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authorUbitUmarov2012-03-20 19:24:45 +0000
committerUbitUmarov2012-03-20 19:24:45 +0000
commit8c1550b58e70b98bacd5fe9ecf710b59a4c43198 (patch)
tree0c8ee36c3deed767ac0820d539b11f8a2089c3cf
parent add some more notifications about changes on physical parameters ( still inc... (diff)
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WORK in progress!! Now it reads the simple hull shape to use if convex shape is selected for a prim. Due to ODE limitations on convex hulls colisions, it creates a mesh. Being work in progress it is hardcoded to only read that simple convex hull for now. It writes a file named "lixo_lixo.raw" that can be imported into blender for examination of the created mesh (the last one loaded and also hardcoded). To play with put in opensim.ini "meshing = UbitMeshmerizer"
-rw-r--r--OpenSim/Region/Physics/UbitMeshing/HelperTypes.cs108
-rw-r--r--OpenSim/Region/Physics/UbitMeshing/Meshmerizer.cs180
2 files changed, 164 insertions, 124 deletions
diff --git a/OpenSim/Region/Physics/UbitMeshing/HelperTypes.cs b/OpenSim/Region/Physics/UbitMeshing/HelperTypes.cs
index 8cd8dcf..2938257 100644
--- a/OpenSim/Region/Physics/UbitMeshing/HelperTypes.cs
+++ b/OpenSim/Region/Physics/UbitMeshing/HelperTypes.cs
@@ -270,116 +270,20 @@ public class Triangle
270 public Vertex v2; 270 public Vertex v2;
271 public Vertex v3; 271 public Vertex v3;
272 272
273 private float radius_square;
274 private float cx;
275 private float cy;
276
277 public Triangle(Vertex _v1, Vertex _v2, Vertex _v3) 273 public Triangle(Vertex _v1, Vertex _v2, Vertex _v3)
278 { 274 {
279 v1 = _v1; 275 v1 = _v1;
280 v2 = _v2; 276 v2 = _v2;
281 v3 = _v3; 277 v3 = _v3;
282
283 CalcCircle();
284 }
285
286 public bool isInCircle(float x, float y)
287 {
288 float dx, dy;
289 float dd;
290
291 dx = x - cx;
292 dy = y - cy;
293
294 dd = dx*dx + dy*dy;
295 if (dd < radius_square)
296 return true;
297 else
298 return false;
299 } 278 }
300 279
301 public bool isDegraded() 280 public Triangle(float _v1x,float _v1y,float _v1z,
281 float _v2x,float _v2y,float _v2z,
282 float _v3x,float _v3y,float _v3z)
302 { 283 {
303 // This means, the vertices of this triangle are somewhat strange. 284 v1 = new Vertex(_v1x, _v1y, _v1z);
304 // They either line up or at least two of them are identical 285 v2 = new Vertex(_v2x, _v2y, _v2z);
305 return (radius_square == 0.0); 286 v3 = new Vertex(_v3x, _v3y, _v3z);
306 }
307
308 private void CalcCircle()
309 {
310 // Calculate the center and the radius of a circle given by three points p1, p2, p3
311 // It is assumed, that the triangles vertices are already set correctly
312 double p1x, p2x, p1y, p2y, p3x, p3y;
313
314 // Deviation of this routine:
315 // A circle has the general equation (M-p)^2=r^2, where M and p are vectors
316 // this gives us three equations f(p)=r^2, each for one point p1, p2, p3
317 // putting respectively two equations together gives two equations
318 // f(p1)=f(p2) and f(p1)=f(p3)
319 // bringing all constant terms to one side brings them to the form
320 // M*v1=c1 resp.M*v2=c2 where v1=(p1-p2) and v2=(p1-p3) (still vectors)
321 // and c1, c2 are scalars (Naming conventions like the variables below)
322 // Now using the equations that are formed by the components of the vectors
323 // and isolate Mx lets you make one equation that only holds My
324 // The rest is straight forward and eaasy :-)
325 //
326
327 /* helping variables for temporary results */
328 double c1, c2;
329 double v1x, v1y, v2x, v2y;
330
331 double z, n;
332
333 double rx, ry;
334
335 // Readout the three points, the triangle consists of
336 p1x = v1.X;
337 p1y = v1.Y;
338
339 p2x = v2.X;
340 p2y = v2.Y;
341
342 p3x = v3.X;
343 p3y = v3.Y;
344
345 /* calc helping values first */
346 c1 = (p1x*p1x + p1y*p1y - p2x*p2x - p2y*p2y)/2;
347 c2 = (p1x*p1x + p1y*p1y - p3x*p3x - p3y*p3y)/2;
348
349 v1x = p1x - p2x;
350 v1y = p1y - p2y;
351
352 v2x = p1x - p3x;
353 v2y = p1y - p3y;
354
355 z = (c1*v2x - c2*v1x);
356 n = (v1y*v2x - v2y*v1x);
357
358 if (n == 0.0) // This is no triangle, i.e there are (at least) two points at the same location
359 {
360 radius_square = 0.0f;
361 return;
362 }
363
364 cy = (float) (z/n);
365
366 if (v2x != 0.0)
367 {
368 cx = (float) ((c2 - v2y*cy)/v2x);
369 }
370 else if (v1x != 0.0)
371 {
372 cx = (float) ((c1 - v1y*cy)/v1x);
373 }
374 else
375 {
376 Debug.Assert(false, "Malformed triangle"); /* Both terms zero means nothing good */
377 }
378
379 rx = (p1x - cx);
380 ry = (p1y - cy);
381
382 radius_square = (float) (rx*rx + ry*ry);
383 } 287 }
384 288
385 public override String ToString() 289 public override String ToString()
diff --git a/OpenSim/Region/Physics/UbitMeshing/Meshmerizer.cs b/OpenSim/Region/Physics/UbitMeshing/Meshmerizer.cs
index c9c52c0..a04df81 100644
--- a/OpenSim/Region/Physics/UbitMeshing/Meshmerizer.cs
+++ b/OpenSim/Region/Physics/UbitMeshing/Meshmerizer.cs
@@ -41,6 +41,7 @@ using Nini.Config;
41using System.Reflection; 41using System.Reflection;
42using System.IO; 42using System.IO;
43using ComponentAce.Compression.Libs.zlib; 43using ComponentAce.Compression.Libs.zlib;
44using OpenSim.Region.Physics.ConvexDecompositionDotNet;
44 45
45namespace OpenSim.Region.Physics.Meshing 46namespace OpenSim.Region.Physics.Meshing
46{ 47{
@@ -296,22 +297,20 @@ namespace OpenSim.Region.Physics.Meshing
296 int numCoords = coords.Count; 297 int numCoords = coords.Count;
297 int numFaces = faces.Count; 298 int numFaces = faces.Count;
298 299
299 // Create the list of vertices
300 List<Vertex> vertices = new List<Vertex>();
301 for (int i = 0; i < numCoords; i++)
302 {
303 Coord c = coords[i];
304 vertices.Add(new Vertex(c.X, c.Y, c.Z));
305 }
306
307 Mesh mesh = new Mesh(); 300 Mesh mesh = new Mesh();
308 // Add the corresponding triangles to the mesh 301 // Add the corresponding triangles to the mesh
309 for (int i = 0; i < numFaces; i++) 302 for (int i = 0; i < numFaces; i++)
310 { 303 {
311 Face f = faces[i]; 304 Face f = faces[i];
312 mesh.Add(new Triangle(vertices[f.v1], vertices[f.v2], vertices[f.v3])); 305 mesh.Add(new Triangle(coords[f.v1].X, coords[f.v1].Y, coords[f.v1].Z,
306 coords[f.v2].X, coords[f.v2].Y, coords[f.v2].Z,
307 coords[f.v3].X, coords[f.v3].Y, coords[f.v3].Z));
313 } 308 }
314 309
310
311 // mesh.DumpRaw("c:\\lixo", "lixo", "lixo");
312 mesh.DumpRaw(".", "lixo", "lixo");
313
315 return mesh; 314 return mesh;
316 } 315 }
317 316
@@ -329,6 +328,10 @@ namespace OpenSim.Region.Physics.Meshing
329 { 328 {
330// m_log.DebugFormat("[MESH]: experimental mesh proxy generation for {0}", primName); 329// m_log.DebugFormat("[MESH]: experimental mesh proxy generation for {0}", primName);
331 330
331
332 bool convex = true; // this will be a input
333 bool usemesh = false;
334
332 coords = new List<Coord>(); 335 coords = new List<Coord>();
333 faces = new List<Face>(); 336 faces = new List<Face>();
334 OSD meshOsd = null; 337 OSD meshOsd = null;
@@ -365,14 +368,25 @@ namespace OpenSim.Region.Physics.Meshing
365 { 368 {
366 OSDMap physicsParms = null; 369 OSDMap physicsParms = null;
367 OSDMap map = (OSDMap)meshOsd; 370 OSDMap map = (OSDMap)meshOsd;
368 if (map.ContainsKey("physics_shape")) 371
369 physicsParms = (OSDMap)map["physics_shape"]; // old asset format 372 if (!convex)
370 else if (map.ContainsKey("physics_mesh")) 373 {
371 physicsParms = (OSDMap)map["physics_mesh"]; // new asset format 374 if (map.ContainsKey("physics_shape"))
375 physicsParms = (OSDMap)map["physics_shape"]; // old asset format
376 else if (map.ContainsKey("physics_mesh"))
377 physicsParms = (OSDMap)map["physics_mesh"]; // new asset format
378
379 if (physicsParms != null)
380 usemesh = true;
381 }
382
383 if(!usemesh && (map.ContainsKey("physics_convex")))
384 physicsParms = (OSDMap)map["physics_convex"];
385
372 386
373 if (physicsParms == null) 387 if (physicsParms == null)
374 { 388 {
375 m_log.Warn("[MESH]: no recognized physics mesh found in mesh asset"); 389 m_log.Warn("[MESH]: unknown mesh type");
376 return false; 390 return false;
377 } 391 }
378 392
@@ -416,20 +430,142 @@ namespace OpenSim.Region.Physics.Meshing
416 return false; 430 return false;
417 } 431 }
418 432
419 OSDArray decodedMeshOsdArray = null;
420 433
421 // physics_shape is an array of OSDMaps, one for each submesh 434 if (usemesh)
422 if (decodedMeshOsd is OSDArray)
423 { 435 {
424// Console.WriteLine("decodedMeshOsd for {0} - {1}", primName, Util.GetFormattedXml(decodedMeshOsd)); 436 OSDArray decodedMeshOsdArray = null;
425 437
426 decodedMeshOsdArray = (OSDArray)decodedMeshOsd; 438 // physics_shape is an array of OSDMaps, one for each submesh
427 foreach (OSD subMeshOsd in decodedMeshOsdArray) 439 if (decodedMeshOsd is OSDArray)
428 { 440 {
429 if (subMeshOsd is OSDMap) 441 // Console.WriteLine("decodedMeshOsd for {0} - {1}", primName, Util.GetFormattedXml(decodedMeshOsd));
430 AddSubMesh(subMeshOsd as OSDMap, size, coords, faces); 442
443 decodedMeshOsdArray = (OSDArray)decodedMeshOsd;
444 foreach (OSD subMeshOsd in decodedMeshOsdArray)
445 {
446 if (subMeshOsd is OSDMap)
447 AddSubMesh(subMeshOsd as OSDMap, size, coords, faces);
448 }
431 } 449 }
432 } 450 }
451 else
452 {
453 OSDMap cmap = (OSDMap)decodedMeshOsd;
454 if (cmap == null)
455 return false;
456
457 byte[] data;
458 const float invMaxU16 = 1.0f / 65535f;
459 int t1;
460 int t2;
461 int t3;
462 int i;
463
464 List<float3> vs = new List<float3>();
465
466 float3 f3;
467 PHullResult hullr = new PHullResult();
468 Mesh m = new Mesh();
469
470 Vector3 range;
471 Vector3 min;
472
473 if (cmap.ContainsKey("Max"))
474 range = cmap["Max"].AsVector3();
475 else
476 range = new Vector3(0.5f, 0.5f, 0.5f);
477
478 if (cmap.ContainsKey("Min"))
479 min = cmap["Min"].AsVector3();
480 else
481 min = new Vector3(-0.5f, -0.5f, -0.5f);
482
483 range = range - min;
484 range *= invMaxU16;
485/*
486 // if (!convex && cmap.ContainsKey("HullList"))
487 if (cmap.ContainsKey("HullList"))
488 {
489 List<int> hsizes = new List<int>();
490
491 data = cmap["HullList"].AsBinary();
492 for (i = 0; i < data.Length; i++)
493 {
494 t1 = data[i];
495 if (t1 == 0)
496 t1 = 256;
497 hsizes.Add(t1);
498 }
499
500bla bla
501
502
503
504 }
505 */
506
507 if (cmap.ContainsKey("BoundingVerts"))
508 {
509 data = cmap["BoundingVerts"].AsBinary();
510
511 for (i = 0; i < data.Length; )
512 {
513 t1 = data[i++];
514 t1 += data[i++] << 8;
515 t2 = data[i++];
516 t2 += data[i++] << 8;
517 t3 = data[i++];
518 t3 += data[i++] << 8;
519
520 f3 = new float3((t1 * range.X + min.X) * size.X,
521 (t2 * range.Y + min.Y) * size.Y,
522 (t3 * range.Z + min.Z) * size.Z);
523 vs.Add(f3);
524 }
525
526
527 if (!HullUtils.ComputeHull(vs, ref hullr, 300, 0.0f))
528 return false;
529
530 int nverts = hullr.Vertices.Count;
531 int nindexs = hullr.Indices.Count;
532
533 if (nindexs % 3 != 0)
534 return false;
535
536 Coord c;
537 for (i = 0; i < nverts; i++)
538 {
539 c.X = hullr.Vertices[i].x;
540 c.Y = hullr.Vertices[i].y;
541 c.Z = hullr.Vertices[i].z;
542 coords.Add(c);
543 }
544
545 Face f;
546
547 for (i = 0; i < nindexs; i += 3)
548 {
549 t1 = hullr.Indices[i];
550 if (t1 > nverts)
551 break;
552 t2 = hullr.Indices[i + 1];
553 if (t2 > nverts)
554 break;
555 t3 = hullr.Indices[i + 2];
556 if (t3 > nverts)
557 break;
558 f = new Face(t1, t2, t3);
559 faces.Add(f);
560 }
561
562 if (coords.Count > 0 && faces.Count > 0)
563 return true;
564 }
565 else
566 return false;
567
568 }
433 } 569 }
434 570
435 return true; 571 return true;