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path: root/OpenSim/Region/PhysicsModules/ubOdeMeshing/SculptMap.cs
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/*
 * Copyright (c) Contributors
 * See CONTRIBUTORS.TXT for a full list of copyright holders.
 *
 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions are met:
 *     * Redistributions of source code must retain the above copyright
 *       notice, this list of conditions and the following disclaimer.
 *     * Redistributions in binary form must reproduce the above copyright
 *       notice, this list of conditions and the following disclaimer in the
 *       documentation and/or other materials provided with the distribution.
 *     * Neither the name of the OpenSimulator Project nor the
 *       names of its contributors may be used to endorse or promote products
 *       derived from this software without specific prior written permission.
 *
 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 */

using System;
using System.Collections.Generic;
using System.Text;

using System.Drawing;
using System.Drawing.Imaging;

namespace PrimMesher
{
    public class SculptMap
    {
        public int width;
        public int height;
        public byte[] redBytes;
        public byte[] greenBytes;
        public byte[] blueBytes;

        public SculptMap()
        {
        }

        public SculptMap(Bitmap bm, int lod)
        {
            int bmW = bm.Width;
            int bmH = bm.Height;

            if (bmW == 0 || bmH == 0)
                throw new Exception("SculptMap: bitmap has no data");

            int numLodPixels = lod * lod;  // (32 * 2)^2  = 64^2 pixels for default sculpt map image

            bool needsScaling = false;
            bool smallMap = false;          

            width = bmW;
            height = bmH;

            while (width * height > numLodPixels * 4)
            {
                width >>= 1;
                height >>= 1;
                needsScaling = true;
            }

            if (needsScaling)
                bm = ScaleImage(bm, width, height);

            if (width * height > numLodPixels)
            {
                smallMap = false;
                width >>= 1;
                height >>= 1;
            }
            else
                smallMap = true;

            int numBytes = (width + 1) * (height + 1);
            redBytes = new byte[numBytes];
            greenBytes = new byte[numBytes];
            blueBytes = new byte[numBytes];

            int byteNdx = 0;
            Color c;

            try
            {
                for (int y = 0; y <= height; y++)
                {
                    for (int x = 0; x < width; x++)
                    {
                        if (smallMap)
                            c = bm.GetPixel(x,  y < height ? y : y - 1);
                        else
                            c = bm.GetPixel(x * 2, y < height ? y * 2 : y * 2 - 1);

                        redBytes[byteNdx] = c.R;
                        greenBytes[byteNdx] = c.G;
                        blueBytes[byteNdx] = c.B;

                        ++byteNdx;
                    }

                    if (smallMap)
                        c = bm.GetPixel(width - 1, y < height ? y : y - 1);
                    else
                        c = bm.GetPixel(width * 2 - 1, y < height ? y * 2 : y * 2 - 1);

                    redBytes[byteNdx] = c.R;
                    greenBytes[byteNdx] = c.G;
                    blueBytes[byteNdx] = c.B;

                    ++byteNdx;
                }
            }
            catch (Exception e)
            {
                if (needsScaling)
                    bm.Dispose();
                throw new Exception("Caught exception processing byte arrays in SculptMap(): e: " + e.ToString());
            }

            width++;
            height++;
            if(needsScaling)
                bm.Dispose();
        }

        public List<List<Coord>> ToRows(bool mirror)
        {
            int numRows = height;
            int numCols = width;

            List<List<Coord>> rows = new List<List<Coord>>(numRows);

            float pixScale = 1.0f / 255;

            int rowNdx, colNdx;
            int smNdx = 0;

            for (rowNdx = 0; rowNdx < numRows; rowNdx++)
            {
                List<Coord> row = new List<Coord>(numCols);
                for (colNdx = 0; colNdx < numCols; colNdx++)
                {

                    if (mirror)
                        row.Add(new Coord(-((float)redBytes[smNdx] * pixScale - 0.5f), ((float)greenBytes[smNdx] * pixScale - 0.5f), (float)blueBytes[smNdx] * pixScale - 0.5f));
                    else
                        row.Add(new Coord((float)redBytes[smNdx] * pixScale - 0.5f, (float)greenBytes[smNdx] * pixScale - 0.5f, (float)blueBytes[smNdx] * pixScale - 0.5f));

                    ++smNdx;
                }
                rows.Add(row);
            }
            return rows;
        }

        private Bitmap ScaleImage(Bitmap srcImage, int destWidth, int destHeight)
        {
            Bitmap scaledImage = new Bitmap(destWidth, destHeight, PixelFormat.Format24bppRgb);

            Color c;

            // will let last step to be eventually diferent, as seems to be in sl

            float xscale = (float)srcImage.Width / (float)destWidth;
            float yscale = (float)srcImage.Height / (float)destHeight;

            int lastsx = srcImage.Width - 1;
            int lastsy = srcImage.Height - 1;
            int lastdx = destWidth - 1;
            int lastdy = destHeight - 1;

            float sy = 0.5f;
            float sx;

            for (int y = 0; y < lastdy; y++)
            {
                sx = 0.5f;
                for (int x = 0; x < lastdx; x++)
                {
                    try
                    {
                        c = srcImage.GetPixel((int)(sx), (int)(sy));
                        scaledImage.SetPixel(x, y, Color.FromArgb(c.R, c.G, c.B));
                    }
                    catch (IndexOutOfRangeException)
                    {
                    }
                    sx += xscale;
                }
                try
                {
                    c = srcImage.GetPixel(lastsx, (int)(sy));
                    scaledImage.SetPixel(lastdx, y, Color.FromArgb(c.R, c.G, c.B));
                }
                catch (IndexOutOfRangeException)
                {
                }

                sy += yscale;
            }

            sx = 0.5f;
            for (int x = 0; x < lastdx; x++)
            {
                try
                {
                    c = srcImage.GetPixel((int)(sx), lastsy);
                    scaledImage.SetPixel(x, lastdy, Color.FromArgb(c.R, c.G, c.B));
                }
                catch (IndexOutOfRangeException)
                {
                }

                sx += xscale;
            }
            try
            {
                c = srcImage.GetPixel(lastsx, lastsy);
                scaledImage.SetPixel(lastdx, lastdy, Color.FromArgb(c.R, c.G, c.B));
            }
            catch (IndexOutOfRangeException)
            {
            }

            srcImage.Dispose();
            return scaledImage;
        }
    }
}