/// <summary> /// Extrudes a profile along a path. /// </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 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 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); 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; 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 (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; 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++) }
private void calcVertexNormals(SculptType sculptType, int xSize, int ySize) { // compute vertex normals by summing all the surface normals of all the triangles sharing // each vertex and then normalizing int numFaces = this.faces.Count; for (int i = 0; i < numFaces; i++) { Face face = this.faces[i]; Coord surfaceNormal = face.SurfaceNormal(this.coords); this.normals[face.n1] += surfaceNormal; this.normals[face.n2] += surfaceNormal; this.normals[face.n3] += surfaceNormal; } int numNormals = this.normals.Count; for (int i = 0; i < numNormals; i++) this.normals[i] = this.normals[i].Normalize(); if (sculptType != SculptType.plane) { // blend the vertex normals at the cylinder seam for (int y = 0; y < ySize; y++) { int rowOffset = y*xSize; this.normals[rowOffset] = this.normals[rowOffset + xSize - 1] = (this.normals[rowOffset] + this.normals[rowOffset + xSize - 1]).Normalize(); } } #if (!ISWIN) foreach(Face face in this.faces) { ViewerFace vf = new ViewerFace(0) { v1 = this.coords[face.v1], v2 = this.coords[face.v2], v3 = this.coords[face.v3], coordIndex1 = face.v1, coordIndex2 = face.v2, coordIndex3 = face.v3, n1 = this.normals[face.n1], n2 = this.normals[face.n2], n3 = this.normals[face.n3], uv1 = this.uvs[face.uv1], uv2 = this.uvs[face.uv2], uv3 = this.uvs[face.uv3] }; this.viewerFaces.Add(vf); } #else foreach (ViewerFace vf in this.faces.Select(face => new ViewerFace(0) { v1 = this.coords[face.v1], v2 = this.coords[face.v2], v3 = this.coords[face.v3], coordIndex1 = face.v1, coordIndex2 = face.v2, coordIndex3 = face.v3, n1 = this.normals[face.n1], n2 = this.normals[face.n2], n3 = this.normals[face.n3], uv1 = this.uvs[face.uv1], uv2 = this.uvs[face.uv2], uv3 = this.uvs[face.uv3] })) { this.viewerFaces.Add(vf); } #endif }
/// <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); } } } }
/// <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); } } } }
void calcVertexNormals(SculptType sculptType, int xSize, int ySize) { // compute vertex normals by summing all the surface normals of all the triangles sharing // each vertex and then normalizing int numFaces = faces.Count; for (int i = 0; i < numFaces; i++) { Face face = faces[i]; Coord surfaceNormal = face.SurfaceNormal(this.coords); normals[face.n1] += surfaceNormal; normals[face.n2] += surfaceNormal; normals[face.n3] += surfaceNormal; } int numNormals = normals.Count; for (int i = 0; i < numNormals; i++) normals[i] = normals[i].Normalize(); if (sculptType != SculptType.plane) { // blend the vertex normals at the cylinder seam for (int y = 0; y < ySize; y++) { int rowOffset = y * xSize; normals[rowOffset] = normals[rowOffset + xSize - 1] = (normals[rowOffset] + normals[rowOffset + xSize - 1]).Normalize(); } } foreach (Face face in faces) { ViewerFace vf = new ViewerFace(0); vf.v1 = coords[face.v1]; vf.v2 = coords[face.v2]; vf.v3 = coords[face.v3]; vf.coordIndex1 = face.v1; vf.coordIndex2 = face.v2; vf.coordIndex3 = face.v3; vf.n1 = normals[face.n1]; vf.n2 = normals[face.n2]; vf.n3 = normals[face.n3]; vf.uv1 = uvs[face.uv1]; vf.uv2 = uvs[face.uv2]; vf.uv3 = uvs[face.uv3]; viewerFaces.Add(vf); } }
private MeshData[] GetMeshsDataFromPrimFaces(Primitive prim, ViewerFace[] faces) { int dt_index = Primitive.TextureEntry.MAX_FACES; Primitive.TextureEntryFace[] entries = new Primitive.TextureEntryFace[Primitive.TextureEntry.MAX_FACES + 1]; for (int i = 0; i < Primitive.TextureEntry.MAX_FACES; i++) entries[i] = prim.Textures.FaceTextures[i]; entries[dt_index] = prim.Textures.DefaultTexture; int faceCount = 0; Dictionary<int, int> faceDic = new Dictionary<int, int>(); List<int> faceList = new List<int>(); List<VertexData>[] vertexList = new List<VertexData>[entries.Length]; List<uint>[] indexList = new List<uint>[entries.Length]; foreach (ViewerFace face in faces) { int face_number = (entries[face.primFaceNumber] == null) ? dt_index : face.primFaceNumber; if (!faceDic.ContainsKey(face_number)) { vertexList[faceCount] = new List<VertexData>(); indexList[faceCount] = new List<uint>(); faceList.Add(face_number); faceDic.Add(face_number, faceCount++); } int index = faceDic[face_number]; uint i_count = (uint)indexList[index].Count; // Vertex 1 vertexList[index].Add(new VertexData( new float[] { face.v1.X, face.v1.Y, face.v1.Z }, new float[] { face.n1.X, face.n1.Y, face.n1.Z }, new float[] { face.uv1.U, face.uv1.V }, null )); indexList[index].Add(i_count++); // Vertex 2 vertexList[index].Add(new VertexData( new float[] { face.v2.X, face.v2.Y, face.v2.Z }, new float[] { face.n2.X, face.n2.Y, face.n2.Z }, new float[] { face.uv2.U, face.uv2.V }, null )); indexList[index].Add(i_count++); // Vertex 3 vertexList[index].Add(new VertexData( new float[] { face.v3.X, face.v3.Y, face.v3.Z }, new float[] { face.n3.X, face.n3.Y, face.n3.Z }, new float[] { face.uv3.U, face.uv3.V }, null )); indexList[index].Add(i_count++); } MeshData[] meshes = new MeshData[faceCount]; for (int i = 0; i < meshes.Length; i++) { Primitive.TextureEntryFace entry = entries[faceList[i]]; meshes[i] = new MeshData(); meshes[i].Vertices = new VertexData[vertexList[i].Count]; meshes[i].Indices = new uint[indexList[i].Count]; meshes[i].Texture1 = entry.TextureID.ToString() + ".tga"; meshes[i].Color = new float[] { entry.RGBA.A, entry.RGBA.R, entry.RGBA.G, entry.RGBA.B }; vertexList[i].CopyTo(meshes[i].Vertices); indexList[i].CopyTo(meshes[i].Indices); } return meshes; }