From e6ce30d4f142a75bdf581f2cf92ccb5c1d17e2f0 Mon Sep 17 00:00:00 2001 From: Teravus Ovares Date: Thu, 19 Jun 2008 04:17:04 +0000 Subject: * 0001571: (PATCH) patch to implement editable sphere meshes for meshmerizer/ode (Initial Implementation) from Dahlia! Thanks Dahlia!!! * The included patch implements the editor parameters twist, dimple, path cut, and profile cut to the sphere mesh for meshmerizer. The mesh will default back to the geodesic sphere if the parameters are adjusted to beyond a reasonable arbitrarily chosen threshold that would expose too many inverted normals on the mesh. --- OpenSim/Region/Physics/Meshing/Meshmerizer.cs | 128 ++++++++++++++++++++++---- 1 file changed, 111 insertions(+), 17 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs index 9afc7ae..dfcf99a 100644 --- a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs +++ b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs @@ -657,6 +657,14 @@ namespace OpenSim.Region.Physics.Meshing //Mesh result = extr.Extrude(m); Mesh result = extr.ExtrudeLinearPath(m); result.DumpRaw(baseDir, primName, "Z extruded"); +#if SPAM + int vCount = 0; + + foreach (Vertex v in result.vertices) + if (v != null) + vCount++; + System.Console.WriteLine("Mesh vertex count: " + vCount.ToString()); +#endif return result; } @@ -1002,6 +1010,14 @@ namespace OpenSim.Region.Physics.Meshing //Mesh result = extr.Extrude(m); Mesh result = extr.ExtrudeLinearPath(m); result.DumpRaw(baseDir, primName, "Z extruded"); +#if SPAM + int vCount = 0; + + foreach (Vertex v in result.vertices) + if (v != null) + vCount++; + System.Console.WriteLine("Mesh vertex count: " + vCount.ToString()); +#endif return result; } @@ -1238,6 +1254,14 @@ namespace OpenSim.Region.Physics.Meshing //Mesh result = extr.Extrude(m); Mesh result = extr.ExtrudeLinearPath(m); result.DumpRaw(baseDir, primName, "Z extruded"); +#if SPAM + int vCount = 0; + + foreach (Vertex v in result.vertices) + if (v != null) + vCount++; + System.Console.WriteLine("Mesh vertex count: " + vCount.ToString()); +#endif return result; } @@ -1330,6 +1354,14 @@ namespace OpenSim.Region.Physics.Meshing } // Dump the faces for visualization in blender. m.DumpRaw(baseDir, primName, "Icosahedron"); +#if SPAM + int vCount = 0; + + foreach (Vertex v in m.vertices) + if (v != null) + vCount++; + System.Console.WriteLine("Mesh vertex count: " + vCount.ToString()); +#endif return m; } @@ -1386,9 +1418,6 @@ namespace OpenSim.Region.Physics.Meshing SimpleHull outerHull = new SimpleHull(); if ((primShape.ProfileCurve & 0x07) == (byte)ProfileShape.Circle) - - //if ((primShape.ProfileCurve & 0x07) == (byte)ProfileShape.Circle - // || (primShape.ProfileCurve & 0x07) == (byte) ProfileShape.Square) { #if SPAM Console.WriteLine("Meshmerizer thinks " + primName + " is a TORUS"); @@ -1458,11 +1487,46 @@ namespace OpenSim.Region.Physics.Meshing #if SPAM Console.WriteLine("Meshmerizer thinks " + primName + " is a SPHERE"); #endif + + // sanity check here... some spheres have inverted normals which can trap avatars + // so for now if the shape parameters are such that this may happen, revert to the + // geodesic sphere mesh.. the threshold is arbitrary as it seems any twist on a sphere + // will create some inverted normals + if ( + (System.Math.Abs(primShape.PathTwist - primShape.PathTwistBegin) > 65) + || (primShape.PathBegin == 0 + && primShape.PathEnd == 0 + && primShape.PathTwist == 0 + && primShape.PathTwistBegin == 0 + && primShape.ProfileBegin == 0 + && primShape.ProfileEnd == 0 + ) // simple sphere, revert to geodesic shape + + ) + { +#if SPAM + System.Console.WriteLine( "reverting to geodesic sphere for prim: " + primName ); +#endif + return CreateSphereMesh(primName, primShape, size); + } + if (hollowShape == HollowShape.Same) hollowShape = HollowShape.Circle; - // not implemented here, use old routine - return CreateSphereMesh(primName, primShape, size); + outerHull.AddVertex(new Vertex(0.250000f, 0.433013f, 0.0f)); // 60 degrees + outerHull.AddVertex(new Vertex(0.129410f, 0.482963f, 0.0f)); // 75 degrees + outerHull.AddVertex(new Vertex(0.000000f, 0.500000f, 0.0f)); // 90 degrees + outerHull.AddVertex(new Vertex(-0.129410f, 0.482963f, 0.0f)); // 105 degrees + outerHull.AddVertex(new Vertex(-0.250000f, 0.433013f, 0.0f)); // 120 degrees + outerHull.AddVertex(new Vertex(-0.353553f, 0.353553f, 0.0f)); // 135 degrees + outerHull.AddVertex(new Vertex(-0.433013f, 0.250000f, 0.0f)); // 150 degrees + outerHull.AddVertex(new Vertex(-0.482963f, 0.129410f, 0.0f)); // 165 degrees + outerHull.AddVertex(new Vertex(-0.500000f, 0.000000f, 0.0f)); // 180 degrees + + outerHull.AddVertex(new Vertex(0.500000f, 0.000000f, 0.0f)); // 0 degrees + outerHull.AddVertex(new Vertex(0.482963f, 0.129410f, 0.0f)); // 15 degrees + outerHull.AddVertex(new Vertex(0.433013f, 0.250000f, 0.0f)); // 30 degrees + outerHull.AddVertex(new Vertex(0.353553f, 0.353553f, 0.0f)); // 45 degrees } // Deal with cuts now @@ -1476,6 +1540,19 @@ namespace OpenSim.Region.Physics.Meshing if (fProfileBeginAngle < fProfileEndAngle) fProfileEndAngle -= 360.0; + if ((primShape.ProfileCurve & 0x07) == (byte)ProfileShape.HalfCircle) + { // dimpled sphere uses profile cut but since it's a half circle the angles are smaller + + fProfileBeginAngle = 0.0036f * (float)primShape.ProfileBegin; + fProfileEndAngle = 180.0f - 0.0036f * (float)primShape.ProfileEnd; + if (fProfileBeginAngle < fProfileEndAngle) + fProfileEndAngle -= 360.0f; + +#if SPAM + Console.WriteLine("Sphere dimple: fProfileBeginAngle: " + fProfileBeginAngle.ToString() + " fProfileEndAngle: " + fProfileEndAngle.ToString()); +#endif + } + // Note, that we don't want to cut out a triangle, even if this is a // good approximation for small cuts. Indeed we want to cut out an arc // and we approximate this arc by a polygon chain @@ -1529,7 +1606,7 @@ namespace OpenSim.Region.Physics.Meshing { holeHull = new SimpleHull(); - float hollowFactorF = (float) hollowFactor / 50000.0f; + float hollowFactorF = (float)hollowFactor * 2.0e-5f; if ((primShape.ProfileCurve & 0x07) == (byte)ProfileShape.EquilateralTriangle) { @@ -1537,23 +1614,29 @@ namespace OpenSim.Region.Physics.Meshing holeHull.AddVertex(new Vertex(-0.25f * hollowFactorF, -0f * hollowFactorF, 0.0f)); holeHull.AddVertex(new Vertex(+0.125f * hollowFactorF, +0.1875f * hollowFactorF, 0.0f)); } + else if ((primShape.ProfileCurve & 0x07) == (byte)ProfileShape.HalfCircle) + { + holeHull.AddVertex(new Vertex(-0.500000f * hollowFactorF, 0.000000f * hollowFactorF, 0.0f)); // 180 degrees + holeHull.AddVertex(new Vertex(-0.250000f * hollowFactorF, 0.433013f * hollowFactorF, 0.0f)); // 120 degrees + holeHull.AddVertex(new Vertex(0.250000f * hollowFactorF, 0.433013f * hollowFactorF, 0.0f)); // 60 degrees + holeHull.AddVertex(new Vertex(0.500000f * hollowFactorF, 0.000000f * hollowFactorF, 0.0f)); // 0 degrees + } else { holeHull.AddVertex(new Vertex(+0.25f * hollowFactorF, -0.45f * hollowFactorF, 0.0f)); holeHull.AddVertex(new Vertex(-0.5f * hollowFactorF, -0f * hollowFactorF, 0.0f)); holeHull.AddVertex(new Vertex(+0.25f * hollowFactorF, +0.45f * hollowFactorF, 0.0f)); + } + } + else if (hollowShape == HollowShape.Square && (primShape.ProfileCurve & 0x07) == (byte)ProfileShape.HalfCircle) + { + holeHull = new SimpleHull(); - ////holeHull.AddVertex(new Vertex(-0.5f * hollowFactorF, -0f * hollowFactorF, 0.0f)); - - ////holeHull.AddVertex(new Vertex(+0.25f * hollowFactorF, +0.45f * hollowFactorF, 0.0f)); - - ////holeHull.AddVertex(new Vertex(+0.25f * hollowFactorF, -0.45f * hollowFactorF, 0.0f)); + float hollowFactorF = (float)hollowFactor * 2.0e-5f; - //holeHull.AddVertex(new Vertex(-0.5f * hollowFactorF, +0f * hollowFactorF, 0.0f)); - //holeHull.AddVertex(new Vertex(+0.25f * hollowFactorF, -0.45f * hollowFactorF, 0.0f)); - //holeHull.AddVertex(new Vertex(+0.25f * hollowFactorF, +0.45f * hollowFactorF, 0.0f)); - ////holeHull.AddVertex(new Vertex(-0.5f * hollowFactorF, +0f * hollowFactorF, 0.0f)); - } + holeHull.AddVertex(new Vertex(-0.707f * hollowFactorF, 0.0f, 0.0f)); // 180 degrees + holeHull.AddVertex(new Vertex(0.0f, 0.707f * hollowFactorF, 0.0f)); // 120 degrees + holeHull.AddVertex(new Vertex(0.707f * hollowFactorF, 0.0f, 0.0f)); // 60 degrees } else { @@ -1687,6 +1770,16 @@ namespace OpenSim.Region.Physics.Meshing //System.Console.WriteLine("[MESH]: twistTop = " + twistTop.ToString() + "|" + extr.twistTop.ToString() + ", twistMid = " + twistMid.ToString() + "|" + extr.twistMid.ToString() + ", twistbot = " + twistBot.ToString() + "|" + extr.twistBot.ToString()); Mesh result = extr.ExtrudeCircularPath(m); result.DumpRaw(baseDir, primName, "Z extruded"); + +#if SPAM + int vCount = 0; + + foreach ( Vertex v in result.vertices ) + if ( v != null ) + vCount++; + System.Console.WriteLine( "Mesh vertex count: " + vCount.ToString()); +#endif + return result; } @@ -1839,7 +1932,8 @@ namespace OpenSim.Region.Physics.Meshing { if (primShape.PathCurve == (byte)Extrusion.Curve1 || primShape.PathCurve == (byte) Extrusion.Curve2) { - mesh = CreateSphereMesh(primName, primShape, size); + //mesh = CreateSphereMesh(primName, primShape, size); + mesh = CreateCircularPathMesh(primName, primShape, size); CalcNormals(mesh); } } -- cgit v1.1