opensim – Blame information for rev 1
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1 | eva | 1 | /* |
2 | * Copyright (c) Contributors |
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3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. |
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4 | * |
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5 | * Redistribution and use in source and binary forms, with or without |
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6 | * modification, are permitted provided that the following conditions are met: |
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7 | * * Redistributions of source code must retain the above copyright |
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8 | * notice, this list of conditions and the following disclaimer. |
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9 | * * Redistributions in binary form must reproduce the above copyright |
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10 | * notice, this list of conditions and the following disclaimer in the |
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11 | * documentation and/or other materials provided with the distribution. |
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12 | * * Neither the name of the OpenSimulator Project nor the |
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13 | * names of its contributors may be used to endorse or promote products |
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14 | * derived from this software without specific prior written permission. |
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15 | * |
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16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY |
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17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED |
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18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE |
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19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY |
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20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES |
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21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; |
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22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND |
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23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
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24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS |
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25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
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26 | */ |
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27 | |||
28 | // to build without references to System.Drawing, comment this out |
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29 | #define SYSTEM_DRAWING |
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30 | |||
31 | using System; |
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32 | using System.Collections.Generic; |
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33 | using System.Text; |
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34 | using System.IO; |
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35 | |||
36 | #if SYSTEM_DRAWING |
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37 | using System.Drawing; |
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38 | using System.Drawing.Imaging; |
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39 | #endif |
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40 | |||
41 | namespace PrimMesher |
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42 | { |
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43 | |||
44 | public class SculptMesh |
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45 | { |
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46 | public List<Coord> coords; |
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47 | public List<Face> faces; |
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48 | |||
49 | public List<ViewerFace> viewerFaces; |
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50 | public List<Coord> normals; |
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51 | public List<UVCoord> uvs; |
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52 | |||
53 | public enum SculptType { sphere = 1, torus = 2, plane = 3, cylinder = 4 }; |
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54 | |||
55 | #if SYSTEM_DRAWING |
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56 | |||
57 | public SculptMesh SculptMeshFromFile(string fileName, SculptType sculptType, int lod, bool viewerMode) |
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58 | { |
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59 | Bitmap bitmap = (Bitmap)Bitmap.FromFile(fileName); |
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60 | SculptMesh sculptMesh = new SculptMesh(bitmap, sculptType, lod, viewerMode); |
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61 | bitmap.Dispose(); |
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62 | return sculptMesh; |
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63 | } |
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64 | |||
65 | |||
66 | public SculptMesh(string fileName, int sculptType, int lod, int viewerMode, int mirror, int invert) |
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67 | { |
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68 | Bitmap bitmap = (Bitmap)Bitmap.FromFile(fileName); |
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69 | _SculptMesh(bitmap, (SculptType)sculptType, lod, viewerMode != 0, mirror != 0, invert != 0); |
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70 | bitmap.Dispose(); |
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71 | } |
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72 | #endif |
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73 | |||
74 | /// <summary> |
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75 | /// ** Experimental ** May disappear from future versions ** not recommeneded for use in applications |
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76 | /// Construct a sculpt mesh from a 2D array of floats |
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77 | /// </summary> |
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78 | /// <param name="zMap"></param> |
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79 | /// <param name="xBegin"></param> |
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80 | /// <param name="xEnd"></param> |
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81 | /// <param name="yBegin"></param> |
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82 | /// <param name="yEnd"></param> |
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83 | /// <param name="viewerMode"></param> |
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84 | public SculptMesh(float[,] zMap, float xBegin, float xEnd, float yBegin, float yEnd, bool viewerMode) |
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85 | { |
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86 | float xStep, yStep; |
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87 | float uStep, vStep; |
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88 | |||
89 | int numYElements = zMap.GetLength(0); |
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90 | int numXElements = zMap.GetLength(1); |
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91 | |||
92 | try |
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93 | { |
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94 | xStep = (xEnd - xBegin) / (float)(numXElements - 1); |
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95 | yStep = (yEnd - yBegin) / (float)(numYElements - 1); |
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96 | |||
97 | uStep = 1.0f / (numXElements - 1); |
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98 | vStep = 1.0f / (numYElements - 1); |
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99 | } |
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100 | catch (DivideByZeroException) |
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101 | { |
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102 | return; |
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103 | } |
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104 | |||
105 | coords = new List<Coord>(); |
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106 | faces = new List<Face>(); |
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107 | normals = new List<Coord>(); |
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108 | uvs = new List<UVCoord>(); |
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109 | |||
110 | viewerFaces = new List<ViewerFace>(); |
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111 | |||
112 | int p1, p2, p3, p4; |
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113 | |||
114 | int x, y; |
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115 | int xStart = 0, yStart = 0; |
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116 | |||
117 | for (y = yStart; y < numYElements; y++) |
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118 | { |
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119 | int rowOffset = y * numXElements; |
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120 | |||
121 | for (x = xStart; x < numXElements; x++) |
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122 | { |
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123 | /* |
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124 | * p1-----p2 |
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125 | * | \ f2 | |
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126 | * | \ | |
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127 | * | f1 \| |
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128 | * p3-----p4 |
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129 | */ |
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130 | |||
131 | p4 = rowOffset + x; |
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132 | p3 = p4 - 1; |
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133 | |||
134 | p2 = p4 - numXElements; |
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135 | p1 = p3 - numXElements; |
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136 | |||
137 | Coord c = new Coord(xBegin + x * xStep, yBegin + y * yStep, zMap[y, x]); |
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138 | this.coords.Add(c); |
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139 | if (viewerMode) |
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140 | { |
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141 | this.normals.Add(new Coord()); |
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142 | this.uvs.Add(new UVCoord(uStep * x, 1.0f - vStep * y)); |
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143 | } |
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144 | |||
145 | if (y > 0 && x > 0) |
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146 | { |
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147 | Face f1, f2; |
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148 | |||
149 | if (viewerMode) |
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150 | { |
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151 | f1 = new Face(p1, p4, p3, p1, p4, p3); |
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152 | f1.uv1 = p1; |
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153 | f1.uv2 = p4; |
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154 | f1.uv3 = p3; |
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155 | |||
156 | f2 = new Face(p1, p2, p4, p1, p2, p4); |
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157 | f2.uv1 = p1; |
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158 | f2.uv2 = p2; |
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159 | f2.uv3 = p4; |
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160 | } |
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161 | else |
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162 | { |
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163 | f1 = new Face(p1, p4, p3); |
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164 | f2 = new Face(p1, p2, p4); |
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165 | } |
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166 | |||
167 | this.faces.Add(f1); |
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168 | this.faces.Add(f2); |
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169 | } |
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170 | } |
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171 | } |
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172 | |||
173 | if (viewerMode) |
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174 | calcVertexNormals(SculptType.plane, numXElements, numYElements); |
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175 | } |
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176 | |||
177 | #if SYSTEM_DRAWING |
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178 | public SculptMesh(Bitmap sculptBitmap, SculptType sculptType, int lod, bool viewerMode) |
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179 | { |
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180 | _SculptMesh(sculptBitmap, sculptType, lod, viewerMode, false, false); |
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181 | } |
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182 | |||
183 | public SculptMesh(Bitmap sculptBitmap, SculptType sculptType, int lod, bool viewerMode, bool mirror, bool invert) |
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184 | { |
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185 | _SculptMesh(sculptBitmap, sculptType, lod, viewerMode, mirror, invert); |
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186 | } |
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187 | #endif |
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188 | |||
189 | public SculptMesh(List<List<Coord>> rows, SculptType sculptType, bool viewerMode, bool mirror, bool invert) |
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190 | { |
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191 | _SculptMesh(rows, sculptType, viewerMode, mirror, invert); |
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192 | } |
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193 | |||
194 | #if SYSTEM_DRAWING |
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195 | /// <summary> |
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196 | /// converts a bitmap to a list of lists of coords, while scaling the image. |
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197 | /// the scaling is done in floating point so as to allow for reduced vertex position |
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198 | /// quantization as the position will be averaged between pixel values. this routine will |
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199 | /// likely fail if the bitmap width and height are not powers of 2. |
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200 | /// </summary> |
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201 | /// <param name="bitmap"></param> |
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202 | /// <param name="scale"></param> |
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203 | /// <param name="mirror"></param> |
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204 | /// <returns></returns> |
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205 | private List<List<Coord>> bitmap2Coords(Bitmap bitmap, int scale, bool mirror) |
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206 | { |
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207 | int numRows = bitmap.Height / scale; |
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208 | int numCols = bitmap.Width / scale; |
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209 | List<List<Coord>> rows = new List<List<Coord>>(numRows); |
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210 | |||
211 | float pixScale = 1.0f / (scale * scale); |
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212 | pixScale /= 255; |
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213 | |||
214 | int imageX, imageY = 0; |
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215 | |||
216 | int rowNdx, colNdx; |
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217 | |||
218 | for (rowNdx = 0; rowNdx < numRows; rowNdx++) |
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219 | { |
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220 | List<Coord> row = new List<Coord>(numCols); |
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221 | for (colNdx = 0; colNdx < numCols; colNdx++) |
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222 | { |
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223 | imageX = colNdx * scale; |
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224 | int imageYStart = rowNdx * scale; |
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225 | int imageYEnd = imageYStart + scale; |
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226 | int imageXEnd = imageX + scale; |
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227 | float rSum = 0.0f; |
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228 | float gSum = 0.0f; |
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229 | float bSum = 0.0f; |
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230 | for (; imageX < imageXEnd; imageX++) |
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231 | { |
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232 | for (imageY = imageYStart; imageY < imageYEnd; imageY++) |
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233 | { |
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234 | Color c = bitmap.GetPixel(imageX, imageY); |
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235 | if (c.A != 255) |
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236 | { |
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237 | bitmap.SetPixel(imageX, imageY, Color.FromArgb(255, c.R, c.G, c.B)); |
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238 | c = bitmap.GetPixel(imageX, imageY); |
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239 | } |
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240 | rSum += c.R; |
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241 | gSum += c.G; |
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242 | bSum += c.B; |
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243 | } |
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244 | } |
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245 | if (mirror) |
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246 | row.Add(new Coord(-(rSum * pixScale - 0.5f), gSum * pixScale - 0.5f, bSum * pixScale - 0.5f)); |
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247 | else |
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248 | row.Add(new Coord(rSum * pixScale - 0.5f, gSum * pixScale - 0.5f, bSum * pixScale - 0.5f)); |
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249 | |||
250 | } |
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251 | rows.Add(row); |
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252 | } |
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253 | return rows; |
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254 | } |
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255 | |||
256 | private List<List<Coord>> bitmap2CoordsSampled(Bitmap bitmap, int scale, bool mirror) |
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257 | { |
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258 | int numRows = bitmap.Height / scale; |
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259 | int numCols = bitmap.Width / scale; |
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260 | List<List<Coord>> rows = new List<List<Coord>>(numRows); |
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261 | |||
262 | float pixScale = 1.0f / 256.0f; |
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263 | |||
264 | int imageX, imageY = 0; |
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265 | |||
266 | int rowNdx, colNdx; |
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267 | |||
268 | for (rowNdx = 0; rowNdx <= numRows; rowNdx++) |
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269 | { |
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270 | List<Coord> row = new List<Coord>(numCols); |
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271 | imageY = rowNdx * scale; |
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272 | if (rowNdx == numRows) imageY--; |
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273 | for (colNdx = 0; colNdx <= numCols; colNdx++) |
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274 | { |
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275 | imageX = colNdx * scale; |
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276 | if (colNdx == numCols) imageX--; |
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277 | |||
278 | Color c = bitmap.GetPixel(imageX, imageY); |
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279 | if (c.A != 255) |
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280 | { |
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281 | bitmap.SetPixel(imageX, imageY, Color.FromArgb(255, c.R, c.G, c.B)); |
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282 | c = bitmap.GetPixel(imageX, imageY); |
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283 | } |
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284 | |||
285 | if (mirror) |
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286 | row.Add(new Coord(-(c.R * pixScale - 0.5f), c.G * pixScale - 0.5f, c.B * pixScale - 0.5f)); |
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287 | else |
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288 | row.Add(new Coord(c.R * pixScale - 0.5f, c.G * pixScale - 0.5f, c.B * pixScale - 0.5f)); |
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289 | |||
290 | } |
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291 | rows.Add(row); |
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292 | } |
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293 | return rows; |
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294 | } |
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295 | |||
296 | |||
297 | void _SculptMesh(Bitmap sculptBitmap, SculptType sculptType, int lod, bool viewerMode, bool mirror, bool invert) |
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298 | { |
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299 | _SculptMesh(new SculptMap(sculptBitmap, lod).ToRows(mirror), sculptType, viewerMode, mirror, invert); |
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300 | } |
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301 | #endif |
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302 | |||
303 | void _SculptMesh(List<List<Coord>> rows, SculptType sculptType, bool viewerMode, bool mirror, bool invert) |
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304 | { |
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305 | coords = new List<Coord>(); |
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306 | faces = new List<Face>(); |
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307 | normals = new List<Coord>(); |
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308 | uvs = new List<UVCoord>(); |
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309 | |||
310 | sculptType = (SculptType)(((int)sculptType) & 0x07); |
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311 | |||
312 | if (mirror) |
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313 | invert = !invert; |
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314 | |||
315 | viewerFaces = new List<ViewerFace>(); |
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316 | |||
317 | int width = rows[0].Count; |
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318 | |||
319 | int p1, p2, p3, p4; |
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320 | |||
321 | int imageX, imageY; |
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322 | |||
323 | if (sculptType != SculptType.plane) |
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324 | { |
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325 | if (rows.Count % 2 == 0) |
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326 | { |
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327 | for (int rowNdx = 0; rowNdx < rows.Count; rowNdx++) |
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328 | rows[rowNdx].Add(rows[rowNdx][0]); |
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329 | } |
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330 | else |
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331 | { |
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332 | int lastIndex = rows[0].Count - 1; |
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333 | |||
334 | for (int i = 0; i < rows.Count; i++) |
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335 | rows[i][0] = rows[i][lastIndex]; |
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336 | } |
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337 | } |
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338 | |||
339 | Coord topPole = rows[0][width / 2]; |
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340 | Coord bottomPole = rows[rows.Count - 1][width / 2]; |
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341 | |||
342 | if (sculptType == SculptType.sphere) |
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343 | { |
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344 | if (rows.Count % 2 == 0) |
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345 | { |
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346 | int count = rows[0].Count; |
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347 | List<Coord> topPoleRow = new List<Coord>(count); |
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348 | List<Coord> bottomPoleRow = new List<Coord>(count); |
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349 | |||
350 | for (int i = 0; i < count; i++) |
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351 | { |
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352 | topPoleRow.Add(topPole); |
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353 | bottomPoleRow.Add(bottomPole); |
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354 | } |
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355 | rows.Insert(0, topPoleRow); |
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356 | rows.Add(bottomPoleRow); |
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357 | } |
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358 | else |
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359 | { |
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360 | int count = rows[0].Count; |
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361 | |||
362 | List<Coord> topPoleRow = rows[0]; |
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363 | List<Coord> bottomPoleRow = rows[rows.Count - 1]; |
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364 | |||
365 | for (int i = 0; i < count; i++) |
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366 | { |
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367 | topPoleRow[i] = topPole; |
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368 | bottomPoleRow[i] = bottomPole; |
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369 | } |
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370 | } |
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371 | } |
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372 | |||
373 | if (sculptType == SculptType.torus) |
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374 | rows.Add(rows[0]); |
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375 | |||
376 | int coordsDown = rows.Count; |
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377 | int coordsAcross = rows[0].Count; |
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378 | // int lastColumn = coordsAcross - 1; |
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379 | |||
380 | float widthUnit = 1.0f / (coordsAcross - 1); |
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381 | float heightUnit = 1.0f / (coordsDown - 1); |
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382 | |||
383 | for (imageY = 0; imageY < coordsDown; imageY++) |
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384 | { |
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385 | int rowOffset = imageY * coordsAcross; |
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386 | |||
387 | for (imageX = 0; imageX < coordsAcross; imageX++) |
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388 | { |
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389 | /* |
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390 | * p1-----p2 |
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391 | * | \ f2 | |
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392 | * | \ | |
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393 | * | f1 \| |
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394 | * p3-----p4 |
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395 | */ |
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396 | |||
397 | p4 = rowOffset + imageX; |
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398 | p3 = p4 - 1; |
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399 | |||
400 | p2 = p4 - coordsAcross; |
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401 | p1 = p3 - coordsAcross; |
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402 | |||
403 | this.coords.Add(rows[imageY][imageX]); |
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404 | if (viewerMode) |
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405 | { |
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406 | this.normals.Add(new Coord()); |
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407 | this.uvs.Add(new UVCoord(widthUnit * imageX, heightUnit * imageY)); |
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408 | } |
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409 | |||
410 | if (imageY > 0 && imageX > 0) |
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411 | { |
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412 | Face f1, f2; |
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413 | |||
414 | if (viewerMode) |
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415 | { |
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416 | if (invert) |
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417 | { |
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418 | f1 = new Face(p1, p4, p3, p1, p4, p3); |
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419 | f1.uv1 = p1; |
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420 | f1.uv2 = p4; |
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421 | f1.uv3 = p3; |
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422 | |||
423 | f2 = new Face(p1, p2, p4, p1, p2, p4); |
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424 | f2.uv1 = p1; |
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425 | f2.uv2 = p2; |
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426 | f2.uv3 = p4; |
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427 | } |
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428 | else |
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429 | { |
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430 | f1 = new Face(p1, p3, p4, p1, p3, p4); |
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431 | f1.uv1 = p1; |
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432 | f1.uv2 = p3; |
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433 | f1.uv3 = p4; |
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434 | |||
435 | f2 = new Face(p1, p4, p2, p1, p4, p2); |
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436 | f2.uv1 = p1; |
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437 | f2.uv2 = p4; |
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438 | f2.uv3 = p2; |
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439 | } |
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440 | } |
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441 | else |
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442 | { |
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443 | if (invert) |
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444 | { |
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445 | f1 = new Face(p1, p4, p3); |
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446 | f2 = new Face(p1, p2, p4); |
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447 | } |
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448 | else |
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449 | { |
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450 | f1 = new Face(p1, p3, p4); |
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451 | f2 = new Face(p1, p4, p2); |
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452 | } |
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453 | } |
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454 | |||
455 | this.faces.Add(f1); |
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456 | this.faces.Add(f2); |
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457 | } |
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458 | } |
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459 | } |
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460 | |||
461 | if (viewerMode) |
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462 | calcVertexNormals(sculptType, coordsAcross, coordsDown); |
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463 | } |
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464 | |||
465 | /// <summary> |
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466 | /// Duplicates a SculptMesh object. All object properties are copied by value, including lists. |
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467 | /// </summary> |
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468 | /// <returns></returns> |
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469 | public SculptMesh Copy() |
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470 | { |
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471 | return new SculptMesh(this); |
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472 | } |
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473 | |||
474 | public SculptMesh(SculptMesh sm) |
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475 | { |
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476 | coords = new List<Coord>(sm.coords); |
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477 | faces = new List<Face>(sm.faces); |
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478 | viewerFaces = new List<ViewerFace>(sm.viewerFaces); |
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479 | normals = new List<Coord>(sm.normals); |
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480 | uvs = new List<UVCoord>(sm.uvs); |
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481 | } |
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482 | |||
483 | private void calcVertexNormals(SculptType sculptType, int xSize, int ySize) |
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484 | { // compute vertex normals by summing all the surface normals of all the triangles sharing |
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485 | // each vertex and then normalizing |
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486 | int numFaces = this.faces.Count; |
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487 | for (int i = 0; i < numFaces; i++) |
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488 | { |
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489 | Face face = this.faces[i]; |
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490 | Coord surfaceNormal = face.SurfaceNormal(this.coords); |
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491 | this.normals[face.n1] += surfaceNormal; |
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492 | this.normals[face.n2] += surfaceNormal; |
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493 | this.normals[face.n3] += surfaceNormal; |
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494 | } |
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495 | |||
496 | int numNormals = this.normals.Count; |
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497 | for (int i = 0; i < numNormals; i++) |
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498 | this.normals[i] = this.normals[i].Normalize(); |
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499 | |||
500 | if (sculptType != SculptType.plane) |
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501 | { // blend the vertex normals at the cylinder seam |
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502 | for (int y = 0; y < ySize; y++) |
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503 | { |
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504 | int rowOffset = y * xSize; |
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505 | |||
506 | this.normals[rowOffset] = this.normals[rowOffset + xSize - 1] = (this.normals[rowOffset] + this.normals[rowOffset + xSize - 1]).Normalize(); |
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507 | } |
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508 | } |
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509 | |||
510 | foreach (Face face in this.faces) |
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511 | { |
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512 | ViewerFace vf = new ViewerFace(0); |
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513 | vf.v1 = this.coords[face.v1]; |
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514 | vf.v2 = this.coords[face.v2]; |
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515 | vf.v3 = this.coords[face.v3]; |
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516 | |||
517 | vf.coordIndex1 = face.v1; |
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518 | vf.coordIndex2 = face.v2; |
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519 | vf.coordIndex3 = face.v3; |
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520 | |||
521 | vf.n1 = this.normals[face.n1]; |
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522 | vf.n2 = this.normals[face.n2]; |
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523 | vf.n3 = this.normals[face.n3]; |
||
524 | |||
525 | vf.uv1 = this.uvs[face.uv1]; |
||
526 | vf.uv2 = this.uvs[face.uv2]; |
||
527 | vf.uv3 = this.uvs[face.uv3]; |
||
528 | |||
529 | this.viewerFaces.Add(vf); |
||
530 | } |
||
531 | } |
||
532 | |||
533 | /// <summary> |
||
534 | /// Adds a value to each XYZ vertex coordinate in the mesh |
||
535 | /// </summary> |
||
536 | /// <param name="x"></param> |
||
537 | /// <param name="y"></param> |
||
538 | /// <param name="z"></param> |
||
539 | public void AddPos(float x, float y, float z) |
||
540 | { |
||
541 | int i; |
||
542 | int numVerts = this.coords.Count; |
||
543 | Coord vert; |
||
544 | |||
545 | for (i = 0; i < numVerts; i++) |
||
546 | { |
||
547 | vert = this.coords[i]; |
||
548 | vert.X += x; |
||
549 | vert.Y += y; |
||
550 | vert.Z += z; |
||
551 | this.coords[i] = vert; |
||
552 | } |
||
553 | |||
554 | if (this.viewerFaces != null) |
||
555 | { |
||
556 | int numViewerFaces = this.viewerFaces.Count; |
||
557 | |||
558 | for (i = 0; i < numViewerFaces; i++) |
||
559 | { |
||
560 | ViewerFace v = this.viewerFaces[i]; |
||
561 | v.AddPos(x, y, z); |
||
562 | this.viewerFaces[i] = v; |
||
563 | } |
||
564 | } |
||
565 | } |
||
566 | |||
567 | /// <summary> |
||
568 | /// Rotates the mesh |
||
569 | /// </summary> |
||
570 | /// <param name="q"></param> |
||
571 | public void AddRot(Quat q) |
||
572 | { |
||
573 | int i; |
||
574 | int numVerts = this.coords.Count; |
||
575 | |||
576 | for (i = 0; i < numVerts; i++) |
||
577 | this.coords[i] *= q; |
||
578 | |||
579 | int numNormals = this.normals.Count; |
||
580 | for (i = 0; i < numNormals; i++) |
||
581 | this.normals[i] *= q; |
||
582 | |||
583 | if (this.viewerFaces != null) |
||
584 | { |
||
585 | int numViewerFaces = this.viewerFaces.Count; |
||
586 | |||
587 | for (i = 0; i < numViewerFaces; i++) |
||
588 | { |
||
589 | ViewerFace v = this.viewerFaces[i]; |
||
590 | v.v1 *= q; |
||
591 | v.v2 *= q; |
||
592 | v.v3 *= q; |
||
593 | |||
594 | v.n1 *= q; |
||
595 | v.n2 *= q; |
||
596 | v.n3 *= q; |
||
597 | |||
598 | this.viewerFaces[i] = v; |
||
599 | } |
||
600 | } |
||
601 | } |
||
602 | |||
603 | public void Scale(float x, float y, float z) |
||
604 | { |
||
605 | int i; |
||
606 | int numVerts = this.coords.Count; |
||
607 | |||
608 | Coord m = new Coord(x, y, z); |
||
609 | for (i = 0; i < numVerts; i++) |
||
610 | this.coords[i] *= m; |
||
611 | |||
612 | if (this.viewerFaces != null) |
||
613 | { |
||
614 | int numViewerFaces = this.viewerFaces.Count; |
||
615 | for (i = 0; i < numViewerFaces; i++) |
||
616 | { |
||
617 | ViewerFace v = this.viewerFaces[i]; |
||
618 | v.v1 *= m; |
||
619 | v.v2 *= m; |
||
620 | v.v3 *= m; |
||
621 | this.viewerFaces[i] = v; |
||
622 | } |
||
623 | } |
||
624 | } |
||
625 | |||
626 | public void DumpRaw(String path, String name, String title) |
||
627 | { |
||
628 | if (path == null) |
||
629 | return; |
||
630 | String fileName = name + "_" + title + ".raw"; |
||
631 | String completePath = System.IO.Path.Combine(path, fileName); |
||
632 | StreamWriter sw = new StreamWriter(completePath); |
||
633 | |||
634 | for (int i = 0; i < this.faces.Count; i++) |
||
635 | { |
||
636 | string s = this.coords[this.faces[i].v1].ToString(); |
||
637 | s += " " + this.coords[this.faces[i].v2].ToString(); |
||
638 | s += " " + this.coords[this.faces[i].v3].ToString(); |
||
639 | |||
640 | sw.WriteLine(s); |
||
641 | } |
||
642 | |||
643 | sw.Close(); |
||
644 | } |
||
645 | } |
||
646 | } |