diff options
Diffstat (limited to 'OpenSim/Region')
-rw-r--r-- | OpenSim/Region/Physics/UbitMeshing/Meshmerizer.cs | 6 | ||||
-rw-r--r-- | OpenSim/Region/Physics/UbitMeshing/SculptMap.cs | 14 | ||||
-rw-r--r-- | OpenSim/Region/Physics/UbitMeshing/SculptMesh.cs | 441 |
3 files changed, 12 insertions, 449 deletions
diff --git a/OpenSim/Region/Physics/UbitMeshing/Meshmerizer.cs b/OpenSim/Region/Physics/UbitMeshing/Meshmerizer.cs index f002bba..88efd6d 100644 --- a/OpenSim/Region/Physics/UbitMeshing/Meshmerizer.cs +++ b/OpenSim/Region/Physics/UbitMeshing/Meshmerizer.cs | |||
@@ -780,7 +780,9 @@ namespace OpenSim.Region.Physics.Meshing | |||
780 | } | 780 | } |
781 | 781 | ||
782 | PrimMesher.SculptMesh.SculptType sculptType; | 782 | PrimMesher.SculptMesh.SculptType sculptType; |
783 | switch ((OpenMetaverse.SculptType)primShape.SculptType) | 783 | // remove mirror and invert bits |
784 | OpenMetaverse.SculptType pbsSculptType = ((OpenMetaverse.SculptType)(primShape.SculptType & 0x3f)); | ||
785 | switch (pbsSculptType) | ||
784 | { | 786 | { |
785 | case OpenMetaverse.SculptType.Cylinder: | 787 | case OpenMetaverse.SculptType.Cylinder: |
786 | sculptType = PrimMesher.SculptMesh.SculptType.cylinder; | 788 | sculptType = PrimMesher.SculptMesh.SculptType.cylinder; |
@@ -802,7 +804,7 @@ namespace OpenSim.Region.Physics.Meshing | |||
802 | bool mirror = ((primShape.SculptType & 128) != 0); | 804 | bool mirror = ((primShape.SculptType & 128) != 0); |
803 | bool invert = ((primShape.SculptType & 64) != 0); | 805 | bool invert = ((primShape.SculptType & 64) != 0); |
804 | 806 | ||
805 | sculptMesh = new PrimMesher.SculptMesh((Bitmap)idata, sculptType, (int)lod, false, mirror, invert); | 807 | sculptMesh = new PrimMesher.SculptMesh((Bitmap)idata, sculptType, (int)lod, mirror, invert); |
806 | 808 | ||
807 | idata.Dispose(); | 809 | idata.Dispose(); |
808 | 810 | ||
diff --git a/OpenSim/Region/Physics/UbitMeshing/SculptMap.cs b/OpenSim/Region/Physics/UbitMeshing/SculptMap.cs index b3d9cb6..054caf3 100644 --- a/OpenSim/Region/Physics/UbitMeshing/SculptMap.cs +++ b/OpenSim/Region/Physics/UbitMeshing/SculptMap.cs | |||
@@ -25,14 +25,10 @@ | |||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | 25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
26 | */ | 26 | */ |
27 | 27 | ||
28 | // to build without references to System.Drawing, comment this out | ||
29 | #define SYSTEM_DRAWING | ||
30 | |||
31 | using System; | 28 | using System; |
32 | using System.Collections.Generic; | 29 | using System.Collections.Generic; |
33 | using System.Text; | 30 | using System.Text; |
34 | 31 | ||
35 | #if SYSTEM_DRAWING | ||
36 | using System.Drawing; | 32 | using System.Drawing; |
37 | using System.Drawing.Imaging; | 33 | using System.Drawing.Imaging; |
38 | 34 | ||
@@ -140,7 +136,6 @@ namespace PrimMesher | |||
140 | int rowNdx, colNdx; | 136 | int rowNdx, colNdx; |
141 | int smNdx = 0; | 137 | int smNdx = 0; |
142 | 138 | ||
143 | |||
144 | for (rowNdx = 0; rowNdx < numRows; rowNdx++) | 139 | for (rowNdx = 0; rowNdx < numRows; rowNdx++) |
145 | { | 140 | { |
146 | List<Coord> row = new List<Coord>(numCols); | 141 | List<Coord> row = new List<Coord>(numCols); |
@@ -163,11 +158,11 @@ namespace PrimMesher | |||
163 | { | 158 | { |
164 | 159 | ||
165 | Bitmap scaledImage = new Bitmap(destWidth, destHeight, PixelFormat.Format24bppRgb); | 160 | Bitmap scaledImage = new Bitmap(destWidth, destHeight, PixelFormat.Format24bppRgb); |
166 | 161 | ||
167 | Color c; | 162 | Color c; |
168 | float xscale = srcImage.Width / destWidth; | 163 | float xscale = srcImage.Width / destWidth; |
169 | float yscale = srcImage.Height / destHeight; | 164 | float yscale = srcImage.Height / destHeight; |
170 | 165 | ||
171 | float sy = 0.5f; | 166 | float sy = 0.5f; |
172 | for (int y = 0; y < destHeight; y++) | 167 | for (int y = 0; y < destHeight; y++) |
173 | { | 168 | { |
@@ -190,8 +185,5 @@ namespace PrimMesher | |||
190 | srcImage.Dispose(); | 185 | srcImage.Dispose(); |
191 | return scaledImage; | 186 | return scaledImage; |
192 | } | 187 | } |
193 | |||
194 | } | ||
195 | |||
196 | } | 188 | } |
197 | #endif | 189 | } \ No newline at end of file |
diff --git a/OpenSim/Region/Physics/UbitMeshing/SculptMesh.cs b/OpenSim/Region/Physics/UbitMeshing/SculptMesh.cs index 4a7f3ad..655b325 100644 --- a/OpenSim/Region/Physics/UbitMeshing/SculptMesh.cs +++ b/OpenSim/Region/Physics/UbitMeshing/SculptMesh.cs | |||
@@ -25,18 +25,13 @@ | |||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | 25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
26 | */ | 26 | */ |
27 | 27 | ||
28 | // to build without references to System.Drawing, comment this out | ||
29 | #define SYSTEM_DRAWING | ||
30 | |||
31 | using System; | 28 | using System; |
32 | using System.Collections.Generic; | 29 | using System.Collections.Generic; |
33 | using System.Text; | 30 | using System.Text; |
34 | using System.IO; | 31 | using System.IO; |
35 | 32 | ||
36 | #if SYSTEM_DRAWING | ||
37 | using System.Drawing; | 33 | using System.Drawing; |
38 | using System.Drawing.Imaging; | 34 | using System.Drawing.Imaging; |
39 | #endif | ||
40 | 35 | ||
41 | namespace PrimMesher | 36 | namespace PrimMesher |
42 | { | 37 | { |
@@ -46,274 +41,23 @@ namespace PrimMesher | |||
46 | public List<Coord> coords; | 41 | public List<Coord> coords; |
47 | public List<Face> faces; | 42 | public List<Face> faces; |
48 | 43 | ||
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 }; | 44 | public enum SculptType { sphere = 1, torus = 2, plane = 3, cylinder = 4 }; |
54 | 45 | ||
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 | 46 | ||
256 | private List<List<Coord>> bitmap2CoordsSampled(Bitmap bitmap, int scale, bool mirror) | 47 | public SculptMesh(Bitmap sculptBitmap, SculptType sculptType, int lod, bool mirror, bool invert) |
257 | { | 48 | { |
258 | int numRows = bitmap.Height / scale; | 49 | if (mirror) |
259 | int numCols = bitmap.Width / scale; | 50 | invert = !invert; |
260 | List<List<Coord>> rows = new List<List<Coord>>(numRows); | 51 | _SculptMesh(new SculptMap(sculptBitmap, lod).ToRows(mirror), sculptType, invert); |
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 | } | 52 | } |
301 | #endif | ||
302 | 53 | ||
303 | void _SculptMesh(List<List<Coord>> rows, SculptType sculptType, bool viewerMode, bool mirror, bool invert) | 54 | private void _SculptMesh(List<List<Coord>> rows, SculptType sculptType, bool invert) |
304 | { | 55 | { |
305 | coords = new List<Coord>(); | 56 | coords = new List<Coord>(); |
306 | faces = new List<Face>(); | 57 | faces = new List<Face>(); |
307 | normals = new List<Coord>(); | ||
308 | uvs = new List<UVCoord>(); | ||
309 | 58 | ||
310 | sculptType = (SculptType)(((int)sculptType) & 0x07); | 59 | sculptType = (SculptType)(((int)sculptType) & 0x07); |
311 | 60 | ||
312 | if (mirror) | ||
313 | invert = !invert; | ||
314 | |||
315 | viewerFaces = new List<ViewerFace>(); | ||
316 | |||
317 | int width = rows[0].Count; | 61 | int width = rows[0].Count; |
318 | 62 | ||
319 | int p1, p2, p3, p4; | 63 | int p1, p2, p3, p4; |
@@ -375,7 +119,6 @@ namespace PrimMesher | |||
375 | 119 | ||
376 | int coordsDown = rows.Count; | 120 | int coordsDown = rows.Count; |
377 | int coordsAcross = rows[0].Count; | 121 | int coordsAcross = rows[0].Count; |
378 | // int lastColumn = coordsAcross - 1; | ||
379 | 122 | ||
380 | float widthUnit = 1.0f / (coordsAcross - 1); | 123 | float widthUnit = 1.0f / (coordsAcross - 1); |
381 | float heightUnit = 1.0f / (coordsDown - 1); | 124 | float heightUnit = 1.0f / (coordsDown - 1); |
@@ -401,45 +144,11 @@ namespace PrimMesher | |||
401 | p1 = p3 - coordsAcross; | 144 | p1 = p3 - coordsAcross; |
402 | 145 | ||
403 | this.coords.Add(rows[imageY][imageX]); | 146 | 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 | 147 | ||
410 | if (imageY > 0 && imageX > 0) | 148 | if (imageY > 0 && imageX > 0) |
411 | { | 149 | { |
412 | Face f1, f2; | 150 | Face f1, f2; |
413 | 151 | ||
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) | 152 | if (invert) |
444 | { | 153 | { |
445 | f1 = new Face(p1, p4, p3); | 154 | f1 = new Face(p1, p4, p3); |
@@ -450,16 +159,12 @@ namespace PrimMesher | |||
450 | f1 = new Face(p1, p3, p4); | 159 | f1 = new Face(p1, p3, p4); |
451 | f2 = new Face(p1, p4, p2); | 160 | f2 = new Face(p1, p4, p2); |
452 | } | 161 | } |
453 | } | ||
454 | 162 | ||
455 | this.faces.Add(f1); | 163 | this.faces.Add(f1); |
456 | this.faces.Add(f2); | 164 | this.faces.Add(f2); |
457 | } | 165 | } |
458 | } | 166 | } |
459 | } | 167 | } |
460 | |||
461 | if (viewerMode) | ||
462 | calcVertexNormals(sculptType, coordsAcross, coordsDown); | ||
463 | } | 168 | } |
464 | 169 | ||
465 | /// <summary> | 170 | /// <summary> |
@@ -475,129 +180,6 @@ namespace PrimMesher | |||
475 | { | 180 | { |
476 | coords = new List<Coord>(sm.coords); | 181 | coords = new List<Coord>(sm.coords); |
477 | faces = new List<Face>(sm.faces); | 182 | 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 | } | 183 | } |
602 | 184 | ||
603 | public void Scale(float x, float y, float z) | 185 | public void Scale(float x, float y, float z) |
@@ -608,19 +190,6 @@ namespace PrimMesher | |||
608 | Coord m = new Coord(x, y, z); | 190 | Coord m = new Coord(x, y, z); |
609 | for (i = 0; i < numVerts; i++) | 191 | for (i = 0; i < numVerts; i++) |
610 | this.coords[i] *= m; | 192 | 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 | } | 193 | } |
625 | 194 | ||
626 | public void DumpRaw(String path, String name, String title) | 195 | public void DumpRaw(String path, String name, String title) |