diff options
author | Robert Adams | 2015-09-08 04:54:16 -0700 |
---|---|---|
committer | Robert Adams | 2015-09-08 04:54:16 -0700 |
commit | e5367d822be9b05e74c859afe2d2956a3e95aa33 (patch) | |
tree | e904050a30715df587aa527d7f313755177726a7 /OpenSim/Region/PhysicsModules/Meshing | |
parent | add lost admin_reset_land method (diff) | |
parent | Deleted access control spec from [LoginService] section of standalone config.... (diff) | |
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Merge of ubitworkvarnew with opensim/master as of 20150905.
This integrates the OpenSim refactoring to make physics, etc into modules.
AVN physics hasn't been moved to new location.
Does not compile yet.
Merge branch 'osmaster' into mbworknew1
Diffstat (limited to 'OpenSim/Region/PhysicsModules/Meshing')
8 files changed, 5219 insertions, 0 deletions
diff --git a/OpenSim/Region/PhysicsModules/Meshing/Meshmerizer/HelperTypes.cs b/OpenSim/Region/PhysicsModules/Meshing/Meshmerizer/HelperTypes.cs new file mode 100644 index 0000000..34a925d --- /dev/null +++ b/OpenSim/Region/PhysicsModules/Meshing/Meshmerizer/HelperTypes.cs | |||
@@ -0,0 +1,436 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyright | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | |||
28 | using System; | ||
29 | using System.Collections.Generic; | ||
30 | using System.Diagnostics; | ||
31 | using System.Globalization; | ||
32 | using OpenMetaverse; | ||
33 | using OpenSim.Region.PhysicsModules.SharedBase; | ||
34 | using OpenSim.Region.PhysicsModules.Meshing; | ||
35 | |||
36 | public class Vertex : IComparable<Vertex> | ||
37 | { | ||
38 | Vector3 vector; | ||
39 | |||
40 | public float X | ||
41 | { | ||
42 | get { return vector.X; } | ||
43 | set { vector.X = value; } | ||
44 | } | ||
45 | |||
46 | public float Y | ||
47 | { | ||
48 | get { return vector.Y; } | ||
49 | set { vector.Y = value; } | ||
50 | } | ||
51 | |||
52 | public float Z | ||
53 | { | ||
54 | get { return vector.Z; } | ||
55 | set { vector.Z = value; } | ||
56 | } | ||
57 | |||
58 | public Vertex(float x, float y, float z) | ||
59 | { | ||
60 | vector.X = x; | ||
61 | vector.Y = y; | ||
62 | vector.Z = z; | ||
63 | } | ||
64 | |||
65 | public Vertex normalize() | ||
66 | { | ||
67 | float tlength = vector.Length(); | ||
68 | if (tlength != 0f) | ||
69 | { | ||
70 | float mul = 1.0f / tlength; | ||
71 | return new Vertex(vector.X * mul, vector.Y * mul, vector.Z * mul); | ||
72 | } | ||
73 | else | ||
74 | { | ||
75 | return new Vertex(0f, 0f, 0f); | ||
76 | } | ||
77 | } | ||
78 | |||
79 | public Vertex cross(Vertex v) | ||
80 | { | ||
81 | return new Vertex(vector.Y * v.Z - vector.Z * v.Y, vector.Z * v.X - vector.X * v.Z, vector.X * v.Y - vector.Y * v.X); | ||
82 | } | ||
83 | |||
84 | // disable warning: mono compiler moans about overloading | ||
85 | // operators hiding base operator but should not according to C# | ||
86 | // language spec | ||
87 | #pragma warning disable 0108 | ||
88 | public static Vertex operator *(Vertex v, Quaternion q) | ||
89 | { | ||
90 | // From http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/transforms/ | ||
91 | |||
92 | Vertex v2 = new Vertex(0f, 0f, 0f); | ||
93 | |||
94 | v2.X = q.W * q.W * v.X + | ||
95 | 2f * q.Y * q.W * v.Z - | ||
96 | 2f * q.Z * q.W * v.Y + | ||
97 | q.X * q.X * v.X + | ||
98 | 2f * q.Y * q.X * v.Y + | ||
99 | 2f * q.Z * q.X * v.Z - | ||
100 | q.Z * q.Z * v.X - | ||
101 | q.Y * q.Y * v.X; | ||
102 | |||
103 | v2.Y = | ||
104 | 2f * q.X * q.Y * v.X + | ||
105 | q.Y * q.Y * v.Y + | ||
106 | 2f * q.Z * q.Y * v.Z + | ||
107 | 2f * q.W * q.Z * v.X - | ||
108 | q.Z * q.Z * v.Y + | ||
109 | q.W * q.W * v.Y - | ||
110 | 2f * q.X * q.W * v.Z - | ||
111 | q.X * q.X * v.Y; | ||
112 | |||
113 | v2.Z = | ||
114 | 2f * q.X * q.Z * v.X + | ||
115 | 2f * q.Y * q.Z * v.Y + | ||
116 | q.Z * q.Z * v.Z - | ||
117 | 2f * q.W * q.Y * v.X - | ||
118 | q.Y * q.Y * v.Z + | ||
119 | 2f * q.W * q.X * v.Y - | ||
120 | q.X * q.X * v.Z + | ||
121 | q.W * q.W * v.Z; | ||
122 | |||
123 | return v2; | ||
124 | } | ||
125 | |||
126 | public static Vertex operator +(Vertex v1, Vertex v2) | ||
127 | { | ||
128 | return new Vertex(v1.X + v2.X, v1.Y + v2.Y, v1.Z + v2.Z); | ||
129 | } | ||
130 | |||
131 | public static Vertex operator -(Vertex v1, Vertex v2) | ||
132 | { | ||
133 | return new Vertex(v1.X - v2.X, v1.Y - v2.Y, v1.Z - v2.Z); | ||
134 | } | ||
135 | |||
136 | public static Vertex operator *(Vertex v1, Vertex v2) | ||
137 | { | ||
138 | return new Vertex(v1.X * v2.X, v1.Y * v2.Y, v1.Z * v2.Z); | ||
139 | } | ||
140 | |||
141 | public static Vertex operator +(Vertex v1, float am) | ||
142 | { | ||
143 | v1.X += am; | ||
144 | v1.Y += am; | ||
145 | v1.Z += am; | ||
146 | return v1; | ||
147 | } | ||
148 | |||
149 | public static Vertex operator -(Vertex v1, float am) | ||
150 | { | ||
151 | v1.X -= am; | ||
152 | v1.Y -= am; | ||
153 | v1.Z -= am; | ||
154 | return v1; | ||
155 | } | ||
156 | |||
157 | public static Vertex operator *(Vertex v1, float am) | ||
158 | { | ||
159 | v1.X *= am; | ||
160 | v1.Y *= am; | ||
161 | v1.Z *= am; | ||
162 | return v1; | ||
163 | } | ||
164 | |||
165 | public static Vertex operator /(Vertex v1, float am) | ||
166 | { | ||
167 | if (am == 0f) | ||
168 | { | ||
169 | return new Vertex(0f,0f,0f); | ||
170 | } | ||
171 | float mul = 1.0f / am; | ||
172 | v1.X *= mul; | ||
173 | v1.Y *= mul; | ||
174 | v1.Z *= mul; | ||
175 | return v1; | ||
176 | } | ||
177 | #pragma warning restore 0108 | ||
178 | |||
179 | |||
180 | public float dot(Vertex v) | ||
181 | { | ||
182 | return X * v.X + Y * v.Y + Z * v.Z; | ||
183 | } | ||
184 | |||
185 | public Vertex(Vector3 v) | ||
186 | { | ||
187 | vector = v; | ||
188 | } | ||
189 | |||
190 | public Vertex Clone() | ||
191 | { | ||
192 | return new Vertex(X, Y, Z); | ||
193 | } | ||
194 | |||
195 | public static Vertex FromAngle(double angle) | ||
196 | { | ||
197 | return new Vertex((float) Math.Cos(angle), (float) Math.Sin(angle), 0.0f); | ||
198 | } | ||
199 | |||
200 | public float Length() | ||
201 | { | ||
202 | return vector.Length(); | ||
203 | } | ||
204 | |||
205 | public virtual bool Equals(Vertex v, float tolerance) | ||
206 | { | ||
207 | Vertex diff = this - v; | ||
208 | float d = diff.Length(); | ||
209 | if (d < tolerance) | ||
210 | return true; | ||
211 | |||
212 | return false; | ||
213 | } | ||
214 | |||
215 | |||
216 | public int CompareTo(Vertex other) | ||
217 | { | ||
218 | if (X < other.X) | ||
219 | return -1; | ||
220 | |||
221 | if (X > other.X) | ||
222 | return 1; | ||
223 | |||
224 | if (Y < other.Y) | ||
225 | return -1; | ||
226 | |||
227 | if (Y > other.Y) | ||
228 | return 1; | ||
229 | |||
230 | if (Z < other.Z) | ||
231 | return -1; | ||
232 | |||
233 | if (Z > other.Z) | ||
234 | return 1; | ||
235 | |||
236 | return 0; | ||
237 | } | ||
238 | |||
239 | public static bool operator >(Vertex me, Vertex other) | ||
240 | { | ||
241 | return me.CompareTo(other) > 0; | ||
242 | } | ||
243 | |||
244 | public static bool operator <(Vertex me, Vertex other) | ||
245 | { | ||
246 | return me.CompareTo(other) < 0; | ||
247 | } | ||
248 | |||
249 | public String ToRaw() | ||
250 | { | ||
251 | // Why this stuff with the number formatter? | ||
252 | // Well, the raw format uses the english/US notation of numbers | ||
253 | // where the "," separates groups of 1000 while the "." marks the border between 1 and 10E-1. | ||
254 | // The german notation uses these characters exactly vice versa! | ||
255 | // The Float.ToString() routine is a localized one, giving different results depending on the country | ||
256 | // settings your machine works with. Unusable for a machine readable file format :-( | ||
257 | NumberFormatInfo nfi = new NumberFormatInfo(); | ||
258 | nfi.NumberDecimalSeparator = "."; | ||
259 | nfi.NumberDecimalDigits = 3; | ||
260 | |||
261 | String s1 = X.ToString("N2", nfi) + " " + Y.ToString("N2", nfi) + " " + Z.ToString("N2", nfi); | ||
262 | |||
263 | return s1; | ||
264 | } | ||
265 | } | ||
266 | |||
267 | public class Triangle | ||
268 | { | ||
269 | public Vertex v1; | ||
270 | public Vertex v2; | ||
271 | public Vertex v3; | ||
272 | |||
273 | private float radius_square; | ||
274 | private float cx; | ||
275 | private float cy; | ||
276 | |||
277 | public Triangle(Vertex _v1, Vertex _v2, Vertex _v3) | ||
278 | { | ||
279 | v1 = _v1; | ||
280 | v2 = _v2; | ||
281 | 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 | } | ||
300 | |||
301 | public bool isDegraded() | ||
302 | { | ||
303 | // This means, the vertices of this triangle are somewhat strange. | ||
304 | // They either line up or at least two of them are identical | ||
305 | return (radius_square == 0.0); | ||
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 | } | ||
384 | |||
385 | public override String ToString() | ||
386 | { | ||
387 | NumberFormatInfo nfi = new NumberFormatInfo(); | ||
388 | nfi.CurrencyDecimalDigits = 2; | ||
389 | nfi.CurrencyDecimalSeparator = "."; | ||
390 | |||
391 | String s1 = "<" + v1.X.ToString(nfi) + "," + v1.Y.ToString(nfi) + "," + v1.Z.ToString(nfi) + ">"; | ||
392 | String s2 = "<" + v2.X.ToString(nfi) + "," + v2.Y.ToString(nfi) + "," + v2.Z.ToString(nfi) + ">"; | ||
393 | String s3 = "<" + v3.X.ToString(nfi) + "," + v3.Y.ToString(nfi) + "," + v3.Z.ToString(nfi) + ">"; | ||
394 | |||
395 | return s1 + ";" + s2 + ";" + s3; | ||
396 | } | ||
397 | |||
398 | public Vector3 getNormal() | ||
399 | { | ||
400 | // Vertices | ||
401 | |||
402 | // Vectors for edges | ||
403 | Vector3 e1; | ||
404 | Vector3 e2; | ||
405 | |||
406 | e1 = new Vector3(v1.X - v2.X, v1.Y - v2.Y, v1.Z - v2.Z); | ||
407 | e2 = new Vector3(v1.X - v3.X, v1.Y - v3.Y, v1.Z - v3.Z); | ||
408 | |||
409 | // Cross product for normal | ||
410 | Vector3 n = Vector3.Cross(e1, e2); | ||
411 | |||
412 | // Length | ||
413 | float l = n.Length(); | ||
414 | |||
415 | // Normalized "normal" | ||
416 | n = n/l; | ||
417 | |||
418 | return n; | ||
419 | } | ||
420 | |||
421 | public void invertNormal() | ||
422 | { | ||
423 | Vertex vt; | ||
424 | vt = v1; | ||
425 | v1 = v2; | ||
426 | v2 = vt; | ||
427 | } | ||
428 | |||
429 | // Dumps a triangle in the "raw faces" format, blender can import. This is for visualisation and | ||
430 | // debugging purposes | ||
431 | public String ToStringRaw() | ||
432 | { | ||
433 | String output = v1.ToRaw() + " " + v2.ToRaw() + " " + v3.ToRaw(); | ||
434 | return output; | ||
435 | } | ||
436 | } | ||
diff --git a/OpenSim/Region/PhysicsModules/Meshing/Meshmerizer/Mesh.cs b/OpenSim/Region/PhysicsModules/Meshing/Meshmerizer/Mesh.cs new file mode 100644 index 0000000..8c97f2f --- /dev/null +++ b/OpenSim/Region/PhysicsModules/Meshing/Meshmerizer/Mesh.cs | |||
@@ -0,0 +1,408 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyright | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | |||
28 | using System; | ||
29 | using System.Collections.Generic; | ||
30 | using System.IO; | ||
31 | using System.Runtime.InteropServices; | ||
32 | using OpenSim.Region.PhysicsModules.SharedBase; | ||
33 | using PrimMesher; | ||
34 | using OpenMetaverse; | ||
35 | |||
36 | namespace OpenSim.Region.PhysicsModules.Meshing | ||
37 | { | ||
38 | public class Mesh : IMesh | ||
39 | { | ||
40 | private Dictionary<Vertex, int> m_vertices; | ||
41 | private List<Triangle> m_triangles; | ||
42 | GCHandle m_pinnedVertexes; | ||
43 | GCHandle m_pinnedIndex; | ||
44 | IntPtr m_verticesPtr = IntPtr.Zero; | ||
45 | int m_vertexCount = 0; | ||
46 | IntPtr m_indicesPtr = IntPtr.Zero; | ||
47 | int m_indexCount = 0; | ||
48 | public float[] m_normals; | ||
49 | Vector3 _centroid; | ||
50 | int _centroidDiv; | ||
51 | |||
52 | private class vertexcomp : IEqualityComparer<Vertex> | ||
53 | { | ||
54 | public bool Equals(Vertex v1, Vertex v2) | ||
55 | { | ||
56 | if (v1.X == v2.X && v1.Y == v2.Y && v1.Z == v2.Z) | ||
57 | return true; | ||
58 | else | ||
59 | return false; | ||
60 | } | ||
61 | public int GetHashCode(Vertex v) | ||
62 | { | ||
63 | int a = v.X.GetHashCode(); | ||
64 | int b = v.Y.GetHashCode(); | ||
65 | int c = v.Z.GetHashCode(); | ||
66 | return (a << 16) ^ (b << 8) ^ c; | ||
67 | } | ||
68 | |||
69 | } | ||
70 | |||
71 | public Mesh() | ||
72 | { | ||
73 | vertexcomp vcomp = new vertexcomp(); | ||
74 | |||
75 | m_vertices = new Dictionary<Vertex, int>(vcomp); | ||
76 | m_triangles = new List<Triangle>(); | ||
77 | _centroid = Vector3.Zero; | ||
78 | _centroidDiv = 0; | ||
79 | } | ||
80 | |||
81 | public Mesh Clone() | ||
82 | { | ||
83 | Mesh result = new Mesh(); | ||
84 | |||
85 | foreach (Triangle t in m_triangles) | ||
86 | { | ||
87 | result.Add(new Triangle(t.v1.Clone(), t.v2.Clone(), t.v3.Clone())); | ||
88 | } | ||
89 | result._centroid = _centroid; | ||
90 | result._centroidDiv = _centroidDiv; | ||
91 | return result; | ||
92 | } | ||
93 | |||
94 | public void Add(Triangle triangle) | ||
95 | { | ||
96 | if (m_pinnedIndex.IsAllocated || m_pinnedVertexes.IsAllocated || m_indicesPtr != IntPtr.Zero || m_verticesPtr != IntPtr.Zero) | ||
97 | throw new NotSupportedException("Attempt to Add to a pinned Mesh"); | ||
98 | // If a vertex of the triangle is not yet in the vertices list, | ||
99 | // add it and set its index to the current index count | ||
100 | // vertex == seems broken | ||
101 | // skip colapsed triangles | ||
102 | if ((triangle.v1.X == triangle.v2.X && triangle.v1.Y == triangle.v2.Y && triangle.v1.Z == triangle.v2.Z) | ||
103 | || (triangle.v1.X == triangle.v3.X && triangle.v1.Y == triangle.v3.Y && triangle.v1.Z == triangle.v3.Z) | ||
104 | || (triangle.v2.X == triangle.v3.X && triangle.v2.Y == triangle.v3.Y && triangle.v2.Z == triangle.v3.Z) | ||
105 | ) | ||
106 | { | ||
107 | return; | ||
108 | } | ||
109 | |||
110 | if (m_vertices.Count == 0) | ||
111 | { | ||
112 | _centroidDiv = 0; | ||
113 | _centroid = Vector3.Zero; | ||
114 | } | ||
115 | |||
116 | if (!m_vertices.ContainsKey(triangle.v1)) | ||
117 | { | ||
118 | m_vertices[triangle.v1] = m_vertices.Count; | ||
119 | _centroid.X += triangle.v1.X; | ||
120 | _centroid.Y += triangle.v1.Y; | ||
121 | _centroid.Z += triangle.v1.Z; | ||
122 | _centroidDiv++; | ||
123 | } | ||
124 | if (!m_vertices.ContainsKey(triangle.v2)) | ||
125 | { | ||
126 | m_vertices[triangle.v2] = m_vertices.Count; | ||
127 | _centroid.X += triangle.v2.X; | ||
128 | _centroid.Y += triangle.v2.Y; | ||
129 | _centroid.Z += triangle.v2.Z; | ||
130 | _centroidDiv++; | ||
131 | } | ||
132 | if (!m_vertices.ContainsKey(triangle.v3)) | ||
133 | { | ||
134 | m_vertices[triangle.v3] = m_vertices.Count; | ||
135 | _centroid.X += triangle.v3.X; | ||
136 | _centroid.Y += triangle.v3.Y; | ||
137 | _centroid.Z += triangle.v3.Z; | ||
138 | _centroidDiv++; | ||
139 | } | ||
140 | m_triangles.Add(triangle); | ||
141 | } | ||
142 | |||
143 | public Vector3 GetCentroid() | ||
144 | { | ||
145 | if (_centroidDiv > 0) | ||
146 | return new Vector3(_centroid.X / _centroidDiv, _centroid.Y / _centroidDiv, _centroid.Z / _centroidDiv); | ||
147 | else | ||
148 | return Vector3.Zero; | ||
149 | } | ||
150 | |||
151 | // not functional | ||
152 | public Vector3 GetOBB() | ||
153 | { | ||
154 | return new Vector3(0.5f, 0.5f, 0.5f); | ||
155 | } | ||
156 | |||
157 | public void CalcNormals() | ||
158 | { | ||
159 | int iTriangles = m_triangles.Count; | ||
160 | |||
161 | this.m_normals = new float[iTriangles * 3]; | ||
162 | |||
163 | int i = 0; | ||
164 | foreach (Triangle t in m_triangles) | ||
165 | { | ||
166 | float ux, uy, uz; | ||
167 | float vx, vy, vz; | ||
168 | float wx, wy, wz; | ||
169 | |||
170 | ux = t.v1.X; | ||
171 | uy = t.v1.Y; | ||
172 | uz = t.v1.Z; | ||
173 | |||
174 | vx = t.v2.X; | ||
175 | vy = t.v2.Y; | ||
176 | vz = t.v2.Z; | ||
177 | |||
178 | wx = t.v3.X; | ||
179 | wy = t.v3.Y; | ||
180 | wz = t.v3.Z; | ||
181 | |||
182 | |||
183 | // Vectors for edges | ||
184 | float e1x, e1y, e1z; | ||
185 | float e2x, e2y, e2z; | ||
186 | |||
187 | e1x = ux - vx; | ||
188 | e1y = uy - vy; | ||
189 | e1z = uz - vz; | ||
190 | |||
191 | e2x = ux - wx; | ||
192 | e2y = uy - wy; | ||
193 | e2z = uz - wz; | ||
194 | |||
195 | |||
196 | // Cross product for normal | ||
197 | float nx, ny, nz; | ||
198 | nx = e1y * e2z - e1z * e2y; | ||
199 | ny = e1z * e2x - e1x * e2z; | ||
200 | nz = e1x * e2y - e1y * e2x; | ||
201 | |||
202 | // Length | ||
203 | float l = (float)Math.Sqrt(nx * nx + ny * ny + nz * nz); | ||
204 | float lReciprocal = 1.0f / l; | ||
205 | |||
206 | // Normalized "normal" | ||
207 | //nx /= l; | ||
208 | //ny /= l; | ||
209 | //nz /= l; | ||
210 | |||
211 | m_normals[i] = nx * lReciprocal; | ||
212 | m_normals[i + 1] = ny * lReciprocal; | ||
213 | m_normals[i + 2] = nz * lReciprocal; | ||
214 | |||
215 | i += 3; | ||
216 | } | ||
217 | } | ||
218 | |||
219 | public List<Vector3> getVertexList() | ||
220 | { | ||
221 | List<Vector3> result = new List<Vector3>(); | ||
222 | foreach (Vertex v in m_vertices.Keys) | ||
223 | { | ||
224 | result.Add(new Vector3(v.X, v.Y, v.Z)); | ||
225 | } | ||
226 | return result; | ||
227 | } | ||
228 | |||
229 | public float[] getVertexListAsFloat() | ||
230 | { | ||
231 | if (m_vertices == null) | ||
232 | throw new NotSupportedException(); | ||
233 | float[] result = new float[m_vertices.Count * 3]; | ||
234 | foreach (KeyValuePair<Vertex, int> kvp in m_vertices) | ||
235 | { | ||
236 | Vertex v = kvp.Key; | ||
237 | int i = kvp.Value; | ||
238 | result[3 * i + 0] = v.X; | ||
239 | result[3 * i + 1] = v.Y; | ||
240 | result[3 * i + 2] = v.Z; | ||
241 | } | ||
242 | return result; | ||
243 | } | ||
244 | |||
245 | public float[] getVertexListAsFloatLocked() | ||
246 | { | ||
247 | if (m_pinnedVertexes.IsAllocated) | ||
248 | return (float[])(m_pinnedVertexes.Target); | ||
249 | |||
250 | float[] result = getVertexListAsFloat(); | ||
251 | m_pinnedVertexes = GCHandle.Alloc(result, GCHandleType.Pinned); | ||
252 | // Inform the garbage collector of this unmanaged allocation so it can schedule | ||
253 | // the next GC round more intelligently | ||
254 | GC.AddMemoryPressure(Buffer.ByteLength(result)); | ||
255 | |||
256 | return result; | ||
257 | } | ||
258 | |||
259 | public void getVertexListAsPtrToFloatArray(out IntPtr vertices, out int vertexStride, out int vertexCount) | ||
260 | { | ||
261 | // A vertex is 3 floats | ||
262 | |||
263 | vertexStride = 3 * sizeof(float); | ||
264 | |||
265 | // If there isn't an unmanaged array allocated yet, do it now | ||
266 | if (m_verticesPtr == IntPtr.Zero) | ||
267 | { | ||
268 | float[] vertexList = getVertexListAsFloat(); | ||
269 | // Each vertex is 3 elements (floats) | ||
270 | m_vertexCount = vertexList.Length / 3; | ||
271 | int byteCount = m_vertexCount * vertexStride; | ||
272 | m_verticesPtr = System.Runtime.InteropServices.Marshal.AllocHGlobal(byteCount); | ||
273 | System.Runtime.InteropServices.Marshal.Copy(vertexList, 0, m_verticesPtr, m_vertexCount * 3); | ||
274 | } | ||
275 | vertices = m_verticesPtr; | ||
276 | vertexCount = m_vertexCount; | ||
277 | } | ||
278 | |||
279 | public int[] getIndexListAsInt() | ||
280 | { | ||
281 | if (m_triangles == null) | ||
282 | throw new NotSupportedException(); | ||
283 | int[] result = new int[m_triangles.Count * 3]; | ||
284 | for (int i = 0; i < m_triangles.Count; i++) | ||
285 | { | ||
286 | Triangle t = m_triangles[i]; | ||
287 | result[3 * i + 0] = m_vertices[t.v1]; | ||
288 | result[3 * i + 1] = m_vertices[t.v2]; | ||
289 | result[3 * i + 2] = m_vertices[t.v3]; | ||
290 | } | ||
291 | return result; | ||
292 | } | ||
293 | |||
294 | /// <summary> | ||
295 | /// creates a list of index values that defines triangle faces. THIS METHOD FREES ALL NON-PINNED MESH DATA | ||
296 | /// </summary> | ||
297 | /// <returns></returns> | ||
298 | public int[] getIndexListAsIntLocked() | ||
299 | { | ||
300 | if (m_pinnedIndex.IsAllocated) | ||
301 | return (int[])(m_pinnedIndex.Target); | ||
302 | |||
303 | int[] result = getIndexListAsInt(); | ||
304 | m_pinnedIndex = GCHandle.Alloc(result, GCHandleType.Pinned); | ||
305 | // Inform the garbage collector of this unmanaged allocation so it can schedule | ||
306 | // the next GC round more intelligently | ||
307 | GC.AddMemoryPressure(Buffer.ByteLength(result)); | ||
308 | |||
309 | return result; | ||
310 | } | ||
311 | |||
312 | public void getIndexListAsPtrToIntArray(out IntPtr indices, out int triStride, out int indexCount) | ||
313 | { | ||
314 | // If there isn't an unmanaged array allocated yet, do it now | ||
315 | if (m_indicesPtr == IntPtr.Zero) | ||
316 | { | ||
317 | int[] indexList = getIndexListAsInt(); | ||
318 | m_indexCount = indexList.Length; | ||
319 | int byteCount = m_indexCount * sizeof(int); | ||
320 | m_indicesPtr = System.Runtime.InteropServices.Marshal.AllocHGlobal(byteCount); | ||
321 | System.Runtime.InteropServices.Marshal.Copy(indexList, 0, m_indicesPtr, m_indexCount); | ||
322 | } | ||
323 | // A triangle is 3 ints (indices) | ||
324 | triStride = 3 * sizeof(int); | ||
325 | indices = m_indicesPtr; | ||
326 | indexCount = m_indexCount; | ||
327 | } | ||
328 | |||
329 | public void releasePinned() | ||
330 | { | ||
331 | if (m_pinnedVertexes.IsAllocated) | ||
332 | m_pinnedVertexes.Free(); | ||
333 | if (m_pinnedIndex.IsAllocated) | ||
334 | m_pinnedIndex.Free(); | ||
335 | if (m_verticesPtr != IntPtr.Zero) | ||
336 | { | ||
337 | System.Runtime.InteropServices.Marshal.FreeHGlobal(m_verticesPtr); | ||
338 | m_verticesPtr = IntPtr.Zero; | ||
339 | } | ||
340 | if (m_indicesPtr != IntPtr.Zero) | ||
341 | { | ||
342 | System.Runtime.InteropServices.Marshal.FreeHGlobal(m_indicesPtr); | ||
343 | m_indicesPtr = IntPtr.Zero; | ||
344 | } | ||
345 | } | ||
346 | |||
347 | /// <summary> | ||
348 | /// frees up the source mesh data to minimize memory - call this method after calling get*Locked() functions | ||
349 | /// </summary> | ||
350 | public void releaseSourceMeshData() | ||
351 | { | ||
352 | m_triangles = null; | ||
353 | m_vertices = null; | ||
354 | } | ||
355 | |||
356 | public void Append(IMesh newMesh) | ||
357 | { | ||
358 | if (m_pinnedIndex.IsAllocated || m_pinnedVertexes.IsAllocated || m_indicesPtr != IntPtr.Zero || m_verticesPtr != IntPtr.Zero) | ||
359 | throw new NotSupportedException("Attempt to Append to a pinned Mesh"); | ||
360 | |||
361 | if (!(newMesh is Mesh)) | ||
362 | return; | ||
363 | |||
364 | foreach (Triangle t in ((Mesh)newMesh).m_triangles) | ||
365 | Add(t); | ||
366 | } | ||
367 | |||
368 | // Do a linear transformation of mesh. | ||
369 | public void TransformLinear(float[,] matrix, float[] offset) | ||
370 | { | ||
371 | if (m_pinnedIndex.IsAllocated || m_pinnedVertexes.IsAllocated || m_indicesPtr != IntPtr.Zero || m_verticesPtr != IntPtr.Zero) | ||
372 | throw new NotSupportedException("Attempt to TransformLinear a pinned Mesh"); | ||
373 | |||
374 | foreach (Vertex v in m_vertices.Keys) | ||
375 | { | ||
376 | if (v == null) | ||
377 | continue; | ||
378 | float x, y, z; | ||
379 | x = v.X*matrix[0, 0] + v.Y*matrix[1, 0] + v.Z*matrix[2, 0]; | ||
380 | y = v.X*matrix[0, 1] + v.Y*matrix[1, 1] + v.Z*matrix[2, 1]; | ||
381 | z = v.X*matrix[0, 2] + v.Y*matrix[1, 2] + v.Z*matrix[2, 2]; | ||
382 | v.X = x + offset[0]; | ||
383 | v.Y = y + offset[1]; | ||
384 | v.Z = z + offset[2]; | ||
385 | } | ||
386 | } | ||
387 | |||
388 | public void DumpRaw(String path, String name, String title) | ||
389 | { | ||
390 | if (path == null) | ||
391 | return; | ||
392 | String fileName = name + "_" + title + ".raw"; | ||
393 | String completePath = System.IO.Path.Combine(path, fileName); | ||
394 | StreamWriter sw = new StreamWriter(completePath); | ||
395 | foreach (Triangle t in m_triangles) | ||
396 | { | ||
397 | String s = t.ToStringRaw(); | ||
398 | sw.WriteLine(s); | ||
399 | } | ||
400 | sw.Close(); | ||
401 | } | ||
402 | |||
403 | public void TrimExcess() | ||
404 | { | ||
405 | m_triangles.TrimExcess(); | ||
406 | } | ||
407 | } | ||
408 | } | ||
diff --git a/OpenSim/Region/PhysicsModules/Meshing/Meshmerizer/Meshmerizer.cs b/OpenSim/Region/PhysicsModules/Meshing/Meshmerizer/Meshmerizer.cs new file mode 100644 index 0000000..bae3449 --- /dev/null +++ b/OpenSim/Region/PhysicsModules/Meshing/Meshmerizer/Meshmerizer.cs | |||
@@ -0,0 +1,1027 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyright | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | //#define SPAM | ||
28 | |||
29 | using System; | ||
30 | using System.Collections.Generic; | ||
31 | using System.Reflection; | ||
32 | using System.IO; | ||
33 | using OpenSim.Framework; | ||
34 | using OpenSim.Region.Framework.Scenes; | ||
35 | using OpenSim.Region.Framework.Interfaces; | ||
36 | using OpenSim.Region.PhysicsModules.SharedBase; | ||
37 | using OpenMetaverse; | ||
38 | using OpenMetaverse.StructuredData; | ||
39 | using System.Drawing; | ||
40 | using System.Drawing.Imaging; | ||
41 | using System.IO.Compression; | ||
42 | using PrimMesher; | ||
43 | using log4net; | ||
44 | using Nini.Config; | ||
45 | using Mono.Addins; | ||
46 | |||
47 | namespace OpenSim.Region.PhysicsModules.Meshing | ||
48 | { | ||
49 | [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "Meshmerizer")] | ||
50 | public class Meshmerizer : IMesher, INonSharedRegionModule | ||
51 | { | ||
52 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | ||
53 | private static string LogHeader = "[MESH]"; | ||
54 | |||
55 | // Setting baseDir to a path will enable the dumping of raw files | ||
56 | // raw files can be imported by blender so a visual inspection of the results can be done | ||
57 | #if SPAM | ||
58 | const string baseDir = "rawFiles"; | ||
59 | #else | ||
60 | private const string baseDir = null; //"rawFiles"; | ||
61 | #endif | ||
62 | private bool m_Enabled = false; | ||
63 | |||
64 | // If 'true', lots of DEBUG logging of asset parsing details | ||
65 | private bool debugDetail = false; | ||
66 | |||
67 | private bool cacheSculptMaps = true; | ||
68 | private string decodedSculptMapPath = null; | ||
69 | private bool useMeshiesPhysicsMesh = false; | ||
70 | |||
71 | private float minSizeForComplexMesh = 0.2f; // prims with all dimensions smaller than this will have a bounding box mesh | ||
72 | |||
73 | private List<List<Vector3>> mConvexHulls = null; | ||
74 | private List<Vector3> mBoundingHull = null; | ||
75 | |||
76 | // Mesh cache. Static so it can be shared across instances of this class | ||
77 | private static Dictionary<ulong, Mesh> m_uniqueMeshes = new Dictionary<ulong, Mesh>(); | ||
78 | |||
79 | #region INonSharedRegionModule | ||
80 | public string Name | ||
81 | { | ||
82 | get { return "Meshmerizer"; } | ||
83 | } | ||
84 | |||
85 | public Type ReplaceableInterface | ||
86 | { | ||
87 | get { return null; } | ||
88 | } | ||
89 | |||
90 | public void Initialise(IConfigSource source) | ||
91 | { | ||
92 | IConfig config = source.Configs["Startup"]; | ||
93 | if (config != null) | ||
94 | { | ||
95 | string mesher = config.GetString("meshing", string.Empty); | ||
96 | if (mesher == Name) | ||
97 | { | ||
98 | m_Enabled = true; | ||
99 | |||
100 | IConfig mesh_config = source.Configs["Mesh"]; | ||
101 | |||
102 | decodedSculptMapPath = config.GetString("DecodedSculptMapPath", "j2kDecodeCache"); | ||
103 | cacheSculptMaps = config.GetBoolean("CacheSculptMaps", cacheSculptMaps); | ||
104 | if (mesh_config != null) | ||
105 | { | ||
106 | useMeshiesPhysicsMesh = mesh_config.GetBoolean("UseMeshiesPhysicsMesh", useMeshiesPhysicsMesh); | ||
107 | debugDetail = mesh_config.GetBoolean("LogMeshDetails", debugDetail); | ||
108 | } | ||
109 | |||
110 | try | ||
111 | { | ||
112 | if (!Directory.Exists(decodedSculptMapPath)) | ||
113 | Directory.CreateDirectory(decodedSculptMapPath); | ||
114 | } | ||
115 | catch (Exception e) | ||
116 | { | ||
117 | m_log.WarnFormat("[SCULPT]: Unable to create {0} directory: ", decodedSculptMapPath, e.Message); | ||
118 | } | ||
119 | |||
120 | } | ||
121 | } | ||
122 | } | ||
123 | |||
124 | public void Close() | ||
125 | { | ||
126 | } | ||
127 | |||
128 | public void AddRegion(Scene scene) | ||
129 | { | ||
130 | if (!m_Enabled) | ||
131 | return; | ||
132 | |||
133 | scene.RegisterModuleInterface<IMesher>(this); | ||
134 | } | ||
135 | |||
136 | public void RemoveRegion(Scene scene) | ||
137 | { | ||
138 | if (!m_Enabled) | ||
139 | return; | ||
140 | |||
141 | scene.UnregisterModuleInterface<IMesher>(this); | ||
142 | } | ||
143 | |||
144 | public void RegionLoaded(Scene scene) | ||
145 | { | ||
146 | if (!m_Enabled) | ||
147 | return; | ||
148 | } | ||
149 | #endregion | ||
150 | |||
151 | |||
152 | /// <summary> | ||
153 | /// creates a simple box mesh of the specified size. This mesh is of very low vertex count and may | ||
154 | /// be useful as a backup proxy when level of detail is not needed or when more complex meshes fail | ||
155 | /// for some reason | ||
156 | /// </summary> | ||
157 | /// <param name="minX"></param> | ||
158 | /// <param name="maxX"></param> | ||
159 | /// <param name="minY"></param> | ||
160 | /// <param name="maxY"></param> | ||
161 | /// <param name="minZ"></param> | ||
162 | /// <param name="maxZ"></param> | ||
163 | /// <returns></returns> | ||
164 | private static Mesh CreateSimpleBoxMesh(float minX, float maxX, float minY, float maxY, float minZ, float maxZ) | ||
165 | { | ||
166 | Mesh box = new Mesh(); | ||
167 | List<Vertex> vertices = new List<Vertex>(); | ||
168 | // bottom | ||
169 | |||
170 | vertices.Add(new Vertex(minX, maxY, minZ)); | ||
171 | vertices.Add(new Vertex(maxX, maxY, minZ)); | ||
172 | vertices.Add(new Vertex(maxX, minY, minZ)); | ||
173 | vertices.Add(new Vertex(minX, minY, minZ)); | ||
174 | |||
175 | box.Add(new Triangle(vertices[0], vertices[1], vertices[2])); | ||
176 | box.Add(new Triangle(vertices[0], vertices[2], vertices[3])); | ||
177 | |||
178 | // top | ||
179 | |||
180 | vertices.Add(new Vertex(maxX, maxY, maxZ)); | ||
181 | vertices.Add(new Vertex(minX, maxY, maxZ)); | ||
182 | vertices.Add(new Vertex(minX, minY, maxZ)); | ||
183 | vertices.Add(new Vertex(maxX, minY, maxZ)); | ||
184 | |||
185 | box.Add(new Triangle(vertices[4], vertices[5], vertices[6])); | ||
186 | box.Add(new Triangle(vertices[4], vertices[6], vertices[7])); | ||
187 | |||
188 | // sides | ||
189 | |||
190 | box.Add(new Triangle(vertices[5], vertices[0], vertices[3])); | ||
191 | box.Add(new Triangle(vertices[5], vertices[3], vertices[6])); | ||
192 | |||
193 | box.Add(new Triangle(vertices[1], vertices[0], vertices[5])); | ||
194 | box.Add(new Triangle(vertices[1], vertices[5], vertices[4])); | ||
195 | |||
196 | box.Add(new Triangle(vertices[7], vertices[1], vertices[4])); | ||
197 | box.Add(new Triangle(vertices[7], vertices[2], vertices[1])); | ||
198 | |||
199 | box.Add(new Triangle(vertices[3], vertices[2], vertices[7])); | ||
200 | box.Add(new Triangle(vertices[3], vertices[7], vertices[6])); | ||
201 | |||
202 | return box; | ||
203 | } | ||
204 | |||
205 | /// <summary> | ||
206 | /// Creates a simple bounding box mesh for a complex input mesh | ||
207 | /// </summary> | ||
208 | /// <param name="meshIn"></param> | ||
209 | /// <returns></returns> | ||
210 | private static Mesh CreateBoundingBoxMesh(Mesh meshIn) | ||
211 | { | ||
212 | float minX = float.MaxValue; | ||
213 | float maxX = float.MinValue; | ||
214 | float minY = float.MaxValue; | ||
215 | float maxY = float.MinValue; | ||
216 | float minZ = float.MaxValue; | ||
217 | float maxZ = float.MinValue; | ||
218 | |||
219 | foreach (Vector3 v in meshIn.getVertexList()) | ||
220 | { | ||
221 | if (v.X < minX) minX = v.X; | ||
222 | if (v.Y < minY) minY = v.Y; | ||
223 | if (v.Z < minZ) minZ = v.Z; | ||
224 | |||
225 | if (v.X > maxX) maxX = v.X; | ||
226 | if (v.Y > maxY) maxY = v.Y; | ||
227 | if (v.Z > maxZ) maxZ = v.Z; | ||
228 | } | ||
229 | |||
230 | return CreateSimpleBoxMesh(minX, maxX, minY, maxY, minZ, maxZ); | ||
231 | } | ||
232 | |||
233 | private void ReportPrimError(string message, string primName, PrimMesh primMesh) | ||
234 | { | ||
235 | m_log.Error(message); | ||
236 | m_log.Error("\nPrim Name: " + primName); | ||
237 | m_log.Error("****** PrimMesh Parameters ******\n" + primMesh.ParamsToDisplayString()); | ||
238 | } | ||
239 | |||
240 | /// <summary> | ||
241 | /// Add a submesh to an existing list of coords and faces. | ||
242 | /// </summary> | ||
243 | /// <param name="subMeshData"></param> | ||
244 | /// <param name="size">Size of entire object</param> | ||
245 | /// <param name="coords"></param> | ||
246 | /// <param name="faces"></param> | ||
247 | private void AddSubMesh(OSDMap subMeshData, Vector3 size, List<Coord> coords, List<Face> faces) | ||
248 | { | ||
249 | // Console.WriteLine("subMeshMap for {0} - {1}", primName, Util.GetFormattedXml((OSD)subMeshMap)); | ||
250 | |||
251 | // As per http://wiki.secondlife.com/wiki/Mesh/Mesh_Asset_Format, some Mesh Level | ||
252 | // of Detail Blocks (maps) contain just a NoGeometry key to signal there is no | ||
253 | // geometry for this submesh. | ||
254 | if (subMeshData.ContainsKey("NoGeometry") && ((OSDBoolean)subMeshData["NoGeometry"])) | ||
255 | return; | ||
256 | |||
257 | OpenMetaverse.Vector3 posMax = ((OSDMap)subMeshData["PositionDomain"])["Max"].AsVector3(); | ||
258 | OpenMetaverse.Vector3 posMin = ((OSDMap)subMeshData["PositionDomain"])["Min"].AsVector3(); | ||
259 | ushort faceIndexOffset = (ushort)coords.Count; | ||
260 | |||
261 | byte[] posBytes = subMeshData["Position"].AsBinary(); | ||
262 | for (int i = 0; i < posBytes.Length; i += 6) | ||
263 | { | ||
264 | ushort uX = Utils.BytesToUInt16(posBytes, i); | ||
265 | ushort uY = Utils.BytesToUInt16(posBytes, i + 2); | ||
266 | ushort uZ = Utils.BytesToUInt16(posBytes, i + 4); | ||
267 | |||
268 | Coord c = new Coord( | ||
269 | Utils.UInt16ToFloat(uX, posMin.X, posMax.X) * size.X, | ||
270 | Utils.UInt16ToFloat(uY, posMin.Y, posMax.Y) * size.Y, | ||
271 | Utils.UInt16ToFloat(uZ, posMin.Z, posMax.Z) * size.Z); | ||
272 | |||
273 | coords.Add(c); | ||
274 | } | ||
275 | |||
276 | byte[] triangleBytes = subMeshData["TriangleList"].AsBinary(); | ||
277 | for (int i = 0; i < triangleBytes.Length; i += 6) | ||
278 | { | ||
279 | ushort v1 = (ushort)(Utils.BytesToUInt16(triangleBytes, i) + faceIndexOffset); | ||
280 | ushort v2 = (ushort)(Utils.BytesToUInt16(triangleBytes, i + 2) + faceIndexOffset); | ||
281 | ushort v3 = (ushort)(Utils.BytesToUInt16(triangleBytes, i + 4) + faceIndexOffset); | ||
282 | Face f = new Face(v1, v2, v3); | ||
283 | faces.Add(f); | ||
284 | } | ||
285 | } | ||
286 | |||
287 | /// <summary> | ||
288 | /// Create a physics mesh from data that comes with the prim. The actual data used depends on the prim type. | ||
289 | /// </summary> | ||
290 | /// <param name="primName"></param> | ||
291 | /// <param name="primShape"></param> | ||
292 | /// <param name="size"></param> | ||
293 | /// <param name="lod"></param> | ||
294 | /// <returns></returns> | ||
295 | private Mesh CreateMeshFromPrimMesher(string primName, PrimitiveBaseShape primShape, Vector3 size, float lod) | ||
296 | { | ||
297 | // m_log.DebugFormat( | ||
298 | // "[MESH]: Creating physics proxy for {0}, shape {1}", | ||
299 | // primName, (OpenMetaverse.SculptType)primShape.SculptType); | ||
300 | |||
301 | List<Coord> coords; | ||
302 | List<Face> faces; | ||
303 | |||
304 | if (primShape.SculptEntry) | ||
305 | { | ||
306 | if (((OpenMetaverse.SculptType)primShape.SculptType) == SculptType.Mesh) | ||
307 | { | ||
308 | if (!useMeshiesPhysicsMesh) | ||
309 | return null; | ||
310 | |||
311 | if (!GenerateCoordsAndFacesFromPrimMeshData(primName, primShape, size, out coords, out faces)) | ||
312 | return null; | ||
313 | } | ||
314 | else | ||
315 | { | ||
316 | if (!GenerateCoordsAndFacesFromPrimSculptData(primName, primShape, size, lod, out coords, out faces)) | ||
317 | return null; | ||
318 | } | ||
319 | } | ||
320 | else | ||
321 | { | ||
322 | if (!GenerateCoordsAndFacesFromPrimShapeData(primName, primShape, size, lod, out coords, out faces)) | ||
323 | return null; | ||
324 | } | ||
325 | |||
326 | // Remove the reference to any JPEG2000 sculpt data so it can be GCed | ||
327 | primShape.SculptData = Utils.EmptyBytes; | ||
328 | |||
329 | int numCoords = coords.Count; | ||
330 | int numFaces = faces.Count; | ||
331 | |||
332 | // Create the list of vertices | ||
333 | List<Vertex> vertices = new List<Vertex>(); | ||
334 | for (int i = 0; i < numCoords; i++) | ||
335 | { | ||
336 | Coord c = coords[i]; | ||
337 | vertices.Add(new Vertex(c.X, c.Y, c.Z)); | ||
338 | } | ||
339 | |||
340 | Mesh mesh = new Mesh(); | ||
341 | // Add the corresponding triangles to the mesh | ||
342 | for (int i = 0; i < numFaces; i++) | ||
343 | { | ||
344 | Face f = faces[i]; | ||
345 | mesh.Add(new Triangle(vertices[f.v1], vertices[f.v2], vertices[f.v3])); | ||
346 | } | ||
347 | |||
348 | return mesh; | ||
349 | } | ||
350 | |||
351 | /// <summary> | ||
352 | /// Generate the co-ords and faces necessary to construct a mesh from the mesh data the accompanies a prim. | ||
353 | /// </summary> | ||
354 | /// <param name="primName"></param> | ||
355 | /// <param name="primShape"></param> | ||
356 | /// <param name="size"></param> | ||
357 | /// <param name="coords">Coords are added to this list by the method.</param> | ||
358 | /// <param name="faces">Faces are added to this list by the method.</param> | ||
359 | /// <returns>true if coords and faces were successfully generated, false if not</returns> | ||
360 | private bool GenerateCoordsAndFacesFromPrimMeshData( | ||
361 | string primName, PrimitiveBaseShape primShape, Vector3 size, out List<Coord> coords, out List<Face> faces) | ||
362 | { | ||
363 | // m_log.DebugFormat("[MESH]: experimental mesh proxy generation for {0}", primName); | ||
364 | |||
365 | coords = new List<Coord>(); | ||
366 | faces = new List<Face>(); | ||
367 | OSD meshOsd = null; | ||
368 | |||
369 | mConvexHulls = null; | ||
370 | mBoundingHull = null; | ||
371 | |||
372 | if (primShape.SculptData.Length <= 0) | ||
373 | { | ||
374 | // XXX: At the moment we can not log here since ODEPrim, for instance, ends up triggering this | ||
375 | // method twice - once before it has loaded sculpt data from the asset service and once afterwards. | ||
376 | // The first time will always call with unloaded SculptData if this needs to be uploaded. | ||
377 | // m_log.ErrorFormat("[MESH]: asset data for {0} is zero length", primName); | ||
378 | return false; | ||
379 | } | ||
380 | |||
381 | long start = 0; | ||
382 | using (MemoryStream data = new MemoryStream(primShape.SculptData)) | ||
383 | { | ||
384 | try | ||
385 | { | ||
386 | OSD osd = OSDParser.DeserializeLLSDBinary(data); | ||
387 | if (osd is OSDMap) | ||
388 | meshOsd = (OSDMap)osd; | ||
389 | else | ||
390 | { | ||
391 | m_log.Warn("[Mesh}: unable to cast mesh asset to OSDMap"); | ||
392 | return false; | ||
393 | } | ||
394 | } | ||
395 | catch (Exception e) | ||
396 | { | ||
397 | m_log.Error("[MESH]: Exception deserializing mesh asset header:" + e.ToString()); | ||
398 | } | ||
399 | |||
400 | start = data.Position; | ||
401 | } | ||
402 | |||
403 | if (meshOsd is OSDMap) | ||
404 | { | ||
405 | OSDMap physicsParms = null; | ||
406 | OSDMap map = (OSDMap)meshOsd; | ||
407 | if (map.ContainsKey("physics_shape")) | ||
408 | { | ||
409 | physicsParms = (OSDMap)map["physics_shape"]; // old asset format | ||
410 | if (debugDetail) m_log.DebugFormat("{0} prim='{1}': using 'physics_shape' mesh data", LogHeader, primName); | ||
411 | } | ||
412 | else if (map.ContainsKey("physics_mesh")) | ||
413 | { | ||
414 | physicsParms = (OSDMap)map["physics_mesh"]; // new asset format | ||
415 | if (debugDetail) m_log.DebugFormat("{0} prim='{1}':using 'physics_mesh' mesh data", LogHeader, primName); | ||
416 | } | ||
417 | else if (map.ContainsKey("medium_lod")) | ||
418 | { | ||
419 | physicsParms = (OSDMap)map["medium_lod"]; // if no physics mesh, try to fall back to medium LOD display mesh | ||
420 | if (debugDetail) m_log.DebugFormat("{0} prim='{1}':using 'medium_lod' mesh data", LogHeader, primName); | ||
421 | } | ||
422 | else if (map.ContainsKey("high_lod")) | ||
423 | { | ||
424 | physicsParms = (OSDMap)map["high_lod"]; // if all else fails, use highest LOD display mesh and hope it works :) | ||
425 | if (debugDetail) m_log.DebugFormat("{0} prim='{1}':using 'high_lod' mesh data", LogHeader, primName); | ||
426 | } | ||
427 | |||
428 | if (map.ContainsKey("physics_convex")) | ||
429 | { // pull this out also in case physics engine can use it | ||
430 | OSD convexBlockOsd = null; | ||
431 | try | ||
432 | { | ||
433 | OSDMap convexBlock = (OSDMap)map["physics_convex"]; | ||
434 | { | ||
435 | int convexOffset = convexBlock["offset"].AsInteger() + (int)start; | ||
436 | int convexSize = convexBlock["size"].AsInteger(); | ||
437 | |||
438 | byte[] convexBytes = new byte[convexSize]; | ||
439 | |||
440 | System.Buffer.BlockCopy(primShape.SculptData, convexOffset, convexBytes, 0, convexSize); | ||
441 | |||
442 | try | ||
443 | { | ||
444 | convexBlockOsd = DecompressOsd(convexBytes); | ||
445 | } | ||
446 | catch (Exception e) | ||
447 | { | ||
448 | m_log.ErrorFormat("{0} prim='{1}': exception decoding convex block: {2}", LogHeader, primName, e); | ||
449 | //return false; | ||
450 | } | ||
451 | } | ||
452 | |||
453 | if (convexBlockOsd != null && convexBlockOsd is OSDMap) | ||
454 | { | ||
455 | convexBlock = convexBlockOsd as OSDMap; | ||
456 | |||
457 | if (debugDetail) | ||
458 | { | ||
459 | string keys = LogHeader + " keys found in convexBlock: "; | ||
460 | foreach (KeyValuePair<string, OSD> kvp in convexBlock) | ||
461 | keys += "'" + kvp.Key + "' "; | ||
462 | m_log.Debug(keys); | ||
463 | } | ||
464 | |||
465 | Vector3 min = new Vector3(-0.5f, -0.5f, -0.5f); | ||
466 | if (convexBlock.ContainsKey("Min")) min = convexBlock["Min"].AsVector3(); | ||
467 | Vector3 max = new Vector3(0.5f, 0.5f, 0.5f); | ||
468 | if (convexBlock.ContainsKey("Max")) max = convexBlock["Max"].AsVector3(); | ||
469 | |||
470 | List<Vector3> boundingHull = null; | ||
471 | |||
472 | if (convexBlock.ContainsKey("BoundingVerts")) | ||
473 | { | ||
474 | byte[] boundingVertsBytes = convexBlock["BoundingVerts"].AsBinary(); | ||
475 | boundingHull = new List<Vector3>(); | ||
476 | for (int i = 0; i < boundingVertsBytes.Length; ) | ||
477 | { | ||
478 | ushort uX = Utils.BytesToUInt16(boundingVertsBytes, i); i += 2; | ||
479 | ushort uY = Utils.BytesToUInt16(boundingVertsBytes, i); i += 2; | ||
480 | ushort uZ = Utils.BytesToUInt16(boundingVertsBytes, i); i += 2; | ||
481 | |||
482 | Vector3 pos = new Vector3( | ||
483 | Utils.UInt16ToFloat(uX, min.X, max.X), | ||
484 | Utils.UInt16ToFloat(uY, min.Y, max.Y), | ||
485 | Utils.UInt16ToFloat(uZ, min.Z, max.Z) | ||
486 | ); | ||
487 | |||
488 | boundingHull.Add(pos); | ||
489 | } | ||
490 | |||
491 | mBoundingHull = boundingHull; | ||
492 | if (debugDetail) m_log.DebugFormat("{0} prim='{1}': parsed bounding hull. nVerts={2}", LogHeader, primName, mBoundingHull.Count); | ||
493 | } | ||
494 | |||
495 | if (convexBlock.ContainsKey("HullList")) | ||
496 | { | ||
497 | byte[] hullList = convexBlock["HullList"].AsBinary(); | ||
498 | |||
499 | byte[] posBytes = convexBlock["Positions"].AsBinary(); | ||
500 | |||
501 | List<List<Vector3>> hulls = new List<List<Vector3>>(); | ||
502 | int posNdx = 0; | ||
503 | |||
504 | foreach (byte cnt in hullList) | ||
505 | { | ||
506 | int count = cnt == 0 ? 256 : cnt; | ||
507 | List<Vector3> hull = new List<Vector3>(); | ||
508 | |||
509 | for (int i = 0; i < count; i++) | ||
510 | { | ||
511 | ushort uX = Utils.BytesToUInt16(posBytes, posNdx); posNdx += 2; | ||
512 | ushort uY = Utils.BytesToUInt16(posBytes, posNdx); posNdx += 2; | ||
513 | ushort uZ = Utils.BytesToUInt16(posBytes, posNdx); posNdx += 2; | ||
514 | |||
515 | Vector3 pos = new Vector3( | ||
516 | Utils.UInt16ToFloat(uX, min.X, max.X), | ||
517 | Utils.UInt16ToFloat(uY, min.Y, max.Y), | ||
518 | Utils.UInt16ToFloat(uZ, min.Z, max.Z) | ||
519 | ); | ||
520 | |||
521 | hull.Add(pos); | ||
522 | } | ||
523 | |||
524 | hulls.Add(hull); | ||
525 | } | ||
526 | |||
527 | mConvexHulls = hulls; | ||
528 | if (debugDetail) m_log.DebugFormat("{0} prim='{1}': parsed hulls. nHulls={2}", LogHeader, primName, mConvexHulls.Count); | ||
529 | } | ||
530 | else | ||
531 | { | ||
532 | if (debugDetail) m_log.DebugFormat("{0} prim='{1}' has physics_convex but no HullList", LogHeader, primName); | ||
533 | } | ||
534 | } | ||
535 | } | ||
536 | catch (Exception e) | ||
537 | { | ||
538 | m_log.WarnFormat("{0} exception decoding convex block: {1}", LogHeader, e); | ||
539 | } | ||
540 | } | ||
541 | |||
542 | if (physicsParms == null) | ||
543 | { | ||
544 | m_log.WarnFormat("[MESH]: No recognized physics mesh found in mesh asset for {0}", primName); | ||
545 | return false; | ||
546 | } | ||
547 | |||
548 | int physOffset = physicsParms["offset"].AsInteger() + (int)start; | ||
549 | int physSize = physicsParms["size"].AsInteger(); | ||
550 | |||
551 | if (physOffset < 0 || physSize == 0) | ||
552 | return false; // no mesh data in asset | ||
553 | |||
554 | OSD decodedMeshOsd = new OSD(); | ||
555 | byte[] meshBytes = new byte[physSize]; | ||
556 | System.Buffer.BlockCopy(primShape.SculptData, physOffset, meshBytes, 0, physSize); | ||
557 | // byte[] decompressed = new byte[physSize * 5]; | ||
558 | try | ||
559 | { | ||
560 | decodedMeshOsd = DecompressOsd(meshBytes); | ||
561 | } | ||
562 | catch (Exception e) | ||
563 | { | ||
564 | m_log.ErrorFormat("{0} prim='{1}': exception decoding physical mesh: {2}", LogHeader, primName, e); | ||
565 | return false; | ||
566 | } | ||
567 | |||
568 | OSDArray decodedMeshOsdArray = null; | ||
569 | |||
570 | // physics_shape is an array of OSDMaps, one for each submesh | ||
571 | if (decodedMeshOsd is OSDArray) | ||
572 | { | ||
573 | // Console.WriteLine("decodedMeshOsd for {0} - {1}", primName, Util.GetFormattedXml(decodedMeshOsd)); | ||
574 | |||
575 | decodedMeshOsdArray = (OSDArray)decodedMeshOsd; | ||
576 | foreach (OSD subMeshOsd in decodedMeshOsdArray) | ||
577 | { | ||
578 | if (subMeshOsd is OSDMap) | ||
579 | AddSubMesh(subMeshOsd as OSDMap, size, coords, faces); | ||
580 | } | ||
581 | if (debugDetail) | ||
582 | m_log.DebugFormat("{0} {1}: mesh decoded. offset={2}, size={3}, nCoords={4}, nFaces={5}", | ||
583 | LogHeader, primName, physOffset, physSize, coords.Count, faces.Count); | ||
584 | } | ||
585 | } | ||
586 | |||
587 | return true; | ||
588 | } | ||
589 | |||
590 | /// <summary> | ||
591 | /// decompresses a gzipped OSD object | ||
592 | /// </summary> | ||
593 | /// <param name="decodedOsd"></param> the OSD object | ||
594 | /// <param name="meshBytes"></param> | ||
595 | /// <returns></returns> | ||
596 | private static OSD DecompressOsd(byte[] meshBytes) | ||
597 | { | ||
598 | OSD decodedOsd = null; | ||
599 | |||
600 | using (MemoryStream inMs = new MemoryStream(meshBytes)) | ||
601 | { | ||
602 | using (MemoryStream outMs = new MemoryStream()) | ||
603 | { | ||
604 | using (DeflateStream decompressionStream = new DeflateStream(inMs, CompressionMode.Decompress)) | ||
605 | { | ||
606 | byte[] readBuffer = new byte[2048]; | ||
607 | inMs.Read(readBuffer, 0, 2); // skip first 2 bytes in header | ||
608 | int readLen = 0; | ||
609 | |||
610 | while ((readLen = decompressionStream.Read(readBuffer, 0, readBuffer.Length)) > 0) | ||
611 | outMs.Write(readBuffer, 0, readLen); | ||
612 | |||
613 | outMs.Flush(); | ||
614 | |||
615 | outMs.Seek(0, SeekOrigin.Begin); | ||
616 | |||
617 | byte[] decompressedBuf = outMs.GetBuffer(); | ||
618 | |||
619 | decodedOsd = OSDParser.DeserializeLLSDBinary(decompressedBuf); | ||
620 | } | ||
621 | } | ||
622 | } | ||
623 | return decodedOsd; | ||
624 | } | ||
625 | |||
626 | /// <summary> | ||
627 | /// Generate the co-ords and faces necessary to construct a mesh from the sculpt data the accompanies a prim. | ||
628 | /// </summary> | ||
629 | /// <param name="primName"></param> | ||
630 | /// <param name="primShape"></param> | ||
631 | /// <param name="size"></param> | ||
632 | /// <param name="lod"></param> | ||
633 | /// <param name="coords">Coords are added to this list by the method.</param> | ||
634 | /// <param name="faces">Faces are added to this list by the method.</param> | ||
635 | /// <returns>true if coords and faces were successfully generated, false if not</returns> | ||
636 | private bool GenerateCoordsAndFacesFromPrimSculptData( | ||
637 | string primName, PrimitiveBaseShape primShape, Vector3 size, float lod, out List<Coord> coords, out List<Face> faces) | ||
638 | { | ||
639 | coords = new List<Coord>(); | ||
640 | faces = new List<Face>(); | ||
641 | PrimMesher.SculptMesh sculptMesh; | ||
642 | Image idata = null; | ||
643 | string decodedSculptFileName = ""; | ||
644 | |||
645 | if (cacheSculptMaps && primShape.SculptTexture != UUID.Zero) | ||
646 | { | ||
647 | decodedSculptFileName = System.IO.Path.Combine(decodedSculptMapPath, "smap_" + primShape.SculptTexture.ToString()); | ||
648 | try | ||
649 | { | ||
650 | if (File.Exists(decodedSculptFileName)) | ||
651 | { | ||
652 | idata = Image.FromFile(decodedSculptFileName); | ||
653 | } | ||
654 | } | ||
655 | catch (Exception e) | ||
656 | { | ||
657 | m_log.Error("[SCULPT]: unable to load cached sculpt map " + decodedSculptFileName + " " + e.Message); | ||
658 | |||
659 | } | ||
660 | //if (idata != null) | ||
661 | // m_log.Debug("[SCULPT]: loaded cached map asset for map ID: " + primShape.SculptTexture.ToString()); | ||
662 | } | ||
663 | |||
664 | if (idata == null) | ||
665 | { | ||
666 | if (primShape.SculptData == null || primShape.SculptData.Length == 0) | ||
667 | return false; | ||
668 | |||
669 | try | ||
670 | { | ||
671 | OpenMetaverse.Imaging.ManagedImage managedImage; | ||
672 | |||
673 | OpenMetaverse.Imaging.OpenJPEG.DecodeToImage(primShape.SculptData, out managedImage); | ||
674 | |||
675 | if (managedImage == null) | ||
676 | { | ||
677 | // In some cases it seems that the decode can return a null bitmap without throwing | ||
678 | // an exception | ||
679 | m_log.WarnFormat("[PHYSICS]: OpenJPEG decoded sculpt data for {0} to a null bitmap. Ignoring.", primName); | ||
680 | |||
681 | return false; | ||
682 | } | ||
683 | |||
684 | if ((managedImage.Channels & OpenMetaverse.Imaging.ManagedImage.ImageChannels.Alpha) != 0) | ||
685 | managedImage.ConvertChannels(managedImage.Channels & ~OpenMetaverse.Imaging.ManagedImage.ImageChannels.Alpha); | ||
686 | |||
687 | Bitmap imgData = OpenMetaverse.Imaging.LoadTGAClass.LoadTGA(new MemoryStream(managedImage.ExportTGA())); | ||
688 | idata = (Image)imgData; | ||
689 | managedImage = null; | ||
690 | |||
691 | if (cacheSculptMaps) | ||
692 | { | ||
693 | try { idata.Save(decodedSculptFileName, ImageFormat.MemoryBmp); } | ||
694 | catch (Exception e) { m_log.Error("[SCULPT]: unable to cache sculpt map " + decodedSculptFileName + " " + e.Message); } | ||
695 | } | ||
696 | } | ||
697 | catch (DllNotFoundException) | ||
698 | { | ||
699 | m_log.Error("[PHYSICS]: OpenJpeg is not installed correctly on this system. Physics Proxy generation failed. Often times this is because of an old version of GLIBC. You must have version 2.4 or above!"); | ||
700 | return false; | ||
701 | } | ||
702 | catch (IndexOutOfRangeException) | ||
703 | { | ||
704 | m_log.Error("[PHYSICS]: OpenJpeg was unable to decode this. Physics Proxy generation failed"); | ||
705 | return false; | ||
706 | } | ||
707 | catch (Exception ex) | ||
708 | { | ||
709 | m_log.Error("[PHYSICS]: Unable to generate a Sculpty physics proxy. Sculpty texture decode failed: " + ex.Message); | ||
710 | return false; | ||
711 | } | ||
712 | } | ||
713 | |||
714 | PrimMesher.SculptMesh.SculptType sculptType; | ||
715 | switch ((OpenMetaverse.SculptType)primShape.SculptType) | ||
716 | { | ||
717 | case OpenMetaverse.SculptType.Cylinder: | ||
718 | sculptType = PrimMesher.SculptMesh.SculptType.cylinder; | ||
719 | break; | ||
720 | case OpenMetaverse.SculptType.Plane: | ||
721 | sculptType = PrimMesher.SculptMesh.SculptType.plane; | ||
722 | break; | ||
723 | case OpenMetaverse.SculptType.Torus: | ||
724 | sculptType = PrimMesher.SculptMesh.SculptType.torus; | ||
725 | break; | ||
726 | case OpenMetaverse.SculptType.Sphere: | ||
727 | sculptType = PrimMesher.SculptMesh.SculptType.sphere; | ||
728 | break; | ||
729 | default: | ||
730 | sculptType = PrimMesher.SculptMesh.SculptType.plane; | ||
731 | break; | ||
732 | } | ||
733 | |||
734 | bool mirror = ((primShape.SculptType & 128) != 0); | ||
735 | bool invert = ((primShape.SculptType & 64) != 0); | ||
736 | |||
737 | sculptMesh = new PrimMesher.SculptMesh((Bitmap)idata, sculptType, (int)lod, false, mirror, invert); | ||
738 | |||
739 | idata.Dispose(); | ||
740 | |||
741 | sculptMesh.DumpRaw(baseDir, primName, "primMesh"); | ||
742 | |||
743 | sculptMesh.Scale(size.X, size.Y, size.Z); | ||
744 | |||
745 | coords = sculptMesh.coords; | ||
746 | faces = sculptMesh.faces; | ||
747 | |||
748 | return true; | ||
749 | } | ||
750 | |||
751 | /// <summary> | ||
752 | /// Generate the co-ords and faces necessary to construct a mesh from the shape data the accompanies a prim. | ||
753 | /// </summary> | ||
754 | /// <param name="primName"></param> | ||
755 | /// <param name="primShape"></param> | ||
756 | /// <param name="size"></param> | ||
757 | /// <param name="coords">Coords are added to this list by the method.</param> | ||
758 | /// <param name="faces">Faces are added to this list by the method.</param> | ||
759 | /// <returns>true if coords and faces were successfully generated, false if not</returns> | ||
760 | private bool GenerateCoordsAndFacesFromPrimShapeData( | ||
761 | string primName, PrimitiveBaseShape primShape, Vector3 size, float lod, out List<Coord> coords, out List<Face> faces) | ||
762 | { | ||
763 | PrimMesh primMesh; | ||
764 | coords = new List<Coord>(); | ||
765 | faces = new List<Face>(); | ||
766 | |||
767 | float pathShearX = primShape.PathShearX < 128 ? (float)primShape.PathShearX * 0.01f : (float)(primShape.PathShearX - 256) * 0.01f; | ||
768 | float pathShearY = primShape.PathShearY < 128 ? (float)primShape.PathShearY * 0.01f : (float)(primShape.PathShearY - 256) * 0.01f; | ||
769 | float pathBegin = (float)primShape.PathBegin * 2.0e-5f; | ||
770 | float pathEnd = 1.0f - (float)primShape.PathEnd * 2.0e-5f; | ||
771 | float pathScaleX = (float)(primShape.PathScaleX - 100) * 0.01f; | ||
772 | float pathScaleY = (float)(primShape.PathScaleY - 100) * 0.01f; | ||
773 | |||
774 | float profileBegin = (float)primShape.ProfileBegin * 2.0e-5f; | ||
775 | float profileEnd = 1.0f - (float)primShape.ProfileEnd * 2.0e-5f; | ||
776 | float profileHollow = (float)primShape.ProfileHollow * 2.0e-5f; | ||
777 | if (profileHollow > 0.95f) | ||
778 | profileHollow = 0.95f; | ||
779 | |||
780 | int sides = 4; | ||
781 | LevelOfDetail iLOD = (LevelOfDetail)lod; | ||
782 | if ((primShape.ProfileCurve & 0x07) == (byte)ProfileShape.EquilateralTriangle) | ||
783 | sides = 3; | ||
784 | else if ((primShape.ProfileCurve & 0x07) == (byte)ProfileShape.Circle) | ||
785 | { | ||
786 | switch (iLOD) | ||
787 | { | ||
788 | case LevelOfDetail.High: sides = 24; break; | ||
789 | case LevelOfDetail.Medium: sides = 12; break; | ||
790 | case LevelOfDetail.Low: sides = 6; break; | ||
791 | case LevelOfDetail.VeryLow: sides = 3; break; | ||
792 | default: sides = 24; break; | ||
793 | } | ||
794 | } | ||
795 | else if ((primShape.ProfileCurve & 0x07) == (byte)ProfileShape.HalfCircle) | ||
796 | { // half circle, prim is a sphere | ||
797 | switch (iLOD) | ||
798 | { | ||
799 | case LevelOfDetail.High: sides = 24; break; | ||
800 | case LevelOfDetail.Medium: sides = 12; break; | ||
801 | case LevelOfDetail.Low: sides = 6; break; | ||
802 | case LevelOfDetail.VeryLow: sides = 3; break; | ||
803 | default: sides = 24; break; | ||
804 | } | ||
805 | |||
806 | profileBegin = 0.5f * profileBegin + 0.5f; | ||
807 | profileEnd = 0.5f * profileEnd + 0.5f; | ||
808 | } | ||
809 | |||
810 | int hollowSides = sides; | ||
811 | if (primShape.HollowShape == HollowShape.Circle) | ||
812 | { | ||
813 | switch (iLOD) | ||
814 | { | ||
815 | case LevelOfDetail.High: hollowSides = 24; break; | ||
816 | case LevelOfDetail.Medium: hollowSides = 12; break; | ||
817 | case LevelOfDetail.Low: hollowSides = 6; break; | ||
818 | case LevelOfDetail.VeryLow: hollowSides = 3; break; | ||
819 | default: hollowSides = 24; break; | ||
820 | } | ||
821 | } | ||
822 | else if (primShape.HollowShape == HollowShape.Square) | ||
823 | hollowSides = 4; | ||
824 | else if (primShape.HollowShape == HollowShape.Triangle) | ||
825 | hollowSides = 3; | ||
826 | |||
827 | primMesh = new PrimMesh(sides, profileBegin, profileEnd, profileHollow, hollowSides); | ||
828 | |||
829 | if (primMesh.errorMessage != null) | ||
830 | if (primMesh.errorMessage.Length > 0) | ||
831 | m_log.Error("[ERROR] " + primMesh.errorMessage); | ||
832 | |||
833 | primMesh.topShearX = pathShearX; | ||
834 | primMesh.topShearY = pathShearY; | ||
835 | primMesh.pathCutBegin = pathBegin; | ||
836 | primMesh.pathCutEnd = pathEnd; | ||
837 | |||
838 | if (primShape.PathCurve == (byte)Extrusion.Straight || primShape.PathCurve == (byte) Extrusion.Flexible) | ||
839 | { | ||
840 | primMesh.twistBegin = primShape.PathTwistBegin * 18 / 10; | ||
841 | primMesh.twistEnd = primShape.PathTwist * 18 / 10; | ||
842 | primMesh.taperX = pathScaleX; | ||
843 | primMesh.taperY = pathScaleY; | ||
844 | |||
845 | if (profileBegin < 0.0f || profileBegin >= profileEnd || profileEnd > 1.0f) | ||
846 | { | ||
847 | ReportPrimError("*** CORRUPT PRIM!! ***", primName, primMesh); | ||
848 | if (profileBegin < 0.0f) profileBegin = 0.0f; | ||
849 | if (profileEnd > 1.0f) profileEnd = 1.0f; | ||
850 | } | ||
851 | #if SPAM | ||
852 | m_log.Debug("****** PrimMesh Parameters (Linear) ******\n" + primMesh.ParamsToDisplayString()); | ||
853 | #endif | ||
854 | try | ||
855 | { | ||
856 | primMesh.ExtrudeLinear(); | ||
857 | } | ||
858 | catch (Exception ex) | ||
859 | { | ||
860 | ReportPrimError("Extrusion failure: exception: " + ex.ToString(), primName, primMesh); | ||
861 | return false; | ||
862 | } | ||
863 | } | ||
864 | else | ||
865 | { | ||
866 | primMesh.holeSizeX = (200 - primShape.PathScaleX) * 0.01f; | ||
867 | primMesh.holeSizeY = (200 - primShape.PathScaleY) * 0.01f; | ||
868 | primMesh.radius = 0.01f * primShape.PathRadiusOffset; | ||
869 | primMesh.revolutions = 1.0f + 0.015f * primShape.PathRevolutions; | ||
870 | primMesh.skew = 0.01f * primShape.PathSkew; | ||
871 | primMesh.twistBegin = primShape.PathTwistBegin * 36 / 10; | ||
872 | primMesh.twistEnd = primShape.PathTwist * 36 / 10; | ||
873 | primMesh.taperX = primShape.PathTaperX * 0.01f; | ||
874 | primMesh.taperY = primShape.PathTaperY * 0.01f; | ||
875 | |||
876 | if (profileBegin < 0.0f || profileBegin >= profileEnd || profileEnd > 1.0f) | ||
877 | { | ||
878 | ReportPrimError("*** CORRUPT PRIM!! ***", primName, primMesh); | ||
879 | if (profileBegin < 0.0f) profileBegin = 0.0f; | ||
880 | if (profileEnd > 1.0f) profileEnd = 1.0f; | ||
881 | } | ||
882 | #if SPAM | ||
883 | m_log.Debug("****** PrimMesh Parameters (Circular) ******\n" + primMesh.ParamsToDisplayString()); | ||
884 | #endif | ||
885 | try | ||
886 | { | ||
887 | primMesh.ExtrudeCircular(); | ||
888 | } | ||
889 | catch (Exception ex) | ||
890 | { | ||
891 | ReportPrimError("Extrusion failure: exception: " + ex.ToString(), primName, primMesh); | ||
892 | return false; | ||
893 | } | ||
894 | } | ||
895 | |||
896 | primMesh.DumpRaw(baseDir, primName, "primMesh"); | ||
897 | |||
898 | primMesh.Scale(size.X, size.Y, size.Z); | ||
899 | |||
900 | coords = primMesh.coords; | ||
901 | faces = primMesh.faces; | ||
902 | |||
903 | return true; | ||
904 | } | ||
905 | |||
906 | /// <summary> | ||
907 | /// temporary prototype code - please do not use until the interface has been finalized! | ||
908 | /// </summary> | ||
909 | /// <param name="size">value to scale the hull points by</param> | ||
910 | /// <returns>a list of vertices in the bounding hull if it exists and has been successfully decoded, otherwise null</returns> | ||
911 | public List<Vector3> GetBoundingHull(Vector3 size) | ||
912 | { | ||
913 | if (mBoundingHull == null) | ||
914 | return null; | ||
915 | |||
916 | List<Vector3> verts = new List<Vector3>(); | ||
917 | foreach (var vert in mBoundingHull) | ||
918 | verts.Add(vert * size); | ||
919 | |||
920 | return verts; | ||
921 | } | ||
922 | |||
923 | /// <summary> | ||
924 | /// temporary prototype code - please do not use until the interface has been finalized! | ||
925 | /// </summary> | ||
926 | /// <param name="size">value to scale the hull points by</param> | ||
927 | /// <returns>a list of hulls if they exist and have been successfully decoded, otherwise null</returns> | ||
928 | public List<List<Vector3>> GetConvexHulls(Vector3 size) | ||
929 | { | ||
930 | if (mConvexHulls == null) | ||
931 | return null; | ||
932 | |||
933 | List<List<Vector3>> hulls = new List<List<Vector3>>(); | ||
934 | foreach (var hull in mConvexHulls) | ||
935 | { | ||
936 | List<Vector3> verts = new List<Vector3>(); | ||
937 | foreach (var vert in hull) | ||
938 | verts.Add(vert * size); | ||
939 | hulls.Add(verts); | ||
940 | } | ||
941 | |||
942 | return hulls; | ||
943 | } | ||
944 | |||
945 | public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod) | ||
946 | { | ||
947 | return CreateMesh(primName, primShape, size, lod, false, true); | ||
948 | } | ||
949 | |||
950 | public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical, bool shouldCache, bool convex, bool forOde) | ||
951 | { | ||
952 | return CreateMesh(primName, primShape, size, lod, false); | ||
953 | } | ||
954 | |||
955 | public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical) | ||
956 | { | ||
957 | return CreateMesh(primName, primShape, size, lod, isPhysical, true); | ||
958 | } | ||
959 | |||
960 | public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical, bool convex, bool forOde) | ||
961 | { | ||
962 | return CreateMesh(primName, primShape, size, lod, isPhysical, true); | ||
963 | } | ||
964 | |||
965 | public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical, bool shouldCache) | ||
966 | { | ||
967 | #if SPAM | ||
968 | m_log.DebugFormat("[MESH]: Creating mesh for {0}", primName); | ||
969 | #endif | ||
970 | |||
971 | Mesh mesh = null; | ||
972 | ulong key = 0; | ||
973 | |||
974 | // If this mesh has been created already, return it instead of creating another copy | ||
975 | // For large regions with 100k+ prims and hundreds of copies of each, this can save a GB or more of memory | ||
976 | if (shouldCache) | ||
977 | { | ||
978 | key = primShape.GetMeshKey(size, lod); | ||
979 | lock (m_uniqueMeshes) | ||
980 | { | ||
981 | if (m_uniqueMeshes.TryGetValue(key, out mesh)) | ||
982 | return mesh; | ||
983 | } | ||
984 | } | ||
985 | |||
986 | if (size.X < 0.01f) size.X = 0.01f; | ||
987 | if (size.Y < 0.01f) size.Y = 0.01f; | ||
988 | if (size.Z < 0.01f) size.Z = 0.01f; | ||
989 | |||
990 | mesh = CreateMeshFromPrimMesher(primName, primShape, size, lod); | ||
991 | |||
992 | if (mesh != null) | ||
993 | { | ||
994 | if ((!isPhysical) && size.X < minSizeForComplexMesh && size.Y < minSizeForComplexMesh && size.Z < minSizeForComplexMesh) | ||
995 | { | ||
996 | #if SPAM | ||
997 | m_log.Debug("Meshmerizer: prim " + primName + " has a size of " + size.ToString() + " which is below threshold of " + | ||
998 | minSizeForComplexMesh.ToString() + " - creating simple bounding box"); | ||
999 | #endif | ||
1000 | mesh = CreateBoundingBoxMesh(mesh); | ||
1001 | mesh.DumpRaw(baseDir, primName, "Z extruded"); | ||
1002 | } | ||
1003 | |||
1004 | // trim the vertex and triangle lists to free up memory | ||
1005 | mesh.TrimExcess(); | ||
1006 | |||
1007 | if (shouldCache) | ||
1008 | { | ||
1009 | lock (m_uniqueMeshes) | ||
1010 | { | ||
1011 | m_uniqueMeshes.Add(key, mesh); | ||
1012 | } | ||
1013 | } | ||
1014 | } | ||
1015 | |||
1016 | return mesh; | ||
1017 | } | ||
1018 | public IMesh GetMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical, bool convex) | ||
1019 | { | ||
1020 | return null; | ||
1021 | } | ||
1022 | |||
1023 | public void ReleaseMesh(IMesh imesh) { } | ||
1024 | public void ExpireReleaseMeshs() { } | ||
1025 | public void ExpireFileCache() { } | ||
1026 | } | ||
1027 | } | ||
diff --git a/OpenSim/Region/PhysicsModules/Meshing/Meshmerizer/PrimMesher.cs b/OpenSim/Region/PhysicsModules/Meshing/Meshmerizer/PrimMesher.cs new file mode 100644 index 0000000..4049ee1 --- /dev/null +++ b/OpenSim/Region/PhysicsModules/Meshing/Meshmerizer/PrimMesher.cs | |||
@@ -0,0 +1,2324 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyright | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | |||
28 | using System; | ||
29 | using System.Collections.Generic; | ||
30 | using System.Text; | ||
31 | using System.IO; | ||
32 | |||
33 | namespace PrimMesher | ||
34 | { | ||
35 | public struct Quat | ||
36 | { | ||
37 | /// <summary>X value</summary> | ||
38 | public float X; | ||
39 | /// <summary>Y value</summary> | ||
40 | public float Y; | ||
41 | /// <summary>Z value</summary> | ||
42 | public float Z; | ||
43 | /// <summary>W value</summary> | ||
44 | public float W; | ||
45 | |||
46 | public Quat(float x, float y, float z, float w) | ||
47 | { | ||
48 | X = x; | ||
49 | Y = y; | ||
50 | Z = z; | ||
51 | W = w; | ||
52 | } | ||
53 | |||
54 | public Quat(Coord axis, float angle) | ||
55 | { | ||
56 | axis = axis.Normalize(); | ||
57 | |||
58 | angle *= 0.5f; | ||
59 | float c = (float)Math.Cos(angle); | ||
60 | float s = (float)Math.Sin(angle); | ||
61 | |||
62 | X = axis.X * s; | ||
63 | Y = axis.Y * s; | ||
64 | Z = axis.Z * s; | ||
65 | W = c; | ||
66 | |||
67 | Normalize(); | ||
68 | } | ||
69 | |||
70 | public float Length() | ||
71 | { | ||
72 | return (float)Math.Sqrt(X * X + Y * Y + Z * Z + W * W); | ||
73 | } | ||
74 | |||
75 | public Quat Normalize() | ||
76 | { | ||
77 | const float MAG_THRESHOLD = 0.0000001f; | ||
78 | float mag = Length(); | ||
79 | |||
80 | // Catch very small rounding errors when normalizing | ||
81 | if (mag > MAG_THRESHOLD) | ||
82 | { | ||
83 | float oomag = 1f / mag; | ||
84 | X *= oomag; | ||
85 | Y *= oomag; | ||
86 | Z *= oomag; | ||
87 | W *= oomag; | ||
88 | } | ||
89 | else | ||
90 | { | ||
91 | X = 0f; | ||
92 | Y = 0f; | ||
93 | Z = 0f; | ||
94 | W = 1f; | ||
95 | } | ||
96 | |||
97 | return this; | ||
98 | } | ||
99 | |||
100 | public static Quat operator *(Quat q1, Quat q2) | ||
101 | { | ||
102 | float x = q1.W * q2.X + q1.X * q2.W + q1.Y * q2.Z - q1.Z * q2.Y; | ||
103 | float y = q1.W * q2.Y - q1.X * q2.Z + q1.Y * q2.W + q1.Z * q2.X; | ||
104 | float z = q1.W * q2.Z + q1.X * q2.Y - q1.Y * q2.X + q1.Z * q2.W; | ||
105 | float w = q1.W * q2.W - q1.X * q2.X - q1.Y * q2.Y - q1.Z * q2.Z; | ||
106 | return new Quat(x, y, z, w); | ||
107 | } | ||
108 | |||
109 | public override string ToString() | ||
110 | { | ||
111 | return "< X: " + this.X.ToString() + ", Y: " + this.Y.ToString() + ", Z: " + this.Z.ToString() + ", W: " + this.W.ToString() + ">"; | ||
112 | } | ||
113 | } | ||
114 | |||
115 | public struct Coord | ||
116 | { | ||
117 | public float X; | ||
118 | public float Y; | ||
119 | public float Z; | ||
120 | |||
121 | public Coord(float x, float y, float z) | ||
122 | { | ||
123 | this.X = x; | ||
124 | this.Y = y; | ||
125 | this.Z = z; | ||
126 | } | ||
127 | |||
128 | public float Length() | ||
129 | { | ||
130 | return (float)Math.Sqrt(this.X * this.X + this.Y * this.Y + this.Z * this.Z); | ||
131 | } | ||
132 | |||
133 | public Coord Invert() | ||
134 | { | ||
135 | this.X = -this.X; | ||
136 | this.Y = -this.Y; | ||
137 | this.Z = -this.Z; | ||
138 | |||
139 | return this; | ||
140 | } | ||
141 | |||
142 | public Coord Normalize() | ||
143 | { | ||
144 | const float MAG_THRESHOLD = 0.0000001f; | ||
145 | float mag = Length(); | ||
146 | |||
147 | // Catch very small rounding errors when normalizing | ||
148 | if (mag > MAG_THRESHOLD) | ||
149 | { | ||
150 | float oomag = 1.0f / mag; | ||
151 | this.X *= oomag; | ||
152 | this.Y *= oomag; | ||
153 | this.Z *= oomag; | ||
154 | } | ||
155 | else | ||
156 | { | ||
157 | this.X = 0.0f; | ||
158 | this.Y = 0.0f; | ||
159 | this.Z = 0.0f; | ||
160 | } | ||
161 | |||
162 | return this; | ||
163 | } | ||
164 | |||
165 | public override string ToString() | ||
166 | { | ||
167 | return this.X.ToString() + " " + this.Y.ToString() + " " + this.Z.ToString(); | ||
168 | } | ||
169 | |||
170 | public static Coord Cross(Coord c1, Coord c2) | ||
171 | { | ||
172 | return new Coord( | ||
173 | c1.Y * c2.Z - c2.Y * c1.Z, | ||
174 | c1.Z * c2.X - c2.Z * c1.X, | ||
175 | c1.X * c2.Y - c2.X * c1.Y | ||
176 | ); | ||
177 | } | ||
178 | |||
179 | public static Coord operator +(Coord v, Coord a) | ||
180 | { | ||
181 | return new Coord(v.X + a.X, v.Y + a.Y, v.Z + a.Z); | ||
182 | } | ||
183 | |||
184 | public static Coord operator *(Coord v, Coord m) | ||
185 | { | ||
186 | return new Coord(v.X * m.X, v.Y * m.Y, v.Z * m.Z); | ||
187 | } | ||
188 | |||
189 | public static Coord operator *(Coord v, Quat q) | ||
190 | { | ||
191 | // From http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/transforms/ | ||
192 | |||
193 | Coord c2 = new Coord(0.0f, 0.0f, 0.0f); | ||
194 | |||
195 | c2.X = q.W * q.W * v.X + | ||
196 | 2f * q.Y * q.W * v.Z - | ||
197 | 2f * q.Z * q.W * v.Y + | ||
198 | q.X * q.X * v.X + | ||
199 | 2f * q.Y * q.X * v.Y + | ||
200 | 2f * q.Z * q.X * v.Z - | ||
201 | q.Z * q.Z * v.X - | ||
202 | q.Y * q.Y * v.X; | ||
203 | |||
204 | c2.Y = | ||
205 | 2f * q.X * q.Y * v.X + | ||
206 | q.Y * q.Y * v.Y + | ||
207 | 2f * q.Z * q.Y * v.Z + | ||
208 | 2f * q.W * q.Z * v.X - | ||
209 | q.Z * q.Z * v.Y + | ||
210 | q.W * q.W * v.Y - | ||
211 | 2f * q.X * q.W * v.Z - | ||
212 | q.X * q.X * v.Y; | ||
213 | |||
214 | c2.Z = | ||
215 | 2f * q.X * q.Z * v.X + | ||
216 | 2f * q.Y * q.Z * v.Y + | ||
217 | q.Z * q.Z * v.Z - | ||
218 | 2f * q.W * q.Y * v.X - | ||
219 | q.Y * q.Y * v.Z + | ||
220 | 2f * q.W * q.X * v.Y - | ||
221 | q.X * q.X * v.Z + | ||
222 | q.W * q.W * v.Z; | ||
223 | |||
224 | return c2; | ||
225 | } | ||
226 | } | ||
227 | |||
228 | public struct UVCoord | ||
229 | { | ||
230 | public float U; | ||
231 | public float V; | ||
232 | |||
233 | |||
234 | public UVCoord(float u, float v) | ||
235 | { | ||
236 | this.U = u; | ||
237 | this.V = v; | ||
238 | } | ||
239 | |||
240 | public UVCoord Flip() | ||
241 | { | ||
242 | this.U = 1.0f - this.U; | ||
243 | this.V = 1.0f - this.V; | ||
244 | return this; | ||
245 | } | ||
246 | } | ||
247 | |||
248 | public struct Face | ||
249 | { | ||
250 | public int primFace; | ||
251 | |||
252 | // vertices | ||
253 | public int v1; | ||
254 | public int v2; | ||
255 | public int v3; | ||
256 | |||
257 | //normals | ||
258 | public int n1; | ||
259 | public int n2; | ||
260 | public int n3; | ||
261 | |||
262 | // uvs | ||
263 | public int uv1; | ||
264 | public int uv2; | ||
265 | public int uv3; | ||
266 | |||
267 | public Face(int v1, int v2, int v3) | ||
268 | { | ||
269 | primFace = 0; | ||
270 | |||
271 | this.v1 = v1; | ||
272 | this.v2 = v2; | ||
273 | this.v3 = v3; | ||
274 | |||
275 | this.n1 = 0; | ||
276 | this.n2 = 0; | ||
277 | this.n3 = 0; | ||
278 | |||
279 | this.uv1 = 0; | ||
280 | this.uv2 = 0; | ||
281 | this.uv3 = 0; | ||
282 | |||
283 | } | ||
284 | |||
285 | public Face(int v1, int v2, int v3, int n1, int n2, int n3) | ||
286 | { | ||
287 | primFace = 0; | ||
288 | |||
289 | this.v1 = v1; | ||
290 | this.v2 = v2; | ||
291 | this.v3 = v3; | ||
292 | |||
293 | this.n1 = n1; | ||
294 | this.n2 = n2; | ||
295 | this.n3 = n3; | ||
296 | |||
297 | this.uv1 = 0; | ||
298 | this.uv2 = 0; | ||
299 | this.uv3 = 0; | ||
300 | } | ||
301 | |||
302 | public Coord SurfaceNormal(List<Coord> coordList) | ||
303 | { | ||
304 | Coord c1 = coordList[this.v1]; | ||
305 | Coord c2 = coordList[this.v2]; | ||
306 | Coord c3 = coordList[this.v3]; | ||
307 | |||
308 | Coord edge1 = new Coord(c2.X - c1.X, c2.Y - c1.Y, c2.Z - c1.Z); | ||
309 | Coord edge2 = new Coord(c3.X - c1.X, c3.Y - c1.Y, c3.Z - c1.Z); | ||
310 | |||
311 | return Coord.Cross(edge1, edge2).Normalize(); | ||
312 | } | ||
313 | } | ||
314 | |||
315 | public struct ViewerFace | ||
316 | { | ||
317 | public int primFaceNumber; | ||
318 | |||
319 | public Coord v1; | ||
320 | public Coord v2; | ||
321 | public Coord v3; | ||
322 | |||
323 | public int coordIndex1; | ||
324 | public int coordIndex2; | ||
325 | public int coordIndex3; | ||
326 | |||
327 | public Coord n1; | ||
328 | public Coord n2; | ||
329 | public Coord n3; | ||
330 | |||
331 | public UVCoord uv1; | ||
332 | public UVCoord uv2; | ||
333 | public UVCoord uv3; | ||
334 | |||
335 | public ViewerFace(int primFaceNumber) | ||
336 | { | ||
337 | this.primFaceNumber = primFaceNumber; | ||
338 | |||
339 | this.v1 = new Coord(); | ||
340 | this.v2 = new Coord(); | ||
341 | this.v3 = new Coord(); | ||
342 | |||
343 | this.coordIndex1 = this.coordIndex2 = this.coordIndex3 = -1; // -1 means not assigned yet | ||
344 | |||
345 | this.n1 = new Coord(); | ||
346 | this.n2 = new Coord(); | ||
347 | this.n3 = new Coord(); | ||
348 | |||
349 | this.uv1 = new UVCoord(); | ||
350 | this.uv2 = new UVCoord(); | ||
351 | this.uv3 = new UVCoord(); | ||
352 | } | ||
353 | |||
354 | public void Scale(float x, float y, float z) | ||
355 | { | ||
356 | this.v1.X *= x; | ||
357 | this.v1.Y *= y; | ||
358 | this.v1.Z *= z; | ||
359 | |||
360 | this.v2.X *= x; | ||
361 | this.v2.Y *= y; | ||
362 | this.v2.Z *= z; | ||
363 | |||
364 | this.v3.X *= x; | ||
365 | this.v3.Y *= y; | ||
366 | this.v3.Z *= z; | ||
367 | } | ||
368 | |||
369 | public void AddPos(float x, float y, float z) | ||
370 | { | ||
371 | this.v1.X += x; | ||
372 | this.v2.X += x; | ||
373 | this.v3.X += x; | ||
374 | |||
375 | this.v1.Y += y; | ||
376 | this.v2.Y += y; | ||
377 | this.v3.Y += y; | ||
378 | |||
379 | this.v1.Z += z; | ||
380 | this.v2.Z += z; | ||
381 | this.v3.Z += z; | ||
382 | } | ||
383 | |||
384 | public void AddRot(Quat q) | ||
385 | { | ||
386 | this.v1 *= q; | ||
387 | this.v2 *= q; | ||
388 | this.v3 *= q; | ||
389 | |||
390 | this.n1 *= q; | ||
391 | this.n2 *= q; | ||
392 | this.n3 *= q; | ||
393 | } | ||
394 | |||
395 | public void CalcSurfaceNormal() | ||
396 | { | ||
397 | |||
398 | Coord edge1 = new Coord(this.v2.X - this.v1.X, this.v2.Y - this.v1.Y, this.v2.Z - this.v1.Z); | ||
399 | Coord edge2 = new Coord(this.v3.X - this.v1.X, this.v3.Y - this.v1.Y, this.v3.Z - this.v1.Z); | ||
400 | |||
401 | this.n1 = this.n2 = this.n3 = Coord.Cross(edge1, edge2).Normalize(); | ||
402 | } | ||
403 | } | ||
404 | |||
405 | internal struct Angle | ||
406 | { | ||
407 | internal float angle; | ||
408 | internal float X; | ||
409 | internal float Y; | ||
410 | |||
411 | internal Angle(float angle, float x, float y) | ||
412 | { | ||
413 | this.angle = angle; | ||
414 | this.X = x; | ||
415 | this.Y = y; | ||
416 | } | ||
417 | } | ||
418 | |||
419 | internal class AngleList | ||
420 | { | ||
421 | private float iX, iY; // intersection point | ||
422 | |||
423 | private static Angle[] angles3 = | ||
424 | { | ||
425 | new Angle(0.0f, 1.0f, 0.0f), | ||
426 | new Angle(0.33333333333333333f, -0.5f, 0.86602540378443871f), | ||
427 | new Angle(0.66666666666666667f, -0.5f, -0.86602540378443837f), | ||
428 | new Angle(1.0f, 1.0f, 0.0f) | ||
429 | }; | ||
430 | |||
431 | private static Coord[] normals3 = | ||
432 | { | ||
433 | new Coord(0.25f, 0.4330127019f, 0.0f).Normalize(), | ||
434 | new Coord(-0.5f, 0.0f, 0.0f).Normalize(), | ||
435 | new Coord(0.25f, -0.4330127019f, 0.0f).Normalize(), | ||
436 | new Coord(0.25f, 0.4330127019f, 0.0f).Normalize() | ||
437 | }; | ||
438 | |||
439 | private static Angle[] angles4 = | ||
440 | { | ||
441 | new Angle(0.0f, 1.0f, 0.0f), | ||
442 | new Angle(0.25f, 0.0f, 1.0f), | ||
443 | new Angle(0.5f, -1.0f, 0.0f), | ||
444 | new Angle(0.75f, 0.0f, -1.0f), | ||
445 | new Angle(1.0f, 1.0f, 0.0f) | ||
446 | }; | ||
447 | |||
448 | private static Coord[] normals4 = | ||
449 | { | ||
450 | new Coord(0.5f, 0.5f, 0.0f).Normalize(), | ||
451 | new Coord(-0.5f, 0.5f, 0.0f).Normalize(), | ||
452 | new Coord(-0.5f, -0.5f, 0.0f).Normalize(), | ||
453 | new Coord(0.5f, -0.5f, 0.0f).Normalize(), | ||
454 | new Coord(0.5f, 0.5f, 0.0f).Normalize() | ||
455 | }; | ||
456 | |||
457 | private static Angle[] angles24 = | ||
458 | { | ||
459 | new Angle(0.0f, 1.0f, 0.0f), | ||
460 | new Angle(0.041666666666666664f, 0.96592582628906831f, 0.25881904510252074f), | ||
461 | new Angle(0.083333333333333329f, 0.86602540378443871f, 0.5f), | ||
462 | new Angle(0.125f, 0.70710678118654757f, 0.70710678118654746f), | ||
463 | new Angle(0.16666666666666667f, 0.5f, 0.8660254037844386f), | ||
464 | new Angle(0.20833333333333331f, 0.25881904510252096f, 0.9659258262890682f), | ||
465 | new Angle(0.25f, 0.0f, 1.0f), | ||
466 | new Angle(0.29166666666666663f, -0.25881904510252063f, 0.96592582628906831f), | ||
467 | new Angle(0.33333333333333333f, -0.5f, 0.86602540378443871f), | ||
468 | new Angle(0.375f, -0.70710678118654746f, 0.70710678118654757f), | ||
469 | new Angle(0.41666666666666663f, -0.86602540378443849f, 0.5f), | ||
470 | new Angle(0.45833333333333331f, -0.9659258262890682f, 0.25881904510252102f), | ||
471 | new Angle(0.5f, -1.0f, 0.0f), | ||
472 | new Angle(0.54166666666666663f, -0.96592582628906842f, -0.25881904510252035f), | ||
473 | new Angle(0.58333333333333326f, -0.86602540378443882f, -0.5f), | ||
474 | new Angle(0.62499999999999989f, -0.70710678118654791f, -0.70710678118654713f), | ||
475 | new Angle(0.66666666666666667f, -0.5f, -0.86602540378443837f), | ||
476 | new Angle(0.70833333333333326f, -0.25881904510252152f, -0.96592582628906809f), | ||
477 | new Angle(0.75f, 0.0f, -1.0f), | ||
478 | new Angle(0.79166666666666663f, 0.2588190451025203f, -0.96592582628906842f), | ||
479 | new Angle(0.83333333333333326f, 0.5f, -0.86602540378443904f), | ||
480 | new Angle(0.875f, 0.70710678118654735f, -0.70710678118654768f), | ||
481 | new Angle(0.91666666666666663f, 0.86602540378443837f, -0.5f), | ||
482 | new Angle(0.95833333333333326f, 0.96592582628906809f, -0.25881904510252157f), | ||
483 | new Angle(1.0f, 1.0f, 0.0f) | ||
484 | }; | ||
485 | |||
486 | private Angle interpolatePoints(float newPoint, Angle p1, Angle p2) | ||
487 | { | ||
488 | float m = (newPoint - p1.angle) / (p2.angle - p1.angle); | ||
489 | return new Angle(newPoint, p1.X + m * (p2.X - p1.X), p1.Y + m * (p2.Y - p1.Y)); | ||
490 | } | ||
491 | |||
492 | private void intersection(double x1, double y1, double x2, double y2, double x3, double y3, double x4, double y4) | ||
493 | { // ref: http://local.wasp.uwa.edu.au/~pbourke/geometry/lineline2d/ | ||
494 | double denom = (y4 - y3) * (x2 - x1) - (x4 - x3) * (y2 - y1); | ||
495 | double uaNumerator = (x4 - x3) * (y1 - y3) - (y4 - y3) * (x1 - x3); | ||
496 | |||
497 | if (denom != 0.0) | ||
498 | { | ||
499 | double ua = uaNumerator / denom; | ||
500 | iX = (float)(x1 + ua * (x2 - x1)); | ||
501 | iY = (float)(y1 + ua * (y2 - y1)); | ||
502 | } | ||
503 | } | ||
504 | |||
505 | internal List<Angle> angles; | ||
506 | internal List<Coord> normals; | ||
507 | |||
508 | internal void makeAngles(int sides, float startAngle, float stopAngle) | ||
509 | { | ||
510 | angles = new List<Angle>(); | ||
511 | normals = new List<Coord>(); | ||
512 | |||
513 | double twoPi = System.Math.PI * 2.0; | ||
514 | float twoPiInv = 1.0f / (float)twoPi; | ||
515 | |||
516 | if (sides < 1) | ||
517 | throw new Exception("number of sides not greater than zero"); | ||
518 | if (stopAngle <= startAngle) | ||
519 | throw new Exception("stopAngle not greater than startAngle"); | ||
520 | |||
521 | if ((sides == 3 || sides == 4 || sides == 24)) | ||
522 | { | ||
523 | startAngle *= twoPiInv; | ||
524 | stopAngle *= twoPiInv; | ||
525 | |||
526 | Angle[] sourceAngles; | ||
527 | if (sides == 3) | ||
528 | sourceAngles = angles3; | ||
529 | else if (sides == 4) | ||
530 | sourceAngles = angles4; | ||
531 | else sourceAngles = angles24; | ||
532 | |||
533 | int startAngleIndex = (int)(startAngle * sides); | ||
534 | int endAngleIndex = sourceAngles.Length - 1; | ||
535 | if (stopAngle < 1.0f) | ||
536 | endAngleIndex = (int)(stopAngle * sides) + 1; | ||
537 | if (endAngleIndex == startAngleIndex) | ||
538 | endAngleIndex++; | ||
539 | |||
540 | for (int angleIndex = startAngleIndex; angleIndex < endAngleIndex + 1; angleIndex++) | ||
541 | { | ||
542 | angles.Add(sourceAngles[angleIndex]); | ||
543 | if (sides == 3) | ||
544 | normals.Add(normals3[angleIndex]); | ||
545 | else if (sides == 4) | ||
546 | normals.Add(normals4[angleIndex]); | ||
547 | } | ||
548 | |||
549 | if (startAngle > 0.0f) | ||
550 | angles[0] = interpolatePoints(startAngle, angles[0], angles[1]); | ||
551 | |||
552 | if (stopAngle < 1.0f) | ||
553 | { | ||
554 | int lastAngleIndex = angles.Count - 1; | ||
555 | angles[lastAngleIndex] = interpolatePoints(stopAngle, angles[lastAngleIndex - 1], angles[lastAngleIndex]); | ||
556 | } | ||
557 | } | ||
558 | else | ||
559 | { | ||
560 | double stepSize = twoPi / sides; | ||
561 | |||
562 | int startStep = (int)(startAngle / stepSize); | ||
563 | double angle = stepSize * startStep; | ||
564 | int step = startStep; | ||
565 | double stopAngleTest = stopAngle; | ||
566 | if (stopAngle < twoPi) | ||
567 | { | ||
568 | stopAngleTest = stepSize * ((int)(stopAngle / stepSize) + 1); | ||
569 | if (stopAngleTest < stopAngle) | ||
570 | stopAngleTest += stepSize; | ||
571 | if (stopAngleTest > twoPi) | ||
572 | stopAngleTest = twoPi; | ||
573 | } | ||
574 | |||
575 | while (angle <= stopAngleTest) | ||
576 | { | ||
577 | Angle newAngle; | ||
578 | newAngle.angle = (float)angle; | ||
579 | newAngle.X = (float)System.Math.Cos(angle); | ||
580 | newAngle.Y = (float)System.Math.Sin(angle); | ||
581 | angles.Add(newAngle); | ||
582 | step += 1; | ||
583 | angle = stepSize * step; | ||
584 | } | ||
585 | |||
586 | if (startAngle > angles[0].angle) | ||
587 | { | ||
588 | Angle newAngle; | ||
589 | intersection(angles[0].X, angles[0].Y, angles[1].X, angles[1].Y, 0.0f, 0.0f, (float)Math.Cos(startAngle), (float)Math.Sin(startAngle)); | ||
590 | newAngle.angle = startAngle; | ||
591 | newAngle.X = iX; | ||
592 | newAngle.Y = iY; | ||
593 | angles[0] = newAngle; | ||
594 | } | ||
595 | |||
596 | int index = angles.Count - 1; | ||
597 | if (stopAngle < angles[index].angle) | ||
598 | { | ||
599 | Angle newAngle; | ||
600 | intersection(angles[index - 1].X, angles[index - 1].Y, angles[index].X, angles[index].Y, 0.0f, 0.0f, (float)Math.Cos(stopAngle), (float)Math.Sin(stopAngle)); | ||
601 | newAngle.angle = stopAngle; | ||
602 | newAngle.X = iX; | ||
603 | newAngle.Y = iY; | ||
604 | angles[index] = newAngle; | ||
605 | } | ||
606 | } | ||
607 | } | ||
608 | } | ||
609 | |||
610 | /// <summary> | ||
611 | /// generates a profile for extrusion | ||
612 | /// </summary> | ||
613 | public class Profile | ||
614 | { | ||
615 | private const float twoPi = 2.0f * (float)Math.PI; | ||
616 | |||
617 | public string errorMessage = null; | ||
618 | |||
619 | public List<Coord> coords; | ||
620 | public List<Face> faces; | ||
621 | public List<Coord> vertexNormals; | ||
622 | public List<float> us; | ||
623 | public List<UVCoord> faceUVs; | ||
624 | public List<int> faceNumbers; | ||
625 | |||
626 | // use these for making individual meshes for each prim face | ||
627 | public List<int> outerCoordIndices = null; | ||
628 | public List<int> hollowCoordIndices = null; | ||
629 | public List<int> cut1CoordIndices = null; | ||
630 | public List<int> cut2CoordIndices = null; | ||
631 | |||
632 | public Coord faceNormal = new Coord(0.0f, 0.0f, 1.0f); | ||
633 | public Coord cutNormal1 = new Coord(); | ||
634 | public Coord cutNormal2 = new Coord(); | ||
635 | |||
636 | public int numOuterVerts = 0; | ||
637 | public int numHollowVerts = 0; | ||
638 | |||
639 | public int outerFaceNumber = -1; | ||
640 | public int hollowFaceNumber = -1; | ||
641 | |||
642 | public bool calcVertexNormals = false; | ||
643 | public int bottomFaceNumber = 0; | ||
644 | public int numPrimFaces = 0; | ||
645 | |||
646 | public Profile() | ||
647 | { | ||
648 | this.coords = new List<Coord>(); | ||
649 | this.faces = new List<Face>(); | ||
650 | this.vertexNormals = new List<Coord>(); | ||
651 | this.us = new List<float>(); | ||
652 | this.faceUVs = new List<UVCoord>(); | ||
653 | this.faceNumbers = new List<int>(); | ||
654 | } | ||
655 | |||
656 | public Profile(int sides, float profileStart, float profileEnd, float hollow, int hollowSides, bool createFaces, bool calcVertexNormals) | ||
657 | { | ||
658 | this.calcVertexNormals = calcVertexNormals; | ||
659 | this.coords = new List<Coord>(); | ||
660 | this.faces = new List<Face>(); | ||
661 | this.vertexNormals = new List<Coord>(); | ||
662 | this.us = new List<float>(); | ||
663 | this.faceUVs = new List<UVCoord>(); | ||
664 | this.faceNumbers = new List<int>(); | ||
665 | |||
666 | Coord center = new Coord(0.0f, 0.0f, 0.0f); | ||
667 | |||
668 | List<Coord> hollowCoords = new List<Coord>(); | ||
669 | List<Coord> hollowNormals = new List<Coord>(); | ||
670 | List<float> hollowUs = new List<float>(); | ||
671 | |||
672 | if (calcVertexNormals) | ||
673 | { | ||
674 | this.outerCoordIndices = new List<int>(); | ||
675 | this.hollowCoordIndices = new List<int>(); | ||
676 | this.cut1CoordIndices = new List<int>(); | ||
677 | this.cut2CoordIndices = new List<int>(); | ||
678 | } | ||
679 | |||
680 | bool hasHollow = (hollow > 0.0f); | ||
681 | |||
682 | bool hasProfileCut = (profileStart > 0.0f || profileEnd < 1.0f); | ||
683 | |||
684 | AngleList angles = new AngleList(); | ||
685 | AngleList hollowAngles = new AngleList(); | ||
686 | |||
687 | float xScale = 0.5f; | ||
688 | float yScale = 0.5f; | ||
689 | if (sides == 4) // corners of a square are sqrt(2) from center | ||
690 | { | ||
691 | xScale = 0.707107f; | ||
692 | yScale = 0.707107f; | ||
693 | } | ||
694 | |||
695 | float startAngle = profileStart * twoPi; | ||
696 | float stopAngle = profileEnd * twoPi; | ||
697 | |||
698 | try { angles.makeAngles(sides, startAngle, stopAngle); } | ||
699 | catch (Exception ex) | ||
700 | { | ||
701 | |||
702 | errorMessage = "makeAngles failed: Exception: " + ex.ToString() | ||
703 | + "\nsides: " + sides.ToString() + " startAngle: " + startAngle.ToString() + " stopAngle: " + stopAngle.ToString(); | ||
704 | |||
705 | return; | ||
706 | } | ||
707 | |||
708 | this.numOuterVerts = angles.angles.Count; | ||
709 | |||
710 | // flag to create as few triangles as possible for 3 or 4 side profile | ||
711 | bool simpleFace = (sides < 5 && !hasHollow && !hasProfileCut); | ||
712 | |||
713 | if (hasHollow) | ||
714 | { | ||
715 | if (sides == hollowSides) | ||
716 | hollowAngles = angles; | ||
717 | else | ||
718 | { | ||
719 | try { hollowAngles.makeAngles(hollowSides, startAngle, stopAngle); } | ||
720 | catch (Exception ex) | ||
721 | { | ||
722 | errorMessage = "makeAngles failed: Exception: " + ex.ToString() | ||
723 | + "\nsides: " + sides.ToString() + " startAngle: " + startAngle.ToString() + " stopAngle: " + stopAngle.ToString(); | ||
724 | |||
725 | return; | ||
726 | } | ||
727 | } | ||
728 | this.numHollowVerts = hollowAngles.angles.Count; | ||
729 | } | ||
730 | else if (!simpleFace) | ||
731 | { | ||
732 | this.coords.Add(center); | ||
733 | if (this.calcVertexNormals) | ||
734 | this.vertexNormals.Add(new Coord(0.0f, 0.0f, 1.0f)); | ||
735 | this.us.Add(0.0f); | ||
736 | } | ||
737 | |||
738 | float z = 0.0f; | ||
739 | |||
740 | Angle angle; | ||
741 | Coord newVert = new Coord(); | ||
742 | if (hasHollow && hollowSides != sides) | ||
743 | { | ||
744 | int numHollowAngles = hollowAngles.angles.Count; | ||
745 | for (int i = 0; i < numHollowAngles; i++) | ||
746 | { | ||
747 | angle = hollowAngles.angles[i]; | ||
748 | newVert.X = hollow * xScale * angle.X; | ||
749 | newVert.Y = hollow * yScale * angle.Y; | ||
750 | newVert.Z = z; | ||
751 | |||
752 | hollowCoords.Add(newVert); | ||
753 | if (this.calcVertexNormals) | ||
754 | { | ||
755 | if (hollowSides < 5) | ||
756 | hollowNormals.Add(hollowAngles.normals[i].Invert()); | ||
757 | else | ||
758 | hollowNormals.Add(new Coord(-angle.X, -angle.Y, 0.0f)); | ||
759 | |||
760 | if (hollowSides == 4) | ||
761 | hollowUs.Add(angle.angle * hollow * 0.707107f); | ||
762 | else | ||
763 | hollowUs.Add(angle.angle * hollow); | ||
764 | } | ||
765 | } | ||
766 | } | ||
767 | |||
768 | int index = 0; | ||
769 | int numAngles = angles.angles.Count; | ||
770 | |||
771 | for (int i = 0; i < numAngles; i++) | ||
772 | { | ||
773 | angle = angles.angles[i]; | ||
774 | newVert.X = angle.X * xScale; | ||
775 | newVert.Y = angle.Y * yScale; | ||
776 | newVert.Z = z; | ||
777 | this.coords.Add(newVert); | ||
778 | if (this.calcVertexNormals) | ||
779 | { | ||
780 | this.outerCoordIndices.Add(this.coords.Count - 1); | ||
781 | |||
782 | if (sides < 5) | ||
783 | { | ||
784 | this.vertexNormals.Add(angles.normals[i]); | ||
785 | float u = angle.angle; | ||
786 | this.us.Add(u); | ||
787 | } | ||
788 | else | ||
789 | { | ||
790 | this.vertexNormals.Add(new Coord(angle.X, angle.Y, 0.0f)); | ||
791 | this.us.Add(angle.angle); | ||
792 | } | ||
793 | } | ||
794 | |||
795 | if (hasHollow) | ||
796 | { | ||
797 | if (hollowSides == sides) | ||
798 | { | ||
799 | newVert.X *= hollow; | ||
800 | newVert.Y *= hollow; | ||
801 | newVert.Z = z; | ||
802 | hollowCoords.Add(newVert); | ||
803 | if (this.calcVertexNormals) | ||
804 | { | ||
805 | if (sides < 5) | ||
806 | { | ||
807 | hollowNormals.Add(angles.normals[i].Invert()); | ||
808 | } | ||
809 | |||
810 | else | ||
811 | hollowNormals.Add(new Coord(-angle.X, -angle.Y, 0.0f)); | ||
812 | |||
813 | hollowUs.Add(angle.angle * hollow); | ||
814 | } | ||
815 | } | ||
816 | } | ||
817 | else if (!simpleFace && createFaces && angle.angle > 0.0001f) | ||
818 | { | ||
819 | Face newFace = new Face(); | ||
820 | newFace.v1 = 0; | ||
821 | newFace.v2 = index; | ||
822 | newFace.v3 = index + 1; | ||
823 | |||
824 | this.faces.Add(newFace); | ||
825 | } | ||
826 | index += 1; | ||
827 | } | ||
828 | |||
829 | if (hasHollow) | ||
830 | { | ||
831 | hollowCoords.Reverse(); | ||
832 | if (this.calcVertexNormals) | ||
833 | { | ||
834 | hollowNormals.Reverse(); | ||
835 | hollowUs.Reverse(); | ||
836 | } | ||
837 | |||
838 | if (createFaces) | ||
839 | { | ||
840 | int numTotalVerts = this.numOuterVerts + this.numHollowVerts; | ||
841 | |||
842 | if (this.numOuterVerts == this.numHollowVerts) | ||
843 | { | ||
844 | Face newFace = new Face(); | ||
845 | |||
846 | for (int coordIndex = 0; coordIndex < this.numOuterVerts - 1; coordIndex++) | ||
847 | { | ||
848 | newFace.v1 = coordIndex; | ||
849 | newFace.v2 = coordIndex + 1; | ||
850 | newFace.v3 = numTotalVerts - coordIndex - 1; | ||
851 | this.faces.Add(newFace); | ||
852 | |||
853 | newFace.v1 = coordIndex + 1; | ||
854 | newFace.v2 = numTotalVerts - coordIndex - 2; | ||
855 | newFace.v3 = numTotalVerts - coordIndex - 1; | ||
856 | this.faces.Add(newFace); | ||
857 | } | ||
858 | } | ||
859 | else | ||
860 | { | ||
861 | if (this.numOuterVerts < this.numHollowVerts) | ||
862 | { | ||
863 | Face newFace = new Face(); | ||
864 | int j = 0; // j is the index for outer vertices | ||
865 | int maxJ = this.numOuterVerts - 1; | ||
866 | for (int i = 0; i < this.numHollowVerts; i++) // i is the index for inner vertices | ||
867 | { | ||
868 | if (j < maxJ) | ||
869 | if (angles.angles[j + 1].angle - hollowAngles.angles[i].angle < hollowAngles.angles[i].angle - angles.angles[j].angle + 0.000001f) | ||
870 | { | ||
871 | newFace.v1 = numTotalVerts - i - 1; | ||
872 | newFace.v2 = j; | ||
873 | newFace.v3 = j + 1; | ||
874 | |||
875 | this.faces.Add(newFace); | ||
876 | j += 1; | ||
877 | } | ||
878 | |||
879 | newFace.v1 = j; | ||
880 | newFace.v2 = numTotalVerts - i - 2; | ||
881 | newFace.v3 = numTotalVerts - i - 1; | ||
882 | |||
883 | this.faces.Add(newFace); | ||
884 | } | ||
885 | } | ||
886 | else // numHollowVerts < numOuterVerts | ||
887 | { | ||
888 | Face newFace = new Face(); | ||
889 | int j = 0; // j is the index for inner vertices | ||
890 | int maxJ = this.numHollowVerts - 1; | ||
891 | for (int i = 0; i < this.numOuterVerts; i++) | ||
892 | { | ||
893 | if (j < maxJ) | ||
894 | if (hollowAngles.angles[j + 1].angle - angles.angles[i].angle < angles.angles[i].angle - hollowAngles.angles[j].angle + 0.000001f) | ||
895 | { | ||
896 | newFace.v1 = i; | ||
897 | newFace.v2 = numTotalVerts - j - 2; | ||
898 | newFace.v3 = numTotalVerts - j - 1; | ||
899 | |||
900 | this.faces.Add(newFace); | ||
901 | j += 1; | ||
902 | } | ||
903 | |||
904 | newFace.v1 = numTotalVerts - j - 1; | ||
905 | newFace.v2 = i; | ||
906 | newFace.v3 = i + 1; | ||
907 | |||
908 | this.faces.Add(newFace); | ||
909 | } | ||
910 | } | ||
911 | } | ||
912 | } | ||
913 | |||
914 | if (calcVertexNormals) | ||
915 | { | ||
916 | foreach (Coord hc in hollowCoords) | ||
917 | { | ||
918 | this.coords.Add(hc); | ||
919 | hollowCoordIndices.Add(this.coords.Count - 1); | ||
920 | } | ||
921 | } | ||
922 | else | ||
923 | this.coords.AddRange(hollowCoords); | ||
924 | |||
925 | if (this.calcVertexNormals) | ||
926 | { | ||
927 | this.vertexNormals.AddRange(hollowNormals); | ||
928 | this.us.AddRange(hollowUs); | ||
929 | |||
930 | } | ||
931 | } | ||
932 | |||
933 | if (simpleFace && createFaces) | ||
934 | { | ||
935 | if (sides == 3) | ||
936 | this.faces.Add(new Face(0, 1, 2)); | ||
937 | else if (sides == 4) | ||
938 | { | ||
939 | this.faces.Add(new Face(0, 1, 2)); | ||
940 | this.faces.Add(new Face(0, 2, 3)); | ||
941 | } | ||
942 | } | ||
943 | |||
944 | if (calcVertexNormals && hasProfileCut) | ||
945 | { | ||
946 | int lastOuterVertIndex = this.numOuterVerts - 1; | ||
947 | |||
948 | if (hasHollow) | ||
949 | { | ||
950 | this.cut1CoordIndices.Add(0); | ||
951 | this.cut1CoordIndices.Add(this.coords.Count - 1); | ||
952 | |||
953 | this.cut2CoordIndices.Add(lastOuterVertIndex + 1); | ||
954 | this.cut2CoordIndices.Add(lastOuterVertIndex); | ||
955 | |||
956 | this.cutNormal1.X = this.coords[0].Y - this.coords[this.coords.Count - 1].Y; | ||
957 | this.cutNormal1.Y = -(this.coords[0].X - this.coords[this.coords.Count - 1].X); | ||
958 | |||
959 | this.cutNormal2.X = this.coords[lastOuterVertIndex + 1].Y - this.coords[lastOuterVertIndex].Y; | ||
960 | this.cutNormal2.Y = -(this.coords[lastOuterVertIndex + 1].X - this.coords[lastOuterVertIndex].X); | ||
961 | } | ||
962 | |||
963 | else | ||
964 | { | ||
965 | this.cut1CoordIndices.Add(0); | ||
966 | this.cut1CoordIndices.Add(1); | ||
967 | |||
968 | this.cut2CoordIndices.Add(lastOuterVertIndex); | ||
969 | this.cut2CoordIndices.Add(0); | ||
970 | |||
971 | this.cutNormal1.X = this.vertexNormals[1].Y; | ||
972 | this.cutNormal1.Y = -this.vertexNormals[1].X; | ||
973 | |||
974 | this.cutNormal2.X = -this.vertexNormals[this.vertexNormals.Count - 2].Y; | ||
975 | this.cutNormal2.Y = this.vertexNormals[this.vertexNormals.Count - 2].X; | ||
976 | |||
977 | } | ||
978 | this.cutNormal1.Normalize(); | ||
979 | this.cutNormal2.Normalize(); | ||
980 | } | ||
981 | |||
982 | this.MakeFaceUVs(); | ||
983 | |||
984 | hollowCoords = null; | ||
985 | hollowNormals = null; | ||
986 | hollowUs = null; | ||
987 | |||
988 | if (calcVertexNormals) | ||
989 | { // calculate prim face numbers | ||
990 | |||
991 | // face number order is top, outer, hollow, bottom, start cut, end cut | ||
992 | // I know it's ugly but so is the whole concept of prim face numbers | ||
993 | |||
994 | int faceNum = 1; // start with outer faces | ||
995 | this.outerFaceNumber = faceNum; | ||
996 | |||
997 | int startVert = hasProfileCut && !hasHollow ? 1 : 0; | ||
998 | if (startVert > 0) | ||
999 | this.faceNumbers.Add(-1); | ||
1000 | for (int i = 0; i < this.numOuterVerts - 1; i++) | ||
1001 | this.faceNumbers.Add(sides < 5 && i <= sides ? faceNum++ : faceNum); | ||
1002 | |||
1003 | this.faceNumbers.Add(hasProfileCut ? -1 : faceNum++); | ||
1004 | |||
1005 | if (sides > 4 && (hasHollow || hasProfileCut)) | ||
1006 | faceNum++; | ||
1007 | |||
1008 | if (sides < 5 && (hasHollow || hasProfileCut) && this.numOuterVerts < sides) | ||
1009 | faceNum++; | ||
1010 | |||
1011 | if (hasHollow) | ||
1012 | { | ||
1013 | for (int i = 0; i < this.numHollowVerts; i++) | ||
1014 | this.faceNumbers.Add(faceNum); | ||
1015 | |||
1016 | this.hollowFaceNumber = faceNum++; | ||
1017 | } | ||
1018 | |||
1019 | this.bottomFaceNumber = faceNum++; | ||
1020 | |||
1021 | if (hasHollow && hasProfileCut) | ||
1022 | this.faceNumbers.Add(faceNum++); | ||
1023 | |||
1024 | for (int i = 0; i < this.faceNumbers.Count; i++) | ||
1025 | if (this.faceNumbers[i] == -1) | ||
1026 | this.faceNumbers[i] = faceNum++; | ||
1027 | |||
1028 | this.numPrimFaces = faceNum; | ||
1029 | } | ||
1030 | |||
1031 | } | ||
1032 | |||
1033 | public void MakeFaceUVs() | ||
1034 | { | ||
1035 | this.faceUVs = new List<UVCoord>(); | ||
1036 | foreach (Coord c in this.coords) | ||
1037 | this.faceUVs.Add(new UVCoord(1.0f - (0.5f + c.X), 1.0f - (0.5f - c.Y))); | ||
1038 | } | ||
1039 | |||
1040 | public Profile Copy() | ||
1041 | { | ||
1042 | return this.Copy(true); | ||
1043 | } | ||
1044 | |||
1045 | public Profile Copy(bool needFaces) | ||
1046 | { | ||
1047 | Profile copy = new Profile(); | ||
1048 | |||
1049 | copy.coords.AddRange(this.coords); | ||
1050 | copy.faceUVs.AddRange(this.faceUVs); | ||
1051 | |||
1052 | if (needFaces) | ||
1053 | copy.faces.AddRange(this.faces); | ||
1054 | if ((copy.calcVertexNormals = this.calcVertexNormals) == true) | ||
1055 | { | ||
1056 | copy.vertexNormals.AddRange(this.vertexNormals); | ||
1057 | copy.faceNormal = this.faceNormal; | ||
1058 | copy.cutNormal1 = this.cutNormal1; | ||
1059 | copy.cutNormal2 = this.cutNormal2; | ||
1060 | copy.us.AddRange(this.us); | ||
1061 | copy.faceNumbers.AddRange(this.faceNumbers); | ||
1062 | |||
1063 | copy.cut1CoordIndices = new List<int>(this.cut1CoordIndices); | ||
1064 | copy.cut2CoordIndices = new List<int>(this.cut2CoordIndices); | ||
1065 | copy.hollowCoordIndices = new List<int>(this.hollowCoordIndices); | ||
1066 | copy.outerCoordIndices = new List<int>(this.outerCoordIndices); | ||
1067 | } | ||
1068 | copy.numOuterVerts = this.numOuterVerts; | ||
1069 | copy.numHollowVerts = this.numHollowVerts; | ||
1070 | |||
1071 | return copy; | ||
1072 | } | ||
1073 | |||
1074 | public void AddPos(Coord v) | ||
1075 | { | ||
1076 | this.AddPos(v.X, v.Y, v.Z); | ||
1077 | } | ||
1078 | |||
1079 | public void AddPos(float x, float y, float z) | ||
1080 | { | ||
1081 | int i; | ||
1082 | int numVerts = this.coords.Count; | ||
1083 | Coord vert; | ||
1084 | |||
1085 | for (i = 0; i < numVerts; i++) | ||
1086 | { | ||
1087 | vert = this.coords[i]; | ||
1088 | vert.X += x; | ||
1089 | vert.Y += y; | ||
1090 | vert.Z += z; | ||
1091 | this.coords[i] = vert; | ||
1092 | } | ||
1093 | } | ||
1094 | |||
1095 | public void AddRot(Quat q) | ||
1096 | { | ||
1097 | int i; | ||
1098 | int numVerts = this.coords.Count; | ||
1099 | |||
1100 | for (i = 0; i < numVerts; i++) | ||
1101 | this.coords[i] *= q; | ||
1102 | |||
1103 | if (this.calcVertexNormals) | ||
1104 | { | ||
1105 | int numNormals = this.vertexNormals.Count; | ||
1106 | for (i = 0; i < numNormals; i++) | ||
1107 | this.vertexNormals[i] *= q; | ||
1108 | |||
1109 | this.faceNormal *= q; | ||
1110 | this.cutNormal1 *= q; | ||
1111 | this.cutNormal2 *= q; | ||
1112 | |||
1113 | } | ||
1114 | } | ||
1115 | |||
1116 | public void Scale(float x, float y) | ||
1117 | { | ||
1118 | int i; | ||
1119 | int numVerts = this.coords.Count; | ||
1120 | Coord vert; | ||
1121 | |||
1122 | for (i = 0; i < numVerts; i++) | ||
1123 | { | ||
1124 | vert = this.coords[i]; | ||
1125 | vert.X *= x; | ||
1126 | vert.Y *= y; | ||
1127 | this.coords[i] = vert; | ||
1128 | } | ||
1129 | } | ||
1130 | |||
1131 | /// <summary> | ||
1132 | /// Changes order of the vertex indices and negates the center vertex normal. Does not alter vertex normals of radial vertices | ||
1133 | /// </summary> | ||
1134 | public void FlipNormals() | ||
1135 | { | ||
1136 | int i; | ||
1137 | int numFaces = this.faces.Count; | ||
1138 | Face tmpFace; | ||
1139 | int tmp; | ||
1140 | |||
1141 | for (i = 0; i < numFaces; i++) | ||
1142 | { | ||
1143 | tmpFace = this.faces[i]; | ||
1144 | tmp = tmpFace.v3; | ||
1145 | tmpFace.v3 = tmpFace.v1; | ||
1146 | tmpFace.v1 = tmp; | ||
1147 | this.faces[i] = tmpFace; | ||
1148 | } | ||
1149 | |||
1150 | if (this.calcVertexNormals) | ||
1151 | { | ||
1152 | int normalCount = this.vertexNormals.Count; | ||
1153 | if (normalCount > 0) | ||
1154 | { | ||
1155 | Coord n = this.vertexNormals[normalCount - 1]; | ||
1156 | n.Z = -n.Z; | ||
1157 | this.vertexNormals[normalCount - 1] = n; | ||
1158 | } | ||
1159 | } | ||
1160 | |||
1161 | this.faceNormal.X = -this.faceNormal.X; | ||
1162 | this.faceNormal.Y = -this.faceNormal.Y; | ||
1163 | this.faceNormal.Z = -this.faceNormal.Z; | ||
1164 | |||
1165 | int numfaceUVs = this.faceUVs.Count; | ||
1166 | for (i = 0; i < numfaceUVs; i++) | ||
1167 | { | ||
1168 | UVCoord uv = this.faceUVs[i]; | ||
1169 | uv.V = 1.0f - uv.V; | ||
1170 | this.faceUVs[i] = uv; | ||
1171 | } | ||
1172 | } | ||
1173 | |||
1174 | public void AddValue2FaceVertexIndices(int num) | ||
1175 | { | ||
1176 | int numFaces = this.faces.Count; | ||
1177 | Face tmpFace; | ||
1178 | for (int i = 0; i < numFaces; i++) | ||
1179 | { | ||
1180 | tmpFace = this.faces[i]; | ||
1181 | tmpFace.v1 += num; | ||
1182 | tmpFace.v2 += num; | ||
1183 | tmpFace.v3 += num; | ||
1184 | |||
1185 | this.faces[i] = tmpFace; | ||
1186 | } | ||
1187 | } | ||
1188 | |||
1189 | public void AddValue2FaceNormalIndices(int num) | ||
1190 | { | ||
1191 | if (this.calcVertexNormals) | ||
1192 | { | ||
1193 | int numFaces = this.faces.Count; | ||
1194 | Face tmpFace; | ||
1195 | for (int i = 0; i < numFaces; i++) | ||
1196 | { | ||
1197 | tmpFace = this.faces[i]; | ||
1198 | tmpFace.n1 += num; | ||
1199 | tmpFace.n2 += num; | ||
1200 | tmpFace.n3 += num; | ||
1201 | |||
1202 | this.faces[i] = tmpFace; | ||
1203 | } | ||
1204 | } | ||
1205 | } | ||
1206 | |||
1207 | public void DumpRaw(String path, String name, String title) | ||
1208 | { | ||
1209 | if (path == null) | ||
1210 | return; | ||
1211 | String fileName = name + "_" + title + ".raw"; | ||
1212 | String completePath = System.IO.Path.Combine(path, fileName); | ||
1213 | StreamWriter sw = new StreamWriter(completePath); | ||
1214 | |||
1215 | for (int i = 0; i < this.faces.Count; i++) | ||
1216 | { | ||
1217 | string s = this.coords[this.faces[i].v1].ToString(); | ||
1218 | s += " " + this.coords[this.faces[i].v2].ToString(); | ||
1219 | s += " " + this.coords[this.faces[i].v3].ToString(); | ||
1220 | |||
1221 | sw.WriteLine(s); | ||
1222 | } | ||
1223 | |||
1224 | sw.Close(); | ||
1225 | } | ||
1226 | } | ||
1227 | |||
1228 | public struct PathNode | ||
1229 | { | ||
1230 | public Coord position; | ||
1231 | public Quat rotation; | ||
1232 | public float xScale; | ||
1233 | public float yScale; | ||
1234 | public float percentOfPath; | ||
1235 | } | ||
1236 | |||
1237 | public enum PathType { Linear = 0, Circular = 1, Flexible = 2 } | ||
1238 | |||
1239 | public class Path | ||
1240 | { | ||
1241 | public List<PathNode> pathNodes = new List<PathNode>(); | ||
1242 | |||
1243 | public float twistBegin = 0.0f; | ||
1244 | public float twistEnd = 0.0f; | ||
1245 | public float topShearX = 0.0f; | ||
1246 | public float topShearY = 0.0f; | ||
1247 | public float pathCutBegin = 0.0f; | ||
1248 | public float pathCutEnd = 1.0f; | ||
1249 | public float dimpleBegin = 0.0f; | ||
1250 | public float dimpleEnd = 1.0f; | ||
1251 | public float skew = 0.0f; | ||
1252 | public float holeSizeX = 1.0f; // called pathScaleX in pbs | ||
1253 | public float holeSizeY = 0.25f; | ||
1254 | public float taperX = 0.0f; | ||
1255 | public float taperY = 0.0f; | ||
1256 | public float radius = 0.0f; | ||
1257 | public float revolutions = 1.0f; | ||
1258 | public int stepsPerRevolution = 24; | ||
1259 | |||
1260 | private const float twoPi = 2.0f * (float)Math.PI; | ||
1261 | |||
1262 | public void Create(PathType pathType, int steps) | ||
1263 | { | ||
1264 | if (this.taperX > 0.999f) | ||
1265 | this.taperX = 0.999f; | ||
1266 | if (this.taperX < -0.999f) | ||
1267 | this.taperX = -0.999f; | ||
1268 | if (this.taperY > 0.999f) | ||
1269 | this.taperY = 0.999f; | ||
1270 | if (this.taperY < -0.999f) | ||
1271 | this.taperY = -0.999f; | ||
1272 | |||
1273 | if (pathType == PathType.Linear || pathType == PathType.Flexible) | ||
1274 | { | ||
1275 | int step = 0; | ||
1276 | |||
1277 | float length = this.pathCutEnd - this.pathCutBegin; | ||
1278 | float twistTotal = twistEnd - twistBegin; | ||
1279 | float twistTotalAbs = Math.Abs(twistTotal); | ||
1280 | if (twistTotalAbs > 0.01f) | ||
1281 | steps += (int)(twistTotalAbs * 3.66); // dahlia's magic number | ||
1282 | |||
1283 | float start = -0.5f; | ||
1284 | float stepSize = length / (float)steps; | ||
1285 | float percentOfPathMultiplier = stepSize * 0.999999f; | ||
1286 | float xOffset = this.topShearX * this.pathCutBegin; | ||
1287 | float yOffset = this.topShearY * this.pathCutBegin; | ||
1288 | float zOffset = start; | ||
1289 | float xOffsetStepIncrement = this.topShearX * length / steps; | ||
1290 | float yOffsetStepIncrement = this.topShearY * length / steps; | ||
1291 | |||
1292 | float percentOfPath = this.pathCutBegin; | ||
1293 | zOffset += percentOfPath; | ||
1294 | |||
1295 | // sanity checks | ||
1296 | |||
1297 | bool done = false; | ||
1298 | |||
1299 | while (!done) | ||
1300 | { | ||
1301 | PathNode newNode = new PathNode(); | ||
1302 | |||
1303 | newNode.xScale = 1.0f; | ||
1304 | if (this.taperX == 0.0f) | ||
1305 | newNode.xScale = 1.0f; | ||
1306 | else if (this.taperX > 0.0f) | ||
1307 | newNode.xScale = 1.0f - percentOfPath * this.taperX; | ||
1308 | else newNode.xScale = 1.0f + (1.0f - percentOfPath) * this.taperX; | ||
1309 | |||
1310 | newNode.yScale = 1.0f; | ||
1311 | if (this.taperY == 0.0f) | ||
1312 | newNode.yScale = 1.0f; | ||
1313 | else if (this.taperY > 0.0f) | ||
1314 | newNode.yScale = 1.0f - percentOfPath * this.taperY; | ||
1315 | else newNode.yScale = 1.0f + (1.0f - percentOfPath) * this.taperY; | ||
1316 | |||
1317 | float twist = twistBegin + twistTotal * percentOfPath; | ||
1318 | |||
1319 | newNode.rotation = new Quat(new Coord(0.0f, 0.0f, 1.0f), twist); | ||
1320 | newNode.position = new Coord(xOffset, yOffset, zOffset); | ||
1321 | newNode.percentOfPath = percentOfPath; | ||
1322 | |||
1323 | pathNodes.Add(newNode); | ||
1324 | |||
1325 | if (step < steps) | ||
1326 | { | ||
1327 | step += 1; | ||
1328 | percentOfPath += percentOfPathMultiplier; | ||
1329 | xOffset += xOffsetStepIncrement; | ||
1330 | yOffset += yOffsetStepIncrement; | ||
1331 | zOffset += stepSize; | ||
1332 | if (percentOfPath > this.pathCutEnd) | ||
1333 | done = true; | ||
1334 | } | ||
1335 | else done = true; | ||
1336 | } | ||
1337 | } // end of linear path code | ||
1338 | |||
1339 | else // pathType == Circular | ||
1340 | { | ||
1341 | float twistTotal = twistEnd - twistBegin; | ||
1342 | |||
1343 | // if the profile has a lot of twist, add more layers otherwise the layers may overlap | ||
1344 | // and the resulting mesh may be quite inaccurate. This method is arbitrary and doesn't | ||
1345 | // accurately match the viewer | ||
1346 | float twistTotalAbs = Math.Abs(twistTotal); | ||
1347 | if (twistTotalAbs > 0.01f) | ||
1348 | { | ||
1349 | if (twistTotalAbs > Math.PI * 1.5f) | ||
1350 | steps *= 2; | ||
1351 | if (twistTotalAbs > Math.PI * 3.0f) | ||
1352 | steps *= 2; | ||
1353 | } | ||
1354 | |||
1355 | float yPathScale = this.holeSizeY * 0.5f; | ||
1356 | float pathLength = this.pathCutEnd - this.pathCutBegin; | ||
1357 | float totalSkew = this.skew * 2.0f * pathLength; | ||
1358 | float skewStart = this.pathCutBegin * 2.0f * this.skew - this.skew; | ||
1359 | float xOffsetTopShearXFactor = this.topShearX * (0.25f + 0.5f * (0.5f - this.holeSizeY)); | ||
1360 | float yShearCompensation = 1.0f + Math.Abs(this.topShearY) * 0.25f; | ||
1361 | |||
1362 | // It's not quite clear what pushY (Y top shear) does, but subtracting it from the start and end | ||
1363 | // angles appears to approximate it's effects on path cut. Likewise, adding it to the angle used | ||
1364 | // to calculate the sine for generating the path radius appears to approximate it's effects there | ||
1365 | // too, but there are some subtle differences in the radius which are noticeable as the prim size | ||
1366 | // increases and it may affect megaprims quite a bit. The effect of the Y top shear parameter on | ||
1367 | // the meshes generated with this technique appear nearly identical in shape to the same prims when | ||
1368 | // displayed by the viewer. | ||
1369 | |||
1370 | float startAngle = (twoPi * this.pathCutBegin * this.revolutions) - this.topShearY * 0.9f; | ||
1371 | float endAngle = (twoPi * this.pathCutEnd * this.revolutions) - this.topShearY * 0.9f; | ||
1372 | float stepSize = twoPi / this.stepsPerRevolution; | ||
1373 | |||
1374 | int step = (int)(startAngle / stepSize); | ||
1375 | float angle = startAngle; | ||
1376 | |||
1377 | bool done = false; | ||
1378 | while (!done) // loop through the length of the path and add the layers | ||
1379 | { | ||
1380 | PathNode newNode = new PathNode(); | ||
1381 | |||
1382 | float xProfileScale = (1.0f - Math.Abs(this.skew)) * this.holeSizeX; | ||
1383 | float yProfileScale = this.holeSizeY; | ||
1384 | |||
1385 | float percentOfPath = angle / (twoPi * this.revolutions); | ||
1386 | float percentOfAngles = (angle - startAngle) / (endAngle - startAngle); | ||
1387 | |||
1388 | if (this.taperX > 0.01f) | ||
1389 | xProfileScale *= 1.0f - percentOfPath * this.taperX; | ||
1390 | else if (this.taperX < -0.01f) | ||
1391 | xProfileScale *= 1.0f + (1.0f - percentOfPath) * this.taperX; | ||
1392 | |||
1393 | if (this.taperY > 0.01f) | ||
1394 | yProfileScale *= 1.0f - percentOfPath * this.taperY; | ||
1395 | else if (this.taperY < -0.01f) | ||
1396 | yProfileScale *= 1.0f + (1.0f - percentOfPath) * this.taperY; | ||
1397 | |||
1398 | newNode.xScale = xProfileScale; | ||
1399 | newNode.yScale = yProfileScale; | ||
1400 | |||
1401 | float radiusScale = 1.0f; | ||
1402 | if (this.radius > 0.001f) | ||
1403 | radiusScale = 1.0f - this.radius * percentOfPath; | ||
1404 | else if (this.radius < 0.001f) | ||
1405 | radiusScale = 1.0f + this.radius * (1.0f - percentOfPath); | ||
1406 | |||
1407 | float twist = twistBegin + twistTotal * percentOfPath; | ||
1408 | |||
1409 | float xOffset = 0.5f * (skewStart + totalSkew * percentOfAngles); | ||
1410 | xOffset += (float)Math.Sin(angle) * xOffsetTopShearXFactor; | ||
1411 | |||
1412 | float yOffset = yShearCompensation * (float)Math.Cos(angle) * (0.5f - yPathScale) * radiusScale; | ||
1413 | |||
1414 | float zOffset = (float)Math.Sin(angle + this.topShearY) * (0.5f - yPathScale) * radiusScale; | ||
1415 | |||
1416 | newNode.position = new Coord(xOffset, yOffset, zOffset); | ||
1417 | |||
1418 | // now orient the rotation of the profile layer relative to it's position on the path | ||
1419 | // adding taperY to the angle used to generate the quat appears to approximate the viewer | ||
1420 | |||
1421 | newNode.rotation = new Quat(new Coord(1.0f, 0.0f, 0.0f), angle + this.topShearY); | ||
1422 | |||
1423 | // next apply twist rotation to the profile layer | ||
1424 | if (twistTotal != 0.0f || twistBegin != 0.0f) | ||
1425 | newNode.rotation *= new Quat(new Coord(0.0f, 0.0f, 1.0f), twist); | ||
1426 | |||
1427 | newNode.percentOfPath = percentOfPath; | ||
1428 | |||
1429 | pathNodes.Add(newNode); | ||
1430 | |||
1431 | // calculate terms for next iteration | ||
1432 | // calculate the angle for the next iteration of the loop | ||
1433 | |||
1434 | if (angle >= endAngle - 0.01) | ||
1435 | done = true; | ||
1436 | else | ||
1437 | { | ||
1438 | step += 1; | ||
1439 | angle = stepSize * step; | ||
1440 | if (angle > endAngle) | ||
1441 | angle = endAngle; | ||
1442 | } | ||
1443 | } | ||
1444 | } | ||
1445 | } | ||
1446 | } | ||
1447 | |||
1448 | public class PrimMesh | ||
1449 | { | ||
1450 | public string errorMessage = ""; | ||
1451 | private const float twoPi = 2.0f * (float)Math.PI; | ||
1452 | |||
1453 | public List<Coord> coords; | ||
1454 | public List<Coord> normals; | ||
1455 | public List<Face> faces; | ||
1456 | |||
1457 | public List<ViewerFace> viewerFaces; | ||
1458 | |||
1459 | private int sides = 4; | ||
1460 | private int hollowSides = 4; | ||
1461 | private float profileStart = 0.0f; | ||
1462 | private float profileEnd = 1.0f; | ||
1463 | private float hollow = 0.0f; | ||
1464 | public int twistBegin = 0; | ||
1465 | public int twistEnd = 0; | ||
1466 | public float topShearX = 0.0f; | ||
1467 | public float topShearY = 0.0f; | ||
1468 | public float pathCutBegin = 0.0f; | ||
1469 | public float pathCutEnd = 1.0f; | ||
1470 | public float dimpleBegin = 0.0f; | ||
1471 | public float dimpleEnd = 1.0f; | ||
1472 | public float skew = 0.0f; | ||
1473 | public float holeSizeX = 1.0f; // called pathScaleX in pbs | ||
1474 | public float holeSizeY = 0.25f; | ||
1475 | public float taperX = 0.0f; | ||
1476 | public float taperY = 0.0f; | ||
1477 | public float radius = 0.0f; | ||
1478 | public float revolutions = 1.0f; | ||
1479 | public int stepsPerRevolution = 24; | ||
1480 | |||
1481 | private int profileOuterFaceNumber = -1; | ||
1482 | private int profileHollowFaceNumber = -1; | ||
1483 | |||
1484 | private bool hasProfileCut = false; | ||
1485 | private bool hasHollow = false; | ||
1486 | public bool calcVertexNormals = false; | ||
1487 | private bool normalsProcessed = false; | ||
1488 | public bool viewerMode = false; | ||
1489 | public bool sphereMode = false; | ||
1490 | |||
1491 | public int numPrimFaces = 0; | ||
1492 | |||
1493 | /// <summary> | ||
1494 | /// Human readable string representation of the parameters used to create a mesh. | ||
1495 | /// </summary> | ||
1496 | /// <returns></returns> | ||
1497 | public string ParamsToDisplayString() | ||
1498 | { | ||
1499 | string s = ""; | ||
1500 | s += "sides..................: " + this.sides.ToString(); | ||
1501 | s += "\nhollowSides..........: " + this.hollowSides.ToString(); | ||
1502 | s += "\nprofileStart.........: " + this.profileStart.ToString(); | ||
1503 | s += "\nprofileEnd...........: " + this.profileEnd.ToString(); | ||
1504 | s += "\nhollow...............: " + this.hollow.ToString(); | ||
1505 | s += "\ntwistBegin...........: " + this.twistBegin.ToString(); | ||
1506 | s += "\ntwistEnd.............: " + this.twistEnd.ToString(); | ||
1507 | s += "\ntopShearX............: " + this.topShearX.ToString(); | ||
1508 | s += "\ntopShearY............: " + this.topShearY.ToString(); | ||
1509 | s += "\npathCutBegin.........: " + this.pathCutBegin.ToString(); | ||
1510 | s += "\npathCutEnd...........: " + this.pathCutEnd.ToString(); | ||
1511 | s += "\ndimpleBegin..........: " + this.dimpleBegin.ToString(); | ||
1512 | s += "\ndimpleEnd............: " + this.dimpleEnd.ToString(); | ||
1513 | s += "\nskew.................: " + this.skew.ToString(); | ||
1514 | s += "\nholeSizeX............: " + this.holeSizeX.ToString(); | ||
1515 | s += "\nholeSizeY............: " + this.holeSizeY.ToString(); | ||
1516 | s += "\ntaperX...............: " + this.taperX.ToString(); | ||
1517 | s += "\ntaperY...............: " + this.taperY.ToString(); | ||
1518 | s += "\nradius...............: " + this.radius.ToString(); | ||
1519 | s += "\nrevolutions..........: " + this.revolutions.ToString(); | ||
1520 | s += "\nstepsPerRevolution...: " + this.stepsPerRevolution.ToString(); | ||
1521 | s += "\nsphereMode...........: " + this.sphereMode.ToString(); | ||
1522 | s += "\nhasProfileCut........: " + this.hasProfileCut.ToString(); | ||
1523 | s += "\nhasHollow............: " + this.hasHollow.ToString(); | ||
1524 | s += "\nviewerMode...........: " + this.viewerMode.ToString(); | ||
1525 | |||
1526 | return s; | ||
1527 | } | ||
1528 | |||
1529 | public int ProfileOuterFaceNumber | ||
1530 | { | ||
1531 | get { return profileOuterFaceNumber; } | ||
1532 | } | ||
1533 | |||
1534 | public int ProfileHollowFaceNumber | ||
1535 | { | ||
1536 | get { return profileHollowFaceNumber; } | ||
1537 | } | ||
1538 | |||
1539 | public bool HasProfileCut | ||
1540 | { | ||
1541 | get { return hasProfileCut; } | ||
1542 | } | ||
1543 | |||
1544 | public bool HasHollow | ||
1545 | { | ||
1546 | get { return hasHollow; } | ||
1547 | } | ||
1548 | |||
1549 | |||
1550 | /// <summary> | ||
1551 | /// Constructs a PrimMesh object and creates the profile for extrusion. | ||
1552 | /// </summary> | ||
1553 | /// <param name="sides"></param> | ||
1554 | /// <param name="profileStart"></param> | ||
1555 | /// <param name="profileEnd"></param> | ||
1556 | /// <param name="hollow"></param> | ||
1557 | /// <param name="hollowSides"></param> | ||
1558 | public PrimMesh(int sides, float profileStart, float profileEnd, float hollow, int hollowSides) | ||
1559 | { | ||
1560 | this.coords = new List<Coord>(); | ||
1561 | this.faces = new List<Face>(); | ||
1562 | |||
1563 | this.sides = sides; | ||
1564 | this.profileStart = profileStart; | ||
1565 | this.profileEnd = profileEnd; | ||
1566 | this.hollow = hollow; | ||
1567 | this.hollowSides = hollowSides; | ||
1568 | |||
1569 | if (sides < 3) | ||
1570 | this.sides = 3; | ||
1571 | if (hollowSides < 3) | ||
1572 | this.hollowSides = 3; | ||
1573 | if (profileStart < 0.0f) | ||
1574 | this.profileStart = 0.0f; | ||
1575 | if (profileEnd > 1.0f) | ||
1576 | this.profileEnd = 1.0f; | ||
1577 | if (profileEnd < 0.02f) | ||
1578 | this.profileEnd = 0.02f; | ||
1579 | if (profileStart >= profileEnd) | ||
1580 | this.profileStart = profileEnd - 0.02f; | ||
1581 | if (hollow > 0.99f) | ||
1582 | this.hollow = 0.99f; | ||
1583 | if (hollow < 0.0f) | ||
1584 | this.hollow = 0.0f; | ||
1585 | } | ||
1586 | |||
1587 | /// <summary> | ||
1588 | /// Extrudes a profile along a path. | ||
1589 | /// </summary> | ||
1590 | public void Extrude(PathType pathType) | ||
1591 | { | ||
1592 | bool needEndFaces = false; | ||
1593 | |||
1594 | this.coords = new List<Coord>(); | ||
1595 | this.faces = new List<Face>(); | ||
1596 | |||
1597 | if (this.viewerMode) | ||
1598 | { | ||
1599 | this.viewerFaces = new List<ViewerFace>(); | ||
1600 | this.calcVertexNormals = true; | ||
1601 | } | ||
1602 | |||
1603 | if (this.calcVertexNormals) | ||
1604 | this.normals = new List<Coord>(); | ||
1605 | |||
1606 | int steps = 1; | ||
1607 | |||
1608 | float length = this.pathCutEnd - this.pathCutBegin; | ||
1609 | normalsProcessed = false; | ||
1610 | |||
1611 | if (this.viewerMode && this.sides == 3) | ||
1612 | { | ||
1613 | // prisms don't taper well so add some vertical resolution | ||
1614 | // other prims may benefit from this but just do prisms for now | ||
1615 | if (Math.Abs(this.taperX) > 0.01 || Math.Abs(this.taperY) > 0.01) | ||
1616 | steps = (int)(steps * 4.5 * length); | ||
1617 | } | ||
1618 | |||
1619 | if (this.sphereMode) | ||
1620 | this.hasProfileCut = this.profileEnd - this.profileStart < 0.4999f; | ||
1621 | else | ||
1622 | this.hasProfileCut = this.profileEnd - this.profileStart < 0.9999f; | ||
1623 | this.hasHollow = (this.hollow > 0.001f); | ||
1624 | |||
1625 | float twistBegin = this.twistBegin / 360.0f * twoPi; | ||
1626 | float twistEnd = this.twistEnd / 360.0f * twoPi; | ||
1627 | float twistTotal = twistEnd - twistBegin; | ||
1628 | float twistTotalAbs = Math.Abs(twistTotal); | ||
1629 | if (twistTotalAbs > 0.01f) | ||
1630 | steps += (int)(twistTotalAbs * 3.66); // dahlia's magic number | ||
1631 | |||
1632 | float hollow = this.hollow; | ||
1633 | |||
1634 | if (pathType == PathType.Circular) | ||
1635 | { | ||
1636 | needEndFaces = false; | ||
1637 | if (this.pathCutBegin != 0.0f || this.pathCutEnd != 1.0f) | ||
1638 | needEndFaces = true; | ||
1639 | else if (this.taperX != 0.0f || this.taperY != 0.0f) | ||
1640 | needEndFaces = true; | ||
1641 | else if (this.skew != 0.0f) | ||
1642 | needEndFaces = true; | ||
1643 | else if (twistTotal != 0.0f) | ||
1644 | needEndFaces = true; | ||
1645 | else if (this.radius != 0.0f) | ||
1646 | needEndFaces = true; | ||
1647 | } | ||
1648 | else needEndFaces = true; | ||
1649 | |||
1650 | // sanity checks | ||
1651 | float initialProfileRot = 0.0f; | ||
1652 | if (pathType == PathType.Circular) | ||
1653 | { | ||
1654 | if (this.sides == 3) | ||
1655 | { | ||
1656 | initialProfileRot = (float)Math.PI; | ||
1657 | if (this.hollowSides == 4) | ||
1658 | { | ||
1659 | if (hollow > 0.7f) | ||
1660 | hollow = 0.7f; | ||
1661 | hollow *= 0.707f; | ||
1662 | } | ||
1663 | else hollow *= 0.5f; | ||
1664 | } | ||
1665 | else if (this.sides == 4) | ||
1666 | { | ||
1667 | initialProfileRot = 0.25f * (float)Math.PI; | ||
1668 | if (this.hollowSides != 4) | ||
1669 | hollow *= 0.707f; | ||
1670 | } | ||
1671 | else if (this.sides > 4) | ||
1672 | { | ||
1673 | initialProfileRot = (float)Math.PI; | ||
1674 | if (this.hollowSides == 4) | ||
1675 | { | ||
1676 | if (hollow > 0.7f) | ||
1677 | hollow = 0.7f; | ||
1678 | hollow /= 0.7f; | ||
1679 | } | ||
1680 | } | ||
1681 | } | ||
1682 | else | ||
1683 | { | ||
1684 | if (this.sides == 3) | ||
1685 | { | ||
1686 | if (this.hollowSides == 4) | ||
1687 | { | ||
1688 | if (hollow > 0.7f) | ||
1689 | hollow = 0.7f; | ||
1690 | hollow *= 0.707f; | ||
1691 | } | ||
1692 | else hollow *= 0.5f; | ||
1693 | } | ||
1694 | else if (this.sides == 4) | ||
1695 | { | ||
1696 | initialProfileRot = 1.25f * (float)Math.PI; | ||
1697 | if (this.hollowSides != 4) | ||
1698 | hollow *= 0.707f; | ||
1699 | } | ||
1700 | else if (this.sides == 24 && this.hollowSides == 4) | ||
1701 | hollow *= 1.414f; | ||
1702 | } | ||
1703 | |||
1704 | Profile profile = new Profile(this.sides, this.profileStart, this.profileEnd, hollow, this.hollowSides, true, calcVertexNormals); | ||
1705 | this.errorMessage = profile.errorMessage; | ||
1706 | |||
1707 | this.numPrimFaces = profile.numPrimFaces; | ||
1708 | |||
1709 | int cut1FaceNumber = profile.bottomFaceNumber + 1; | ||
1710 | int cut2FaceNumber = cut1FaceNumber + 1; | ||
1711 | if (!needEndFaces) | ||
1712 | { | ||
1713 | cut1FaceNumber -= 2; | ||
1714 | cut2FaceNumber -= 2; | ||
1715 | } | ||
1716 | |||
1717 | profileOuterFaceNumber = profile.outerFaceNumber; | ||
1718 | if (!needEndFaces) | ||
1719 | profileOuterFaceNumber--; | ||
1720 | |||
1721 | if (hasHollow) | ||
1722 | { | ||
1723 | profileHollowFaceNumber = profile.hollowFaceNumber; | ||
1724 | if (!needEndFaces) | ||
1725 | profileHollowFaceNumber--; | ||
1726 | } | ||
1727 | |||
1728 | int cut1Vert = -1; | ||
1729 | int cut2Vert = -1; | ||
1730 | if (hasProfileCut) | ||
1731 | { | ||
1732 | cut1Vert = hasHollow ? profile.coords.Count - 1 : 0; | ||
1733 | cut2Vert = hasHollow ? profile.numOuterVerts - 1 : profile.numOuterVerts; | ||
1734 | } | ||
1735 | |||
1736 | if (initialProfileRot != 0.0f) | ||
1737 | { | ||
1738 | profile.AddRot(new Quat(new Coord(0.0f, 0.0f, 1.0f), initialProfileRot)); | ||
1739 | if (viewerMode) | ||
1740 | profile.MakeFaceUVs(); | ||
1741 | } | ||
1742 | |||
1743 | Coord lastCutNormal1 = new Coord(); | ||
1744 | Coord lastCutNormal2 = new Coord(); | ||
1745 | float thisV = 0.0f; | ||
1746 | float lastV = 0.0f; | ||
1747 | |||
1748 | Path path = new Path(); | ||
1749 | path.twistBegin = twistBegin; | ||
1750 | path.twistEnd = twistEnd; | ||
1751 | path.topShearX = topShearX; | ||
1752 | path.topShearY = topShearY; | ||
1753 | path.pathCutBegin = pathCutBegin; | ||
1754 | path.pathCutEnd = pathCutEnd; | ||
1755 | path.dimpleBegin = dimpleBegin; | ||
1756 | path.dimpleEnd = dimpleEnd; | ||
1757 | path.skew = skew; | ||
1758 | path.holeSizeX = holeSizeX; | ||
1759 | path.holeSizeY = holeSizeY; | ||
1760 | path.taperX = taperX; | ||
1761 | path.taperY = taperY; | ||
1762 | path.radius = radius; | ||
1763 | path.revolutions = revolutions; | ||
1764 | path.stepsPerRevolution = stepsPerRevolution; | ||
1765 | |||
1766 | path.Create(pathType, steps); | ||
1767 | |||
1768 | for (int nodeIndex = 0; nodeIndex < path.pathNodes.Count; nodeIndex++) | ||
1769 | { | ||
1770 | PathNode node = path.pathNodes[nodeIndex]; | ||
1771 | Profile newLayer = profile.Copy(); | ||
1772 | newLayer.Scale(node.xScale, node.yScale); | ||
1773 | |||
1774 | newLayer.AddRot(node.rotation); | ||
1775 | newLayer.AddPos(node.position); | ||
1776 | |||
1777 | if (needEndFaces && nodeIndex == 0) | ||
1778 | { | ||
1779 | newLayer.FlipNormals(); | ||
1780 | |||
1781 | // add the bottom faces to the viewerFaces list | ||
1782 | if (this.viewerMode) | ||
1783 | { | ||
1784 | Coord faceNormal = newLayer.faceNormal; | ||
1785 | ViewerFace newViewerFace = new ViewerFace(profile.bottomFaceNumber); | ||
1786 | int numFaces = newLayer.faces.Count; | ||
1787 | List<Face> faces = newLayer.faces; | ||
1788 | |||
1789 | for (int i = 0; i < numFaces; i++) | ||
1790 | { | ||
1791 | Face face = faces[i]; | ||
1792 | newViewerFace.v1 = newLayer.coords[face.v1]; | ||
1793 | newViewerFace.v2 = newLayer.coords[face.v2]; | ||
1794 | newViewerFace.v3 = newLayer.coords[face.v3]; | ||
1795 | |||
1796 | newViewerFace.coordIndex1 = face.v1; | ||
1797 | newViewerFace.coordIndex2 = face.v2; | ||
1798 | newViewerFace.coordIndex3 = face.v3; | ||
1799 | |||
1800 | newViewerFace.n1 = faceNormal; | ||
1801 | newViewerFace.n2 = faceNormal; | ||
1802 | newViewerFace.n3 = faceNormal; | ||
1803 | |||
1804 | newViewerFace.uv1 = newLayer.faceUVs[face.v1]; | ||
1805 | newViewerFace.uv2 = newLayer.faceUVs[face.v2]; | ||
1806 | newViewerFace.uv3 = newLayer.faceUVs[face.v3]; | ||
1807 | |||
1808 | if (pathType == PathType.Linear) | ||
1809 | { | ||
1810 | newViewerFace.uv1.Flip(); | ||
1811 | newViewerFace.uv2.Flip(); | ||
1812 | newViewerFace.uv3.Flip(); | ||
1813 | } | ||
1814 | |||
1815 | this.viewerFaces.Add(newViewerFace); | ||
1816 | } | ||
1817 | } | ||
1818 | } // if (nodeIndex == 0) | ||
1819 | |||
1820 | // append this layer | ||
1821 | |||
1822 | int coordsLen = this.coords.Count; | ||
1823 | newLayer.AddValue2FaceVertexIndices(coordsLen); | ||
1824 | |||
1825 | this.coords.AddRange(newLayer.coords); | ||
1826 | |||
1827 | if (this.calcVertexNormals) | ||
1828 | { | ||
1829 | newLayer.AddValue2FaceNormalIndices(this.normals.Count); | ||
1830 | this.normals.AddRange(newLayer.vertexNormals); | ||
1831 | } | ||
1832 | |||
1833 | if (node.percentOfPath < this.pathCutBegin + 0.01f || node.percentOfPath > this.pathCutEnd - 0.01f) | ||
1834 | this.faces.AddRange(newLayer.faces); | ||
1835 | |||
1836 | // fill faces between layers | ||
1837 | |||
1838 | int numVerts = newLayer.coords.Count; | ||
1839 | Face newFace1 = new Face(); | ||
1840 | Face newFace2 = new Face(); | ||
1841 | |||
1842 | thisV = 1.0f - node.percentOfPath; | ||
1843 | |||
1844 | if (nodeIndex > 0) | ||
1845 | { | ||
1846 | int startVert = coordsLen + 1; | ||
1847 | int endVert = this.coords.Count; | ||
1848 | |||
1849 | if (sides < 5 || this.hasProfileCut || this.hasHollow) | ||
1850 | startVert--; | ||
1851 | |||
1852 | for (int i = startVert; i < endVert; i++) | ||
1853 | { | ||
1854 | int iNext = i + 1; | ||
1855 | if (i == endVert - 1) | ||
1856 | iNext = startVert; | ||
1857 | |||
1858 | int whichVert = i - startVert; | ||
1859 | |||
1860 | newFace1.v1 = i; | ||
1861 | newFace1.v2 = i - numVerts; | ||
1862 | newFace1.v3 = iNext; | ||
1863 | |||
1864 | newFace1.n1 = newFace1.v1; | ||
1865 | newFace1.n2 = newFace1.v2; | ||
1866 | newFace1.n3 = newFace1.v3; | ||
1867 | this.faces.Add(newFace1); | ||
1868 | |||
1869 | newFace2.v1 = iNext; | ||
1870 | newFace2.v2 = i - numVerts; | ||
1871 | newFace2.v3 = iNext - numVerts; | ||
1872 | |||
1873 | newFace2.n1 = newFace2.v1; | ||
1874 | newFace2.n2 = newFace2.v2; | ||
1875 | newFace2.n3 = newFace2.v3; | ||
1876 | this.faces.Add(newFace2); | ||
1877 | |||
1878 | if (this.viewerMode) | ||
1879 | { | ||
1880 | // add the side faces to the list of viewerFaces here | ||
1881 | |||
1882 | int primFaceNum = profile.faceNumbers[whichVert]; | ||
1883 | if (!needEndFaces) | ||
1884 | primFaceNum -= 1; | ||
1885 | |||
1886 | ViewerFace newViewerFace1 = new ViewerFace(primFaceNum); | ||
1887 | ViewerFace newViewerFace2 = new ViewerFace(primFaceNum); | ||
1888 | |||
1889 | int uIndex = whichVert; | ||
1890 | if (!hasHollow && sides > 4 && uIndex < newLayer.us.Count - 1) | ||
1891 | { | ||
1892 | uIndex++; | ||
1893 | } | ||
1894 | |||
1895 | float u1 = newLayer.us[uIndex]; | ||
1896 | float u2 = 1.0f; | ||
1897 | if (uIndex < (int)newLayer.us.Count - 1) | ||
1898 | u2 = newLayer.us[uIndex + 1]; | ||
1899 | |||
1900 | if (whichVert == cut1Vert || whichVert == cut2Vert) | ||
1901 | { | ||
1902 | u1 = 0.0f; | ||
1903 | u2 = 1.0f; | ||
1904 | } | ||
1905 | else if (sides < 5) | ||
1906 | { | ||
1907 | if (whichVert < profile.numOuterVerts) | ||
1908 | { // boxes and prisms have one texture face per side of the prim, so the U values have to be scaled | ||
1909 | // to reflect the entire texture width | ||
1910 | u1 *= sides; | ||
1911 | u2 *= sides; | ||
1912 | u2 -= (int)u1; | ||
1913 | u1 -= (int)u1; | ||
1914 | if (u2 < 0.1f) | ||
1915 | u2 = 1.0f; | ||
1916 | } | ||
1917 | } | ||
1918 | |||
1919 | if (this.sphereMode) | ||
1920 | { | ||
1921 | if (whichVert != cut1Vert && whichVert != cut2Vert) | ||
1922 | { | ||
1923 | u1 = u1 * 2.0f - 1.0f; | ||
1924 | u2 = u2 * 2.0f - 1.0f; | ||
1925 | |||
1926 | if (whichVert >= newLayer.numOuterVerts) | ||
1927 | { | ||
1928 | u1 -= hollow; | ||
1929 | u2 -= hollow; | ||
1930 | } | ||
1931 | |||
1932 | } | ||
1933 | } | ||
1934 | |||
1935 | newViewerFace1.uv1.U = u1; | ||
1936 | newViewerFace1.uv2.U = u1; | ||
1937 | newViewerFace1.uv3.U = u2; | ||
1938 | |||
1939 | newViewerFace1.uv1.V = thisV; | ||
1940 | newViewerFace1.uv2.V = lastV; | ||
1941 | newViewerFace1.uv3.V = thisV; | ||
1942 | |||
1943 | newViewerFace2.uv1.U = u2; | ||
1944 | newViewerFace2.uv2.U = u1; | ||
1945 | newViewerFace2.uv3.U = u2; | ||
1946 | |||
1947 | newViewerFace2.uv1.V = thisV; | ||
1948 | newViewerFace2.uv2.V = lastV; | ||
1949 | newViewerFace2.uv3.V = lastV; | ||
1950 | |||
1951 | newViewerFace1.v1 = this.coords[newFace1.v1]; | ||
1952 | newViewerFace1.v2 = this.coords[newFace1.v2]; | ||
1953 | newViewerFace1.v3 = this.coords[newFace1.v3]; | ||
1954 | |||
1955 | newViewerFace2.v1 = this.coords[newFace2.v1]; | ||
1956 | newViewerFace2.v2 = this.coords[newFace2.v2]; | ||
1957 | newViewerFace2.v3 = this.coords[newFace2.v3]; | ||
1958 | |||
1959 | newViewerFace1.coordIndex1 = newFace1.v1; | ||
1960 | newViewerFace1.coordIndex2 = newFace1.v2; | ||
1961 | newViewerFace1.coordIndex3 = newFace1.v3; | ||
1962 | |||
1963 | newViewerFace2.coordIndex1 = newFace2.v1; | ||
1964 | newViewerFace2.coordIndex2 = newFace2.v2; | ||
1965 | newViewerFace2.coordIndex3 = newFace2.v3; | ||
1966 | |||
1967 | // profile cut faces | ||
1968 | if (whichVert == cut1Vert) | ||
1969 | { | ||
1970 | newViewerFace1.primFaceNumber = cut1FaceNumber; | ||
1971 | newViewerFace2.primFaceNumber = cut1FaceNumber; | ||
1972 | newViewerFace1.n1 = newLayer.cutNormal1; | ||
1973 | newViewerFace1.n2 = newViewerFace1.n3 = lastCutNormal1; | ||
1974 | |||
1975 | newViewerFace2.n1 = newViewerFace2.n3 = newLayer.cutNormal1; | ||
1976 | newViewerFace2.n2 = lastCutNormal1; | ||
1977 | } | ||
1978 | else if (whichVert == cut2Vert) | ||
1979 | { | ||
1980 | newViewerFace1.primFaceNumber = cut2FaceNumber; | ||
1981 | newViewerFace2.primFaceNumber = cut2FaceNumber; | ||
1982 | newViewerFace1.n1 = newLayer.cutNormal2; | ||
1983 | newViewerFace1.n2 = lastCutNormal2; | ||
1984 | newViewerFace1.n3 = lastCutNormal2; | ||
1985 | |||
1986 | newViewerFace2.n1 = newLayer.cutNormal2; | ||
1987 | newViewerFace2.n3 = newLayer.cutNormal2; | ||
1988 | newViewerFace2.n2 = lastCutNormal2; | ||
1989 | } | ||
1990 | |||
1991 | else // outer and hollow faces | ||
1992 | { | ||
1993 | if ((sides < 5 && whichVert < newLayer.numOuterVerts) || (hollowSides < 5 && whichVert >= newLayer.numOuterVerts)) | ||
1994 | { // looks terrible when path is twisted... need vertex normals here | ||
1995 | newViewerFace1.CalcSurfaceNormal(); | ||
1996 | newViewerFace2.CalcSurfaceNormal(); | ||
1997 | } | ||
1998 | else | ||
1999 | { | ||
2000 | newViewerFace1.n1 = this.normals[newFace1.n1]; | ||
2001 | newViewerFace1.n2 = this.normals[newFace1.n2]; | ||
2002 | newViewerFace1.n3 = this.normals[newFace1.n3]; | ||
2003 | |||
2004 | newViewerFace2.n1 = this.normals[newFace2.n1]; | ||
2005 | newViewerFace2.n2 = this.normals[newFace2.n2]; | ||
2006 | newViewerFace2.n3 = this.normals[newFace2.n3]; | ||
2007 | } | ||
2008 | } | ||
2009 | |||
2010 | this.viewerFaces.Add(newViewerFace1); | ||
2011 | this.viewerFaces.Add(newViewerFace2); | ||
2012 | |||
2013 | } | ||
2014 | } | ||
2015 | } | ||
2016 | |||
2017 | lastCutNormal1 = newLayer.cutNormal1; | ||
2018 | lastCutNormal2 = newLayer.cutNormal2; | ||
2019 | lastV = thisV; | ||
2020 | |||
2021 | if (needEndFaces && nodeIndex == path.pathNodes.Count - 1 && viewerMode) | ||
2022 | { | ||
2023 | // add the top faces to the viewerFaces list here | ||
2024 | Coord faceNormal = newLayer.faceNormal; | ||
2025 | ViewerFace newViewerFace = new ViewerFace(0); | ||
2026 | int numFaces = newLayer.faces.Count; | ||
2027 | List<Face> faces = newLayer.faces; | ||
2028 | |||
2029 | for (int i = 0; i < numFaces; i++) | ||
2030 | { | ||
2031 | Face face = faces[i]; | ||
2032 | newViewerFace.v1 = newLayer.coords[face.v1 - coordsLen]; | ||
2033 | newViewerFace.v2 = newLayer.coords[face.v2 - coordsLen]; | ||
2034 | newViewerFace.v3 = newLayer.coords[face.v3 - coordsLen]; | ||
2035 | |||
2036 | newViewerFace.coordIndex1 = face.v1 - coordsLen; | ||
2037 | newViewerFace.coordIndex2 = face.v2 - coordsLen; | ||
2038 | newViewerFace.coordIndex3 = face.v3 - coordsLen; | ||
2039 | |||
2040 | newViewerFace.n1 = faceNormal; | ||
2041 | newViewerFace.n2 = faceNormal; | ||
2042 | newViewerFace.n3 = faceNormal; | ||
2043 | |||
2044 | newViewerFace.uv1 = newLayer.faceUVs[face.v1 - coordsLen]; | ||
2045 | newViewerFace.uv2 = newLayer.faceUVs[face.v2 - coordsLen]; | ||
2046 | newViewerFace.uv3 = newLayer.faceUVs[face.v3 - coordsLen]; | ||
2047 | |||
2048 | if (pathType == PathType.Linear) | ||
2049 | { | ||
2050 | newViewerFace.uv1.Flip(); | ||
2051 | newViewerFace.uv2.Flip(); | ||
2052 | newViewerFace.uv3.Flip(); | ||
2053 | } | ||
2054 | |||
2055 | this.viewerFaces.Add(newViewerFace); | ||
2056 | } | ||
2057 | } | ||
2058 | |||
2059 | |||
2060 | } // for (int nodeIndex = 0; nodeIndex < path.pathNodes.Count; nodeIndex++) | ||
2061 | |||
2062 | } | ||
2063 | |||
2064 | |||
2065 | /// <summary> | ||
2066 | /// DEPRICATED - use Extrude(PathType.Linear) instead | ||
2067 | /// Extrudes a profile along a straight line path. Used for prim types box, cylinder, and prism. | ||
2068 | /// </summary> | ||
2069 | /// | ||
2070 | public void ExtrudeLinear() | ||
2071 | { | ||
2072 | this.Extrude(PathType.Linear); | ||
2073 | } | ||
2074 | |||
2075 | |||
2076 | /// <summary> | ||
2077 | /// DEPRICATED - use Extrude(PathType.Circular) instead | ||
2078 | /// Extrude a profile into a circular path prim mesh. Used for prim types torus, tube, and ring. | ||
2079 | /// </summary> | ||
2080 | /// | ||
2081 | public void ExtrudeCircular() | ||
2082 | { | ||
2083 | this.Extrude(PathType.Circular); | ||
2084 | } | ||
2085 | |||
2086 | |||
2087 | private Coord SurfaceNormal(Coord c1, Coord c2, Coord c3) | ||
2088 | { | ||
2089 | Coord edge1 = new Coord(c2.X - c1.X, c2.Y - c1.Y, c2.Z - c1.Z); | ||
2090 | Coord edge2 = new Coord(c3.X - c1.X, c3.Y - c1.Y, c3.Z - c1.Z); | ||
2091 | |||
2092 | Coord normal = Coord.Cross(edge1, edge2); | ||
2093 | |||
2094 | normal.Normalize(); | ||
2095 | |||
2096 | return normal; | ||
2097 | } | ||
2098 | |||
2099 | private Coord SurfaceNormal(Face face) | ||
2100 | { | ||
2101 | return SurfaceNormal(this.coords[face.v1], this.coords[face.v2], this.coords[face.v3]); | ||
2102 | } | ||
2103 | |||
2104 | /// <summary> | ||
2105 | /// Calculate the surface normal for a face in the list of faces | ||
2106 | /// </summary> | ||
2107 | /// <param name="faceIndex"></param> | ||
2108 | /// <returns></returns> | ||
2109 | public Coord SurfaceNormal(int faceIndex) | ||
2110 | { | ||
2111 | int numFaces = this.faces.Count; | ||
2112 | if (faceIndex < 0 || faceIndex >= numFaces) | ||
2113 | throw new Exception("faceIndex out of range"); | ||
2114 | |||
2115 | return SurfaceNormal(this.faces[faceIndex]); | ||
2116 | } | ||
2117 | |||
2118 | /// <summary> | ||
2119 | /// Duplicates a PrimMesh object. All object properties are copied by value, including lists. | ||
2120 | /// </summary> | ||
2121 | /// <returns></returns> | ||
2122 | public PrimMesh Copy() | ||
2123 | { | ||
2124 | PrimMesh copy = new PrimMesh(this.sides, this.profileStart, this.profileEnd, this.hollow, this.hollowSides); | ||
2125 | copy.twistBegin = this.twistBegin; | ||
2126 | copy.twistEnd = this.twistEnd; | ||
2127 | copy.topShearX = this.topShearX; | ||
2128 | copy.topShearY = this.topShearY; | ||
2129 | copy.pathCutBegin = this.pathCutBegin; | ||
2130 | copy.pathCutEnd = this.pathCutEnd; | ||
2131 | copy.dimpleBegin = this.dimpleBegin; | ||
2132 | copy.dimpleEnd = this.dimpleEnd; | ||
2133 | copy.skew = this.skew; | ||
2134 | copy.holeSizeX = this.holeSizeX; | ||
2135 | copy.holeSizeY = this.holeSizeY; | ||
2136 | copy.taperX = this.taperX; | ||
2137 | copy.taperY = this.taperY; | ||
2138 | copy.radius = this.radius; | ||
2139 | copy.revolutions = this.revolutions; | ||
2140 | copy.stepsPerRevolution = this.stepsPerRevolution; | ||
2141 | copy.calcVertexNormals = this.calcVertexNormals; | ||
2142 | copy.normalsProcessed = this.normalsProcessed; | ||
2143 | copy.viewerMode = this.viewerMode; | ||
2144 | copy.numPrimFaces = this.numPrimFaces; | ||
2145 | copy.errorMessage = this.errorMessage; | ||
2146 | |||
2147 | copy.coords = new List<Coord>(this.coords); | ||
2148 | copy.faces = new List<Face>(this.faces); | ||
2149 | copy.viewerFaces = new List<ViewerFace>(this.viewerFaces); | ||
2150 | copy.normals = new List<Coord>(this.normals); | ||
2151 | |||
2152 | return copy; | ||
2153 | } | ||
2154 | |||
2155 | /// <summary> | ||
2156 | /// Calculate surface normals for all of the faces in the list of faces in this mesh | ||
2157 | /// </summary> | ||
2158 | public void CalcNormals() | ||
2159 | { | ||
2160 | if (normalsProcessed) | ||
2161 | return; | ||
2162 | |||
2163 | normalsProcessed = true; | ||
2164 | |||
2165 | int numFaces = faces.Count; | ||
2166 | |||
2167 | if (!this.calcVertexNormals) | ||
2168 | this.normals = new List<Coord>(); | ||
2169 | |||
2170 | for (int i = 0; i < numFaces; i++) | ||
2171 | { | ||
2172 | Face face = faces[i]; | ||
2173 | |||
2174 | this.normals.Add(SurfaceNormal(i).Normalize()); | ||
2175 | |||
2176 | int normIndex = normals.Count - 1; | ||
2177 | face.n1 = normIndex; | ||
2178 | face.n2 = normIndex; | ||
2179 | face.n3 = normIndex; | ||
2180 | |||
2181 | this.faces[i] = face; | ||
2182 | } | ||
2183 | } | ||
2184 | |||
2185 | /// <summary> | ||
2186 | /// Adds a value to each XYZ vertex coordinate in the mesh | ||
2187 | /// </summary> | ||
2188 | /// <param name="x"></param> | ||
2189 | /// <param name="y"></param> | ||
2190 | /// <param name="z"></param> | ||
2191 | public void AddPos(float x, float y, float z) | ||
2192 | { | ||
2193 | int i; | ||
2194 | int numVerts = this.coords.Count; | ||
2195 | Coord vert; | ||
2196 | |||
2197 | for (i = 0; i < numVerts; i++) | ||
2198 | { | ||
2199 | vert = this.coords[i]; | ||
2200 | vert.X += x; | ||
2201 | vert.Y += y; | ||
2202 | vert.Z += z; | ||
2203 | this.coords[i] = vert; | ||
2204 | } | ||
2205 | |||
2206 | if (this.viewerFaces != null) | ||
2207 | { | ||
2208 | int numViewerFaces = this.viewerFaces.Count; | ||
2209 | |||
2210 | for (i = 0; i < numViewerFaces; i++) | ||
2211 | { | ||
2212 | ViewerFace v = this.viewerFaces[i]; | ||
2213 | v.AddPos(x, y, z); | ||
2214 | this.viewerFaces[i] = v; | ||
2215 | } | ||
2216 | } | ||
2217 | } | ||
2218 | |||
2219 | /// <summary> | ||
2220 | /// Rotates the mesh | ||
2221 | /// </summary> | ||
2222 | /// <param name="q"></param> | ||
2223 | public void AddRot(Quat q) | ||
2224 | { | ||
2225 | int i; | ||
2226 | int numVerts = this.coords.Count; | ||
2227 | |||
2228 | for (i = 0; i < numVerts; i++) | ||
2229 | this.coords[i] *= q; | ||
2230 | |||
2231 | if (this.normals != null) | ||
2232 | { | ||
2233 | int numNormals = this.normals.Count; | ||
2234 | for (i = 0; i < numNormals; i++) | ||
2235 | this.normals[i] *= q; | ||
2236 | } | ||
2237 | |||
2238 | if (this.viewerFaces != null) | ||
2239 | { | ||
2240 | int numViewerFaces = this.viewerFaces.Count; | ||
2241 | |||
2242 | for (i = 0; i < numViewerFaces; i++) | ||
2243 | { | ||
2244 | ViewerFace v = this.viewerFaces[i]; | ||
2245 | v.v1 *= q; | ||
2246 | v.v2 *= q; | ||
2247 | v.v3 *= q; | ||
2248 | |||
2249 | v.n1 *= q; | ||
2250 | v.n2 *= q; | ||
2251 | v.n3 *= q; | ||
2252 | this.viewerFaces[i] = v; | ||
2253 | } | ||
2254 | } | ||
2255 | } | ||
2256 | |||
2257 | #if VERTEX_INDEXER | ||
2258 | public VertexIndexer GetVertexIndexer() | ||
2259 | { | ||
2260 | if (this.viewerMode && this.viewerFaces.Count > 0) | ||
2261 | return new VertexIndexer(this); | ||
2262 | return null; | ||
2263 | } | ||
2264 | #endif | ||
2265 | |||
2266 | /// <summary> | ||
2267 | /// Scales the mesh | ||
2268 | /// </summary> | ||
2269 | /// <param name="x"></param> | ||
2270 | /// <param name="y"></param> | ||
2271 | /// <param name="z"></param> | ||
2272 | public void Scale(float x, float y, float z) | ||
2273 | { | ||
2274 | int i; | ||
2275 | int numVerts = this.coords.Count; | ||
2276 | //Coord vert; | ||
2277 | |||
2278 | Coord m = new Coord(x, y, z); | ||
2279 | for (i = 0; i < numVerts; i++) | ||
2280 | this.coords[i] *= m; | ||
2281 | |||
2282 | if (this.viewerFaces != null) | ||
2283 | { | ||
2284 | int numViewerFaces = this.viewerFaces.Count; | ||
2285 | for (i = 0; i < numViewerFaces; i++) | ||
2286 | { | ||
2287 | ViewerFace v = this.viewerFaces[i]; | ||
2288 | v.v1 *= m; | ||
2289 | v.v2 *= m; | ||
2290 | v.v3 *= m; | ||
2291 | this.viewerFaces[i] = v; | ||
2292 | } | ||
2293 | |||
2294 | } | ||
2295 | |||
2296 | } | ||
2297 | |||
2298 | /// <summary> | ||
2299 | /// Dumps the mesh to a Blender compatible "Raw" format file | ||
2300 | /// </summary> | ||
2301 | /// <param name="path"></param> | ||
2302 | /// <param name="name"></param> | ||
2303 | /// <param name="title"></param> | ||
2304 | public void DumpRaw(String path, String name, String title) | ||
2305 | { | ||
2306 | if (path == null) | ||
2307 | return; | ||
2308 | String fileName = name + "_" + title + ".raw"; | ||
2309 | String completePath = System.IO.Path.Combine(path, fileName); | ||
2310 | StreamWriter sw = new StreamWriter(completePath); | ||
2311 | |||
2312 | for (int i = 0; i < this.faces.Count; i++) | ||
2313 | { | ||
2314 | string s = this.coords[this.faces[i].v1].ToString(); | ||
2315 | s += " " + this.coords[this.faces[i].v2].ToString(); | ||
2316 | s += " " + this.coords[this.faces[i].v3].ToString(); | ||
2317 | |||
2318 | sw.WriteLine(s); | ||
2319 | } | ||
2320 | |||
2321 | sw.Close(); | ||
2322 | } | ||
2323 | } | ||
2324 | } | ||
diff --git a/OpenSim/Region/PhysicsModules/Meshing/Meshmerizer/SculptMap.cs b/OpenSim/Region/PhysicsModules/Meshing/Meshmerizer/SculptMap.cs new file mode 100644 index 0000000..b3d9cb6 --- /dev/null +++ b/OpenSim/Region/PhysicsModules/Meshing/Meshmerizer/SculptMap.cs | |||
@@ -0,0 +1,197 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyright | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | |||
28 | // to build without references to System.Drawing, comment this out | ||
29 | #define SYSTEM_DRAWING | ||
30 | |||
31 | using System; | ||
32 | using System.Collections.Generic; | ||
33 | using System.Text; | ||
34 | |||
35 | #if SYSTEM_DRAWING | ||
36 | using System.Drawing; | ||
37 | using System.Drawing.Imaging; | ||
38 | |||
39 | namespace PrimMesher | ||
40 | { | ||
41 | public class SculptMap | ||
42 | { | ||
43 | public int width; | ||
44 | public int height; | ||
45 | public byte[] redBytes; | ||
46 | public byte[] greenBytes; | ||
47 | public byte[] blueBytes; | ||
48 | |||
49 | public SculptMap() | ||
50 | { | ||
51 | } | ||
52 | |||
53 | public SculptMap(Bitmap bm, int lod) | ||
54 | { | ||
55 | int bmW = bm.Width; | ||
56 | int bmH = bm.Height; | ||
57 | |||
58 | if (bmW == 0 || bmH == 0) | ||
59 | throw new Exception("SculptMap: bitmap has no data"); | ||
60 | |||
61 | int numLodPixels = lod * lod; // (32 * 2)^2 = 64^2 pixels for default sculpt map image | ||
62 | |||
63 | bool smallMap = bmW * bmH <= numLodPixels; | ||
64 | bool needsScaling = false; | ||
65 | |||
66 | width = bmW; | ||
67 | height = bmH; | ||
68 | while (width * height > numLodPixels * 4) | ||
69 | { | ||
70 | width >>= 1; | ||
71 | height >>= 1; | ||
72 | needsScaling = true; | ||
73 | } | ||
74 | |||
75 | try | ||
76 | { | ||
77 | if (needsScaling) | ||
78 | bm = ScaleImage(bm, width, height); | ||
79 | } | ||
80 | |||
81 | catch (Exception e) | ||
82 | { | ||
83 | throw new Exception("Exception in ScaleImage(): e: " + e.ToString()); | ||
84 | } | ||
85 | |||
86 | if (width * height > numLodPixels) | ||
87 | { | ||
88 | width >>= 1; | ||
89 | height >>= 1; | ||
90 | } | ||
91 | |||
92 | int numBytes = (width + 1) * (height + 1); | ||
93 | redBytes = new byte[numBytes]; | ||
94 | greenBytes = new byte[numBytes]; | ||
95 | blueBytes = new byte[numBytes]; | ||
96 | |||
97 | int byteNdx = 0; | ||
98 | |||
99 | try | ||
100 | { | ||
101 | for (int y = 0; y <= height; y++) | ||
102 | { | ||
103 | for (int x = 0; x <= width; x++) | ||
104 | { | ||
105 | Color c; | ||
106 | |||
107 | if (smallMap) | ||
108 | c = bm.GetPixel(x < width ? x : x - 1, | ||
109 | y < height ? y : y - 1); | ||
110 | else | ||
111 | c = bm.GetPixel(x < width ? x * 2 : x * 2 - 1, | ||
112 | y < height ? y * 2 : y * 2 - 1); | ||
113 | |||
114 | redBytes[byteNdx] = c.R; | ||
115 | greenBytes[byteNdx] = c.G; | ||
116 | blueBytes[byteNdx] = c.B; | ||
117 | |||
118 | ++byteNdx; | ||
119 | } | ||
120 | } | ||
121 | } | ||
122 | catch (Exception e) | ||
123 | { | ||
124 | throw new Exception("Caught exception processing byte arrays in SculptMap(): e: " + e.ToString()); | ||
125 | } | ||
126 | |||
127 | width++; | ||
128 | height++; | ||
129 | } | ||
130 | |||
131 | public List<List<Coord>> ToRows(bool mirror) | ||
132 | { | ||
133 | int numRows = height; | ||
134 | int numCols = width; | ||
135 | |||
136 | List<List<Coord>> rows = new List<List<Coord>>(numRows); | ||
137 | |||
138 | float pixScale = 1.0f / 255; | ||
139 | |||
140 | int rowNdx, colNdx; | ||
141 | int smNdx = 0; | ||
142 | |||
143 | |||
144 | for (rowNdx = 0; rowNdx < numRows; rowNdx++) | ||
145 | { | ||
146 | List<Coord> row = new List<Coord>(numCols); | ||
147 | for (colNdx = 0; colNdx < numCols; colNdx++) | ||
148 | { | ||
149 | |||
150 | if (mirror) | ||
151 | row.Add(new Coord(-((float)redBytes[smNdx] * pixScale - 0.5f), ((float)greenBytes[smNdx] * pixScale - 0.5f), (float)blueBytes[smNdx] * pixScale - 0.5f)); | ||
152 | else | ||
153 | row.Add(new Coord((float)redBytes[smNdx] * pixScale - 0.5f, (float)greenBytes[smNdx] * pixScale - 0.5f, (float)blueBytes[smNdx] * pixScale - 0.5f)); | ||
154 | |||
155 | ++smNdx; | ||
156 | } | ||
157 | rows.Add(row); | ||
158 | } | ||
159 | return rows; | ||
160 | } | ||
161 | |||
162 | private Bitmap ScaleImage(Bitmap srcImage, int destWidth, int destHeight) | ||
163 | { | ||
164 | |||
165 | Bitmap scaledImage = new Bitmap(destWidth, destHeight, PixelFormat.Format24bppRgb); | ||
166 | |||
167 | Color c; | ||
168 | float xscale = srcImage.Width / destWidth; | ||
169 | float yscale = srcImage.Height / destHeight; | ||
170 | |||
171 | float sy = 0.5f; | ||
172 | for (int y = 0; y < destHeight; y++) | ||
173 | { | ||
174 | float sx = 0.5f; | ||
175 | for (int x = 0; x < destWidth; x++) | ||
176 | { | ||
177 | try | ||
178 | { | ||
179 | c = srcImage.GetPixel((int)(sx), (int)(sy)); | ||
180 | scaledImage.SetPixel(x, y, Color.FromArgb(c.R, c.G, c.B)); | ||
181 | } | ||
182 | catch (IndexOutOfRangeException) | ||
183 | { | ||
184 | } | ||
185 | |||
186 | sx += xscale; | ||
187 | } | ||
188 | sy += yscale; | ||
189 | } | ||
190 | srcImage.Dispose(); | ||
191 | return scaledImage; | ||
192 | } | ||
193 | |||
194 | } | ||
195 | |||
196 | } | ||
197 | #endif | ||
diff --git a/OpenSim/Region/PhysicsModules/Meshing/Meshmerizer/SculptMesh.cs b/OpenSim/Region/PhysicsModules/Meshing/Meshmerizer/SculptMesh.cs new file mode 100644 index 0000000..4a7f3ad --- /dev/null +++ b/OpenSim/Region/PhysicsModules/Meshing/Meshmerizer/SculptMesh.cs | |||
@@ -0,0 +1,646 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyright | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | |||
28 | // to build without references to System.Drawing, comment this out | ||
29 | #define SYSTEM_DRAWING | ||
30 | |||
31 | using System; | ||
32 | using System.Collections.Generic; | ||
33 | using System.Text; | ||
34 | using System.IO; | ||
35 | |||
36 | #if SYSTEM_DRAWING | ||
37 | using System.Drawing; | ||
38 | using System.Drawing.Imaging; | ||
39 | #endif | ||
40 | |||
41 | namespace PrimMesher | ||
42 | { | ||
43 | |||
44 | public class SculptMesh | ||
45 | { | ||
46 | public List<Coord> coords; | ||
47 | public List<Face> faces; | ||
48 | |||
49 | public List<ViewerFace> viewerFaces; | ||
50 | public List<Coord> normals; | ||
51 | public List<UVCoord> uvs; | ||
52 | |||
53 | public enum SculptType { sphere = 1, torus = 2, plane = 3, cylinder = 4 }; | ||
54 | |||
55 | #if SYSTEM_DRAWING | ||
56 | |||
57 | public SculptMesh SculptMeshFromFile(string fileName, SculptType sculptType, int lod, bool viewerMode) | ||
58 | { | ||
59 | Bitmap bitmap = (Bitmap)Bitmap.FromFile(fileName); | ||
60 | SculptMesh sculptMesh = new SculptMesh(bitmap, sculptType, lod, viewerMode); | ||
61 | bitmap.Dispose(); | ||
62 | return sculptMesh; | ||
63 | } | ||
64 | |||
65 | |||
66 | public SculptMesh(string fileName, int sculptType, int lod, int viewerMode, int mirror, int invert) | ||
67 | { | ||
68 | Bitmap bitmap = (Bitmap)Bitmap.FromFile(fileName); | ||
69 | _SculptMesh(bitmap, (SculptType)sculptType, lod, viewerMode != 0, mirror != 0, invert != 0); | ||
70 | bitmap.Dispose(); | ||
71 | } | ||
72 | #endif | ||
73 | |||
74 | /// <summary> | ||
75 | /// ** Experimental ** May disappear from future versions ** not recommeneded for use in applications | ||
76 | /// Construct a sculpt mesh from a 2D array of floats | ||
77 | /// </summary> | ||
78 | /// <param name="zMap"></param> | ||
79 | /// <param name="xBegin"></param> | ||
80 | /// <param name="xEnd"></param> | ||
81 | /// <param name="yBegin"></param> | ||
82 | /// <param name="yEnd"></param> | ||
83 | /// <param name="viewerMode"></param> | ||
84 | public SculptMesh(float[,] zMap, float xBegin, float xEnd, float yBegin, float yEnd, bool viewerMode) | ||
85 | { | ||
86 | float xStep, yStep; | ||
87 | float uStep, vStep; | ||
88 | |||
89 | int numYElements = zMap.GetLength(0); | ||
90 | int numXElements = zMap.GetLength(1); | ||
91 | |||
92 | try | ||
93 | { | ||
94 | xStep = (xEnd - xBegin) / (float)(numXElements - 1); | ||
95 | yStep = (yEnd - yBegin) / (float)(numYElements - 1); | ||
96 | |||
97 | uStep = 1.0f / (numXElements - 1); | ||
98 | vStep = 1.0f / (numYElements - 1); | ||
99 | } | ||
100 | catch (DivideByZeroException) | ||
101 | { | ||
102 | return; | ||
103 | } | ||
104 | |||
105 | coords = new List<Coord>(); | ||
106 | faces = new List<Face>(); | ||
107 | normals = new List<Coord>(); | ||
108 | uvs = new List<UVCoord>(); | ||
109 | |||
110 | viewerFaces = new List<ViewerFace>(); | ||
111 | |||
112 | int p1, p2, p3, p4; | ||
113 | |||
114 | int x, y; | ||
115 | int xStart = 0, yStart = 0; | ||
116 | |||
117 | for (y = yStart; y < numYElements; y++) | ||
118 | { | ||
119 | int rowOffset = y * numXElements; | ||
120 | |||
121 | for (x = xStart; x < numXElements; x++) | ||
122 | { | ||
123 | /* | ||
124 | * p1-----p2 | ||
125 | * | \ f2 | | ||
126 | * | \ | | ||
127 | * | f1 \| | ||
128 | * p3-----p4 | ||
129 | */ | ||
130 | |||
131 | p4 = rowOffset + x; | ||
132 | p3 = p4 - 1; | ||
133 | |||
134 | p2 = p4 - numXElements; | ||
135 | p1 = p3 - numXElements; | ||
136 | |||
137 | Coord c = new Coord(xBegin + x * xStep, yBegin + y * yStep, zMap[y, x]); | ||
138 | this.coords.Add(c); | ||
139 | if (viewerMode) | ||
140 | { | ||
141 | this.normals.Add(new Coord()); | ||
142 | this.uvs.Add(new UVCoord(uStep * x, 1.0f - vStep * y)); | ||
143 | } | ||
144 | |||
145 | if (y > 0 && x > 0) | ||
146 | { | ||
147 | Face f1, f2; | ||
148 | |||
149 | if (viewerMode) | ||
150 | { | ||
151 | f1 = new Face(p1, p4, p3, p1, p4, p3); | ||
152 | f1.uv1 = p1; | ||
153 | f1.uv2 = p4; | ||
154 | f1.uv3 = p3; | ||
155 | |||
156 | f2 = new Face(p1, p2, p4, p1, p2, p4); | ||
157 | f2.uv1 = p1; | ||
158 | f2.uv2 = p2; | ||
159 | f2.uv3 = p4; | ||
160 | } | ||
161 | else | ||
162 | { | ||
163 | f1 = new Face(p1, p4, p3); | ||
164 | f2 = new Face(p1, p2, p4); | ||
165 | } | ||
166 | |||
167 | this.faces.Add(f1); | ||
168 | this.faces.Add(f2); | ||
169 | } | ||
170 | } | ||
171 | } | ||
172 | |||
173 | if (viewerMode) | ||
174 | calcVertexNormals(SculptType.plane, numXElements, numYElements); | ||
175 | } | ||
176 | |||
177 | #if SYSTEM_DRAWING | ||
178 | public SculptMesh(Bitmap sculptBitmap, SculptType sculptType, int lod, bool viewerMode) | ||
179 | { | ||
180 | _SculptMesh(sculptBitmap, sculptType, lod, viewerMode, false, false); | ||
181 | } | ||
182 | |||
183 | public SculptMesh(Bitmap sculptBitmap, SculptType sculptType, int lod, bool viewerMode, bool mirror, bool invert) | ||
184 | { | ||
185 | _SculptMesh(sculptBitmap, sculptType, lod, viewerMode, mirror, invert); | ||
186 | } | ||
187 | #endif | ||
188 | |||
189 | public SculptMesh(List<List<Coord>> rows, SculptType sculptType, bool viewerMode, bool mirror, bool invert) | ||
190 | { | ||
191 | _SculptMesh(rows, sculptType, viewerMode, mirror, invert); | ||
192 | } | ||
193 | |||
194 | #if SYSTEM_DRAWING | ||
195 | /// <summary> | ||
196 | /// converts a bitmap to a list of lists of coords, while scaling the image. | ||
197 | /// the scaling is done in floating point so as to allow for reduced vertex position | ||
198 | /// quantization as the position will be averaged between pixel values. this routine will | ||
199 | /// likely fail if the bitmap width and height are not powers of 2. | ||
200 | /// </summary> | ||
201 | /// <param name="bitmap"></param> | ||
202 | /// <param name="scale"></param> | ||
203 | /// <param name="mirror"></param> | ||
204 | /// <returns></returns> | ||
205 | private List<List<Coord>> bitmap2Coords(Bitmap bitmap, int scale, bool mirror) | ||
206 | { | ||
207 | int numRows = bitmap.Height / scale; | ||
208 | int numCols = bitmap.Width / scale; | ||
209 | List<List<Coord>> rows = new List<List<Coord>>(numRows); | ||
210 | |||
211 | float pixScale = 1.0f / (scale * scale); | ||
212 | pixScale /= 255; | ||
213 | |||
214 | int imageX, imageY = 0; | ||
215 | |||
216 | int rowNdx, colNdx; | ||
217 | |||
218 | for (rowNdx = 0; rowNdx < numRows; rowNdx++) | ||
219 | { | ||
220 | List<Coord> row = new List<Coord>(numCols); | ||
221 | for (colNdx = 0; colNdx < numCols; colNdx++) | ||
222 | { | ||
223 | imageX = colNdx * scale; | ||
224 | int imageYStart = rowNdx * scale; | ||
225 | int imageYEnd = imageYStart + scale; | ||
226 | int imageXEnd = imageX + scale; | ||
227 | float rSum = 0.0f; | ||
228 | float gSum = 0.0f; | ||
229 | float bSum = 0.0f; | ||
230 | for (; imageX < imageXEnd; imageX++) | ||
231 | { | ||
232 | for (imageY = imageYStart; imageY < imageYEnd; imageY++) | ||
233 | { | ||
234 | Color c = bitmap.GetPixel(imageX, imageY); | ||
235 | if (c.A != 255) | ||
236 | { | ||
237 | bitmap.SetPixel(imageX, imageY, Color.FromArgb(255, c.R, c.G, c.B)); | ||
238 | c = bitmap.GetPixel(imageX, imageY); | ||
239 | } | ||
240 | rSum += c.R; | ||
241 | gSum += c.G; | ||
242 | bSum += c.B; | ||
243 | } | ||
244 | } | ||
245 | if (mirror) | ||
246 | row.Add(new Coord(-(rSum * pixScale - 0.5f), gSum * pixScale - 0.5f, bSum * pixScale - 0.5f)); | ||
247 | else | ||
248 | row.Add(new Coord(rSum * pixScale - 0.5f, gSum * pixScale - 0.5f, bSum * pixScale - 0.5f)); | ||
249 | |||
250 | } | ||
251 | rows.Add(row); | ||
252 | } | ||
253 | return rows; | ||
254 | } | ||
255 | |||
256 | private List<List<Coord>> bitmap2CoordsSampled(Bitmap bitmap, int scale, bool mirror) | ||
257 | { | ||
258 | int numRows = bitmap.Height / scale; | ||
259 | int numCols = bitmap.Width / scale; | ||
260 | List<List<Coord>> rows = new List<List<Coord>>(numRows); | ||
261 | |||
262 | float pixScale = 1.0f / 256.0f; | ||
263 | |||
264 | int imageX, imageY = 0; | ||
265 | |||
266 | int rowNdx, colNdx; | ||
267 | |||
268 | for (rowNdx = 0; rowNdx <= numRows; rowNdx++) | ||
269 | { | ||
270 | List<Coord> row = new List<Coord>(numCols); | ||
271 | imageY = rowNdx * scale; | ||
272 | if (rowNdx == numRows) imageY--; | ||
273 | for (colNdx = 0; colNdx <= numCols; colNdx++) | ||
274 | { | ||
275 | imageX = colNdx * scale; | ||
276 | if (colNdx == numCols) imageX--; | ||
277 | |||
278 | Color c = bitmap.GetPixel(imageX, imageY); | ||
279 | if (c.A != 255) | ||
280 | { | ||
281 | bitmap.SetPixel(imageX, imageY, Color.FromArgb(255, c.R, c.G, c.B)); | ||
282 | c = bitmap.GetPixel(imageX, imageY); | ||
283 | } | ||
284 | |||
285 | if (mirror) | ||
286 | row.Add(new Coord(-(c.R * pixScale - 0.5f), c.G * pixScale - 0.5f, c.B * pixScale - 0.5f)); | ||
287 | else | ||
288 | row.Add(new Coord(c.R * pixScale - 0.5f, c.G * pixScale - 0.5f, c.B * pixScale - 0.5f)); | ||
289 | |||
290 | } | ||
291 | rows.Add(row); | ||
292 | } | ||
293 | return rows; | ||
294 | } | ||
295 | |||
296 | |||
297 | void _SculptMesh(Bitmap sculptBitmap, SculptType sculptType, int lod, bool viewerMode, bool mirror, bool invert) | ||
298 | { | ||
299 | _SculptMesh(new SculptMap(sculptBitmap, lod).ToRows(mirror), sculptType, viewerMode, mirror, invert); | ||
300 | } | ||
301 | #endif | ||
302 | |||
303 | void _SculptMesh(List<List<Coord>> rows, SculptType sculptType, bool viewerMode, bool mirror, bool invert) | ||
304 | { | ||
305 | coords = new List<Coord>(); | ||
306 | faces = new List<Face>(); | ||
307 | normals = new List<Coord>(); | ||
308 | uvs = new List<UVCoord>(); | ||
309 | |||
310 | sculptType = (SculptType)(((int)sculptType) & 0x07); | ||
311 | |||
312 | if (mirror) | ||
313 | invert = !invert; | ||
314 | |||
315 | viewerFaces = new List<ViewerFace>(); | ||
316 | |||
317 | int width = rows[0].Count; | ||
318 | |||
319 | int p1, p2, p3, p4; | ||
320 | |||
321 | int imageX, imageY; | ||
322 | |||
323 | if (sculptType != SculptType.plane) | ||
324 | { | ||
325 | if (rows.Count % 2 == 0) | ||
326 | { | ||
327 | for (int rowNdx = 0; rowNdx < rows.Count; rowNdx++) | ||
328 | rows[rowNdx].Add(rows[rowNdx][0]); | ||
329 | } | ||
330 | else | ||
331 | { | ||
332 | int lastIndex = rows[0].Count - 1; | ||
333 | |||
334 | for (int i = 0; i < rows.Count; i++) | ||
335 | rows[i][0] = rows[i][lastIndex]; | ||
336 | } | ||
337 | } | ||
338 | |||
339 | Coord topPole = rows[0][width / 2]; | ||
340 | Coord bottomPole = rows[rows.Count - 1][width / 2]; | ||
341 | |||
342 | if (sculptType == SculptType.sphere) | ||
343 | { | ||
344 | if (rows.Count % 2 == 0) | ||
345 | { | ||
346 | int count = rows[0].Count; | ||
347 | List<Coord> topPoleRow = new List<Coord>(count); | ||
348 | List<Coord> bottomPoleRow = new List<Coord>(count); | ||
349 | |||
350 | for (int i = 0; i < count; i++) | ||
351 | { | ||
352 | topPoleRow.Add(topPole); | ||
353 | bottomPoleRow.Add(bottomPole); | ||
354 | } | ||
355 | rows.Insert(0, topPoleRow); | ||
356 | rows.Add(bottomPoleRow); | ||
357 | } | ||
358 | else | ||
359 | { | ||
360 | int count = rows[0].Count; | ||
361 | |||
362 | List<Coord> topPoleRow = rows[0]; | ||
363 | List<Coord> bottomPoleRow = rows[rows.Count - 1]; | ||
364 | |||
365 | for (int i = 0; i < count; i++) | ||
366 | { | ||
367 | topPoleRow[i] = topPole; | ||
368 | bottomPoleRow[i] = bottomPole; | ||
369 | } | ||
370 | } | ||
371 | } | ||
372 | |||
373 | if (sculptType == SculptType.torus) | ||
374 | rows.Add(rows[0]); | ||
375 | |||
376 | int coordsDown = rows.Count; | ||
377 | int coordsAcross = rows[0].Count; | ||
378 | // int lastColumn = coordsAcross - 1; | ||
379 | |||
380 | float widthUnit = 1.0f / (coordsAcross - 1); | ||
381 | float heightUnit = 1.0f / (coordsDown - 1); | ||
382 | |||
383 | for (imageY = 0; imageY < coordsDown; imageY++) | ||
384 | { | ||
385 | int rowOffset = imageY * coordsAcross; | ||
386 | |||
387 | for (imageX = 0; imageX < coordsAcross; imageX++) | ||
388 | { | ||
389 | /* | ||
390 | * p1-----p2 | ||
391 | * | \ f2 | | ||
392 | * | \ | | ||
393 | * | f1 \| | ||
394 | * p3-----p4 | ||
395 | */ | ||
396 | |||
397 | p4 = rowOffset + imageX; | ||
398 | p3 = p4 - 1; | ||
399 | |||
400 | p2 = p4 - coordsAcross; | ||
401 | p1 = p3 - coordsAcross; | ||
402 | |||
403 | this.coords.Add(rows[imageY][imageX]); | ||
404 | if (viewerMode) | ||
405 | { | ||
406 | this.normals.Add(new Coord()); | ||
407 | this.uvs.Add(new UVCoord(widthUnit * imageX, heightUnit * imageY)); | ||
408 | } | ||
409 | |||
410 | if (imageY > 0 && imageX > 0) | ||
411 | { | ||
412 | Face f1, f2; | ||
413 | |||
414 | if (viewerMode) | ||
415 | { | ||
416 | if (invert) | ||
417 | { | ||
418 | f1 = new Face(p1, p4, p3, p1, p4, p3); | ||
419 | f1.uv1 = p1; | ||
420 | f1.uv2 = p4; | ||
421 | f1.uv3 = p3; | ||
422 | |||
423 | f2 = new Face(p1, p2, p4, p1, p2, p4); | ||
424 | f2.uv1 = p1; | ||
425 | f2.uv2 = p2; | ||
426 | f2.uv3 = p4; | ||
427 | } | ||
428 | else | ||
429 | { | ||
430 | f1 = new Face(p1, p3, p4, p1, p3, p4); | ||
431 | f1.uv1 = p1; | ||
432 | f1.uv2 = p3; | ||
433 | f1.uv3 = p4; | ||
434 | |||
435 | f2 = new Face(p1, p4, p2, p1, p4, p2); | ||
436 | f2.uv1 = p1; | ||
437 | f2.uv2 = p4; | ||
438 | f2.uv3 = p2; | ||
439 | } | ||
440 | } | ||
441 | else | ||
442 | { | ||
443 | if (invert) | ||
444 | { | ||
445 | f1 = new Face(p1, p4, p3); | ||
446 | f2 = new Face(p1, p2, p4); | ||
447 | } | ||
448 | else | ||
449 | { | ||
450 | f1 = new Face(p1, p3, p4); | ||
451 | f2 = new Face(p1, p4, p2); | ||
452 | } | ||
453 | } | ||
454 | |||
455 | this.faces.Add(f1); | ||
456 | this.faces.Add(f2); | ||
457 | } | ||
458 | } | ||
459 | } | ||
460 | |||
461 | if (viewerMode) | ||
462 | calcVertexNormals(sculptType, coordsAcross, coordsDown); | ||
463 | } | ||
464 | |||
465 | /// <summary> | ||
466 | /// Duplicates a SculptMesh object. All object properties are copied by value, including lists. | ||
467 | /// </summary> | ||
468 | /// <returns></returns> | ||
469 | public SculptMesh Copy() | ||
470 | { | ||
471 | return new SculptMesh(this); | ||
472 | } | ||
473 | |||
474 | public SculptMesh(SculptMesh sm) | ||
475 | { | ||
476 | coords = new List<Coord>(sm.coords); | ||
477 | faces = new List<Face>(sm.faces); | ||
478 | viewerFaces = new List<ViewerFace>(sm.viewerFaces); | ||
479 | normals = new List<Coord>(sm.normals); | ||
480 | uvs = new List<UVCoord>(sm.uvs); | ||
481 | } | ||
482 | |||
483 | private void calcVertexNormals(SculptType sculptType, int xSize, int ySize) | ||
484 | { // compute vertex normals by summing all the surface normals of all the triangles sharing | ||
485 | // each vertex and then normalizing | ||
486 | int numFaces = this.faces.Count; | ||
487 | for (int i = 0; i < numFaces; i++) | ||
488 | { | ||
489 | Face face = this.faces[i]; | ||
490 | Coord surfaceNormal = face.SurfaceNormal(this.coords); | ||
491 | this.normals[face.n1] += surfaceNormal; | ||
492 | this.normals[face.n2] += surfaceNormal; | ||
493 | this.normals[face.n3] += surfaceNormal; | ||
494 | } | ||
495 | |||
496 | int numNormals = this.normals.Count; | ||
497 | for (int i = 0; i < numNormals; i++) | ||
498 | this.normals[i] = this.normals[i].Normalize(); | ||
499 | |||
500 | if (sculptType != SculptType.plane) | ||
501 | { // blend the vertex normals at the cylinder seam | ||
502 | for (int y = 0; y < ySize; y++) | ||
503 | { | ||
504 | int rowOffset = y * xSize; | ||
505 | |||
506 | this.normals[rowOffset] = this.normals[rowOffset + xSize - 1] = (this.normals[rowOffset] + this.normals[rowOffset + xSize - 1]).Normalize(); | ||
507 | } | ||
508 | } | ||
509 | |||
510 | foreach (Face face in this.faces) | ||
511 | { | ||
512 | ViewerFace vf = new ViewerFace(0); | ||
513 | vf.v1 = this.coords[face.v1]; | ||
514 | vf.v2 = this.coords[face.v2]; | ||
515 | vf.v3 = this.coords[face.v3]; | ||
516 | |||
517 | vf.coordIndex1 = face.v1; | ||
518 | vf.coordIndex2 = face.v2; | ||
519 | vf.coordIndex3 = face.v3; | ||
520 | |||
521 | vf.n1 = this.normals[face.n1]; | ||
522 | vf.n2 = this.normals[face.n2]; | ||
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 | } | ||
diff --git a/OpenSim/Region/PhysicsModules/Meshing/Properties/AssemblyInfo.cs b/OpenSim/Region/PhysicsModules/Meshing/Properties/AssemblyInfo.cs new file mode 100644 index 0000000..d6ac8b2 --- /dev/null +++ b/OpenSim/Region/PhysicsModules/Meshing/Properties/AssemblyInfo.cs | |||
@@ -0,0 +1,36 @@ | |||
1 | using System.Reflection; | ||
2 | using System.Runtime.CompilerServices; | ||
3 | using System.Runtime.InteropServices; | ||
4 | using Mono.Addins; | ||
5 | |||
6 | // General Information about an assembly is controlled through the following | ||
7 | // set of attributes. Change these attribute values to modify the information | ||
8 | // associated with an assembly. | ||
9 | [assembly: AssemblyTitle("OpenSim.Region.PhysicsModules.Meshing")] | ||
10 | [assembly: AssemblyDescription("")] | ||
11 | [assembly: AssemblyConfiguration("")] | ||
12 | [assembly: AssemblyCompany("http://opensimulator.org")] | ||
13 | [assembly: AssemblyProduct("OpenSim")] | ||
14 | [assembly: AssemblyCopyright("OpenSimulator developers")] | ||
15 | [assembly: AssemblyTrademark("")] | ||
16 | [assembly: AssemblyCulture("")] | ||
17 | |||
18 | // Setting ComVisible to false makes the types in this assembly not visible | ||
19 | // to COM components. If you need to access a type in this assembly from | ||
20 | // COM, set the ComVisible attribute to true on that type. | ||
21 | [assembly: ComVisible(false)] | ||
22 | |||
23 | // The following GUID is for the ID of the typelib if this project is exposed to COM | ||
24 | [assembly: Guid("4b7e35c2-a9dd-4b10-b778-eb417f4f6884")] | ||
25 | |||
26 | // Version information for an assembly consists of the following four values: | ||
27 | // | ||
28 | // Major Version | ||
29 | // Minor Version | ||
30 | // Build Number | ||
31 | // Revision | ||
32 | // | ||
33 | [assembly: AssemblyVersion("0.8.2.*")] | ||
34 | |||
35 | [assembly: Addin("OpenSim.Region.PhysicsModules.Meshing", OpenSim.VersionInfo.VersionNumber)] | ||
36 | [assembly: AddinDependency("OpenSim.Region.Framework", OpenSim.VersionInfo.VersionNumber)] | ||
diff --git a/OpenSim/Region/PhysicsModules/Meshing/ZeroMesher.cs b/OpenSim/Region/PhysicsModules/Meshing/ZeroMesher.cs new file mode 100644 index 0000000..09676c6 --- /dev/null +++ b/OpenSim/Region/PhysicsModules/Meshing/ZeroMesher.cs | |||
@@ -0,0 +1,145 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyright | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | |||
28 | using System; | ||
29 | using System.Reflection; | ||
30 | using OpenSim.Framework; | ||
31 | using OpenSim.Region.Framework.Scenes; | ||
32 | using OpenSim.Region.Framework.Interfaces; | ||
33 | using OpenSim.Region.PhysicsModules.SharedBase; | ||
34 | using OpenMetaverse; | ||
35 | using Nini.Config; | ||
36 | using Mono.Addins; | ||
37 | using log4net; | ||
38 | |||
39 | /* | ||
40 | * This is the zero mesher. | ||
41 | * Whatever you want him to mesh, he can't, telling you that by responding with a null pointer. | ||
42 | * Effectivly this is for switching off meshing and for testing as each physics machine should deal | ||
43 | * with the null pointer situation. | ||
44 | * But it's also a convenience thing, as physics machines can rely on having a mesher in any situation, even | ||
45 | * if it's a dump one like this. | ||
46 | * Note, that this mesher is *not* living in a module but in the manager itself, so | ||
47 | * it's always availabe and thus the default in case of configuration errors | ||
48 | */ | ||
49 | |||
50 | namespace OpenSim.Region.PhysicsModules.Meshing | ||
51 | { | ||
52 | |||
53 | [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "ZeroMesher")] | ||
54 | public class ZeroMesher : IMesher, INonSharedRegionModule | ||
55 | { | ||
56 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | ||
57 | private bool m_Enabled = false; | ||
58 | |||
59 | #region INonSharedRegionModule | ||
60 | public string Name | ||
61 | { | ||
62 | get { return "ZeroMesher"; } | ||
63 | } | ||
64 | |||
65 | public Type ReplaceableInterface | ||
66 | { | ||
67 | get { return null; } | ||
68 | } | ||
69 | |||
70 | public void Initialise(IConfigSource source) | ||
71 | { | ||
72 | // TODO: Move this out of Startup | ||
73 | IConfig config = source.Configs["Startup"]; | ||
74 | if (config != null) | ||
75 | { | ||
76 | // This is the default Mesher | ||
77 | string mesher = config.GetString("meshing", Name); | ||
78 | if (mesher == Name) | ||
79 | m_Enabled = true; | ||
80 | } | ||
81 | } | ||
82 | |||
83 | public void Close() | ||
84 | { | ||
85 | } | ||
86 | |||
87 | public void AddRegion(Scene scene) | ||
88 | { | ||
89 | if (!m_Enabled) | ||
90 | return; | ||
91 | |||
92 | scene.RegisterModuleInterface<IMesher>(this); | ||
93 | } | ||
94 | |||
95 | public void RemoveRegion(Scene scene) | ||
96 | { | ||
97 | if (!m_Enabled) | ||
98 | return; | ||
99 | |||
100 | scene.UnregisterModuleInterface<IMesher>(this); | ||
101 | } | ||
102 | |||
103 | public void RegionLoaded(Scene scene) | ||
104 | { | ||
105 | if (!m_Enabled) | ||
106 | return; | ||
107 | } | ||
108 | #endregion | ||
109 | |||
110 | #region IMesher | ||
111 | public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod) | ||
112 | { | ||
113 | return CreateMesh(primName, primShape, size, lod, false); | ||
114 | } | ||
115 | |||
116 | public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical, bool shouldCache, bool convex, bool forOde) | ||
117 | { | ||
118 | return CreateMesh(primName, primShape, size, lod, false); | ||
119 | } | ||
120 | |||
121 | public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical, bool convex,bool forOde) | ||
122 | { | ||
123 | return CreateMesh(primName, primShape, size, lod, false); | ||
124 | } | ||
125 | |||
126 | public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical) | ||
127 | { | ||
128 | // Remove the reference to the encoded JPEG2000 data so it can be GCed | ||
129 | primShape.SculptData = OpenMetaverse.Utils.EmptyBytes; | ||
130 | |||
131 | return null; | ||
132 | } | ||
133 | |||
134 | public IMesh GetMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical, bool convex) | ||
135 | { | ||
136 | return null; | ||
137 | } | ||
138 | |||
139 | public void ReleaseMesh(IMesh mesh) { } | ||
140 | public void ExpireReleaseMeshs() { } | ||
141 | public void ExpireFileCache() { } | ||
142 | |||
143 | #endregion | ||
144 | } | ||
145 | } | ||