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-rw-r--r--OpenSim/Region/Physics/UbitMeshing/HelperTypes.cs340
-rw-r--r--OpenSim/Region/Physics/UbitMeshing/Mesh.cs401
-rw-r--r--OpenSim/Region/Physics/UbitMeshing/Meshmerizer.cs1026
-rw-r--r--OpenSim/Region/Physics/UbitMeshing/PrimMesher.cs2324
-rw-r--r--OpenSim/Region/Physics/UbitMeshing/SculptMap.cs197
-rw-r--r--OpenSim/Region/Physics/UbitMeshing/SculptMesh.cs646
6 files changed, 4934 insertions, 0 deletions
diff --git a/OpenSim/Region/Physics/UbitMeshing/HelperTypes.cs b/OpenSim/Region/Physics/UbitMeshing/HelperTypes.cs
new file mode 100644
index 0000000..2938257
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitMeshing/HelperTypes.cs
@@ -0,0 +1,340 @@
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
28using System;
29using System.Collections.Generic;
30using System.Diagnostics;
31using System.Globalization;
32using OpenMetaverse;
33using OpenSim.Region.Physics.Manager;
34using OpenSim.Region.Physics.Meshing;
35
36public 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
267public class Triangle
268{
269 public Vertex v1;
270 public Vertex v2;
271 public Vertex v3;
272
273 public Triangle(Vertex _v1, Vertex _v2, Vertex _v3)
274 {
275 v1 = _v1;
276 v2 = _v2;
277 v3 = _v3;
278 }
279
280 public Triangle(float _v1x,float _v1y,float _v1z,
281 float _v2x,float _v2y,float _v2z,
282 float _v3x,float _v3y,float _v3z)
283 {
284 v1 = new Vertex(_v1x, _v1y, _v1z);
285 v2 = new Vertex(_v2x, _v2y, _v2z);
286 v3 = new Vertex(_v3x, _v3y, _v3z);
287 }
288
289 public override String ToString()
290 {
291 NumberFormatInfo nfi = new NumberFormatInfo();
292 nfi.CurrencyDecimalDigits = 2;
293 nfi.CurrencyDecimalSeparator = ".";
294
295 String s1 = "<" + v1.X.ToString(nfi) + "," + v1.Y.ToString(nfi) + "," + v1.Z.ToString(nfi) + ">";
296 String s2 = "<" + v2.X.ToString(nfi) + "," + v2.Y.ToString(nfi) + "," + v2.Z.ToString(nfi) + ">";
297 String s3 = "<" + v3.X.ToString(nfi) + "," + v3.Y.ToString(nfi) + "," + v3.Z.ToString(nfi) + ">";
298
299 return s1 + ";" + s2 + ";" + s3;
300 }
301
302 public Vector3 getNormal()
303 {
304 // Vertices
305
306 // Vectors for edges
307 Vector3 e1;
308 Vector3 e2;
309
310 e1 = new Vector3(v1.X - v2.X, v1.Y - v2.Y, v1.Z - v2.Z);
311 e2 = new Vector3(v1.X - v3.X, v1.Y - v3.Y, v1.Z - v3.Z);
312
313 // Cross product for normal
314 Vector3 n = Vector3.Cross(e1, e2);
315
316 // Length
317 float l = n.Length();
318
319 // Normalized "normal"
320 n = n/l;
321
322 return n;
323 }
324
325 public void invertNormal()
326 {
327 Vertex vt;
328 vt = v1;
329 v1 = v2;
330 v2 = vt;
331 }
332
333 // Dumps a triangle in the "raw faces" format, blender can import. This is for visualisation and
334 // debugging purposes
335 public String ToStringRaw()
336 {
337 String output = v1.ToRaw() + " " + v2.ToRaw() + " " + v3.ToRaw();
338 return output;
339 }
340}
diff --git a/OpenSim/Region/Physics/UbitMeshing/Mesh.cs b/OpenSim/Region/Physics/UbitMeshing/Mesh.cs
new file mode 100644
index 0000000..c715642
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitMeshing/Mesh.cs
@@ -0,0 +1,401 @@
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
28using System;
29using System.Collections.Generic;
30using System.IO;
31using System.Runtime.InteropServices;
32using OpenSim.Region.Physics.Manager;
33using PrimMesher;
34using OpenMetaverse;
35
36namespace OpenSim.Region.Physics.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 public void CalcNormals()
152 {
153 int iTriangles = m_triangles.Count;
154
155 this.m_normals = new float[iTriangles * 3];
156
157 int i = 0;
158 foreach (Triangle t in m_triangles)
159 {
160 float ux, uy, uz;
161 float vx, vy, vz;
162 float wx, wy, wz;
163
164 ux = t.v1.X;
165 uy = t.v1.Y;
166 uz = t.v1.Z;
167
168 vx = t.v2.X;
169 vy = t.v2.Y;
170 vz = t.v2.Z;
171
172 wx = t.v3.X;
173 wy = t.v3.Y;
174 wz = t.v3.Z;
175
176
177 // Vectors for edges
178 float e1x, e1y, e1z;
179 float e2x, e2y, e2z;
180
181 e1x = ux - vx;
182 e1y = uy - vy;
183 e1z = uz - vz;
184
185 e2x = ux - wx;
186 e2y = uy - wy;
187 e2z = uz - wz;
188
189
190 // Cross product for normal
191 float nx, ny, nz;
192 nx = e1y * e2z - e1z * e2y;
193 ny = e1z * e2x - e1x * e2z;
194 nz = e1x * e2y - e1y * e2x;
195
196 // Length
197 float l = (float)Math.Sqrt(nx * nx + ny * ny + nz * nz);
198 float lReciprocal = 1.0f / l;
199
200 // Normalized "normal"
201 //nx /= l;
202 //ny /= l;
203 //nz /= l;
204
205 m_normals[i] = nx * lReciprocal;
206 m_normals[i + 1] = ny * lReciprocal;
207 m_normals[i + 2] = nz * lReciprocal;
208
209 i += 3;
210 }
211 }
212
213 public List<Vector3> getVertexList()
214 {
215 List<Vector3> result = new List<Vector3>();
216 foreach (Vertex v in m_vertices.Keys)
217 {
218 result.Add(new Vector3(v.X, v.Y, v.Z));
219 }
220 return result;
221 }
222
223 private float[] getVertexListAsFloat()
224 {
225 if (m_vertices == null)
226 throw new NotSupportedException();
227 float[] result = new float[m_vertices.Count * 3];
228 foreach (KeyValuePair<Vertex, int> kvp in m_vertices)
229 {
230 Vertex v = kvp.Key;
231 int i = kvp.Value;
232 result[3 * i + 0] = v.X;
233 result[3 * i + 1] = v.Y;
234 result[3 * i + 2] = v.Z;
235 }
236 return result;
237 }
238
239 public float[] getVertexListAsFloatLocked()
240 {
241 if (m_pinnedVertexes.IsAllocated)
242 return (float[])(m_pinnedVertexes.Target);
243
244 float[] result = getVertexListAsFloat();
245 m_pinnedVertexes = GCHandle.Alloc(result, GCHandleType.Pinned);
246 // Inform the garbage collector of this unmanaged allocation so it can schedule
247 // the next GC round more intelligently
248 GC.AddMemoryPressure(Buffer.ByteLength(result));
249
250 return result;
251 }
252
253 public void getVertexListAsPtrToFloatArray(out IntPtr vertices, out int vertexStride, out int vertexCount)
254 {
255 // A vertex is 3 floats
256 vertexStride = 3 * sizeof(float);
257
258 // If there isn't an unmanaged array allocated yet, do it now
259 if (m_verticesPtr == IntPtr.Zero)
260 {
261 float[] vertexList = getVertexListAsFloat();
262 // Each vertex is 3 elements (floats)
263 m_vertexCount = vertexList.Length / 3;
264 int byteCount = m_vertexCount * vertexStride;
265 m_verticesPtr = System.Runtime.InteropServices.Marshal.AllocHGlobal(byteCount);
266 System.Runtime.InteropServices.Marshal.Copy(vertexList, 0, m_verticesPtr, m_vertexCount * 3);
267 }
268 vertices = m_verticesPtr;
269 vertexCount = m_vertexCount;
270 }
271
272 public int[] getIndexListAsInt()
273 {
274 if (m_triangles == null)
275 throw new NotSupportedException();
276 int[] result = new int[m_triangles.Count * 3];
277 for (int i = 0; i < m_triangles.Count; i++)
278 {
279 Triangle t = m_triangles[i];
280 result[3 * i + 0] = m_vertices[t.v1];
281 result[3 * i + 1] = m_vertices[t.v2];
282 result[3 * i + 2] = m_vertices[t.v3];
283 }
284 return result;
285 }
286
287 /// <summary>
288 /// creates a list of index values that defines triangle faces. THIS METHOD FREES ALL NON-PINNED MESH DATA
289 /// </summary>
290 /// <returns></returns>
291 public int[] getIndexListAsIntLocked()
292 {
293 if (m_pinnedIndex.IsAllocated)
294 return (int[])(m_pinnedIndex.Target);
295
296 int[] result = getIndexListAsInt();
297 m_pinnedIndex = GCHandle.Alloc(result, GCHandleType.Pinned);
298 // Inform the garbage collector of this unmanaged allocation so it can schedule
299 // the next GC round more intelligently
300 GC.AddMemoryPressure(Buffer.ByteLength(result));
301
302 return result;
303 }
304
305 public void getIndexListAsPtrToIntArray(out IntPtr indices, out int triStride, out int indexCount)
306 {
307 // If there isn't an unmanaged array allocated yet, do it now
308 if (m_indicesPtr == IntPtr.Zero)
309 {
310 int[] indexList = getIndexListAsInt();
311 m_indexCount = indexList.Length;
312 int byteCount = m_indexCount * sizeof(int);
313 m_indicesPtr = System.Runtime.InteropServices.Marshal.AllocHGlobal(byteCount);
314 System.Runtime.InteropServices.Marshal.Copy(indexList, 0, m_indicesPtr, m_indexCount);
315 }
316 // A triangle is 3 ints (indices)
317 triStride = 3 * sizeof(int);
318 indices = m_indicesPtr;
319 indexCount = m_indexCount;
320 }
321
322 public void releasePinned()
323 {
324 if (m_pinnedVertexes.IsAllocated)
325 m_pinnedVertexes.Free();
326 if (m_pinnedIndex.IsAllocated)
327 m_pinnedIndex.Free();
328 if (m_verticesPtr != IntPtr.Zero)
329 {
330 System.Runtime.InteropServices.Marshal.FreeHGlobal(m_verticesPtr);
331 m_verticesPtr = IntPtr.Zero;
332 }
333 if (m_indicesPtr != IntPtr.Zero)
334 {
335 System.Runtime.InteropServices.Marshal.FreeHGlobal(m_indicesPtr);
336 m_indicesPtr = IntPtr.Zero;
337 }
338 }
339
340 /// <summary>
341 /// frees up the source mesh data to minimize memory - call this method after calling get*Locked() functions
342 /// </summary>
343 public void releaseSourceMeshData()
344 {
345 m_triangles = null;
346 m_vertices = null;
347 }
348
349 public void Append(IMesh newMesh)
350 {
351 if (m_pinnedIndex.IsAllocated || m_pinnedVertexes.IsAllocated || m_indicesPtr != IntPtr.Zero || m_verticesPtr != IntPtr.Zero)
352 throw new NotSupportedException("Attempt to Append to a pinned Mesh");
353
354 if (!(newMesh is Mesh))
355 return;
356
357 foreach (Triangle t in ((Mesh)newMesh).m_triangles)
358 Add(t);
359 }
360
361 // Do a linear transformation of mesh.
362 public void TransformLinear(float[,] matrix, float[] offset)
363 {
364 if (m_pinnedIndex.IsAllocated || m_pinnedVertexes.IsAllocated || m_indicesPtr != IntPtr.Zero || m_verticesPtr != IntPtr.Zero)
365 throw new NotSupportedException("Attempt to TransformLinear a pinned Mesh");
366
367 foreach (Vertex v in m_vertices.Keys)
368 {
369 if (v == null)
370 continue;
371 float x, y, z;
372 x = v.X*matrix[0, 0] + v.Y*matrix[1, 0] + v.Z*matrix[2, 0];
373 y = v.X*matrix[0, 1] + v.Y*matrix[1, 1] + v.Z*matrix[2, 1];
374 z = v.X*matrix[0, 2] + v.Y*matrix[1, 2] + v.Z*matrix[2, 2];
375 v.X = x + offset[0];
376 v.Y = y + offset[1];
377 v.Z = z + offset[2];
378 }
379 }
380
381 public void DumpRaw(String path, String name, String title)
382 {
383 if (path == null)
384 return;
385 String fileName = name + "_" + title + ".raw";
386 String completePath = System.IO.Path.Combine(path, fileName);
387 StreamWriter sw = new StreamWriter(completePath);
388 foreach (Triangle t in m_triangles)
389 {
390 String s = t.ToStringRaw();
391 sw.WriteLine(s);
392 }
393 sw.Close();
394 }
395
396 public void TrimExcess()
397 {
398 m_triangles.TrimExcess();
399 }
400 }
401}
diff --git a/OpenSim/Region/Physics/UbitMeshing/Meshmerizer.cs b/OpenSim/Region/Physics/UbitMeshing/Meshmerizer.cs
new file mode 100644
index 0000000..f002bba
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitMeshing/Meshmerizer.cs
@@ -0,0 +1,1026 @@
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
29using System;
30using System.Collections.Generic;
31using OpenSim.Framework;
32using OpenSim.Region.Physics.Manager;
33using OpenMetaverse;
34using OpenMetaverse.StructuredData;
35using System.Drawing;
36using System.Drawing.Imaging;
37using System.IO.Compression;
38using PrimMesher;
39using log4net;
40using Nini.Config;
41using System.Reflection;
42using System.IO;
43using ComponentAce.Compression.Libs.zlib;
44using OpenSim.Region.Physics.ConvexDecompositionDotNet;
45
46namespace OpenSim.Region.Physics.Meshing
47{
48 public class MeshmerizerPlugin : IMeshingPlugin
49 {
50 public MeshmerizerPlugin()
51 {
52 }
53
54 public string GetName()
55 {
56 return "UbitMeshmerizer";
57 }
58
59 public IMesher GetMesher(IConfigSource config)
60 {
61 return new Meshmerizer(config);
62 }
63 }
64
65 public class Meshmerizer : IMesher
66 {
67 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
68
69 // Setting baseDir to a path will enable the dumping of raw files
70 // raw files can be imported by blender so a visual inspection of the results can be done
71#if SPAM
72 const string baseDir = "rawFiles";
73#else
74 private const string baseDir = null; //"rawFiles";
75#endif
76
77 private bool cacheSculptMaps = true;
78 private bool cacheSculptAlphaMaps = true;
79
80 private string decodedSculptMapPath = null;
81 private bool useMeshiesPhysicsMesh = false;
82
83 private float minSizeForComplexMesh = 0.2f; // prims with all dimensions smaller than this will have a bounding box mesh
84
85 private Dictionary<ulong, Mesh> m_uniqueMeshes = new Dictionary<ulong, Mesh>();
86
87 public Meshmerizer(IConfigSource config)
88 {
89 IConfig start_config = config.Configs["Startup"];
90 IConfig mesh_config = config.Configs["Mesh"];
91
92 decodedSculptMapPath = start_config.GetString("DecodedSculptMapPath","j2kDecodeCache");
93
94 cacheSculptMaps = start_config.GetBoolean("CacheSculptMaps", cacheSculptMaps);
95
96 if (Environment.OSVersion.Platform == PlatformID.Unix)
97 {
98 cacheSculptAlphaMaps = false;
99 }
100 else
101 cacheSculptAlphaMaps = cacheSculptMaps;
102
103 if(mesh_config != null)
104 useMeshiesPhysicsMesh = mesh_config.GetBoolean("UseMeshiesPhysicsMesh", useMeshiesPhysicsMesh);
105
106 try
107 {
108 if (!Directory.Exists(decodedSculptMapPath))
109 Directory.CreateDirectory(decodedSculptMapPath);
110 }
111 catch (Exception e)
112 {
113 m_log.WarnFormat("[SCULPT]: Unable to create {0} directory: ", decodedSculptMapPath, e.Message);
114 }
115 }
116
117 /// <summary>
118 /// creates a simple box mesh of the specified size. This mesh is of very low vertex count and may
119 /// be useful as a backup proxy when level of detail is not needed or when more complex meshes fail
120 /// for some reason
121 /// </summary>
122 /// <param name="minX"></param>
123 /// <param name="maxX"></param>
124 /// <param name="minY"></param>
125 /// <param name="maxY"></param>
126 /// <param name="minZ"></param>
127 /// <param name="maxZ"></param>
128 /// <returns></returns>
129 private static Mesh CreateSimpleBoxMesh(float minX, float maxX, float minY, float maxY, float minZ, float maxZ)
130 {
131 Mesh box = new Mesh();
132 List<Vertex> vertices = new List<Vertex>();
133 // bottom
134
135 vertices.Add(new Vertex(minX, maxY, minZ));
136 vertices.Add(new Vertex(maxX, maxY, minZ));
137 vertices.Add(new Vertex(maxX, minY, minZ));
138 vertices.Add(new Vertex(minX, minY, minZ));
139
140 box.Add(new Triangle(vertices[0], vertices[1], vertices[2]));
141 box.Add(new Triangle(vertices[0], vertices[2], vertices[3]));
142
143 // top
144
145 vertices.Add(new Vertex(maxX, maxY, maxZ));
146 vertices.Add(new Vertex(minX, maxY, maxZ));
147 vertices.Add(new Vertex(minX, minY, maxZ));
148 vertices.Add(new Vertex(maxX, minY, maxZ));
149
150 box.Add(new Triangle(vertices[4], vertices[5], vertices[6]));
151 box.Add(new Triangle(vertices[4], vertices[6], vertices[7]));
152
153 // sides
154
155 box.Add(new Triangle(vertices[5], vertices[0], vertices[3]));
156 box.Add(new Triangle(vertices[5], vertices[3], vertices[6]));
157
158 box.Add(new Triangle(vertices[1], vertices[0], vertices[5]));
159 box.Add(new Triangle(vertices[1], vertices[5], vertices[4]));
160
161 box.Add(new Triangle(vertices[7], vertices[1], vertices[4]));
162 box.Add(new Triangle(vertices[7], vertices[2], vertices[1]));
163
164 box.Add(new Triangle(vertices[3], vertices[2], vertices[7]));
165 box.Add(new Triangle(vertices[3], vertices[7], vertices[6]));
166
167 return box;
168 }
169
170 /// <summary>
171 /// Creates a simple bounding box mesh for a complex input mesh
172 /// </summary>
173 /// <param name="meshIn"></param>
174 /// <returns></returns>
175 private static Mesh CreateBoundingBoxMesh(Mesh meshIn)
176 {
177 float minX = float.MaxValue;
178 float maxX = float.MinValue;
179 float minY = float.MaxValue;
180 float maxY = float.MinValue;
181 float minZ = float.MaxValue;
182 float maxZ = float.MinValue;
183
184 foreach (Vector3 v in meshIn.getVertexList())
185 {
186 if (v.X < minX) minX = v.X;
187 if (v.Y < minY) minY = v.Y;
188 if (v.Z < minZ) minZ = v.Z;
189
190 if (v.X > maxX) maxX = v.X;
191 if (v.Y > maxY) maxY = v.Y;
192 if (v.Z > maxZ) maxZ = v.Z;
193 }
194
195 return CreateSimpleBoxMesh(minX, maxX, minY, maxY, minZ, maxZ);
196 }
197
198 private void ReportPrimError(string message, string primName, PrimMesh primMesh)
199 {
200 m_log.Error(message);
201 m_log.Error("\nPrim Name: " + primName);
202 m_log.Error("****** PrimMesh Parameters ******\n" + primMesh.ParamsToDisplayString());
203 }
204
205 /// <summary>
206 /// Add a submesh to an existing list of coords and faces.
207 /// </summary>
208 /// <param name="subMeshData"></param>
209 /// <param name="size">Size of entire object</param>
210 /// <param name="coords"></param>
211 /// <param name="faces"></param>
212 private void AddSubMesh(OSDMap subMeshData, Vector3 size, List<Coord> coords, List<Face> faces)
213 {
214 // Console.WriteLine("subMeshMap for {0} - {1}", primName, Util.GetFormattedXml((OSD)subMeshMap));
215
216 // As per http://wiki.secondlife.com/wiki/Mesh/Mesh_Asset_Format, some Mesh Level
217 // of Detail Blocks (maps) contain just a NoGeometry key to signal there is no
218 // geometry for this submesh.
219 if (subMeshData.ContainsKey("NoGeometry") && ((OSDBoolean)subMeshData["NoGeometry"]))
220 return;
221
222 OpenMetaverse.Vector3 posMax;
223 OpenMetaverse.Vector3 posMin;
224 if (subMeshData.ContainsKey("PositionDomain"))
225 {
226 posMax = ((OSDMap)subMeshData["PositionDomain"])["Max"].AsVector3();
227 posMin = ((OSDMap)subMeshData["PositionDomain"])["Min"].AsVector3();
228 }
229 else
230 {
231 posMax = new Vector3(0.5f, 0.5f, 0.5f);
232 posMin = new Vector3(-0.5f, -0.5f, -0.5f);
233 }
234
235 ushort faceIndexOffset = (ushort)coords.Count;
236
237 byte[] posBytes = subMeshData["Position"].AsBinary();
238 for (int i = 0; i < posBytes.Length; i += 6)
239 {
240 ushort uX = Utils.BytesToUInt16(posBytes, i);
241 ushort uY = Utils.BytesToUInt16(posBytes, i + 2);
242 ushort uZ = Utils.BytesToUInt16(posBytes, i + 4);
243
244 Coord c = new Coord(
245 Utils.UInt16ToFloat(uX, posMin.X, posMax.X) * size.X,
246 Utils.UInt16ToFloat(uY, posMin.Y, posMax.Y) * size.Y,
247 Utils.UInt16ToFloat(uZ, posMin.Z, posMax.Z) * size.Z);
248
249 coords.Add(c);
250 }
251
252 byte[] triangleBytes = subMeshData["TriangleList"].AsBinary();
253 for (int i = 0; i < triangleBytes.Length; i += 6)
254 {
255 ushort v1 = (ushort)(Utils.BytesToUInt16(triangleBytes, i) + faceIndexOffset);
256 ushort v2 = (ushort)(Utils.BytesToUInt16(triangleBytes, i + 2) + faceIndexOffset);
257 ushort v3 = (ushort)(Utils.BytesToUInt16(triangleBytes, i + 4) + faceIndexOffset);
258 Face f = new Face(v1, v2, v3);
259 faces.Add(f);
260 }
261 }
262
263 /// <summary>
264 /// Create a physics mesh from data that comes with the prim. The actual data used depends on the prim type.
265 /// </summary>
266 /// <param name="primName"></param>
267 /// <param name="primShape"></param>
268 /// <param name="size"></param>
269 /// <param name="lod"></param>
270 /// <returns></returns>
271 private Mesh CreateMeshFromPrimMesher(string primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool convex)
272 {
273// m_log.DebugFormat(
274// "[MESH]: Creating physics proxy for {0}, shape {1}",
275// primName, (OpenMetaverse.SculptType)primShape.SculptType);
276
277 List<Coord> coords;
278 List<Face> faces;
279
280 if (primShape.SculptEntry)
281 {
282 if (((OpenMetaverse.SculptType)primShape.SculptType) == SculptType.Mesh)
283 {
284 if (!useMeshiesPhysicsMesh)
285 return null;
286
287 if (!GenerateCoordsAndFacesFromPrimMeshData(primName, primShape, size, out coords, out faces, convex))
288 return null;
289 }
290 else
291 {
292 if (!GenerateCoordsAndFacesFromPrimSculptData(primName, primShape, size, lod, out coords, out faces))
293 return null;
294 }
295 }
296 else
297 {
298 if (!GenerateCoordsAndFacesFromPrimShapeData(primName, primShape, size, lod, out coords, out faces))
299 return null;
300 }
301
302 primShape.SculptData = Utils.EmptyBytes;
303
304 int numCoords = coords.Count;
305 int numFaces = faces.Count;
306
307 Mesh mesh = new Mesh();
308 // Add the corresponding triangles to the mesh
309 for (int i = 0; i < numFaces; i++)
310 {
311 Face f = faces[i];
312 mesh.Add(new Triangle(coords[f.v1].X, coords[f.v1].Y, coords[f.v1].Z,
313 coords[f.v2].X, coords[f.v2].Y, coords[f.v2].Z,
314 coords[f.v3].X, coords[f.v3].Y, coords[f.v3].Z));
315 }
316
317 return mesh;
318 }
319
320 /// <summary>
321 /// Generate the co-ords and faces necessary to construct a mesh from the mesh data the accompanies a prim.
322 /// </summary>
323 /// <param name="primName"></param>
324 /// <param name="primShape"></param>
325 /// <param name="size"></param>
326 /// <param name="coords">Coords are added to this list by the method.</param>
327 /// <param name="faces">Faces are added to this list by the method.</param>
328 /// <returns>true if coords and faces were successfully generated, false if not</returns>
329 private bool GenerateCoordsAndFacesFromPrimMeshData(
330 string primName, PrimitiveBaseShape primShape, Vector3 size, out List<Coord> coords, out List<Face> faces, bool convex)
331 {
332// m_log.DebugFormat("[MESH]: experimental mesh proxy generation for {0}", primName);
333
334 bool usemesh = false;
335
336 coords = new List<Coord>();
337 faces = new List<Face>();
338 OSD meshOsd = null;
339
340 if (primShape.SculptData.Length <= 0)
341 {
342 m_log.InfoFormat("[MESH]: asset data for {0} is zero length", primName);
343 return false;
344 }
345
346 long start = 0;
347 using (MemoryStream data = new MemoryStream(primShape.SculptData))
348 {
349 try
350 {
351 OSD osd = OSDParser.DeserializeLLSDBinary(data);
352 if (osd is OSDMap)
353 meshOsd = (OSDMap)osd;
354 else
355 {
356 m_log.Warn("[Mesh}: unable to cast mesh asset to OSDMap");
357 return false;
358 }
359 }
360 catch (Exception e)
361 {
362 m_log.Error("[MESH]: Exception deserializing mesh asset header:" + e.ToString());
363 }
364
365 start = data.Position;
366 }
367
368 if (meshOsd is OSDMap)
369 {
370 OSDMap physicsParms = null;
371 OSDMap map = (OSDMap)meshOsd;
372
373 if (!convex)
374 {
375 if (map.ContainsKey("physics_shape"))
376 physicsParms = (OSDMap)map["physics_shape"]; // old asset format
377 else if (map.ContainsKey("physics_mesh"))
378 physicsParms = (OSDMap)map["physics_mesh"]; // new asset format
379
380 if (physicsParms != null)
381 usemesh = true;
382 }
383
384 if(!usemesh && (map.ContainsKey("physics_convex")))
385 physicsParms = (OSDMap)map["physics_convex"];
386
387
388 if (physicsParms == null)
389 {
390 m_log.Warn("[MESH]: unknown mesh type");
391 return false;
392 }
393
394 int physOffset = physicsParms["offset"].AsInteger() + (int)start;
395 int physSize = physicsParms["size"].AsInteger();
396
397 if (physOffset < 0 || physSize == 0)
398 return false; // no mesh data in asset
399
400 OSD decodedMeshOsd = new OSD();
401 byte[] meshBytes = new byte[physSize];
402 System.Buffer.BlockCopy(primShape.SculptData, physOffset, meshBytes, 0, physSize);
403// byte[] decompressed = new byte[physSize * 5];
404 try
405 {
406 using (MemoryStream inMs = new MemoryStream(meshBytes))
407 {
408 using (MemoryStream outMs = new MemoryStream())
409 {
410 using (ZOutputStream zOut = new ZOutputStream(outMs))
411 {
412 byte[] readBuffer = new byte[2048];
413 int readLen = 0;
414 while ((readLen = inMs.Read(readBuffer, 0, readBuffer.Length)) > 0)
415 {
416 zOut.Write(readBuffer, 0, readLen);
417 }
418 zOut.Flush();
419 outMs.Seek(0, SeekOrigin.Begin);
420
421 byte[] decompressedBuf = outMs.GetBuffer();
422
423 decodedMeshOsd = OSDParser.DeserializeLLSDBinary(decompressedBuf);
424 }
425 }
426 }
427 }
428 catch (Exception e)
429 {
430 m_log.Error("[MESH]: exception decoding physical mesh: " + e.ToString());
431 return false;
432 }
433
434 if (usemesh)
435 {
436 OSDArray decodedMeshOsdArray = null;
437
438 // physics_shape is an array of OSDMaps, one for each submesh
439 if (decodedMeshOsd is OSDArray)
440 {
441 // Console.WriteLine("decodedMeshOsd for {0} - {1}", primName, Util.GetFormattedXml(decodedMeshOsd));
442
443 decodedMeshOsdArray = (OSDArray)decodedMeshOsd;
444 foreach (OSD subMeshOsd in decodedMeshOsdArray)
445 {
446 if (subMeshOsd is OSDMap)
447 AddSubMesh(subMeshOsd as OSDMap, size, coords, faces);
448 }
449 }
450 }
451 else
452 {
453 OSDMap cmap = (OSDMap)decodedMeshOsd;
454 if (cmap == null)
455 return false;
456
457 byte[] data;
458
459 List<float3> vs = new List<float3>();
460 PHullResult hullr = new PHullResult();
461 float3 f3;
462 Coord c;
463 Face f;
464 Vector3 range;
465 Vector3 min;
466
467 const float invMaxU16 = 1.0f / 65535f;
468 int t1;
469 int t2;
470 int t3;
471 int i;
472 int nverts;
473 int nindexs;
474
475 if (cmap.ContainsKey("Max"))
476 range = cmap["Max"].AsVector3();
477 else
478 range = new Vector3(0.5f, 0.5f, 0.5f);
479
480 if (cmap.ContainsKey("Min"))
481 min = cmap["Min"].AsVector3();
482 else
483 min = new Vector3(-0.5f, -0.5f, -0.5f);
484
485 range = range - min;
486 range *= invMaxU16;
487
488 if (!convex && cmap.ContainsKey("HullList") && cmap.ContainsKey("Positions"))
489 {
490 List<int> hsizes = new List<int>();
491 int totalpoints = 0;
492 data = cmap["HullList"].AsBinary();
493 for (i = 0; i < data.Length; i++)
494 {
495 t1 = data[i];
496 if (t1 == 0)
497 t1 = 256;
498 totalpoints += t1;
499 hsizes.Add(t1);
500 }
501
502 data = cmap["Positions"].AsBinary();
503 int ptr = 0;
504 int vertsoffset = 0;
505
506 if (totalpoints == data.Length / 6) // 2 bytes per coord, 3 coords per point
507 {
508 foreach (int hullsize in hsizes)
509 {
510 for (i = 0; i < hullsize; i++ )
511 {
512 t1 = data[ptr++];
513 t1 += data[ptr++] << 8;
514 t2 = data[ptr++];
515 t2 += data[ptr++] << 8;
516 t3 = data[ptr++];
517 t3 += data[ptr++] << 8;
518
519 f3 = new float3((t1 * range.X + min.X) * size.X,
520 (t2 * range.Y + min.Y) * size.Y,
521 (t3 * range.Z + min.Z) * size.Z);
522 vs.Add(f3);
523 }
524
525 if(hullsize <3)
526 {
527 vs.Clear();
528 continue;
529 }
530
531 if (hullsize <5)
532 {
533 foreach (float3 point in vs)
534 {
535 c.X = point.x;
536 c.Y = point.y;
537 c.Z = point.z;
538 coords.Add(c);
539 }
540 f = new Face(vertsoffset, vertsoffset + 1, vertsoffset + 2);
541 faces.Add(f);
542
543 if (hullsize == 4)
544 {
545 // not sure about orientation..
546 f = new Face(vertsoffset, vertsoffset + 2, vertsoffset + 3);
547 faces.Add(f);
548 f = new Face(vertsoffset, vertsoffset + 3, vertsoffset + 1);
549 faces.Add(f);
550 f = new Face(vertsoffset + 3, vertsoffset + 2, vertsoffset + 1);
551 faces.Add(f);
552 }
553 vertsoffset += vs.Count;
554 vs.Clear();
555 continue;
556 }
557
558 if (!HullUtils.ComputeHull(vs, ref hullr, 0, 0.0f))
559 {
560 vs.Clear();
561 continue;
562 }
563
564 nverts = hullr.Vertices.Count;
565 nindexs = hullr.Indices.Count;
566
567 if (nindexs % 3 != 0)
568 {
569 vs.Clear();
570 continue;
571 }
572
573 for (i = 0; i < nverts; i++)
574 {
575 c.X = hullr.Vertices[i].x;
576 c.Y = hullr.Vertices[i].y;
577 c.Z = hullr.Vertices[i].z;
578 coords.Add(c);
579 }
580
581 for (i = 0; i < nindexs; i += 3)
582 {
583 t1 = hullr.Indices[i];
584 if (t1 > nverts)
585 break;
586 t2 = hullr.Indices[i + 1];
587 if (t2 > nverts)
588 break;
589 t3 = hullr.Indices[i + 2];
590 if (t3 > nverts)
591 break;
592 f = new Face(vertsoffset + t1, vertsoffset + t2, vertsoffset + t3);
593 faces.Add(f);
594 }
595 vertsoffset += nverts;
596 vs.Clear();
597 }
598 }
599 if (coords.Count > 0 && faces.Count > 0)
600 return true;
601 }
602
603 vs.Clear();
604
605 if (cmap.ContainsKey("BoundingVerts"))
606 {
607 data = cmap["BoundingVerts"].AsBinary();
608
609 for (i = 0; i < data.Length; )
610 {
611 t1 = data[i++];
612 t1 += data[i++] << 8;
613 t2 = data[i++];
614 t2 += data[i++] << 8;
615 t3 = data[i++];
616 t3 += data[i++] << 8;
617
618 f3 = new float3((t1 * range.X + min.X) * size.X,
619 (t2 * range.Y + min.Y) * size.Y,
620 (t3 * range.Z + min.Z) * size.Z);
621 vs.Add(f3);
622 }
623
624 if (vs.Count < 3)
625 {
626 vs.Clear();
627 return false;
628 }
629
630 if (vs.Count < 5)
631 {
632 foreach (float3 point in vs)
633 {
634 c.X = point.x;
635 c.Y = point.y;
636 c.Z = point.z;
637 coords.Add(c);
638 }
639 f = new Face(0, 1, 2);
640 faces.Add(f);
641
642 if (vs.Count == 4)
643 {
644 f = new Face(0, 2, 3);
645 faces.Add(f);
646 f = new Face(0, 3, 1);
647 faces.Add(f);
648 f = new Face( 3, 2, 1);
649 faces.Add(f);
650 }
651 vs.Clear();
652 return true;
653 }
654
655 if (!HullUtils.ComputeHull(vs, ref hullr, 0, 0.0f))
656 return false;
657
658 nverts = hullr.Vertices.Count;
659 nindexs = hullr.Indices.Count;
660
661 if (nindexs % 3 != 0)
662 return false;
663
664 for (i = 0; i < nverts; i++)
665 {
666 c.X = hullr.Vertices[i].x;
667 c.Y = hullr.Vertices[i].y;
668 c.Z = hullr.Vertices[i].z;
669 coords.Add(c);
670 }
671 for (i = 0; i < nindexs; i += 3)
672 {
673 t1 = hullr.Indices[i];
674 if (t1 > nverts)
675 break;
676 t2 = hullr.Indices[i + 1];
677 if (t2 > nverts)
678 break;
679 t3 = hullr.Indices[i + 2];
680 if (t3 > nverts)
681 break;
682 f = new Face(t1, t2, t3);
683 faces.Add(f);
684 }
685
686 if (coords.Count > 0 && faces.Count > 0)
687 return true;
688 }
689 else
690 return false;
691 }
692 }
693
694 return true;
695 }
696
697 /// <summary>
698 /// Generate the co-ords and faces necessary to construct a mesh from the sculpt data the accompanies a prim.
699 /// </summary>
700 /// <param name="primName"></param>
701 /// <param name="primShape"></param>
702 /// <param name="size"></param>
703 /// <param name="lod"></param>
704 /// <param name="coords">Coords are added to this list by the method.</param>
705 /// <param name="faces">Faces are added to this list by the method.</param>
706 /// <returns>true if coords and faces were successfully generated, false if not</returns>
707 private bool GenerateCoordsAndFacesFromPrimSculptData(
708 string primName, PrimitiveBaseShape primShape, Vector3 size, float lod, out List<Coord> coords, out List<Face> faces)
709 {
710 coords = new List<Coord>();
711 faces = new List<Face>();
712 PrimMesher.SculptMesh sculptMesh;
713 Image idata = null;
714 string decodedSculptFileName = "";
715
716 if (cacheSculptMaps && primShape.SculptTexture != UUID.Zero)
717 {
718 decodedSculptFileName = System.IO.Path.Combine(decodedSculptMapPath, "smap_" + primShape.SculptTexture.ToString());
719 try
720 {
721 if (File.Exists(decodedSculptFileName))
722 {
723 idata = Image.FromFile(decodedSculptFileName);
724 }
725 }
726 catch (Exception e)
727 {
728 m_log.Error("[SCULPT]: unable to load cached sculpt map " + decodedSculptFileName + " " + e.Message);
729
730 }
731 //if (idata != null)
732 // m_log.Debug("[SCULPT]: loaded cached map asset for map ID: " + primShape.SculptTexture.ToString());
733 }
734
735 if (idata == null)
736 {
737 if (primShape.SculptData == null || primShape.SculptData.Length == 0)
738 return false;
739
740 try
741 {
742 OpenMetaverse.Imaging.ManagedImage unusedData;
743 OpenMetaverse.Imaging.OpenJPEG.DecodeToImage(primShape.SculptData, out unusedData, out idata);
744
745 if (idata == null)
746 {
747 // In some cases it seems that the decode can return a null bitmap without throwing
748 // an exception
749 m_log.WarnFormat("[PHYSICS]: OpenJPEG decoded sculpt data for {0} to a null bitmap. Ignoring.", primName);
750
751 return false;
752 }
753
754 unusedData = null;
755
756 //idata = CSJ2K.J2kImage.FromBytes(primShape.SculptData);
757
758 if (cacheSculptMaps && (cacheSculptAlphaMaps || (((ImageFlags)(idata.Flags) & ImageFlags.HasAlpha) ==0)))
759 // don't cache images with alpha channel in linux since mono can't load them correctly)
760 {
761 try { idata.Save(decodedSculptFileName, ImageFormat.MemoryBmp); }
762 catch (Exception e) { m_log.Error("[SCULPT]: unable to cache sculpt map " + decodedSculptFileName + " " + e.Message); }
763 }
764 }
765 catch (DllNotFoundException)
766 {
767 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!");
768 return false;
769 }
770 catch (IndexOutOfRangeException)
771 {
772 m_log.Error("[PHYSICS]: OpenJpeg was unable to decode this. Physics Proxy generation failed");
773 return false;
774 }
775 catch (Exception ex)
776 {
777 m_log.Error("[PHYSICS]: Unable to generate a Sculpty physics proxy. Sculpty texture decode failed: " + ex.Message);
778 return false;
779 }
780 }
781
782 PrimMesher.SculptMesh.SculptType sculptType;
783 switch ((OpenMetaverse.SculptType)primShape.SculptType)
784 {
785 case OpenMetaverse.SculptType.Cylinder:
786 sculptType = PrimMesher.SculptMesh.SculptType.cylinder;
787 break;
788 case OpenMetaverse.SculptType.Plane:
789 sculptType = PrimMesher.SculptMesh.SculptType.plane;
790 break;
791 case OpenMetaverse.SculptType.Torus:
792 sculptType = PrimMesher.SculptMesh.SculptType.torus;
793 break;
794 case OpenMetaverse.SculptType.Sphere:
795 sculptType = PrimMesher.SculptMesh.SculptType.sphere;
796 break;
797 default:
798 sculptType = PrimMesher.SculptMesh.SculptType.plane;
799 break;
800 }
801
802 bool mirror = ((primShape.SculptType & 128) != 0);
803 bool invert = ((primShape.SculptType & 64) != 0);
804
805 sculptMesh = new PrimMesher.SculptMesh((Bitmap)idata, sculptType, (int)lod, false, mirror, invert);
806
807 idata.Dispose();
808
809 sculptMesh.DumpRaw(baseDir, primName, "primMesh");
810
811 sculptMesh.Scale(size.X, size.Y, size.Z);
812
813 coords = sculptMesh.coords;
814 faces = sculptMesh.faces;
815
816 return true;
817 }
818
819 /// <summary>
820 /// Generate the co-ords and faces necessary to construct a mesh from the shape data the accompanies a prim.
821 /// </summary>
822 /// <param name="primName"></param>
823 /// <param name="primShape"></param>
824 /// <param name="size"></param>
825 /// <param name="coords">Coords are added to this list by the method.</param>
826 /// <param name="faces">Faces are added to this list by the method.</param>
827 /// <returns>true if coords and faces were successfully generated, false if not</returns>
828 private bool GenerateCoordsAndFacesFromPrimShapeData(
829 string primName, PrimitiveBaseShape primShape, Vector3 size, float lod, out List<Coord> coords, out List<Face> faces)
830 {
831 PrimMesh primMesh;
832 coords = new List<Coord>();
833 faces = new List<Face>();
834
835 float pathShearX = primShape.PathShearX < 128 ? (float)primShape.PathShearX * 0.01f : (float)(primShape.PathShearX - 256) * 0.01f;
836 float pathShearY = primShape.PathShearY < 128 ? (float)primShape.PathShearY * 0.01f : (float)(primShape.PathShearY - 256) * 0.01f;
837 float pathBegin = (float)primShape.PathBegin * 2.0e-5f;
838 float pathEnd = 1.0f - (float)primShape.PathEnd * 2.0e-5f;
839 float pathScaleX = (float)(primShape.PathScaleX - 100) * 0.01f;
840 float pathScaleY = (float)(primShape.PathScaleY - 100) * 0.01f;
841
842 float profileBegin = (float)primShape.ProfileBegin * 2.0e-5f;
843 float profileEnd = 1.0f - (float)primShape.ProfileEnd * 2.0e-5f;
844 float profileHollow = (float)primShape.ProfileHollow * 2.0e-5f;
845 if (profileHollow > 0.95f)
846 profileHollow = 0.95f;
847
848 int sides = 4;
849 LevelOfDetail iLOD = (LevelOfDetail)lod;
850 if ((primShape.ProfileCurve & 0x07) == (byte)ProfileShape.EquilateralTriangle)
851 sides = 3;
852 else if ((primShape.ProfileCurve & 0x07) == (byte)ProfileShape.Circle)
853 {
854 switch (iLOD)
855 {
856 case LevelOfDetail.High: sides = 24; break;
857 case LevelOfDetail.Medium: sides = 12; break;
858 case LevelOfDetail.Low: sides = 6; break;
859 case LevelOfDetail.VeryLow: sides = 3; break;
860 default: sides = 24; break;
861 }
862 }
863 else if ((primShape.ProfileCurve & 0x07) == (byte)ProfileShape.HalfCircle)
864 { // half circle, prim is a sphere
865 switch (iLOD)
866 {
867 case LevelOfDetail.High: sides = 24; break;
868 case LevelOfDetail.Medium: sides = 12; break;
869 case LevelOfDetail.Low: sides = 6; break;
870 case LevelOfDetail.VeryLow: sides = 3; break;
871 default: sides = 24; break;
872 }
873
874 profileBegin = 0.5f * profileBegin + 0.5f;
875 profileEnd = 0.5f * profileEnd + 0.5f;
876 }
877
878 int hollowSides = sides;
879 if (primShape.HollowShape == HollowShape.Circle)
880 {
881 switch (iLOD)
882 {
883 case LevelOfDetail.High: hollowSides = 24; break;
884 case LevelOfDetail.Medium: hollowSides = 12; break;
885 case LevelOfDetail.Low: hollowSides = 6; break;
886 case LevelOfDetail.VeryLow: hollowSides = 3; break;
887 default: hollowSides = 24; break;
888 }
889 }
890 else if (primShape.HollowShape == HollowShape.Square)
891 hollowSides = 4;
892 else if (primShape.HollowShape == HollowShape.Triangle)
893 hollowSides = 3;
894
895 primMesh = new PrimMesh(sides, profileBegin, profileEnd, profileHollow, hollowSides);
896
897 if (primMesh.errorMessage != null)
898 if (primMesh.errorMessage.Length > 0)
899 m_log.Error("[ERROR] " + primMesh.errorMessage);
900
901 primMesh.topShearX = pathShearX;
902 primMesh.topShearY = pathShearY;
903 primMesh.pathCutBegin = pathBegin;
904 primMesh.pathCutEnd = pathEnd;
905
906 if (primShape.PathCurve == (byte)Extrusion.Straight || primShape.PathCurve == (byte) Extrusion.Flexible)
907 {
908 primMesh.twistBegin = primShape.PathTwistBegin * 18 / 10;
909 primMesh.twistEnd = primShape.PathTwist * 18 / 10;
910 primMesh.taperX = pathScaleX;
911 primMesh.taperY = pathScaleY;
912
913 if (profileBegin < 0.0f || profileBegin >= profileEnd || profileEnd > 1.0f)
914 {
915 ReportPrimError("*** CORRUPT PRIM!! ***", primName, primMesh);
916 if (profileBegin < 0.0f) profileBegin = 0.0f;
917 if (profileEnd > 1.0f) profileEnd = 1.0f;
918 }
919#if SPAM
920 m_log.Debug("****** PrimMesh Parameters (Linear) ******\n" + primMesh.ParamsToDisplayString());
921#endif
922 try
923 {
924 primMesh.ExtrudeLinear();
925 }
926 catch (Exception ex)
927 {
928 ReportPrimError("Extrusion failure: exception: " + ex.ToString(), primName, primMesh);
929 return false;
930 }
931 }
932 else
933 {
934 primMesh.holeSizeX = (200 - primShape.PathScaleX) * 0.01f;
935 primMesh.holeSizeY = (200 - primShape.PathScaleY) * 0.01f;
936 primMesh.radius = 0.01f * primShape.PathRadiusOffset;
937 primMesh.revolutions = 1.0f + 0.015f * primShape.PathRevolutions;
938 primMesh.skew = 0.01f * primShape.PathSkew;
939 primMesh.twistBegin = primShape.PathTwistBegin * 36 / 10;
940 primMesh.twistEnd = primShape.PathTwist * 36 / 10;
941 primMesh.taperX = primShape.PathTaperX * 0.01f;
942 primMesh.taperY = primShape.PathTaperY * 0.01f;
943
944 if (profileBegin < 0.0f || profileBegin >= profileEnd || profileEnd > 1.0f)
945 {
946 ReportPrimError("*** CORRUPT PRIM!! ***", primName, primMesh);
947 if (profileBegin < 0.0f) profileBegin = 0.0f;
948 if (profileEnd > 1.0f) profileEnd = 1.0f;
949 }
950#if SPAM
951 m_log.Debug("****** PrimMesh Parameters (Circular) ******\n" + primMesh.ParamsToDisplayString());
952#endif
953 try
954 {
955 primMesh.ExtrudeCircular();
956 }
957 catch (Exception ex)
958 {
959 ReportPrimError("Extrusion failure: exception: " + ex.ToString(), primName, primMesh);
960 return false;
961 }
962 }
963
964 primMesh.DumpRaw(baseDir, primName, "primMesh");
965
966 primMesh.Scale(size.X, size.Y, size.Z);
967
968 coords = primMesh.coords;
969 faces = primMesh.faces;
970
971 return true;
972 }
973
974 public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod)
975 {
976 return CreateMesh(primName, primShape, size, lod, false,false);
977 }
978
979 public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical)
980 {
981 return CreateMesh(primName, primShape, size, lod, false,false);
982 }
983
984 public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical, bool convex)
985 {
986#if SPAM
987 m_log.DebugFormat("[MESH]: Creating mesh for {0}", primName);
988#endif
989
990 Mesh mesh = null;
991 ulong key = 0;
992
993 // If this mesh has been created already, return it instead of creating another copy
994 // For large regions with 100k+ prims and hundreds of copies of each, this can save a GB or more of memory
995 key = primShape.GetMeshKey(size, lod, convex);
996 if (m_uniqueMeshes.TryGetValue(key, out mesh))
997 return mesh;
998
999 if (size.X < 0.01f) size.X = 0.01f;
1000 if (size.Y < 0.01f) size.Y = 0.01f;
1001 if (size.Z < 0.01f) size.Z = 0.01f;
1002
1003 mesh = CreateMeshFromPrimMesher(primName, primShape, size, lod,convex);
1004
1005 if (mesh != null)
1006 {
1007 if ((!isPhysical) && size.X < minSizeForComplexMesh && size.Y < minSizeForComplexMesh && size.Z < minSizeForComplexMesh)
1008 {
1009#if SPAM
1010 m_log.Debug("Meshmerizer: prim " + primName + " has a size of " + size.ToString() + " which is below threshold of " +
1011 minSizeForComplexMesh.ToString() + " - creating simple bounding box");
1012#endif
1013 mesh = CreateBoundingBoxMesh(mesh);
1014 mesh.DumpRaw(baseDir, primName, "Z extruded");
1015 }
1016
1017 // trim the vertex and triangle lists to free up memory
1018 mesh.TrimExcess();
1019
1020 m_uniqueMeshes.Add(key, mesh);
1021 }
1022
1023 return mesh;
1024 }
1025 }
1026}
diff --git a/OpenSim/Region/Physics/UbitMeshing/PrimMesher.cs b/OpenSim/Region/Physics/UbitMeshing/PrimMesher.cs
new file mode 100644
index 0000000..4049ee1
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitMeshing/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
28using System;
29using System.Collections.Generic;
30using System.Text;
31using System.IO;
32
33namespace 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/Physics/UbitMeshing/SculptMap.cs b/OpenSim/Region/Physics/UbitMeshing/SculptMap.cs
new file mode 100644
index 0000000..b3d9cb6
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitMeshing/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
31using System;
32using System.Collections.Generic;
33using System.Text;
34
35#if SYSTEM_DRAWING
36using System.Drawing;
37using System.Drawing.Imaging;
38
39namespace 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/Physics/UbitMeshing/SculptMesh.cs b/OpenSim/Region/Physics/UbitMeshing/SculptMesh.cs
new file mode 100644
index 0000000..4a7f3ad
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitMeshing/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
31using System;
32using System.Collections.Generic;
33using System.Text;
34using System.IO;
35
36#if SYSTEM_DRAWING
37using System.Drawing;
38using System.Drawing.Imaging;
39#endif
40
41namespace 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}