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authorDahlia Trimble2009-01-04 19:09:31 +0000
committerDahlia Trimble2009-01-04 19:09:31 +0000
commit20670ff0c88f7744bb1e7b1395837f537c83ea86 (patch)
treec1712044a9047abc3b909fa4453513927e44c273
parent* Minor tweak to crash logger to copy ini with log if save-to-dir is on. (diff)
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sync with primmesher r26 on forge
-rw-r--r--OpenSim/Region/Physics/Meshing/SculptMesh.cs198
1 files changed, 162 insertions, 36 deletions
diff --git a/OpenSim/Region/Physics/Meshing/SculptMesh.cs b/OpenSim/Region/Physics/Meshing/SculptMesh.cs
index 9a5a776..9da74e6 100644
--- a/OpenSim/Region/Physics/Meshing/SculptMesh.cs
+++ b/OpenSim/Region/Physics/Meshing/SculptMesh.cs
@@ -84,6 +84,128 @@ namespace PrimMesher
84 return sculptMesh; 84 return sculptMesh;
85 } 85 }
86 86
87 /// <summary>
88 /// ** Experimental ** May disappear from future versions ** not recommeneded for use in applications
89 /// Construct a sculpt mesh from a 2D array of floats
90 /// </summary>
91 /// <param name="zMap"></param>
92 /// <param name="xBegin"></param>
93 /// <param name="xEnd"></param>
94 /// <param name="yBegin"></param>
95 /// <param name="yEnd"></param>
96 /// <param name="viewerMode"></param>
97 public SculptMesh(float[,] zMap, float xBegin, float xEnd, float yBegin, float yEnd, bool viewerMode)
98 {
99 float xStep, yStep;
100 float uStep, vStep;
101
102 int numYElements = zMap.GetLength(0);
103 int numXElements = zMap.GetLength(1);
104
105 try
106 {
107 xStep = (xEnd - xBegin) / (float)(numXElements - 1);
108 yStep = (yEnd - yBegin) / (float)(numYElements - 1);
109
110 uStep = 1.0f / (numXElements - 1);
111 vStep = 1.0f / (numYElements - 1);
112 }
113 catch (DivideByZeroException)
114 {
115 return;
116 }
117
118 coords = new List<Coord>();
119 faces = new List<Face>();
120 normals = new List<Coord>();
121 uvs = new List<UVCoord>();
122
123 viewerFaces = new List<ViewerFace>();
124
125 int p1, p2, p3, p4;
126
127 int x, y;
128 int xStart = 0, yStart = 0;
129
130 for (y = yStart; y < numYElements; y++)
131 {
132 int rowOffset = y * numXElements;
133
134 for (x = xStart; x < numXElements; x++)
135 {
136 /*
137 * p1-----p2
138 * | \ f2 |
139 * | \ |
140 * | f1 \|
141 * p3-----p4
142 */
143
144
145 p4 = rowOffset + x;
146 p3 = p4 - 1;
147
148 p2 = p4 - numXElements;
149 p1 = p3 - numXElements;
150
151 Coord c = new Coord(xBegin + x * xStep, yBegin + y * yStep, zMap[y, x]);
152 this.coords.Add(c);
153 if (viewerMode)
154 {
155 this.normals.Add(new Coord());
156 this.uvs.Add(new UVCoord(uStep * x, 1.0f - vStep * y));
157 }
158
159 if (y > 0 && x > 0)
160 {
161 Face f1, f2;
162
163 //if (viewerMode)
164 //{
165 // f1 = new Face(p1, p3, p4, p1, p3, p4);
166 // f1.uv1 = p1;
167 // f1.uv2 = p3;
168 // f1.uv3 = p4;
169
170 // f2 = new Face(p1, p4, p2, p1, p4, p2);
171 // f2.uv1 = p1;
172 // f2.uv2 = p4;
173 // f2.uv3 = p2;
174 //}
175 //else
176 //{
177 // f1 = new Face(p1, p3, p4);
178 // f2 = new Face(p1, p4, p2);
179 //}
180
181 if (viewerMode)
182 {
183 f1 = new Face(p1, p4, p3, p1, p4, p3);
184 f1.uv1 = p1;
185 f1.uv2 = p4;
186 f1.uv3 = p3;
187
188 f2 = new Face(p1, p2, p4, p1, p2, p4);
189 f2.uv1 = p1;
190 f2.uv2 = p2;
191 f2.uv3 = p4;
192 }
193 else
194 {
195 f1 = new Face(p1, p4, p3);
196 f2 = new Face(p1, p2, p4);
197 }
198
199 this.faces.Add(f1);
200 this.faces.Add(f2);
201 }
202 }
203 }
204
205 if (viewerMode)
206 calcVertexNormals(SculptType.plane, numXElements, numYElements);
207 }
208
87 public SculptMesh(Bitmap sculptBitmap, SculptType sculptType, int lod, bool viewerMode) 209 public SculptMesh(Bitmap sculptBitmap, SculptType sculptType, int lod, bool viewerMode)
88 { 210 {
89 coords = new List<Coord>(); 211 coords = new List<Coord>();
@@ -142,6 +264,7 @@ namespace PrimMesher
142 bitmap.SetPixel(imageX, 0, newC1); 264 bitmap.SetPixel(imageX, 0, newC1);
143 bitmap.SetPixel(imageX, lastRow, newC2); 265 bitmap.SetPixel(imageX, lastRow, newC2);
144 } 266 }
267
145 } 268 }
146 269
147 270
@@ -222,50 +345,53 @@ namespace PrimMesher
222 bitmap.Dispose(); 345 bitmap.Dispose();
223 346
224 if (viewerMode) 347 if (viewerMode)
225 { // compute vertex normals by summing all the surface normals of all the triangles sharing 348 calcVertexNormals(sculptType, width, height);
226 // each vertex and then normalizing 349 }
227 int numFaces = this.faces.Count;
228 for (int i = 0; i < numFaces; i++)
229 {
230 Face face = this.faces[i];
231 Coord surfaceNormal = face.SurfaceNormal(this.coords);
232 this.normals[face.v1] += surfaceNormal;
233 this.normals[face.v2] += surfaceNormal;
234 this.normals[face.v3] += surfaceNormal;
235 }
236 350
237 int numCoords = this.coords.Count; 351 private void calcVertexNormals(SculptType sculptType, int xSize, int ySize)
238 for (int i = 0; i < numCoords; i++) 352 { // compute vertex normals by summing all the surface normals of all the triangles sharing
239 this.coords[i].Normalize(); 353 // each vertex and then normalizing
354 int numFaces = this.faces.Count;
355 for (int i = 0; i < numFaces; i++)
356 {
357 Face face = this.faces[i];
358 Coord surfaceNormal = face.SurfaceNormal(this.coords);
359 this.normals[face.v1] += surfaceNormal;
360 this.normals[face.v2] += surfaceNormal;
361 this.normals[face.v3] += surfaceNormal;
362 }
240 363
241 if (sculptType != SculptType.plane) 364 int numCoords = this.coords.Count;
242 { // blend the vertex normals at the cylinder seam 365 for (int i = 0; i < numCoords; i++)
243 pixelsAcross = width + 1; 366 this.coords[i].Normalize();
244 for (imageY = 0; imageY < height; imageY++)
245 {
246 int rowOffset = imageY * pixelsAcross;
247 367
248 this.normals[rowOffset] = this.normals[rowOffset + width - 1] = (this.normals[rowOffset] + this.normals[rowOffset + width - 1]).Normalize(); 368 if (sculptType != SculptType.plane)
249 } 369 { // blend the vertex normals at the cylinder seam
370 int pixelsAcross = xSize + 1;
371 for (int y = 0; y < ySize; y++)
372 {
373 int rowOffset = y * pixelsAcross;
374
375 this.normals[rowOffset] = this.normals[rowOffset + xSize - 1] = (this.normals[rowOffset] + this.normals[rowOffset + xSize - 1]).Normalize();
250 } 376 }
377 }
251 378
252 foreach (Face face in this.faces) 379 foreach (Face face in this.faces)
253 { 380 {
254 ViewerFace vf = new ViewerFace(0); 381 ViewerFace vf = new ViewerFace(0);
255 vf.v1 = this.coords[face.v1]; 382 vf.v1 = this.coords[face.v1];
256 vf.v2 = this.coords[face.v2]; 383 vf.v2 = this.coords[face.v2];
257 vf.v3 = this.coords[face.v3]; 384 vf.v3 = this.coords[face.v3];
258 385
259 vf.n1 = this.normals[face.n1]; 386 vf.n1 = this.normals[face.n1];
260 vf.n2 = this.normals[face.n2]; 387 vf.n2 = this.normals[face.n2];
261 vf.n3 = this.normals[face.n3]; 388 vf.n3 = this.normals[face.n3];
262 389
263 vf.uv1 = this.uvs[face.uv1]; 390 vf.uv1 = this.uvs[face.uv1];
264 vf.uv2 = this.uvs[face.uv2]; 391 vf.uv2 = this.uvs[face.uv2];
265 vf.uv3 = this.uvs[face.uv3]; 392 vf.uv3 = this.uvs[face.uv3];
266 393
267 this.viewerFaces.Add(vf); 394 this.viewerFaces.Add(vf);
268 }
269 } 395 }
270 } 396 }
271 397