corrade-vassal – Rev 16
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/*
* Copyright (c) 2006-2014, openmetaverse.org
* All rights reserved.
*
* - Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
*
* - Redistributions of source code must retain the above copyright notice, this
* list of conditions and the following disclaimer.
* - Neither the name of the openmetaverse.org nor the names
* of its contributors may be used to endorse or promote products derived from
* this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
* ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
* LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
* SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
* INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
* CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Collections.Generic;
namespace OpenMetaverse.Rendering
{
[RendererName("Simple Cube Renderer")]
public class SimpleRenderer : IRendering
{
public SimpleMesh GenerateSimpleMesh(Primitive prim, DetailLevel lod)
{
Path path = GeneratePath();
Profile profile = GenerateProfile();
SimpleMesh mesh = new SimpleMesh();
mesh.Prim = prim;
mesh.Path = path;
mesh.Profile = profile;
mesh.Vertices = GenerateVertices();
mesh.Indices = GenerateIndices();
return mesh;
}
public SimpleMesh GenerateSimpleSculptMesh(Primitive prim, System.Drawing.Bitmap sculptTexture, DetailLevel lod)
{
return GenerateSimpleMesh(prim, lod);
}
public FacetedMesh GenerateFacetedMesh(Primitive prim, DetailLevel lod)
{
Path path = GeneratePath();
Profile profile = GenerateProfile();
FacetedMesh mesh = new FacetedMesh();
mesh.Prim = prim;
mesh.Path = path;
mesh.Profile = profile;
mesh.Faces = GenerateFaces(prim.Textures);
return mesh;
}
public FacetedMesh GenerateFacetedSculptMesh(Primitive prim, System.Drawing.Bitmap sculptTexture, DetailLevel lod)
{
return GenerateFacetedMesh(prim, lod);
}
public void TransformTexCoords(List<Vertex> vertices, Vector3 center, Primitive.TextureEntryFace teFace, Vector3 primScale)
{
// Lalala...
}
private Path GeneratePath()
{
Path path = new Path();
path.Points = new List<PathPoint>();
return path;
}
private Profile GenerateProfile()
{
Profile profile = new Profile();
profile.Faces = new List<ProfileFace>();
profile.Positions = new List<Vector3>();
return profile;
}
private List<Vertex> GenerateVertices()
{
List<Vertex> vertices = new List<Vertex>(8);
Vertex v = new Vertex();
// FIXME: Implement these
v.Normal = Vector3.Zero;
v.TexCoord = Vector2.Zero;
v.Position = new Vector3(0.5f, 0.5f, -0.5f);
vertices.Add(v);
v.Position = new Vector3(0.5f, -0.5f, -0.5f);
vertices.Add(v);
v.Position = new Vector3(-0.5f, -0.5f, -0.5f);
vertices.Add(v);
v.Position = new Vector3(-0.5f, 0.5f, -0.5f);
vertices.Add(v);
v.Position = new Vector3(0.5f, 0.5f, 0.5f);
vertices.Add(v);
v.Position = new Vector3(0.5f, -0.5f, 0.5f);
vertices.Add(v);
v.Position = new Vector3(-0.5f, -0.5f, 0.5f);
vertices.Add(v);
v.Position = new Vector3(-0.5f, 0.5f, 0.5f);
vertices.Add(v);
return vertices;
}
private List<ushort> GenerateIndices()
{
ushort[] indices = new ushort[] {
0, 1, 2,
0, 2, 3,
4, 7, 6,
4, 6, 5,
0, 4, 5,
0, 5, 1,
1, 5, 6,
1, 6, 2,
2, 6, 7,
2, 7, 3,
4, 0, 3,
4, 3, 7,
};
return new List<ushort>(indices);
}
private List<Face> GenerateFaces(Primitive.TextureEntry te)
{
Face face = new Face();
face.Edge = new List<int>();
face.TextureFace = te.DefaultTexture;
face.Vertices = GenerateVertices();
face.Indices = GenerateIndices();
List<Face> faces = new List<Face>(1);
faces.Add(face);
return faces;
}
}
}