(s + 1 + face.NumS * (t + 1))); // Top right

                    face.Edge.Add((face.NumS - 1) * 2 * t + s * 2 + 1); // Bottom left/top right neighbor face

                    if (t < face.NumT - 2) // Top right/top left neighbor face
                        face.Edge.Add((face.NumS - 1) * 2 * (t + 1) + s * 2 + 1);
                    else if (face.NumT <= 3 || path.Open) // No neighbor
                        face.Edge.Add(-1);
                    else // Wrap on T
                        face.Edge.Add(s * 2 + 1);

                    if (s > 0) // Top left/bottom left neighbor face
                        face.Edge.Add((face.NumS - 1) * 2 * t + s * 2 - 1);
                    else if (flatFace || profile.Open) // No neighbor
                        face.Edge.Add(-1);
                    else // Wrap on S
                        face.Edge.Add((face.NumS - 1) * 2 * t + (face.NumS - 2) * 2 + 1);

                    if (t > 0) // Bottom left/bottom right neighbor face
                        face.Edge.Add((face.NumS - 1) * 2 * (t - 1) + s * 2);
                    else if (face.NumT <= 3 || path.Open) // No neighbor
                        face.Edge.Add(-1);
                    else // Wrap on T
                        face.Edge.Add((face.NumS - 1) * 2 * (face.NumT - 2) + s * 2);

                    if (s < face.NumS - 2) // Bottom right/top right neighbor face
                        face.Edge.Add((face.NumS - 1) * 2 * t + (s + 1) * 2);
                    else if (flatFace || profile.Open) // No neighbor
                        face.Edge.Add(-1);
                    else // Wrap on S
                        face.Edge.Add((face.NumS - 1) * 2 * t);

                    face.Edge.Add((face.NumS - 1) * 2 * t + s * 2); // Top right/bottom left neighbor face	
                }
            }

            // Generate normals, loop through each triangle
            for (i = 0; i < face.Indices.Count / 3; i++)
            {
                Vertex v0 = face.Vertices[face.Indices[i * 3 + 0]];
                Vertex v1 = face.Vertices[face.Indices[i * 3 + 1]];
                Vertex v2 = face.Vertices[face.Indices[i * 3 + 2]];

                // Calculate triangle normal
                Vector3 norm = (v0.Position - v1.Position) % (v0.Position - v2.Position);

                // Calculate binormal
                Vector3 binorm = CalcBinormalFromTriangle(v0.Position, v0.TexCoord, v1.Position, v1.TexCoord,
                    v2.Position, v2.TexCoord);

                // Add triangle normal to vertices
                for (int j = 0; j < 3; j++)
                {
                    Vertex vertex = face.Vertices[face.Indices[i * 3 + j]];
                    vertex.Normal += norm;
                    vertex.Binormal += binorm;
                    face.Vertices[face.Indices[i * 3 + j]] = vertex;
                }

                // Even out quad contributions
                if (i % 2 == 0)
                {
                    Vertex vertex = face.Vertices[face.Indices[i * 3 + 2]];
                    vertex.Normal += norm;
                    vertex.Binormal += binorm;
                    face.Vertices[face.Indices[i * 3 + 2]] = vertex;
                }
                else
                {
                    Vertex vertex = face.Vertices[face.Indices[i * 3 + 1]];
                    vertex.Normal += norm;
                    vertex.Binormal += binorm;
                    face.Vertices[face.Indices[i * 3 + 1]] = vertex;
                }
            }

            // Adjust normals based on wrapping and stitching
            Vector3 test1 =
                face.Vertices[0].Position -
                face.Vertices[face.NumS * (face.NumT - 2)].Position;

            Vector3 test2 =
                face.Vertices[face.NumS - 1].Position -
                face.Vertices[face.NumS * (face.NumT - 2) +
                face.NumS - 1].Position;

            bool sBottomConverges = (test1.LengthSquared() < 0.000001f);
            bool sTopConverges = (test2.LengthSquared() < 0.000001f);

            // TODO: Sculpt support
            Primitive.SculptType sculptType = Primitive.SculptType.None;

            if (sculptType == Primitive.SculptType.None)
            {
                if (!path.Open)
                {
                    // Wrap normals on T
                    for (i = 0; i < face.NumS; i++)
                    {
                        Vector3 norm = face.Vertices[i].Normal + face.Vertices[face.NumS * (face.NumT - 1) + i].Normal;

                        Vertex vertex = face.Vertices[i];
                        vertex.Normal = norm;
                        face.Vertices[i] = vertex;

                        vertex = face.Vertices[face.NumS * (face.NumT - 1) + i];
                        vertex.Normal = norm;
                        face.Vertices[face.NumS * (face.NumT - 1) + i] = vertex;
                    }
                }

                if (!profile.Open && !sBottomConverges)
                {
                    // Wrap normals on S
                    for (i = 0; i < face.NumT; i++)
                    {
                        Vector3 norm = face.Vertices[face.NumS * i].Normal + face.Vertices[face.NumS * i + face.NumS - 1].Normal;

                        Vertex vertex = face.Vertices[face.NumS * i];
                        vertex.Normal = norm;
                        face.Vertices[face.NumS * i] = vertex;

                        vertex = face.Vertices[face.NumS * i + face.NumS - 1];
                        vertex.Normal = norm;
                        face.Vertices[face.NumS * i + face.NumS - 1] = vertex;
                    }
                }

                if (prim.PathCurve == LLObject.PathCurve.Circle &&
                    prim.ProfileCurve == LLObject.ProfileCurve.HalfCircle)
                {
                    if (sBottomConverges)
                    {
                        // All lower S have same normal
                        Vector3 unitX = new Vector3(1f, 0f, 0f);

                        for (i = 0; i < face.NumT; i++)
                        {
                            Vertex vertex = face.Vertices[face.NumS * i];
                            vertex.Normal = unitX;
                            face.Vertices[face.NumS * i] = vertex;
                        }
                    }

                    if (sTopConverges)
                    {
                        // All upper S have same normal
                        Vector3 negUnitX = new Vector3(-1f, 0f, 0f);

                        for (i = 0; i < face.NumT; i++)
                        {
                            Vertex vertex = face.Vertices[face.NumS * i + face.NumS - 1];
                            vertex.Normal = negUnitX;
                            face.Vertices[face.NumS * i + face.NumS - 1] = vertex;
                        }
                    }
                }
            }
            else
            {
                // FIXME: Sculpt support
            }

            // Normalize normals and binormals
            for (i = 0; i < face.Vertices.Count; i++)
            {
                Vertex vertex = face.Vertices[i];
                vertex.Normal.Normalize();
                vertex.Binormal.Normalize();
                face.Vertices[i] = vertex;
            }
        }
示例#5
0
文件: Face.cs 项目: RavenB/gridsearch
        private static void CreateCap(ref Face face, List<Vertex> primVertices, Path path, Profile profile)
        {
            int i;
            int numVertices = profile.Positions.Count;
            //int numIndices = (numVertices - 2) * 3;

            int maxS = profile.Positions.Count;
            int maxT = path.Points.Count;

            face.Center = Vector3.Zero;

            int offset = 0;
            if ((face.Mask & FaceMask.Top) != 0)
                offset = (maxT - 1) * maxS;
            else
                offset = face.BeginS;

            // Figure out the normal, assume all caps are flat faces.
            // Cross product to get normals
            Vector2 cuv;
            Vector2 minUV = Vector2.Zero;
            Vector2 maxUV = Vector2.Zero;

            // Copy the vertices into the array
            for (i = 0; i < numVertices; i++)
            {
                Vertex vertex = new Vertex();

                if ((face.Mask & FaceMask.Top) != 0)
                {
                    vertex.Position = primVertices[i + offset].Position;
                    vertex.TexCoord.X = profile.Positions[i].X + 0.5f;
                    vertex.TexCoord.Y = profile.Positions[i].Y + 0.5f;
                }
                else
                {
                    // Mirror for underside
                    vertex.Position = primVertices[(numVertices - 1) - i].Position;
                    vertex.TexCoord.X = profile.Positions[i].X + 0.5f;
                    vertex.TexCoord.Y = 0.5f - profile.Positions[i].Y;
                }

                if (i == 0)
                {
                    face.MinExtent = face.MaxExtent = primVertices[offset].Position;
                    minUV = maxUV = primVertices[offset].TexCoord;
                }
                else
                {
                    UpdateMinMax(ref face, vertex.Position);
                    UpdateMinMax(ref minUV, ref maxUV, vertex.TexCoord);
                }

                face.Vertices.Add(vertex);
            }

            face.Center = (face.MinExtent + face.MaxExtent) * 0.5f;
            cuv = (minUV + maxUV) * 0.5f;

            Vector3 binormal = CalcBinormalFromTriangle(
                face.Center, cuv,
                face.Vertices[0].Position, face.Vertices[0].TexCoord,
                face.Vertices[1].Position, face.Vertices[1].TexCoord);
            binormal.Normalize();

            Vector3 d0 = face.Center - face.Vertices[0].Position;
            Vector3 d1 = face.Center - face.Vertices[1].Position;
            Vector3 normal = ((face.Mask & FaceMask.Top) != 0) ? (d0 % d1) : (d1 % d0);
            normal.Normalize();

            // If not hollow and not open create a center point in the cap
            if ((face.Mask & FaceMask.Hollow) == 0 && (face.Mask & FaceMask.Open) == 0)
            {
                Vertex vertex = new Vertex();
                vertex.Position = face.Center;
                vertex.Normal = normal;
                vertex.Binormal = binormal;
                vertex.TexCoord = cuv;

                face.Vertices.Add(vertex);
                numVertices++;
            }

            for (i = 0; i < numVertices; i++)
            {
                Vertex vertex = face.Vertices[i];
                vertex.Binormal = binormal;
                vertex.Normal = normal;
                face.Vertices[i] = vertex;
            }

            if ((face.Mask & FaceMask.Hollow) != 0)
            {
                if ((face.Mask & FaceMask.Top) != 0)
                {
                    // HOLLOW TOP
                    int pt1 = 0;
                    int pt2 = numVertices - 1;
                    i = 0;

                    while (pt2 - pt1 > 1)
                    {
                        if (use_tri_1a2(profile, pt1, pt2))
                        {
                            face.Indices.Add((ushort)pt1);
                            face.Indices.Add((ushort)(pt1 + 1));
                            face.Indices.Add((ushort)pt2);
                            pt1++;
                        }
                        else
                        {
                            face.Indices.Add((ushort)pt1);
                            face.Indices.Add((ushort)(pt2 - 1));
                            face.Indices.Add((ushort)pt2);
                            pt2--;
                        }
                    }
                }
                else
                {
                    // HOLLOW BOTTOM
                    int pt1 = 0;
                    int pt2 = numVertices - 1;
                    i = 0;

                    while (pt2 - pt1 > 1)
                    {
                        // Flipped backfacing from top
                        if (use_tri_1a2(profile, pt1, pt2))
                        {
                            face.Indices.Add((ushort)pt1);
                            face.Indices.Add((ushort)pt2);
                            face.Indices.Add((ushort)(pt1 + 1));
                            pt1++;
                        }
                        else
                        {
                            face.Indices.Add((ushort)pt1);
                            face.Indices.Add((ushort)pt2);
                            face.Indices.Add((ushort)(pt2 - 1));
                            pt2--;
                        }
                    }
                }
            }
            else
            {
                // SOLID OPEN TOP
                // SOLID CLOSED TOP
                // SOLID OPEN BOTTOM
                // SOLID CLOSED BOTTOM

                // Not hollow, generate the triangle fan.
                // This is a tri-fan, so we reuse the same first point for all triangles
                for (i = 0; i < numVertices - 2; i++)
                {
                    face.Indices.Add((ushort)(numVertices - 1));
                    face.Indices.Add((ushort)i);
                    face.Indices.Add((ushort)(i + 1));
                }
            }
        }
示例#6
0
        private static Profile GenerateProfilePolygon(LLObject.ObjectData prim, int sides, float offset, float angScale)
        {
            // Create a polygon by starting at (1, 0) and proceeding counterclockwise generating vectors
            Profile profile = new Profile();
            profile.Positions = new List<Vector3>();
            profile.Faces = new List<ProfileFace>();

            float scale = 0.5f;
            float t, tStep, tFirst, tFraction, ang, angStep;
            Vector3 pt1, pt2;

            float begin = prim.ProfileBegin;
            float end = prim.ProfileEnd;

            tStep = 1f / sides;
            angStep = 2f * F_PI * tStep * angScale;

            // Scale to have size "match" scale. Compensates to get object to generally fill bounding box
            int totalSides = MathHelper.Round(sides / angScale);

            if (totalSides < 8)
                scale = TABLE_SCALE[totalSides];

            tFirst = (float)Math.Floor(begin * sides) / (float)sides;

            // pt1 is the first point on the fractional face.
            // Starting t and ang values for the first face
            t = tFirst;
            ang = 2f * F_PI * (t * angScale + offset);
            pt1 = new Vector3((float)Math.Cos(ang) * scale, (float)Math.Sin(ang) * scale, t);

            // Increment to the next point.
            // pt2 is the end point on the fractional face
            t += tStep;
            ang += angStep;
            pt2 = new Vector3((float)Math.Cos(ang) * scale, (float)Math.Sin(ang) * scale, t);

            tFraction = (begin - tFirst) * sides;

            // Only use if it's not almost exactly on an edge
            if (tFraction < 0.9999f)
            {
                Vector3 newPt = Vector3.Lerp(pt1, pt2, tFraction);
                float ptX = newPt.X;

                if (ptX < profile.MinX)
                    profile.MinX = ptX;
                else if (ptX > profile.MaxX)
                    profile.MaxX = ptX;

                profile.Positions.Add(newPt);
            }

            // There's lots of potential here for floating point error to generate unneeded extra points
            while (t < end)
            {
                // Iterate through all the integer steps of t.
                pt1 = new Vector3((float)Math.Cos(ang) * scale, (float)Math.Sin(ang) * scale, t);

                float ptX = pt1.X;
                if (ptX < profile.MinX)
                    profile.MinX = ptX;
                else if (ptX > profile.MaxX)
                    profile.MaxX = ptX;

                profile.Positions.Add(pt1);

                t += tStep;
                ang += angStep;
            }

            // pt1 is the first point on the fractional face
            // pt2 is the end point on the fractional face
            pt2 = new Vector3((float)Math.Cos(ang) * scale, (float)Math.Sin(ang) * scale, t);

            // Find the fraction that we need to add to the end point
            tFraction = (end - (t - tStep)) * sides;
            if (tFraction > 0.0001f)
            {
                Vector3 newPt = Vector3.Lerp(pt1, pt2, tFraction);

                float ptX = newPt.X;
                if (ptX < profile.MinX)
                    profile.MinX = ptX;
                else if (ptX > profile.MaxX)
                    profile.MaxX = ptX;

                profile.Positions.Add(newPt);
            }

            // If we're sliced, the profile is open
            if ((end - begin) * angScale < 0.99f)
            {
                if ((end - begin) * angScale > 0.5f)
                    profile.Concave = true;
                else
                    profile.Concave = false;

                profile.Open = true;

                // Put center point if not hollow
                if (prim.ProfileHollow == 0f)
                    profile.Positions.Add(Vector3.Zero);
            }
            else
            {
                // The profile isn't open
                profile.Open = false;
                profile.Concave = false;
            }

            return profile;
        }
示例#7
0
        private static List<Face> CreateVolumeFaces(Primitive prim, Path path,
            Profile profile, List<Vertex> vertices)
        {
            int numFaces = profile.Faces.Count;
            List<Face> faces = new List<Face>(numFaces);

            // Initialize faces with parameter data
            for (int i = 0; i < numFaces; i++)
            {
                ProfileFace pf = profile.Faces[i];

                Face face = new Face();
                face.Vertices = new List<Vertex>();
                face.Indices = new List<ushort>();
                face.Edge = new List<int>();

                face.BeginS = pf.Index;
                face.NumS = pf.Count;
                face.BeginT = 0;
                face.NumT = path.Points.Count;
                face.ID = i;

                // Set the type mask bits correctly
                if (prim.Data.ProfileHollow > 0f)
                    face.Mask |= FaceMask.Hollow;
                if (profile.Open)
                    face.Mask |= FaceMask.Open;
                if (pf.Cap)
                {
                    face.Mask |= FaceMask.Cap;
                    if (pf.Type == FaceType.PathBegin)
                        face.Mask |= FaceMask.Top;
                    else
                        face.Mask |= FaceMask.Bottom;
                }
                else if (pf.Type == FaceType.ProfileBegin || pf.Type == FaceType.ProfileEnd)
                {
                    face.Mask |= FaceMask.Flat;
                    face.Mask |= FaceMask.End;
                }
                else
                {
                    face.Mask |= FaceMask.Side;

                    if (pf.Flat)
                        face.Mask |= FaceMask.Flat;

                    if (pf.Type == FaceType.InnerSide)
                    {
                        face.Mask |= FaceMask.Inner;
                        if (pf.Flat && face.NumS > 2)
                            face.NumS *= 2; // Flat inner faces have to copy vert normals
                    }
                    else
                    {
                        face.Mask |= FaceMask.Outer;
                    }
                }

                faces.Add(face);
            }

            for (int i = 0; i < faces.Count; i++)
            {
                Face face = faces[i];
                BuildFace(ref face, prim.Data, vertices, path, profile, prim.Textures.GetFace((uint)i));
                faces[i] = face;
            }

            return faces;
        }
示例#8
0
        private static void GenerateProfileHole(LLObject.ObjectData prim, ref Profile profile, bool flat, float sides,
            float offset, float boxHollow, float angScale)
        {
            // Total add has number of vertices on outside
            profile.TotalOutsidePoints = profile.Positions.Count;

            // Create the hole
            Profile hole = GenerateProfilePolygon(prim, (int)Math.Floor(sides), offset, angScale);
            // FIXME: Should we overwrite profile.Values with hole.Values?

            // Apply the hollow scale modifier
            for (int i = 0; i < hole.Positions.Count; i++)
            {
                Vector3 point = hole.Positions[i];
                point *= boxHollow;
                hole.Positions[i] = point;
            }

            // Reverse the order
            hole.Positions.Reverse();

            // Add the hole to the profile
            profile.Positions.AddRange(hole.Positions);

            // Create the inner side face for the hole
            ProfileFace innerFace = CreateProfileFace(profile.TotalOutsidePoints,
                profile.Positions.Count - profile.TotalOutsidePoints, 0f, FaceType.InnerSide, flat);
            profile.Faces.Add(innerFace);
        }
示例#9
0
        private static List<ushort> GenerateIndices(LLObject.ObjectData prim, Path path, Profile profile)
        {
            bool open = profile.Open;
            bool hollow = (prim.ProfileHollow > 0f);
            int sizeS = profile.Positions.Count;
            int sizeSOut = profile.TotalOutsidePoints;
            int sizeT = path.Points.Count;
            int s, t, i;
            List<ushort> indices = new List<ushort>();

            if (open)
            {
                if (hollow)
                {
                    // Open hollow -- much like the closed solid, except we 
                    // we need to stitch up the gap between s=0 and s=size_s-1
                    for (t = 0; t < sizeT - 1; t++)
                    {
                        // The outer face, first cut, and inner face
                        for (s = 0; s < sizeS - 1; s++)
                        {
                            i = s + t * sizeS;
                            indices.Add((ushort)i); // x,y
                            indices.Add((ushort)(i + 1)); // x+1,y
                            indices.Add((ushort)(i + sizeS)); // x,y+1

                            indices.Add((ushort)(i + sizeS)); // x,y+1
                            indices.Add((ushort)(i + 1)); // x+1,y
                            indices.Add((ushort)(i + sizeS + 1)); // x+1,y+1
                        }

                        // The other cut face
                        indices.Add((ushort)(s + t * sizeS)); // x,y
                        indices.Add((ushort)(0 + t * sizeS)); // x+1,y
                        indices.Add((ushort)(s + (t + 1) * sizeS)); // x,y+1

                        indices.Add((ushort)(s + (t + 1) * sizeS)); // x,y+1
                        indices.Add((ushort)(0 + t * sizeS)); // x+1,y
                        indices.Add((ushort)(0 + (t + 1) * sizeS)); // x+1,y+1
                    }

                    // Do the top and bottom caps, if necessary
                    if (path.Open)
                    {
                        // Top cap
                        int pt1 = 0;
                        int pt2 = sizeS - 1;
                        i = (sizeT - 1) * sizeS;

                        while (pt2 - pt1 > 1)
                        {
                            if (use_tri_1a2(profile, pt1, pt2))
                            {
                                indices.Add((ushort)(pt1 + i));
                                indices.Add((ushort)(pt1 + 1 + i));
                                indices.Add((ushort)(pt2 + i));
                                pt1++;
                            }
                            else
                            {
                                indices.Add((ushort)(pt1 + i));
                                indices.Add((ushort)(pt2 - 1 + i));
                                indices.Add((ushort)(pt2 + i));
                                pt2--;
                            }
                        }

                        // Bottom cap
                        pt1 = 0;
                        pt2 = sizeS - 1;

                        while (pt2 - pt1 > 1)
                        {
                            if (use_tri_1a2(profile, pt1, pt2))
                            {
                                indices.Add((ushort)pt1);
                                indices.Add((ushort)pt2);
                                indices.Add((ushort)(pt1 + 1));
                                pt1++;
                            }
                            else
                            {
                                indices.Add((ushort)pt1);
                                indices.Add((ushort)pt2);
                                indices.Add((ushort)(pt2 - 1));
                                pt2--;
                            }
                        }
                    }
                }
                else
                {
                    // Open solid
                    for (t = 0; t < sizeT - 1; t++)
                    {
                        // Outer face + 1 cut face
                        for (s = 0; s < sizeS - 1; s++)
                        {
                            i = s + t * sizeS;

                            indices.Add((ushort)i); // x,y
                            indices.Add((ushort)(i + 1)); // x+1,y
                            indices.Add((ushort)(i + sizeS)); // x,y+1

                            indices.Add((ushort)(i + sizeS)); // x,y+1
                            indices.Add((ushort)(i + 1)); // x+1,y
                            indices.Add((ushort)(i + sizeS + 1)); // x+1,y+1
                        }

                        // The other cut face
                        indices.Add((ushort)((sizeS - 1) + (t * sizeS))); // x,y
                        indices.Add((ushort)(0 + t * sizeS)); // x+1,y
                        indices.Add((ushort)((sizeS - 1) + (t + 1) * sizeS)); // x,y+1

                        indices.Add((ushort)((sizeS - 1) + (t + 1) * sizeS)); // x,y+1
                        indices.Add((ushort)(0 + (t * sizeS))); // x+1,y
                        indices.Add((ushort)(0 + (t + 1) * sizeS)); // x+1,y+1
                    }

                    // Do the top and bottom caps, if necessary
                    if (path.Open)
                    {
                        for (s = 0; s < sizeS - 2; s++)
                        {
                            indices.Add((ushort)(s + 1));
                            indices.Add((ushort)s);
                            indices.Add((ushort)(sizeS - 1));
                        }

                        // We've got a top cap
                        int offset = (sizeT - 1) * sizeS;

                        for (s = 0; s < sizeS - 2; s++)
                        {
                            // Inverted ordering from bottom cap
                            indices.Add((ushort)(offset + sizeS - 1));
                            indices.Add((ushort)(offset + s));
                            indices.Add((ushort)(offset + s + 1));
                        }
                    }
                }
            }
            else if (hollow)
            {
                // Closed hollow
                // Outer face
                for (t = 0; t < sizeT - 1; t++)
                {
                    for (s = 0; s < sizeSOut - 1; s++)
                    {
                        i = s + t * sizeS;

                        indices.Add((ushort)i); // x,y
                        indices.Add((ushort)(i + 1)); // x+1,y
                        indices.Add((ushort)(i + sizeS)); // x,y+1

                        indices.Add((ushort)(i + sizeS)); // x,y+1
                        indices.Add((ushort)(i + 1)); // x+1,y
                        indices.Add((ushort)(i + 1 + sizeS)); // x+1,y+1
                    }
                }

                // Inner face
                // Invert facing from outer face
                for (t = 0; t < sizeT - 1; t++)
                {
                    for (s = sizeSOut; s < sizeS - 1; s++)
                    {
                        i = s + t * sizeS;

                        indices.Add((ushort)i); // x,y
                        indices.Add((ushort)(i + 1)); // x+1,y
                        indices.Add((ushort)(i + sizeS)); // x,y+1

                        indices.Add((ushort)(i + sizeS)); // x,y+1
                        indices.Add((ushort)(i + 1)); // x+1,y
                        indices.Add((ushort)(i + 1 + sizeS)); // x+1,y+1
                    }
                }

                // Do the top and bottom caps, if necessary
                if (path.Open)
                {
                    // Top cap
                    int pt1 = 0;
                    int pt2 = sizeS - 1;
                    i = (sizeT - 1) * sizeS;

                    while (pt2 - pt1 > 1)
                    {
                        if (use_tri_1a2(profile, pt1, pt2))
                        {
                            indices.Add((ushort)(pt1 + i));
                            indices.Add((ushort)(pt2 + 1 + i));
                            indices.Add((ushort)(pt2 + i));
                            pt1++;
                        }
                        else
                        {
                            indices.Add((ushort)(pt1 + i));
                            indices.Add((ushort)(pt2 - 1 + i));
                            indices.Add((ushort)(pt2 + i));
                            pt2--;
                        }
                    }

                    // Bottom cap
                    pt1 = 0;
                    pt2 = sizeS - 1;

                    while (pt2 - pt1 > 1)
                    {
                        if (use_tri_1a2(profile, pt1, pt2))
                        {
                            indices.Add((ushort)pt1);
                            indices.Add((ushort)pt2);
                            indices.Add((ushort)(pt1 + 1));
                            pt1++;
                        }
                        else
                        {
                            indices.Add((ushort)pt1);
                            indices.Add((ushort)pt2);
                            indices.Add((ushort)(pt2 - 1));
                            pt2--;
                        }
                    }
                }
            }
            else
            {
                // Closed solid. Easy case
                for (t = 0; t < sizeT - 1; t++)
                {
                    for (s = 0; s < sizeS - 1; s++)
                    {
                        // Should wrap properly, but for now...
                        i = s + t * sizeS;

                        indices.Add((ushort)i); // x,y
                        indices.Add((ushort)(i + 1)); // x+1,y
                        indices.Add((ushort)(i + sizeS)); // x,y+1

                        indices.Add((ushort)(i + sizeS)); // x,y+1
                        indices.Add((ushort)(i + 1)); // x+1,y
                        indices.Add((ushort)(i + sizeS + 1)); // x+1,y+1
                    }
                }

                // Do the top and bottom caps, if necessary
                if (path.Open)
                {
                    // Bottom cap
                    for (s = 1; s < sizeS - 2; s++)
                    {
                        indices.Add((ushort)(s + 1));
                        indices.Add((ushort)s);
                        indices.Add((ushort)0);
                    }

                    // Top cap
                    int offset = (sizeT - 1) * sizeS;
                    for (s = 1; s < sizeS - 2; s++)
                    {
                        // Inverted ordering from bottom cap
                        indices.Add((ushort)offset);
                        indices.Add((ushort)(offset + s));
                        indices.Add((ushort)(offset + s + 1));
                    }
                }
            }

            return indices;
        }
示例#10
0
        private static List<Vertex> GenerateVertices(LLObject.ObjectData prim, float detail, Path path, Profile profile)
        {
            int sizeS = path.Points.Count;
            int sizeT = profile.Positions.Count;

            // Generate vertex positions
            List<Vertex> vertices = new List<Vertex>(sizeT * sizeS);
            for (int i = 0; i < sizeT * sizeS; i++)
                vertices.Add(new Vertex());

            // Run along the path
            for (int s = 0; s < sizeS; ++s)
            {
                Vector2 scale = path.Points[s].Scale;
                Quaternion rot = path.Points[s].Rotation;
                Vector3 pos = path.Points[s].Position;

                // Run along the profile
                for (int t = 0; t < sizeT; ++t)
                {
                    int m = s * sizeT + t;
                    Vertex vertex = vertices[m];

                    vertex.Position.X = profile.Positions[t].X * scale.X;
                    vertex.Position.Y = profile.Positions[t].Y * scale.Y;
                    vertex.Position.Z = 0f;

                    vertex.Position *= rot;
                    vertex.Position += pos;

                    vertices[m] = vertex;
                }
            }

            return vertices;
        }
示例#11
0
        private static bool use_tri_1a2(Profile profilePoints, int pt1, int pt2)
        {
            // Use the profile points instead of the mesh, since you want
            // the un-transformed profile distances
            Vector3 p1 = profilePoints.Positions[pt1];
            Vector3 p2 = profilePoints.Positions[pt2];
            Vector3 pa = profilePoints.Positions[pt1 + 1];
            Vector3 pb = profilePoints.Positions[pt2 - 1];

            p1.Z = 0f;
            p2.Z = 0f;
            pa.Z = 0f;
            pb.Z = 0f;

            // Use area of triangle to determine backfacing
            float area_1a2, area_1ba, area_21b, area_2ab;

            area_1a2 =
                (p1.X * pa.Y - pa.X * p1.Y) +
                (pa.X * p2.Y - p2.X * pa.Y) +
                (p2.X * p1.Y - p1.X * p2.Y);

            area_1ba =
                (p1.X * pb.Y - pb.X * p1.Y) +
                (pb.X * pa.Y - pa.X * pb.Y) +
                (pa.X * p1.Y - p1.X * pa.Y);

            area_21b =
                (p2.X * p1.Y - p1.X * p2.Y) +
                (p1.X * pb.Y - pb.X * p1.Y) +
                (pb.X * p2.Y - p2.X * pb.Y);

            area_2ab =
                (p2.X * pa.Y - pa.X * p2.Y) +
                (pa.X * pb.Y - pb.X * pa.Y) +
                (pb.X * p2.Y - p2.X * pb.Y);

            bool use_tri_1a2 = true;
            bool tri_1a2 = true;
            bool tri_21b = true;

            if (area_1a2 < 0)
                tri_1a2 = false;
            if (area_2ab < 0)
                tri_1a2 = false; // Can't use, because it contains point b
            if (area_21b < 0)
                tri_21b = false;
            if (area_1ba < 0)
                tri_21b = false; // Can't use, because it contains point b

            if (!tri_1a2)
            {
                use_tri_1a2 = false;
            }
            else if (!tri_21b)
            {
                use_tri_1a2 = true;
            }
            else
            {
                Vector3 d1 = p1 - pa;
                Vector3 d2 = p2 - pb;

                if (d1.LengthSquared() < d2.LengthSquared())
                    use_tri_1a2 = true;
                else
                    use_tri_1a2 = false;
            }

            return use_tri_1a2;
        }