/// <summary> /// ** Experimental ** May disappear from future versions ** not recommeneded for use in applications /// Construct a sculpt mesh from a 2D array of floats /// </summary> /// <param name="zMap"></param> /// <param name="xBegin"></param> /// <param name="xEnd"></param> /// <param name="yBegin"></param> /// <param name="yEnd"></param> /// <param name="viewerMode"></param> public SculptMesh(float[,] zMap, float xBegin, float xEnd, float yBegin, float yEnd, bool viewerMode) { float xStep, yStep; float uStep, vStep; int numYElements = zMap.GetLength(0); int numXElements = zMap.GetLength(1); try { xStep = (xEnd - xBegin) / (float)(numXElements - 1); yStep = (yEnd - yBegin) / (float)(numYElements - 1); uStep = 1.0f / (numXElements - 1); vStep = 1.0f / (numYElements - 1); } catch (DivideByZeroException) { return; } coords = new List<Coord>(); faces = new List<Face>(); normals = new List<Coord>(); uvs = new List<UVCoord>(); viewerFaces = new List<ViewerFace>(); int p1, p2, p3, p4; int x, y; int xStart = 0, yStart = 0; for (y = yStart; y < numYElements; y++) { int rowOffset = y * numXElements; for (x = xStart; x < numXElements; x++) { /* * p1-----p2 * | \ f2 | * | \ | * | f1 \| * p3-----p4 */ p4 = rowOffset + x; p3 = p4 - 1; p2 = p4 - numXElements; p1 = p3 - numXElements; Coord c = new Coord(xBegin + x * xStep, yBegin + y * yStep, zMap[y, x]); this.coords.Add(c); if (viewerMode) { this.normals.Add(new Coord()); this.uvs.Add(new UVCoord(uStep * x, 1.0f - vStep * y)); } if (y > 0 && x > 0) { Face f1, f2; if (viewerMode) { f1 = new Face(p1, p4, p3, p1, p4, p3); f1.uv1 = p1; f1.uv2 = p4; f1.uv3 = p3; f2 = new Face(p1, p2, p4, p1, p2, p4); f2.uv1 = p1; f2.uv2 = p2; f2.uv3 = p4; } else { f1 = new Face(p1, p4, p3); f2 = new Face(p1, p2, p4); } this.faces.Add(f1); this.faces.Add(f2); } } } if (viewerMode) calcVertexNormals(SculptType.plane, numXElements, numYElements); }
void _SculptMesh(Bitmap sculptBitmap, SculptType sculptType, int lod, bool viewerMode, bool mirror, bool invert) { coords = new List<Coord>(); faces = new List<Face>(); normals = new List<Coord>(); uvs = new List<UVCoord>(); sculptType = (SculptType)(((int)sculptType) & 0x07); if (mirror) if (sculptType == SculptType.plane) invert = !invert; float sourceScaleFactor = (float)(lod) / (float)Math.Sqrt(sculptBitmap.Width * sculptBitmap.Height); int scale = (int)(1.0f / sourceScaleFactor); if (scale < 1) scale = 1; List<List<Coord>> rows = bitmap2Coords(sculptBitmap, scale, mirror); viewerFaces = new List<ViewerFace>(); int width = sculptBitmap.Width / scale; // int height = sculptBitmap.Height / scale; int p1, p2, p3, p4; int imageX, imageY; if (sculptType != SculptType.plane) { for (int rowNdx = 0; rowNdx < rows.Count; rowNdx++) rows[rowNdx].Add(rows[rowNdx][0]); } Coord topPole = rows[0][width / 2]; Coord bottomPole = rows[rows.Count - 1][width / 2]; if (sculptType == SculptType.sphere) { int count = rows[0].Count; List<Coord> topPoleRow = new List<Coord>(count); List<Coord> bottomPoleRow = new List<Coord>(count); for (int i = 0; i < count; i++) { topPoleRow.Add(topPole); bottomPoleRow.Add(bottomPole); } rows.Insert(0, topPoleRow); rows.Add(bottomPoleRow); } else if (sculptType == SculptType.torus) rows.Add(rows[0]); int coordsDown = rows.Count; int coordsAcross = rows[0].Count; float widthUnit = 1.0f / (coordsAcross - 1); float heightUnit = 1.0f / (coordsDown - 1); for (imageY = 0; imageY < coordsDown; imageY++) { int rowOffset = imageY * coordsAcross; for (imageX = 0; imageX < coordsAcross; imageX++) { /* * p1-----p2 * | \ f2 | * | \ | * | f1 \| * p3-----p4 */ p4 = rowOffset + imageX; p3 = p4 - 1; p2 = p4 - coordsAcross; p1 = p3 - coordsAcross; this.coords.Add(rows[imageY][imageX]); if (viewerMode) { this.normals.Add(new Coord()); this.uvs.Add(new UVCoord(widthUnit * imageX, heightUnit * imageY)); } if (imageY > 0 && imageX > 0) { Face f1, f2; if (viewerMode) { if (invert) { f1 = new Face(p1, p4, p3, p1, p4, p3); f1.uv1 = p1; f1.uv2 = p4; f1.uv3 = p3; f2 = new Face(p1, p2, p4, p1, p2, p4); f2.uv1 = p1; f2.uv2 = p2; f2.uv3 = p4; } else { f1 = new Face(p1, p3, p4, p1, p3, p4); f1.uv1 = p1; f1.uv2 = p3; f1.uv3 = p4; f2 = new Face(p1, p4, p2, p1, p4, p2); f2.uv1 = p1; f2.uv2 = p4; f2.uv3 = p2; } } else { if (invert) { f1 = new Face(p1, p4, p3); f2 = new Face(p1, p2, p4); } else { f1 = new Face(p1, p3, p4); f2 = new Face(p1, p4, p2); } } this.faces.Add(f1); this.faces.Add(f2); } } } if (viewerMode) calcVertexNormals(sculptType, coordsAcross, coordsDown); }
internal Profile(int sides, float profileStart, float profileEnd, float hollow, int hollowSides, bool createFaces, bool calcVertexNormals) { this.calcVertexNormals = calcVertexNormals; this.coords = new List<Coord>(); this.faces = new List<Face>(); this.vertexNormals = new List<Coord>(); this.us = new List<float>(); this.faceUVs = new List<UVCoord>(); this.faceNumbers = new List<int>(); Coord center = new Coord(0.0f, 0.0f, 0.0f); bool hasCenter = false; List<Coord> hollowCoords = new List<Coord>(); List<Coord> hollowNormals = new List<Coord>(); List<float> hollowUs = new List<float>(); if (calcVertexNormals) { this.outerCoordIndices = new List<int>(); this.hollowCoordIndices = new List<int>(); this.cut1CoordIndices = new List<int>(); this.cut2CoordIndices = new List<int>(); } bool hasHollow = (hollow > 0.0f); bool hasProfileCut = (profileStart > 0.0f || profileEnd < 1.0f); AngleList angles = new AngleList(); AngleList hollowAngles = new AngleList(); float xScale = 0.5f; float yScale = 0.5f; if (sides == 4) // corners of a square are sqrt(2) from center { xScale = 0.707f; yScale = 0.707f; } float startAngle = profileStart * twoPi; float stopAngle = profileEnd * twoPi; try { angles.makeAngles(sides, startAngle, stopAngle); } catch (Exception ex) { errorMessage = "makeAngles failed: Exception: " + ex.ToString() + "\nsides: " + sides.ToString() + " startAngle: " + startAngle.ToString() + " stopAngle: " + stopAngle.ToString(); return; } this.numOuterVerts = angles.angles.Count; // flag to create as few triangles as possible for 3 or 4 side profile //bool simpleFace = (sides < 5 && !(hasHollow || hasProfileCut)); bool simpleFace = (sides < 5 && !hasHollow && !hasProfileCut); if (hasHollow) { if (sides == hollowSides) hollowAngles = angles; else { try { hollowAngles.makeAngles(hollowSides, startAngle, stopAngle); } catch (Exception ex) { errorMessage = "makeAngles failed: Exception: " + ex.ToString() + "\nsides: " + sides.ToString() + " startAngle: " + startAngle.ToString() + " stopAngle: " + stopAngle.ToString(); return; } } this.numHollowVerts = hollowAngles.angles.Count; } else if (!simpleFace) { this.coords.Add(center); hasCenter = true; if (this.calcVertexNormals) this.vertexNormals.Add(new Coord(0.0f, 0.0f, 1.0f)); this.us.Add(0.0f); } float z = 0.0f; Angle angle; Coord newVert = new Coord(); if (hasHollow && hollowSides != sides) { int numHollowAngles = hollowAngles.angles.Count; for (int i = 0; i < numHollowAngles; i++) { angle = hollowAngles.angles[i]; newVert.X = hollow * xScale * angle.X; newVert.Y = hollow * yScale * angle.Y; newVert.Z = z; hollowCoords.Add(newVert); if (this.calcVertexNormals) { if (hollowSides < 5) hollowNormals.Add(hollowAngles.normals[i].Invert()); else hollowNormals.Add(new Coord(-angle.X, -angle.Y, 0.0f)); hollowUs.Add(angle.angle * hollow); } } } int index = 0; int numAngles = angles.angles.Count; for (int i = 0; i < numAngles; i++) { //int iNext = i == numAngles ? i + 1 : 0; angle = angles.angles[i]; newVert.X = angle.X * xScale; newVert.Y = angle.Y * yScale; newVert.Z = z; this.coords.Add(newVert); if (this.calcVertexNormals) { this.outerCoordIndices.Add(this.coords.Count - 1); if (sides < 5) { this.vertexNormals.Add(angles.normals[i]); float u = angle.angle; this.us.Add(u); } else { this.vertexNormals.Add(new Coord(angle.X, angle.Y, 0.0f)); this.us.Add(angle.angle); } } if (hasHollow) { if (hollowSides == sides) { newVert.X *= hollow; newVert.Y *= hollow; newVert.Z = z; hollowCoords.Add(newVert); if (this.calcVertexNormals) { if (sides < 5) { hollowNormals.Add(angles.normals[i].Invert()); } else hollowNormals.Add(new Coord(-angle.X, -angle.Y, 0.0f)); hollowUs.Add(angle.angle * hollow); } } } else if (!simpleFace && createFaces && angle.angle > 0.0001f) { Face newFace = new Face(); newFace.v1 = 0; newFace.v2 = index; newFace.v3 = index + 1; this.faces.Add(newFace); } index += 1; } if (hasHollow) { hollowCoords.Reverse(); if (this.calcVertexNormals) { hollowNormals.Reverse(); hollowUs.Reverse(); } if (createFaces) { int numOuterVerts = this.coords.Count; int numHollowVerts = hollowCoords.Count; int numTotalVerts = numOuterVerts + numHollowVerts; if (numOuterVerts == numHollowVerts) { Face newFace = new Face(); for (int coordIndex = 0; coordIndex < numOuterVerts - 1; coordIndex++) { newFace.v1 = coordIndex; newFace.v2 = coordIndex + 1; newFace.v3 = numTotalVerts - coordIndex - 1; this.faces.Add(newFace); newFace.v1 = coordIndex + 1; newFace.v2 = numTotalVerts - coordIndex - 2; newFace.v3 = numTotalVerts - coordIndex - 1; this.faces.Add(newFace); } } else { if (numOuterVerts < numHollowVerts) { Face newFace = new Face(); int j = 0; // j is the index for outer vertices int maxJ = numOuterVerts - 1; for (int i = 0; i < numHollowVerts; i++) // i is the index for inner vertices { if (j < maxJ) if (angles.angles[j + 1].angle - hollowAngles.angles[i].angle < hollowAngles.angles[i].angle - angles.angles[j].angle + 0.000001f) { newFace.v1 = numTotalVerts - i - 1; newFace.v2 = j; newFace.v3 = j + 1; this.faces.Add(newFace); j += 1; } newFace.v1 = j; newFace.v2 = numTotalVerts - i - 2; newFace.v3 = numTotalVerts - i - 1; this.faces.Add(newFace); } } else // numHollowVerts < numOuterVerts { Face newFace = new Face(); int j = 0; // j is the index for inner vertices int maxJ = numHollowVerts - 1; for (int i = 0; i < numOuterVerts; i++) { if (j < maxJ) if (hollowAngles.angles[j + 1].angle - angles.angles[i].angle < angles.angles[i].angle - hollowAngles.angles[j].angle + 0.000001f) { newFace.v1 = i; newFace.v2 = numTotalVerts - j - 2; newFace.v3 = numTotalVerts - j - 1; this.faces.Add(newFace); j += 1; } newFace.v1 = numTotalVerts - j - 1; newFace.v2 = i; newFace.v3 = i + 1; this.faces.Add(newFace); } } } } if (calcVertexNormals) { foreach (Coord hc in hollowCoords) { this.coords.Add(hc); hollowCoordIndices.Add(this.coords.Count - 1); } } else this.coords.AddRange(hollowCoords); if (this.calcVertexNormals) { this.vertexNormals.AddRange(hollowNormals); this.us.AddRange(hollowUs); } } if (simpleFace && createFaces) { if (sides == 3) this.faces.Add(new Face(0, 1, 2)); else if (sides == 4) { this.faces.Add(new Face(0, 1, 2)); this.faces.Add(new Face(0, 2, 3)); } } if (calcVertexNormals && hasProfileCut) { if (hasHollow) { int lastOuterVertIndex = this.numOuterVerts - 1; this.cut1CoordIndices.Add(0); this.cut1CoordIndices.Add(this.coords.Count - 1); this.cut2CoordIndices.Add(lastOuterVertIndex + 1); this.cut2CoordIndices.Add(lastOuterVertIndex); this.cutNormal1.X = this.coords[0].Y - this.coords[this.coords.Count - 1].Y; this.cutNormal1.Y = -(this.coords[0].X - this.coords[this.coords.Count - 1].X); this.cutNormal2.X = this.coords[lastOuterVertIndex + 1].Y - this.coords[lastOuterVertIndex].Y; this.cutNormal2.Y = -(this.coords[lastOuterVertIndex + 1].X - this.coords[lastOuterVertIndex].X); } else { this.cutNormal1.X = this.vertexNormals[1].Y; this.cutNormal1.Y = -this.vertexNormals[1].X; this.cutNormal2.X = -this.vertexNormals[this.vertexNormals.Count - 2].Y; this.cutNormal2.Y = this.vertexNormals[this.vertexNormals.Count - 2].X; } this.cutNormal1.Normalize(); this.cutNormal2.Normalize(); } this.MakeFaceUVs(); hollowCoords = null; hollowNormals = null; hollowUs = null; if (calcVertexNormals) { // calculate prim face numbers // face number order is top, outer, hollow, bottom, start cut, end cut // I know it's ugly but so is the whole concept of prim face numbers int faceNum = 1; // start with outer faces int startVert = hasProfileCut && !hasHollow ? 1 : 0; if (startVert > 0) this.faceNumbers.Add(-1); for (int i = 0; i < numOuterVerts - 1; i++) this.faceNumbers.Add(sides < 5 ? faceNum++ : faceNum); //if (!hasHollow && !hasProfileCut) // this.bottomFaceNumber = faceNum++; this.faceNumbers.Add(hasProfileCut ? -1 : faceNum++); if (sides > 4 && (hasHollow || hasProfileCut)) faceNum++; if (hasHollow) { for (int i = 0; i < numHollowVerts; i++) this.faceNumbers.Add(faceNum); faceNum++; } //if (hasProfileCut || hasHollow) // this.bottomFaceNumber = faceNum++; this.bottomFaceNumber = faceNum++; if (hasHollow && hasProfileCut) this.faceNumbers.Add(faceNum++); for (int i = 0; i < this.faceNumbers.Count; i++) if (this.faceNumbers[i] == -1) this.faceNumbers[i] = faceNum++; this.numPrimFaces = faceNum; } }
private Coord SurfaceNormal(Face face) { return SurfaceNormal(this.coords[face.v1], this.coords[face.v2], this.coords[face.v3]); }
/// <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); } } } }
/// <summary> /// Extrudes a profile along a straight line path. Used for prim types box, cylinder, and prism. /// </summary> public void Extrude(PathType pathType) { this.coords = new List<Coord>(); this.faces = new List<Face>(); if (this.viewerMode) { this.viewerFaces = new List<ViewerFace>(); this.calcVertexNormals = true; } if (this.calcVertexNormals) this.normals = new List<Coord>(); //int step = 0; int steps = 1; float length = this.pathCutEnd - this.pathCutBegin; normalsProcessed = false; if (this.viewerMode && this.sides == 3) { // prisms don't taper well so add some vertical resolution // other prims may benefit from this but just do prisms for now if (Math.Abs(this.taperX) > 0.01 || Math.Abs(this.taperY) > 0.01) steps = (int)(steps * 4.5 * length); } float twistBegin = this.twistBegin / 360.0f * twoPi; float twistEnd = this.twistEnd / 360.0f * twoPi; float twistTotal = twistEnd - twistBegin; float twistTotalAbs = Math.Abs(twistTotal); if (twistTotalAbs > 0.01f) steps += (int)(twistTotalAbs * 3.66); // dahlia's magic number //float start = -0.5f; //float stepSize = length / (float)steps; //float percentOfPathMultiplier = stepSize; //float xProfileScale = 1.0f; //float yProfileScale = 1.0f; //float xOffset = 0.0f; //float yOffset = 0.0f; //float zOffset = start; //float xOffsetStepIncrement = this.topShearX / steps; //float yOffsetStepIncrement = this.topShearY / steps; //float percentOfPath = this.pathCutBegin; //zOffset += percentOfPath; float hollow = this.hollow; // sanity checks float initialProfileRot = 0.0f; if (pathType == PathType.Circular) { if (this.sides == 3) { initialProfileRot = (float)Math.PI; if (this.hollowSides == 4) { if (hollow > 0.7f) hollow = 0.7f; hollow *= 0.707f; } else hollow *= 0.5f; } else if (this.sides == 4) { initialProfileRot = 0.25f * (float)Math.PI; if (this.hollowSides != 4) hollow *= 0.707f; } else if (this.sides > 4) { initialProfileRot = (float)Math.PI; if (this.hollowSides == 4) { if (hollow > 0.7f) hollow = 0.7f; hollow /= 0.7f; } } } else { if (this.sides == 3) { if (this.hollowSides == 4) { if (hollow > 0.7f) hollow = 0.7f; hollow *= 0.707f; } else hollow *= 0.5f; } else if (this.sides == 4) { initialProfileRot = 1.25f * (float)Math.PI; if (this.hollowSides != 4) hollow *= 0.707f; } else if (this.sides == 24 && this.hollowSides == 4) hollow *= 1.414f; } Profile profile = new Profile(this.sides, this.profileStart, this.profileEnd, hollow, this.hollowSides, true, calcVertexNormals); this.errorMessage = profile.errorMessage; this.numPrimFaces = profile.numPrimFaces; int cut1Vert = -1; int cut2Vert = -1; if (hasProfileCut) { cut1Vert = hasHollow ? profile.coords.Count - 1 : 0; cut2Vert = hasHollow ? profile.numOuterVerts - 1 : profile.numOuterVerts; } if (initialProfileRot != 0.0f) { profile.AddRot(new Quat(new Coord(0.0f, 0.0f, 1.0f), initialProfileRot)); if (viewerMode) profile.MakeFaceUVs(); } Coord lastCutNormal1 = new Coord(); Coord lastCutNormal2 = new Coord(); float lastV = 1.0f; Path path = new Path(); path.twistBegin = twistBegin; path.twistEnd = twistEnd; path.topShearX = topShearX; path.topShearY = topShearY; path.pathCutBegin = pathCutBegin; path.pathCutEnd = pathCutEnd; path.dimpleBegin = dimpleBegin; path.dimpleEnd = dimpleEnd; path.skew = skew; path.holeSizeX = holeSizeX; path.holeSizeY = holeSizeY; path.taperX = taperX; path.taperY = taperY; path.radius = radius; path.revolutions = revolutions; path.stepsPerRevolution = stepsPerRevolution; path.Create(pathType, steps); /* public int twistBegin = 0; public int twistEnd = 0; public float topShearX = 0.0f; public float topShearY = 0.0f; public float pathCutBegin = 0.0f; public float pathCutEnd = 1.0f; public float dimpleBegin = 0.0f; public float dimpleEnd = 1.0f; public float skew = 0.0f; public float holeSizeX = 1.0f; // called pathScaleX in pbs public float holeSizeY = 0.25f; public float taperX = 0.0f; public float taperY = 0.0f; public float radius = 0.0f; public float revolutions = 1.0f; public int stepsPerRevolution = 24; */ bool needEndFaces = false; if (pathType == PathType.Circular) { needEndFaces = false; if (this.pathCutBegin != 0.0f || this.pathCutEnd != 1.0f) needEndFaces = true; else if (this.taperX != 0.0f || this.taperY != 0.0f) needEndFaces = true; else if (this.skew != 0.0f) needEndFaces = true; else if (twistTotal != 0.0f) needEndFaces = true; else if (this.radius != 0.0f) needEndFaces = true; } else needEndFaces = true; for (int nodeIndex = 0; nodeIndex < path.pathNodes.Count; nodeIndex++) { PathNode node = path.pathNodes[nodeIndex]; Profile newLayer = profile.Copy(); newLayer.Scale(node.xScale, node.yScale); newLayer.AddRot(node.rotation); newLayer.AddPos(node.position); if (needEndFaces && nodeIndex == 0) { newLayer.FlipNormals(); // add the top faces to the viewerFaces list here if (this.viewerMode) { Coord faceNormal = newLayer.faceNormal; ViewerFace newViewerFace = new ViewerFace(profile.bottomFaceNumber); int numFaces = newLayer.faces.Count; List<Face> faces = newLayer.faces; for (int i = 0; i < numFaces; i++) { Face face = faces[i]; newViewerFace.v1 = newLayer.coords[face.v1]; newViewerFace.v2 = newLayer.coords[face.v2]; newViewerFace.v3 = newLayer.coords[face.v3]; newViewerFace.coordIndex1 = face.v1; newViewerFace.coordIndex2 = face.v2; newViewerFace.coordIndex3 = face.v3; newViewerFace.n1 = faceNormal; newViewerFace.n2 = faceNormal; newViewerFace.n3 = faceNormal; newViewerFace.uv1 = newLayer.faceUVs[face.v1]; newViewerFace.uv2 = newLayer.faceUVs[face.v2]; newViewerFace.uv3 = newLayer.faceUVs[face.v3]; this.viewerFaces.Add(newViewerFace); } } } // if (nodeIndex == 0) // append this layer int coordsLen = this.coords.Count; int lastCoordsLen = coordsLen; newLayer.AddValue2FaceVertexIndices(coordsLen); this.coords.AddRange(newLayer.coords); if (this.calcVertexNormals) { newLayer.AddValue2FaceNormalIndices(this.normals.Count); this.normals.AddRange(newLayer.vertexNormals); } if (node.percentOfPath < this.pathCutBegin + 0.01f || node.percentOfPath > this.pathCutEnd - 0.01f) this.faces.AddRange(newLayer.faces); // fill faces between layers int numVerts = newLayer.coords.Count; Face newFace = new Face(); //if (step > 0) if (nodeIndex > 0) { int startVert = coordsLen + 1; int endVert = this.coords.Count; if (sides < 5 || this.hasProfileCut || hollow > 0.0f) startVert--; for (int i = startVert; i < endVert; i++) { int iNext = i + 1; if (i == endVert - 1) iNext = startVert; int whichVert = i - startVert; //int whichVert2 = i - lastCoordsLen; newFace.v1 = i; newFace.v2 = i - numVerts; newFace.v3 = iNext - numVerts; this.faces.Add(newFace); newFace.v2 = iNext - numVerts; newFace.v3 = iNext; this.faces.Add(newFace); if (this.viewerMode) { // add the side faces to the list of viewerFaces here int primFaceNum = profile.faceNumbers[whichVert]; if (!needEndFaces) primFaceNum -= 1; ViewerFace newViewerFace1 = new ViewerFace(primFaceNum); ViewerFace newViewerFace2 = new ViewerFace(primFaceNum); float u1 = newLayer.us[whichVert]; float u2 = 1.0f; if (whichVert < newLayer.us.Count - 1) u2 = newLayer.us[whichVert + 1]; if (whichVert == cut1Vert || whichVert == cut2Vert) { u1 = 0.0f; u2 = 1.0f; } else if (sides < 5) { if (whichVert < profile.numOuterVerts) { // boxes and prisms have one texture face per side of the prim, so the U values have to be scaled // to reflect the entire texture width u1 *= sides; u2 *= sides; u2 -= (int)u1; u1 -= (int)u1; if (u2 < 0.1f) u2 = 1.0f; } else if (whichVert > profile.coords.Count - profile.numHollowVerts - 1) { u1 *= 2.0f; u2 *= 2.0f; } } newViewerFace1.uv1.U = u1; newViewerFace1.uv2.U = u1; newViewerFace1.uv3.U = u2; newViewerFace1.uv1.V = 1.0f - node.percentOfPath; newViewerFace1.uv2.V = lastV; newViewerFace1.uv3.V = lastV; newViewerFace2.uv1.U = u1; newViewerFace2.uv2.U = u2; newViewerFace2.uv3.U = u2; newViewerFace2.uv1.V = 1.0f - node.percentOfPath; newViewerFace2.uv2.V = lastV; newViewerFace2.uv3.V = 1.0f - node.percentOfPath; newViewerFace1.v1 = this.coords[i]; newViewerFace1.v2 = this.coords[i - numVerts]; newViewerFace1.v3 = this.coords[iNext - numVerts]; newViewerFace2.v1 = this.coords[i]; newViewerFace2.v2 = this.coords[iNext - numVerts]; newViewerFace2.v3 = this.coords[iNext]; newViewerFace1.coordIndex1 = i; newViewerFace1.coordIndex2 = i - numVerts; newViewerFace1.coordIndex3 = iNext - numVerts; newViewerFace2.coordIndex1 = i; newViewerFace2.coordIndex2 = iNext - numVerts; newViewerFace2.coordIndex3 = iNext; // profile cut faces if (whichVert == cut1Vert) { newViewerFace1.n1 = newLayer.cutNormal1; newViewerFace1.n2 = newViewerFace1.n3 = lastCutNormal1; newViewerFace2.n1 = newViewerFace2.n3 = newLayer.cutNormal1; newViewerFace2.n2 = lastCutNormal1; } else if (whichVert == cut2Vert) { newViewerFace1.n1 = newLayer.cutNormal2; newViewerFace1.n2 = newViewerFace1.n3 = lastCutNormal2; newViewerFace2.n1 = newViewerFace2.n3 = newLayer.cutNormal2; newViewerFace2.n2 = lastCutNormal2; } else // outer and hollow faces { if ((sides < 5 && whichVert < newLayer.numOuterVerts) || (hollowSides < 5 && whichVert >= newLayer.numOuterVerts)) { // looks terrible when path is twisted... need vertex normals here newViewerFace1.CalcSurfaceNormal(); newViewerFace2.CalcSurfaceNormal(); } else { newViewerFace1.n1 = this.normals[i]; newViewerFace1.n2 = this.normals[i - numVerts]; newViewerFace1.n3 = this.normals[iNext - numVerts]; newViewerFace2.n1 = this.normals[i]; newViewerFace2.n2 = this.normals[iNext - numVerts]; newViewerFace2.n3 = this.normals[iNext]; } } this.viewerFaces.Add(newViewerFace1); this.viewerFaces.Add(newViewerFace2); } } } lastCutNormal1 = newLayer.cutNormal1; lastCutNormal2 = newLayer.cutNormal2; lastV = 1.0f - node.percentOfPath; if (needEndFaces && nodeIndex == path.pathNodes.Count - 1 && viewerMode) { // add the top faces to the viewerFaces list here Coord faceNormal = newLayer.faceNormal; ViewerFace newViewerFace = new ViewerFace(); newViewerFace.primFaceNumber = 0; int numFaces = newLayer.faces.Count; List<Face> faces = newLayer.faces; for (int i = 0; i < numFaces; i++) { Face face = faces[i]; newViewerFace.v1 = newLayer.coords[face.v1 - coordsLen]; newViewerFace.v2 = newLayer.coords[face.v2 - coordsLen]; newViewerFace.v3 = newLayer.coords[face.v3 - coordsLen]; newViewerFace.coordIndex1 = face.v1 - coordsLen; newViewerFace.coordIndex2 = face.v2 - coordsLen; newViewerFace.coordIndex3 = face.v3 - coordsLen; newViewerFace.n1 = faceNormal; newViewerFace.n2 = faceNormal; newViewerFace.n3 = faceNormal; newViewerFace.uv1 = newLayer.faceUVs[face.v1 - coordsLen]; newViewerFace.uv2 = newLayer.faceUVs[face.v2 - coordsLen]; newViewerFace.uv3 = newLayer.faceUVs[face.v3 - coordsLen]; this.viewerFaces.Add(newViewerFace); } } } // for (int nodeIndex = 0; nodeIndex < path.pathNodes.Count; nodeIndex++) }