diff options
author | Robert Adams | 2015-09-08 06:15:46 -0700 |
---|---|---|
committer | Robert Adams | 2015-09-08 06:15:46 -0700 |
commit | 4dd17c4117ea413fb0c4418511956cb3abfe258c (patch) | |
tree | 6f31a583610f8bf074d1f0b4e7ab6ccef37dec9a /OpenSim/Region/Physics/UbitMeshing | |
parent | Merge of ubitworkvarnew with opensim/master as of 20150905. (diff) | |
download | opensim-SC_OLD-4dd17c4117ea413fb0c4418511956cb3abfe258c.zip opensim-SC_OLD-4dd17c4117ea413fb0c4418511956cb3abfe258c.tar.gz opensim-SC_OLD-4dd17c4117ea413fb0c4418511956cb3abfe258c.tar.bz2 opensim-SC_OLD-4dd17c4117ea413fb0c4418511956cb3abfe258c.tar.xz |
More 'everything is a module' merging.
Have most of UbitOde converted.
There are compile errors in OpenSimBase as the new modules stuff is not all there.
Removed ChOdePlugin as it's connection to OdePlugin was tangled.
Diffstat (limited to 'OpenSim/Region/Physics/UbitMeshing')
-rw-r--r-- | OpenSim/Region/Physics/UbitMeshing/HelperTypes.cs | 340 | ||||
-rw-r--r-- | OpenSim/Region/Physics/UbitMeshing/Mesh.cs | 601 | ||||
-rw-r--r-- | OpenSim/Region/Physics/UbitMeshing/Meshmerizer.cs | 1424 | ||||
-rw-r--r-- | OpenSim/Region/Physics/UbitMeshing/PrimMesher.cs | 1708 | ||||
-rw-r--r-- | OpenSim/Region/Physics/UbitMeshing/SculptMap.cs | 244 | ||||
-rw-r--r-- | OpenSim/Region/Physics/UbitMeshing/SculptMesh.cs | 220 |
6 files changed, 0 insertions, 4537 deletions
diff --git a/OpenSim/Region/Physics/UbitMeshing/HelperTypes.cs b/OpenSim/Region/Physics/UbitMeshing/HelperTypes.cs deleted file mode 100644 index 5dc1e78..0000000 --- a/OpenSim/Region/Physics/UbitMeshing/HelperTypes.cs +++ /dev/null | |||
@@ -1,340 +0,0 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyright | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | |||
28 | using System; | ||
29 | using System.Collections.Generic; | ||
30 | using System.Diagnostics; | ||
31 | using System.Globalization; | ||
32 | using OpenMetaverse; | ||
33 | using OpenSim.Region.Physics.Manager; | ||
34 | using OpenSim.Region.Physics.Meshing; | ||
35 | |||
36 | public class Vertex : IComparable<Vertex> | ||
37 | { | ||
38 | Vector3 vector; | ||
39 | |||
40 | public float X | ||
41 | { | ||
42 | get { return vector.X; } | ||
43 | set { vector.X = value; } | ||
44 | } | ||
45 | |||
46 | public float Y | ||
47 | { | ||
48 | get { return vector.Y; } | ||
49 | set { vector.Y = value; } | ||
50 | } | ||
51 | |||
52 | public float Z | ||
53 | { | ||
54 | get { return vector.Z; } | ||
55 | set { vector.Z = value; } | ||
56 | } | ||
57 | |||
58 | public Vertex(float x, float y, float z) | ||
59 | { | ||
60 | vector.X = x; | ||
61 | vector.Y = y; | ||
62 | vector.Z = z; | ||
63 | } | ||
64 | |||
65 | public Vertex normalize() | ||
66 | { | ||
67 | float tlength = vector.Length(); | ||
68 | if (tlength != 0f) | ||
69 | { | ||
70 | float mul = 1.0f / tlength; | ||
71 | return new Vertex(vector.X * mul, vector.Y * mul, vector.Z * mul); | ||
72 | } | ||
73 | else | ||
74 | { | ||
75 | return new Vertex(0f, 0f, 0f); | ||
76 | } | ||
77 | } | ||
78 | |||
79 | public Vertex cross(Vertex v) | ||
80 | { | ||
81 | return new Vertex(vector.Y * v.Z - vector.Z * v.Y, vector.Z * v.X - vector.X * v.Z, vector.X * v.Y - vector.Y * v.X); | ||
82 | } | ||
83 | |||
84 | // disable warning: mono compiler moans about overloading | ||
85 | // operators hiding base operator but should not according to C# | ||
86 | // language spec | ||
87 | #pragma warning disable 0108 | ||
88 | public static Vertex operator *(Vertex v, Quaternion q) | ||
89 | { | ||
90 | // From http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/transforms/ | ||
91 | |||
92 | Vertex v2 = new Vertex(0f, 0f, 0f); | ||
93 | |||
94 | v2.X = q.W * q.W * v.X + | ||
95 | 2f * q.Y * q.W * v.Z - | ||
96 | 2f * q.Z * q.W * v.Y + | ||
97 | q.X * q.X * v.X + | ||
98 | 2f * q.Y * q.X * v.Y + | ||
99 | 2f * q.Z * q.X * v.Z - | ||
100 | q.Z * q.Z * v.X - | ||
101 | q.Y * q.Y * v.X; | ||
102 | |||
103 | v2.Y = | ||
104 | 2f * q.X * q.Y * v.X + | ||
105 | q.Y * q.Y * v.Y + | ||
106 | 2f * q.Z * q.Y * v.Z + | ||
107 | 2f * q.W * q.Z * v.X - | ||
108 | q.Z * q.Z * v.Y + | ||
109 | q.W * q.W * v.Y - | ||
110 | 2f * q.X * q.W * v.Z - | ||
111 | q.X * q.X * v.Y; | ||
112 | |||
113 | v2.Z = | ||
114 | 2f * q.X * q.Z * v.X + | ||
115 | 2f * q.Y * q.Z * v.Y + | ||
116 | q.Z * q.Z * v.Z - | ||
117 | 2f * q.W * q.Y * v.X - | ||
118 | q.Y * q.Y * v.Z + | ||
119 | 2f * q.W * q.X * v.Y - | ||
120 | q.X * q.X * v.Z + | ||
121 | q.W * q.W * v.Z; | ||
122 | |||
123 | return v2; | ||
124 | } | ||
125 | |||
126 | public static Vertex operator +(Vertex v1, Vertex v2) | ||
127 | { | ||
128 | return new Vertex(v1.X + v2.X, v1.Y + v2.Y, v1.Z + v2.Z); | ||
129 | } | ||
130 | |||
131 | public static Vertex operator -(Vertex v1, Vertex v2) | ||
132 | { | ||
133 | return new Vertex(v1.X - v2.X, v1.Y - v2.Y, v1.Z - v2.Z); | ||
134 | } | ||
135 | |||
136 | public static Vertex operator *(Vertex v1, Vertex v2) | ||
137 | { | ||
138 | return new Vertex(v1.X * v2.X, v1.Y * v2.Y, v1.Z * v2.Z); | ||
139 | } | ||
140 | |||
141 | public static Vertex operator +(Vertex v1, float am) | ||
142 | { | ||
143 | v1.X += am; | ||
144 | v1.Y += am; | ||
145 | v1.Z += am; | ||
146 | return v1; | ||
147 | } | ||
148 | |||
149 | public static Vertex operator -(Vertex v1, float am) | ||
150 | { | ||
151 | v1.X -= am; | ||
152 | v1.Y -= am; | ||
153 | v1.Z -= am; | ||
154 | return v1; | ||
155 | } | ||
156 | |||
157 | public static Vertex operator *(Vertex v1, float am) | ||
158 | { | ||
159 | v1.X *= am; | ||
160 | v1.Y *= am; | ||
161 | v1.Z *= am; | ||
162 | return v1; | ||
163 | } | ||
164 | |||
165 | public static Vertex operator /(Vertex v1, float am) | ||
166 | { | ||
167 | if (am == 0f) | ||
168 | { | ||
169 | return new Vertex(0f,0f,0f); | ||
170 | } | ||
171 | float mul = 1.0f / am; | ||
172 | v1.X *= mul; | ||
173 | v1.Y *= mul; | ||
174 | v1.Z *= mul; | ||
175 | return v1; | ||
176 | } | ||
177 | #pragma warning restore 0108 | ||
178 | |||
179 | |||
180 | public float dot(Vertex v) | ||
181 | { | ||
182 | return X * v.X + Y * v.Y + Z * v.Z; | ||
183 | } | ||
184 | |||
185 | public Vertex(Vector3 v) | ||
186 | { | ||
187 | vector = v; | ||
188 | } | ||
189 | |||
190 | public Vertex Clone() | ||
191 | { | ||
192 | return new Vertex(X, Y, Z); | ||
193 | } | ||
194 | |||
195 | public static Vertex FromAngle(double angle) | ||
196 | { | ||
197 | return new Vertex((float) Math.Cos(angle), (float) Math.Sin(angle), 0.0f); | ||
198 | } | ||
199 | |||
200 | public float Length() | ||
201 | { | ||
202 | return vector.Length(); | ||
203 | } | ||
204 | |||
205 | public virtual bool Equals(Vertex v, float tolerance) | ||
206 | { | ||
207 | Vertex diff = this - v; | ||
208 | float d = diff.Length(); | ||
209 | if (d < tolerance) | ||
210 | return true; | ||
211 | |||
212 | return false; | ||
213 | } | ||
214 | |||
215 | |||
216 | public int CompareTo(Vertex other) | ||
217 | { | ||
218 | if (X < other.X) | ||
219 | return -1; | ||
220 | |||
221 | if (X > other.X) | ||
222 | return 1; | ||
223 | |||
224 | if (Y < other.Y) | ||
225 | return -1; | ||
226 | |||
227 | if (Y > other.Y) | ||
228 | return 1; | ||
229 | |||
230 | if (Z < other.Z) | ||
231 | return -1; | ||
232 | |||
233 | if (Z > other.Z) | ||
234 | return 1; | ||
235 | |||
236 | return 0; | ||
237 | } | ||
238 | |||
239 | public static bool operator >(Vertex me, Vertex other) | ||
240 | { | ||
241 | return me.CompareTo(other) > 0; | ||
242 | } | ||
243 | |||
244 | public static bool operator <(Vertex me, Vertex other) | ||
245 | { | ||
246 | return me.CompareTo(other) < 0; | ||
247 | } | ||
248 | |||
249 | public String ToRaw() | ||
250 | { | ||
251 | // Why this stuff with the number formatter? | ||
252 | // Well, the raw format uses the english/US notation of numbers | ||
253 | // where the "," separates groups of 1000 while the "." marks the border between 1 and 10E-1. | ||
254 | // The german notation uses these characters exactly vice versa! | ||
255 | // The Float.ToString() routine is a localized one, giving different results depending on the country | ||
256 | // settings your machine works with. Unusable for a machine readable file format :-( | ||
257 | NumberFormatInfo nfi = new NumberFormatInfo(); | ||
258 | nfi.NumberDecimalSeparator = "."; | ||
259 | nfi.NumberDecimalDigits = 6; | ||
260 | |||
261 | String s1 = X.ToString(nfi) + " " + Y.ToString(nfi) + " " + Z.ToString(nfi); | ||
262 | |||
263 | return s1; | ||
264 | } | ||
265 | } | ||
266 | |||
267 | public class Triangle | ||
268 | { | ||
269 | public Vertex v1; | ||
270 | public Vertex v2; | ||
271 | public Vertex v3; | ||
272 | |||
273 | 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 deleted file mode 100644 index 0418893..0000000 --- a/OpenSim/Region/Physics/UbitMeshing/Mesh.cs +++ /dev/null | |||
@@ -1,601 +0,0 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyright | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | |||
28 | using System; | ||
29 | using System.Collections.Generic; | ||
30 | using System.IO; | ||
31 | using System.Runtime.InteropServices; | ||
32 | using OpenSim.Region.Physics.Manager; | ||
33 | using PrimMesher; | ||
34 | using OpenMetaverse; | ||
35 | using System.Runtime.Serialization; | ||
36 | using System.Runtime.Serialization.Formatters.Binary; | ||
37 | |||
38 | namespace OpenSim.Region.Physics.Meshing | ||
39 | { | ||
40 | public class MeshBuildingData | ||
41 | { | ||
42 | public Dictionary<Vertex, int> m_vertices; | ||
43 | public List<Triangle> m_triangles; | ||
44 | public float m_obbXmin; | ||
45 | public float m_obbXmax; | ||
46 | public float m_obbYmin; | ||
47 | public float m_obbYmax; | ||
48 | public float m_obbZmin; | ||
49 | public float m_obbZmax; | ||
50 | public Vector3 m_centroid; | ||
51 | public int m_centroidDiv; | ||
52 | } | ||
53 | |||
54 | [Serializable()] | ||
55 | public class Mesh : IMesh | ||
56 | { | ||
57 | float[] vertices; | ||
58 | int[] indexes; | ||
59 | Vector3 m_obb; | ||
60 | Vector3 m_obboffset; | ||
61 | [NonSerialized()] | ||
62 | MeshBuildingData m_bdata; | ||
63 | [NonSerialized()] | ||
64 | GCHandle vhandler; | ||
65 | [NonSerialized()] | ||
66 | GCHandle ihandler; | ||
67 | [NonSerialized()] | ||
68 | IntPtr m_verticesPtr = IntPtr.Zero; | ||
69 | [NonSerialized()] | ||
70 | IntPtr m_indicesPtr = IntPtr.Zero; | ||
71 | [NonSerialized()] | ||
72 | int m_vertexCount = 0; | ||
73 | [NonSerialized()] | ||
74 | int m_indexCount = 0; | ||
75 | |||
76 | public int RefCount { get; set; } | ||
77 | public AMeshKey Key { get; set; } | ||
78 | |||
79 | private class vertexcomp : IEqualityComparer<Vertex> | ||
80 | { | ||
81 | public bool Equals(Vertex v1, Vertex v2) | ||
82 | { | ||
83 | if (v1.X == v2.X && v1.Y == v2.Y && v1.Z == v2.Z) | ||
84 | return true; | ||
85 | else | ||
86 | return false; | ||
87 | } | ||
88 | public int GetHashCode(Vertex v) | ||
89 | { | ||
90 | int a = v.X.GetHashCode(); | ||
91 | int b = v.Y.GetHashCode(); | ||
92 | int c = v.Z.GetHashCode(); | ||
93 | return (a << 16) ^ (b << 8) ^ c; | ||
94 | } | ||
95 | } | ||
96 | |||
97 | public Mesh() | ||
98 | { | ||
99 | vertexcomp vcomp = new vertexcomp(); | ||
100 | |||
101 | m_bdata = new MeshBuildingData(); | ||
102 | m_bdata.m_vertices = new Dictionary<Vertex, int>(vcomp); | ||
103 | m_bdata.m_triangles = new List<Triangle>(); | ||
104 | m_bdata.m_centroid = Vector3.Zero; | ||
105 | m_bdata.m_centroidDiv = 0; | ||
106 | m_bdata.m_obbXmin = float.MaxValue; | ||
107 | m_bdata.m_obbXmax = float.MinValue; | ||
108 | m_bdata.m_obbYmin = float.MaxValue; | ||
109 | m_bdata.m_obbYmax = float.MinValue; | ||
110 | m_bdata.m_obbZmin = float.MaxValue; | ||
111 | m_bdata.m_obbZmax = float.MinValue; | ||
112 | m_obb = new Vector3(0.5f, 0.5f, 0.5f); | ||
113 | m_obboffset = Vector3.Zero; | ||
114 | } | ||
115 | |||
116 | |||
117 | public Mesh Scale(Vector3 scale) | ||
118 | { | ||
119 | if (m_verticesPtr == null || m_indicesPtr == null) | ||
120 | return null; | ||
121 | |||
122 | Mesh result = new Mesh(); | ||
123 | |||
124 | float x = scale.X; | ||
125 | float y = scale.Y; | ||
126 | float z = scale.Z; | ||
127 | |||
128 | result.m_obb.X = m_obb.X * x; | ||
129 | result.m_obb.Y = m_obb.Y * y; | ||
130 | result.m_obb.Z = m_obb.Z * z; | ||
131 | result.m_obboffset.X = m_obboffset.X * x; | ||
132 | result.m_obboffset.Y = m_obboffset.Y * y; | ||
133 | result.m_obboffset.Z = m_obboffset.Z * z; | ||
134 | |||
135 | result.vertices = new float[vertices.Length]; | ||
136 | int j = 0; | ||
137 | for (int i = 0; i < m_vertexCount; i++) | ||
138 | { | ||
139 | result.vertices[j] = vertices[j] * x; | ||
140 | j++; | ||
141 | result.vertices[j] = vertices[j] * y; | ||
142 | j++; | ||
143 | result.vertices[j] = vertices[j] * z; | ||
144 | j++; | ||
145 | } | ||
146 | |||
147 | result.indexes = new int[indexes.Length]; | ||
148 | indexes.CopyTo(result.indexes,0); | ||
149 | |||
150 | result.pinMemory(); | ||
151 | |||
152 | return result; | ||
153 | } | ||
154 | |||
155 | public Mesh Clone() | ||
156 | { | ||
157 | Mesh result = new Mesh(); | ||
158 | |||
159 | if (m_bdata != null) | ||
160 | { | ||
161 | result.m_bdata = new MeshBuildingData(); | ||
162 | foreach (Triangle t in m_bdata.m_triangles) | ||
163 | { | ||
164 | result.Add(new Triangle(t.v1.Clone(), t.v2.Clone(), t.v3.Clone())); | ||
165 | } | ||
166 | result.m_bdata.m_centroid = m_bdata.m_centroid; | ||
167 | result.m_bdata.m_centroidDiv = m_bdata.m_centroidDiv; | ||
168 | result.m_bdata.m_obbXmin = m_bdata.m_obbXmin; | ||
169 | result.m_bdata.m_obbXmax = m_bdata.m_obbXmax; | ||
170 | result.m_bdata.m_obbYmin = m_bdata.m_obbYmin; | ||
171 | result.m_bdata.m_obbYmax = m_bdata.m_obbYmax; | ||
172 | result.m_bdata.m_obbZmin = m_bdata.m_obbZmin; | ||
173 | result.m_bdata.m_obbZmax = m_bdata.m_obbZmax; | ||
174 | } | ||
175 | result.m_obb = m_obb; | ||
176 | result.m_obboffset = m_obboffset; | ||
177 | return result; | ||
178 | } | ||
179 | |||
180 | public void addVertexLStats(Vertex v) | ||
181 | { | ||
182 | float x = v.X; | ||
183 | float y = v.Y; | ||
184 | float z = v.Z; | ||
185 | |||
186 | m_bdata.m_centroid.X += x; | ||
187 | m_bdata.m_centroid.Y += y; | ||
188 | m_bdata.m_centroid.Z += z; | ||
189 | m_bdata.m_centroidDiv++; | ||
190 | |||
191 | if (x > m_bdata.m_obbXmax) | ||
192 | m_bdata.m_obbXmax = x; | ||
193 | else if (x < m_bdata.m_obbXmin) | ||
194 | m_bdata.m_obbXmin = x; | ||
195 | |||
196 | if (y > m_bdata.m_obbYmax) | ||
197 | m_bdata.m_obbYmax = y; | ||
198 | else if (y < m_bdata.m_obbYmin) | ||
199 | m_bdata.m_obbYmin = y; | ||
200 | |||
201 | if (z > m_bdata.m_obbZmax) | ||
202 | m_bdata.m_obbZmax = z; | ||
203 | else if (z < m_bdata.m_obbZmin) | ||
204 | m_bdata.m_obbZmin = z; | ||
205 | |||
206 | } | ||
207 | |||
208 | public void Add(Triangle triangle) | ||
209 | { | ||
210 | if (m_indicesPtr != IntPtr.Zero || m_verticesPtr != IntPtr.Zero) | ||
211 | throw new NotSupportedException("Attempt to Add to a pinned Mesh"); | ||
212 | |||
213 | |||
214 | triangle.v1.X = (float)Math.Round(triangle.v1.X, 6); | ||
215 | triangle.v1.Y = (float)Math.Round(triangle.v1.Y, 6); | ||
216 | triangle.v1.Z = (float)Math.Round(triangle.v1.Z, 6); | ||
217 | triangle.v2.X = (float)Math.Round(triangle.v2.X, 6); | ||
218 | triangle.v2.Y = (float)Math.Round(triangle.v2.Y, 6); | ||
219 | triangle.v2.Z = (float)Math.Round(triangle.v2.Z, 6); | ||
220 | triangle.v3.X = (float)Math.Round(triangle.v3.X, 6); | ||
221 | triangle.v3.Y = (float)Math.Round(triangle.v3.Y, 6); | ||
222 | triangle.v3.Z = (float)Math.Round(triangle.v3.Z, 6); | ||
223 | |||
224 | if ((triangle.v1.X == triangle.v2.X && triangle.v1.Y == triangle.v2.Y && triangle.v1.Z == triangle.v2.Z) | ||
225 | || (triangle.v1.X == triangle.v3.X && triangle.v1.Y == triangle.v3.Y && triangle.v1.Z == triangle.v3.Z) | ||
226 | || (triangle.v2.X == triangle.v3.X && triangle.v2.Y == triangle.v3.Y && triangle.v2.Z == triangle.v3.Z) | ||
227 | ) | ||
228 | { | ||
229 | return; | ||
230 | } | ||
231 | |||
232 | if (m_bdata.m_vertices.Count == 0) | ||
233 | { | ||
234 | m_bdata.m_centroidDiv = 0; | ||
235 | m_bdata.m_centroid = Vector3.Zero; | ||
236 | } | ||
237 | |||
238 | if (!m_bdata.m_vertices.ContainsKey(triangle.v1)) | ||
239 | { | ||
240 | m_bdata.m_vertices[triangle.v1] = m_bdata.m_vertices.Count; | ||
241 | addVertexLStats(triangle.v1); | ||
242 | } | ||
243 | if (!m_bdata.m_vertices.ContainsKey(triangle.v2)) | ||
244 | { | ||
245 | m_bdata.m_vertices[triangle.v2] = m_bdata.m_vertices.Count; | ||
246 | addVertexLStats(triangle.v2); | ||
247 | } | ||
248 | if (!m_bdata.m_vertices.ContainsKey(triangle.v3)) | ||
249 | { | ||
250 | m_bdata.m_vertices[triangle.v3] = m_bdata.m_vertices.Count; | ||
251 | addVertexLStats(triangle.v3); | ||
252 | } | ||
253 | m_bdata.m_triangles.Add(triangle); | ||
254 | } | ||
255 | |||
256 | public Vector3 GetCentroid() | ||
257 | { | ||
258 | return m_obboffset; | ||
259 | |||
260 | } | ||
261 | |||
262 | public Vector3 GetOBB() | ||
263 | { | ||
264 | return m_obb; | ||
265 | float x, y, z; | ||
266 | if (m_bdata.m_centroidDiv > 0) | ||
267 | { | ||
268 | x = (m_bdata.m_obbXmax - m_bdata.m_obbXmin) * 0.5f; | ||
269 | y = (m_bdata.m_obbYmax - m_bdata.m_obbYmin) * 0.5f; | ||
270 | z = (m_bdata.m_obbZmax - m_bdata.m_obbZmin) * 0.5f; | ||
271 | } | ||
272 | else // ?? | ||
273 | { | ||
274 | x = 0.5f; | ||
275 | y = 0.5f; | ||
276 | z = 0.5f; | ||
277 | } | ||
278 | return new Vector3(x, y, z); | ||
279 | } | ||
280 | |||
281 | public List<Vector3> getVertexList() | ||
282 | { | ||
283 | List<Vector3> result = new List<Vector3>(); | ||
284 | foreach (Vertex v in m_bdata.m_vertices.Keys) | ||
285 | { | ||
286 | result.Add(new Vector3(v.X, v.Y, v.Z)); | ||
287 | } | ||
288 | return result; | ||
289 | } | ||
290 | |||
291 | public float[] getVertexListAsFloat() | ||
292 | { | ||
293 | if (m_bdata.m_vertices == null) | ||
294 | throw new NotSupportedException(); | ||
295 | float[] result = new float[m_bdata.m_vertices.Count * 3]; | ||
296 | foreach (KeyValuePair<Vertex, int> kvp in m_bdata.m_vertices) | ||
297 | { | ||
298 | Vertex v = kvp.Key; | ||
299 | int i = kvp.Value; | ||
300 | result[3 * i + 0] = v.X; | ||
301 | result[3 * i + 1] = v.Y; | ||
302 | result[3 * i + 2] = v.Z; | ||
303 | } | ||
304 | return result; | ||
305 | } | ||
306 | |||
307 | public float[] getVertexListAsFloatLocked() | ||
308 | { | ||
309 | return null; | ||
310 | } | ||
311 | |||
312 | public void getVertexListAsPtrToFloatArray(out IntPtr _vertices, out int vertexStride, out int vertexCount) | ||
313 | { | ||
314 | // A vertex is 3 floats | ||
315 | vertexStride = 3 * sizeof(float); | ||
316 | |||
317 | // If there isn't an unmanaged array allocated yet, do it now | ||
318 | if (m_verticesPtr == IntPtr.Zero && m_bdata != null) | ||
319 | { | ||
320 | vertices = getVertexListAsFloat(); | ||
321 | // Each vertex is 3 elements (floats) | ||
322 | m_vertexCount = vertices.Length / 3; | ||
323 | vhandler = GCHandle.Alloc(vertices, GCHandleType.Pinned); | ||
324 | m_verticesPtr = vhandler.AddrOfPinnedObject(); | ||
325 | GC.AddMemoryPressure(Buffer.ByteLength(vertices)); | ||
326 | } | ||
327 | _vertices = m_verticesPtr; | ||
328 | vertexCount = m_vertexCount; | ||
329 | } | ||
330 | |||
331 | public int[] getIndexListAsInt() | ||
332 | { | ||
333 | if (m_bdata.m_triangles == null) | ||
334 | throw new NotSupportedException(); | ||
335 | int[] result = new int[m_bdata.m_triangles.Count * 3]; | ||
336 | for (int i = 0; i < m_bdata.m_triangles.Count; i++) | ||
337 | { | ||
338 | Triangle t = m_bdata.m_triangles[i]; | ||
339 | result[3 * i + 0] = m_bdata.m_vertices[t.v1]; | ||
340 | result[3 * i + 1] = m_bdata.m_vertices[t.v2]; | ||
341 | result[3 * i + 2] = m_bdata.m_vertices[t.v3]; | ||
342 | } | ||
343 | return result; | ||
344 | } | ||
345 | |||
346 | /// <summary> | ||
347 | /// creates a list of index values that defines triangle faces. THIS METHOD FREES ALL NON-PINNED MESH DATA | ||
348 | /// </summary> | ||
349 | /// <returns></returns> | ||
350 | public int[] getIndexListAsIntLocked() | ||
351 | { | ||
352 | return null; | ||
353 | } | ||
354 | |||
355 | public void getIndexListAsPtrToIntArray(out IntPtr indices, out int triStride, out int indexCount) | ||
356 | { | ||
357 | // If there isn't an unmanaged array allocated yet, do it now | ||
358 | if (m_indicesPtr == IntPtr.Zero && m_bdata != null) | ||
359 | { | ||
360 | indexes = getIndexListAsInt(); | ||
361 | m_indexCount = indexes.Length; | ||
362 | ihandler = GCHandle.Alloc(indexes, GCHandleType.Pinned); | ||
363 | m_indicesPtr = ihandler.AddrOfPinnedObject(); | ||
364 | GC.AddMemoryPressure(Buffer.ByteLength(indexes)); | ||
365 | } | ||
366 | // A triangle is 3 ints (indices) | ||
367 | triStride = 3 * sizeof(int); | ||
368 | indices = m_indicesPtr; | ||
369 | indexCount = m_indexCount; | ||
370 | } | ||
371 | |||
372 | public void releasePinned() | ||
373 | { | ||
374 | if (m_verticesPtr != IntPtr.Zero) | ||
375 | { | ||
376 | vhandler.Free(); | ||
377 | vertices = null; | ||
378 | m_verticesPtr = IntPtr.Zero; | ||
379 | } | ||
380 | if (m_indicesPtr != IntPtr.Zero) | ||
381 | { | ||
382 | ihandler.Free(); | ||
383 | indexes = null; | ||
384 | m_indicesPtr = IntPtr.Zero; | ||
385 | } | ||
386 | } | ||
387 | |||
388 | /// <summary> | ||
389 | /// frees up the source mesh data to minimize memory - call this method after calling get*Locked() functions | ||
390 | /// </summary> | ||
391 | public void releaseSourceMeshData() | ||
392 | { | ||
393 | if (m_bdata != null) | ||
394 | { | ||
395 | m_bdata.m_triangles = null; | ||
396 | m_bdata.m_vertices = null; | ||
397 | } | ||
398 | } | ||
399 | |||
400 | public void releaseBuildingMeshData() | ||
401 | { | ||
402 | if (m_bdata != null) | ||
403 | { | ||
404 | m_bdata.m_triangles = null; | ||
405 | m_bdata.m_vertices = null; | ||
406 | m_bdata = null; | ||
407 | } | ||
408 | } | ||
409 | |||
410 | public void Append(IMesh newMesh) | ||
411 | { | ||
412 | if (m_indicesPtr != IntPtr.Zero || m_verticesPtr != IntPtr.Zero) | ||
413 | throw new NotSupportedException("Attempt to Append to a pinned Mesh"); | ||
414 | |||
415 | if (!(newMesh is Mesh)) | ||
416 | return; | ||
417 | |||
418 | foreach (Triangle t in ((Mesh)newMesh).m_bdata.m_triangles) | ||
419 | Add(t); | ||
420 | } | ||
421 | |||
422 | // Do a linear transformation of mesh. | ||
423 | public void TransformLinear(float[,] matrix, float[] offset) | ||
424 | { | ||
425 | if (m_indicesPtr != IntPtr.Zero || m_verticesPtr != IntPtr.Zero) | ||
426 | throw new NotSupportedException("Attempt to TransformLinear a pinned Mesh"); | ||
427 | |||
428 | foreach (Vertex v in m_bdata.m_vertices.Keys) | ||
429 | { | ||
430 | if (v == null) | ||
431 | continue; | ||
432 | float x, y, z; | ||
433 | x = v.X*matrix[0, 0] + v.Y*matrix[1, 0] + v.Z*matrix[2, 0]; | ||
434 | y = v.X*matrix[0, 1] + v.Y*matrix[1, 1] + v.Z*matrix[2, 1]; | ||
435 | z = v.X*matrix[0, 2] + v.Y*matrix[1, 2] + v.Z*matrix[2, 2]; | ||
436 | v.X = x + offset[0]; | ||
437 | v.Y = y + offset[1]; | ||
438 | v.Z = z + offset[2]; | ||
439 | } | ||
440 | } | ||
441 | |||
442 | public void DumpRaw(String path, String name, String title) | ||
443 | { | ||
444 | if (path == null) | ||
445 | return; | ||
446 | if (m_bdata == null) | ||
447 | return; | ||
448 | String fileName = name + "_" + title + ".raw"; | ||
449 | String completePath = System.IO.Path.Combine(path, fileName); | ||
450 | StreamWriter sw = new StreamWriter(completePath); | ||
451 | foreach (Triangle t in m_bdata.m_triangles) | ||
452 | { | ||
453 | String s = t.ToStringRaw(); | ||
454 | sw.WriteLine(s); | ||
455 | } | ||
456 | sw.Close(); | ||
457 | } | ||
458 | |||
459 | public void TrimExcess() | ||
460 | { | ||
461 | m_bdata.m_triangles.TrimExcess(); | ||
462 | } | ||
463 | |||
464 | public void pinMemory() | ||
465 | { | ||
466 | m_vertexCount = vertices.Length / 3; | ||
467 | vhandler = GCHandle.Alloc(vertices, GCHandleType.Pinned); | ||
468 | m_verticesPtr = vhandler.AddrOfPinnedObject(); | ||
469 | GC.AddMemoryPressure(Buffer.ByteLength(vertices)); | ||
470 | |||
471 | m_indexCount = indexes.Length; | ||
472 | ihandler = GCHandle.Alloc(indexes, GCHandleType.Pinned); | ||
473 | m_indicesPtr = ihandler.AddrOfPinnedObject(); | ||
474 | GC.AddMemoryPressure(Buffer.ByteLength(indexes)); | ||
475 | } | ||
476 | |||
477 | public void PrepForOde() | ||
478 | { | ||
479 | // If there isn't an unmanaged array allocated yet, do it now | ||
480 | if (m_verticesPtr == IntPtr.Zero) | ||
481 | vertices = getVertexListAsFloat(); | ||
482 | |||
483 | // If there isn't an unmanaged array allocated yet, do it now | ||
484 | if (m_indicesPtr == IntPtr.Zero) | ||
485 | indexes = getIndexListAsInt(); | ||
486 | |||
487 | pinMemory(); | ||
488 | |||
489 | float x, y, z; | ||
490 | |||
491 | if (m_bdata.m_centroidDiv > 0) | ||
492 | { | ||
493 | m_obboffset = new Vector3(m_bdata.m_centroid.X / m_bdata.m_centroidDiv, m_bdata.m_centroid.Y / m_bdata.m_centroidDiv, m_bdata.m_centroid.Z / m_bdata.m_centroidDiv); | ||
494 | x = (m_bdata.m_obbXmax - m_bdata.m_obbXmin) * 0.5f; | ||
495 | y = (m_bdata.m_obbYmax - m_bdata.m_obbYmin) * 0.5f; | ||
496 | z = (m_bdata.m_obbZmax - m_bdata.m_obbZmin) * 0.5f; | ||
497 | } | ||
498 | |||
499 | else | ||
500 | { | ||
501 | m_obboffset = Vector3.Zero; | ||
502 | x = 0.5f; | ||
503 | y = 0.5f; | ||
504 | z = 0.5f; | ||
505 | } | ||
506 | m_obb = new Vector3(x, y, z); | ||
507 | |||
508 | releaseBuildingMeshData(); | ||
509 | } | ||
510 | public bool ToStream(Stream st) | ||
511 | { | ||
512 | if (m_indicesPtr == IntPtr.Zero || m_verticesPtr == IntPtr.Zero) | ||
513 | return false; | ||
514 | |||
515 | BinaryWriter bw = new BinaryWriter(st); | ||
516 | bool ok = true; | ||
517 | |||
518 | try | ||
519 | { | ||
520 | |||
521 | bw.Write(m_vertexCount); | ||
522 | bw.Write(m_indexCount); | ||
523 | |||
524 | for (int i = 0; i < 3 * m_vertexCount; i++) | ||
525 | bw.Write(vertices[i]); | ||
526 | for (int i = 0; i < m_indexCount; i++) | ||
527 | bw.Write(indexes[i]); | ||
528 | bw.Write(m_obb.X); | ||
529 | bw.Write(m_obb.Y); | ||
530 | bw.Write(m_obb.Z); | ||
531 | bw.Write(m_obboffset.X); | ||
532 | bw.Write(m_obboffset.Y); | ||
533 | bw.Write(m_obboffset.Z); | ||
534 | } | ||
535 | catch | ||
536 | { | ||
537 | ok = false; | ||
538 | } | ||
539 | |||
540 | if (bw != null) | ||
541 | { | ||
542 | bw.Flush(); | ||
543 | bw.Close(); | ||
544 | } | ||
545 | |||
546 | return ok; | ||
547 | } | ||
548 | |||
549 | public static Mesh FromStream(Stream st, AMeshKey key) | ||
550 | { | ||
551 | Mesh mesh = new Mesh(); | ||
552 | mesh.releaseBuildingMeshData(); | ||
553 | |||
554 | BinaryReader br = new BinaryReader(st); | ||
555 | |||
556 | bool ok = true; | ||
557 | try | ||
558 | { | ||
559 | mesh.m_vertexCount = br.ReadInt32(); | ||
560 | mesh.m_indexCount = br.ReadInt32(); | ||
561 | |||
562 | int n = 3 * mesh.m_vertexCount; | ||
563 | mesh.vertices = new float[n]; | ||
564 | for (int i = 0; i < n; i++) | ||
565 | mesh.vertices[i] = br.ReadSingle(); | ||
566 | |||
567 | mesh.indexes = new int[mesh.m_indexCount]; | ||
568 | for (int i = 0; i < mesh.m_indexCount; i++) | ||
569 | mesh.indexes[i] = br.ReadInt32(); | ||
570 | |||
571 | mesh.m_obb.X = br.ReadSingle(); | ||
572 | mesh.m_obb.Y = br.ReadSingle(); | ||
573 | mesh.m_obb.Z = br.ReadSingle(); | ||
574 | |||
575 | mesh.m_obboffset.X = br.ReadSingle(); | ||
576 | mesh.m_obboffset.Y = br.ReadSingle(); | ||
577 | mesh.m_obboffset.Z = br.ReadSingle(); | ||
578 | } | ||
579 | catch | ||
580 | { | ||
581 | ok = false; | ||
582 | } | ||
583 | |||
584 | br.Close(); | ||
585 | |||
586 | if (ok) | ||
587 | { | ||
588 | mesh.pinMemory(); | ||
589 | |||
590 | mesh.Key = key; | ||
591 | mesh.RefCount = 1; | ||
592 | |||
593 | return mesh; | ||
594 | } | ||
595 | |||
596 | mesh.vertices = null; | ||
597 | mesh.indexes = null; | ||
598 | return null; | ||
599 | } | ||
600 | } | ||
601 | } | ||
diff --git a/OpenSim/Region/Physics/UbitMeshing/Meshmerizer.cs b/OpenSim/Region/Physics/UbitMeshing/Meshmerizer.cs deleted file mode 100644 index c131c6f..0000000 --- a/OpenSim/Region/Physics/UbitMeshing/Meshmerizer.cs +++ /dev/null | |||
@@ -1,1424 +0,0 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyright | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | //#define SPAM | ||
28 | |||
29 | using System; | ||
30 | using System.Collections.Generic; | ||
31 | using OpenSim.Framework; | ||
32 | using OpenSim.Region.Physics.Manager; | ||
33 | using OpenMetaverse; | ||
34 | using OpenMetaverse.StructuredData; | ||
35 | using System.Drawing; | ||
36 | using System.Drawing.Imaging; | ||
37 | using System.IO.Compression; | ||
38 | using PrimMesher; | ||
39 | using log4net; | ||
40 | using Nini.Config; | ||
41 | using System.Reflection; | ||
42 | using System.IO; | ||
43 | using ComponentAce.Compression.Libs.zlib; | ||
44 | using OpenSim.Region.Physics.ConvexDecompositionDotNet; | ||
45 | using System.Runtime.Serialization; | ||
46 | using System.Runtime.Serialization.Formatters.Binary; | ||
47 | |||
48 | namespace OpenSim.Region.Physics.Meshing | ||
49 | { | ||
50 | public class MeshmerizerPlugin : IMeshingPlugin | ||
51 | { | ||
52 | public MeshmerizerPlugin() | ||
53 | { | ||
54 | } | ||
55 | |||
56 | public string GetName() | ||
57 | { | ||
58 | return "UbitMeshmerizer"; | ||
59 | } | ||
60 | |||
61 | public IMesher GetMesher(IConfigSource config) | ||
62 | { | ||
63 | return new Meshmerizer(config); | ||
64 | } | ||
65 | } | ||
66 | |||
67 | public class Meshmerizer : IMesher | ||
68 | { | ||
69 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | ||
70 | |||
71 | // Setting baseDir to a path will enable the dumping of raw files | ||
72 | // raw files can be imported by blender so a visual inspection of the results can be done | ||
73 | |||
74 | public object diskLock = new object(); | ||
75 | |||
76 | public bool doMeshFileCache = true; | ||
77 | |||
78 | public string cachePath = "MeshCache"; | ||
79 | public TimeSpan CacheExpire; | ||
80 | public bool doCacheExpire = true; | ||
81 | |||
82 | // const string baseDir = "rawFiles"; | ||
83 | private const string baseDir = null; //"rawFiles"; | ||
84 | |||
85 | private bool useMeshiesPhysicsMesh = false; | ||
86 | |||
87 | private float minSizeForComplexMesh = 0.2f; // prims with all dimensions smaller than this will have a bounding box mesh | ||
88 | |||
89 | private Dictionary<AMeshKey, Mesh> m_uniqueMeshes = new Dictionary<AMeshKey, Mesh>(); | ||
90 | private Dictionary<AMeshKey, Mesh> m_uniqueReleasedMeshes = new Dictionary<AMeshKey, Mesh>(); | ||
91 | |||
92 | public Meshmerizer(IConfigSource config) | ||
93 | { | ||
94 | IConfig start_config = config.Configs["Startup"]; | ||
95 | IConfig mesh_config = config.Configs["Mesh"]; | ||
96 | |||
97 | |||
98 | float fcache = 48.0f; | ||
99 | // float fcache = 0.02f; | ||
100 | |||
101 | if(mesh_config != null) | ||
102 | { | ||
103 | useMeshiesPhysicsMesh = mesh_config.GetBoolean("UseMeshiesPhysicsMesh", useMeshiesPhysicsMesh); | ||
104 | if (useMeshiesPhysicsMesh) | ||
105 | { | ||
106 | doMeshFileCache = mesh_config.GetBoolean("MeshFileCache", doMeshFileCache); | ||
107 | cachePath = mesh_config.GetString("MeshFileCachePath", cachePath); | ||
108 | fcache = mesh_config.GetFloat("MeshFileCacheExpireHours", fcache); | ||
109 | doCacheExpire = mesh_config.GetBoolean("MeshFileCacheDoExpire", doCacheExpire); | ||
110 | } | ||
111 | else | ||
112 | { | ||
113 | doMeshFileCache = false; | ||
114 | doCacheExpire = false; | ||
115 | } | ||
116 | } | ||
117 | |||
118 | CacheExpire = TimeSpan.FromHours(fcache); | ||
119 | |||
120 | } | ||
121 | |||
122 | /// <summary> | ||
123 | /// creates a simple box mesh of the specified size. This mesh is of very low vertex count and may | ||
124 | /// be useful as a backup proxy when level of detail is not needed or when more complex meshes fail | ||
125 | /// for some reason | ||
126 | /// </summary> | ||
127 | /// <param name="minX"></param> | ||
128 | /// <param name="maxX"></param> | ||
129 | /// <param name="minY"></param> | ||
130 | /// <param name="maxY"></param> | ||
131 | /// <param name="minZ"></param> | ||
132 | /// <param name="maxZ"></param> | ||
133 | /// <returns></returns> | ||
134 | private static Mesh CreateSimpleBoxMesh(float minX, float maxX, float minY, float maxY, float minZ, float maxZ) | ||
135 | { | ||
136 | Mesh box = new Mesh(); | ||
137 | List<Vertex> vertices = new List<Vertex>(); | ||
138 | // bottom | ||
139 | |||
140 | vertices.Add(new Vertex(minX, maxY, minZ)); | ||
141 | vertices.Add(new Vertex(maxX, maxY, minZ)); | ||
142 | vertices.Add(new Vertex(maxX, minY, minZ)); | ||
143 | vertices.Add(new Vertex(minX, minY, minZ)); | ||
144 | |||
145 | box.Add(new Triangle(vertices[0], vertices[1], vertices[2])); | ||
146 | box.Add(new Triangle(vertices[0], vertices[2], vertices[3])); | ||
147 | |||
148 | // top | ||
149 | |||
150 | vertices.Add(new Vertex(maxX, maxY, maxZ)); | ||
151 | vertices.Add(new Vertex(minX, maxY, maxZ)); | ||
152 | vertices.Add(new Vertex(minX, minY, maxZ)); | ||
153 | vertices.Add(new Vertex(maxX, minY, maxZ)); | ||
154 | |||
155 | box.Add(new Triangle(vertices[4], vertices[5], vertices[6])); | ||
156 | box.Add(new Triangle(vertices[4], vertices[6], vertices[7])); | ||
157 | |||
158 | // sides | ||
159 | |||
160 | box.Add(new Triangle(vertices[5], vertices[0], vertices[3])); | ||
161 | box.Add(new Triangle(vertices[5], vertices[3], vertices[6])); | ||
162 | |||
163 | box.Add(new Triangle(vertices[1], vertices[0], vertices[5])); | ||
164 | box.Add(new Triangle(vertices[1], vertices[5], vertices[4])); | ||
165 | |||
166 | box.Add(new Triangle(vertices[7], vertices[1], vertices[4])); | ||
167 | box.Add(new Triangle(vertices[7], vertices[2], vertices[1])); | ||
168 | |||
169 | box.Add(new Triangle(vertices[3], vertices[2], vertices[7])); | ||
170 | box.Add(new Triangle(vertices[3], vertices[7], vertices[6])); | ||
171 | |||
172 | return box; | ||
173 | } | ||
174 | |||
175 | /// <summary> | ||
176 | /// Creates a simple bounding box mesh for a complex input mesh | ||
177 | /// </summary> | ||
178 | /// <param name="meshIn"></param> | ||
179 | /// <returns></returns> | ||
180 | private static Mesh CreateBoundingBoxMesh(Mesh meshIn) | ||
181 | { | ||
182 | float minX = float.MaxValue; | ||
183 | float maxX = float.MinValue; | ||
184 | float minY = float.MaxValue; | ||
185 | float maxY = float.MinValue; | ||
186 | float minZ = float.MaxValue; | ||
187 | float maxZ = float.MinValue; | ||
188 | |||
189 | foreach (Vector3 v in meshIn.getVertexList()) | ||
190 | { | ||
191 | if (v.X < minX) minX = v.X; | ||
192 | if (v.Y < minY) minY = v.Y; | ||
193 | if (v.Z < minZ) minZ = v.Z; | ||
194 | |||
195 | if (v.X > maxX) maxX = v.X; | ||
196 | if (v.Y > maxY) maxY = v.Y; | ||
197 | if (v.Z > maxZ) maxZ = v.Z; | ||
198 | } | ||
199 | |||
200 | return CreateSimpleBoxMesh(minX, maxX, minY, maxY, minZ, maxZ); | ||
201 | } | ||
202 | |||
203 | private void ReportPrimError(string message, string primName, PrimMesh primMesh) | ||
204 | { | ||
205 | m_log.Error(message); | ||
206 | m_log.Error("\nPrim Name: " + primName); | ||
207 | m_log.Error("****** PrimMesh Parameters ******\n" + primMesh.ParamsToDisplayString()); | ||
208 | } | ||
209 | |||
210 | /// <summary> | ||
211 | /// Add a submesh to an existing list of coords and faces. | ||
212 | /// </summary> | ||
213 | /// <param name="subMeshData"></param> | ||
214 | /// <param name="size">Size of entire object</param> | ||
215 | /// <param name="coords"></param> | ||
216 | /// <param name="faces"></param> | ||
217 | private void AddSubMesh(OSDMap subMeshData, List<Coord> coords, List<Face> faces) | ||
218 | { | ||
219 | // Console.WriteLine("subMeshMap for {0} - {1}", primName, Util.GetFormattedXml((OSD)subMeshMap)); | ||
220 | |||
221 | // As per http://wiki.secondlife.com/wiki/Mesh/Mesh_Asset_Format, some Mesh Level | ||
222 | // of Detail Blocks (maps) contain just a NoGeometry key to signal there is no | ||
223 | // geometry for this submesh. | ||
224 | if (subMeshData.ContainsKey("NoGeometry") && ((OSDBoolean)subMeshData["NoGeometry"])) | ||
225 | return; | ||
226 | |||
227 | OpenMetaverse.Vector3 posMax; | ||
228 | OpenMetaverse.Vector3 posMin; | ||
229 | if (subMeshData.ContainsKey("PositionDomain")) | ||
230 | { | ||
231 | posMax = ((OSDMap)subMeshData["PositionDomain"])["Max"].AsVector3(); | ||
232 | posMin = ((OSDMap)subMeshData["PositionDomain"])["Min"].AsVector3(); | ||
233 | } | ||
234 | else | ||
235 | { | ||
236 | posMax = new Vector3(0.5f, 0.5f, 0.5f); | ||
237 | posMin = new Vector3(-0.5f, -0.5f, -0.5f); | ||
238 | } | ||
239 | |||
240 | ushort faceIndexOffset = (ushort)coords.Count; | ||
241 | |||
242 | byte[] posBytes = subMeshData["Position"].AsBinary(); | ||
243 | for (int i = 0; i < posBytes.Length; i += 6) | ||
244 | { | ||
245 | ushort uX = Utils.BytesToUInt16(posBytes, i); | ||
246 | ushort uY = Utils.BytesToUInt16(posBytes, i + 2); | ||
247 | ushort uZ = Utils.BytesToUInt16(posBytes, i + 4); | ||
248 | |||
249 | Coord c = new Coord( | ||
250 | Utils.UInt16ToFloat(uX, posMin.X, posMax.X), | ||
251 | Utils.UInt16ToFloat(uY, posMin.Y, posMax.Y), | ||
252 | Utils.UInt16ToFloat(uZ, posMin.Z, posMax.Z)); | ||
253 | |||
254 | coords.Add(c); | ||
255 | } | ||
256 | |||
257 | byte[] triangleBytes = subMeshData["TriangleList"].AsBinary(); | ||
258 | for (int i = 0; i < triangleBytes.Length; i += 6) | ||
259 | { | ||
260 | ushort v1 = (ushort)(Utils.BytesToUInt16(triangleBytes, i) + faceIndexOffset); | ||
261 | ushort v2 = (ushort)(Utils.BytesToUInt16(triangleBytes, i + 2) + faceIndexOffset); | ||
262 | ushort v3 = (ushort)(Utils.BytesToUInt16(triangleBytes, i + 4) + faceIndexOffset); | ||
263 | Face f = new Face(v1, v2, v3); | ||
264 | faces.Add(f); | ||
265 | } | ||
266 | } | ||
267 | |||
268 | /// <summary> | ||
269 | /// Create a physics mesh from data that comes with the prim. The actual data used depends on the prim type. | ||
270 | /// </summary> | ||
271 | /// <param name="primName"></param> | ||
272 | /// <param name="primShape"></param> | ||
273 | /// <param name="size"></param> | ||
274 | /// <param name="lod"></param> | ||
275 | /// <returns></returns> | ||
276 | private Mesh CreateMeshFromPrimMesher(string primName, PrimitiveBaseShape primShape, float lod, bool convex) | ||
277 | { | ||
278 | // m_log.DebugFormat( | ||
279 | // "[MESH]: Creating physics proxy for {0}, shape {1}", | ||
280 | // primName, (OpenMetaverse.SculptType)primShape.SculptType); | ||
281 | |||
282 | List<Coord> coords; | ||
283 | List<Face> faces; | ||
284 | |||
285 | if (primShape.SculptEntry) | ||
286 | { | ||
287 | if (((OpenMetaverse.SculptType)primShape.SculptType) == SculptType.Mesh) | ||
288 | { | ||
289 | if (!useMeshiesPhysicsMesh) | ||
290 | return null; | ||
291 | |||
292 | if (!GenerateCoordsAndFacesFromPrimMeshData(primName, primShape, out coords, out faces, convex)) | ||
293 | return null; | ||
294 | } | ||
295 | else | ||
296 | { | ||
297 | if (!GenerateCoordsAndFacesFromPrimSculptData(primName, primShape, lod, out coords, out faces)) | ||
298 | return null; | ||
299 | } | ||
300 | } | ||
301 | else | ||
302 | { | ||
303 | if (!GenerateCoordsAndFacesFromPrimShapeData(primName, primShape, lod, out coords, out faces)) | ||
304 | return null; | ||
305 | } | ||
306 | |||
307 | primShape.SculptData = Utils.EmptyBytes; | ||
308 | |||
309 | int numCoords = coords.Count; | ||
310 | int numFaces = faces.Count; | ||
311 | |||
312 | Mesh mesh = new Mesh(); | ||
313 | // Add the corresponding triangles to the mesh | ||
314 | for (int i = 0; i < numFaces; i++) | ||
315 | { | ||
316 | Face f = faces[i]; | ||
317 | mesh.Add(new Triangle(coords[f.v1].X, coords[f.v1].Y, coords[f.v1].Z, | ||
318 | coords[f.v2].X, coords[f.v2].Y, coords[f.v2].Z, | ||
319 | coords[f.v3].X, coords[f.v3].Y, coords[f.v3].Z)); | ||
320 | } | ||
321 | |||
322 | coords.Clear(); | ||
323 | faces.Clear(); | ||
324 | |||
325 | return mesh; | ||
326 | } | ||
327 | |||
328 | /// <summary> | ||
329 | /// Generate the co-ords and faces necessary to construct a mesh from the mesh data the accompanies a prim. | ||
330 | /// </summary> | ||
331 | /// <param name="primName"></param> | ||
332 | /// <param name="primShape"></param> | ||
333 | /// <param name="size"></param> | ||
334 | /// <param name="coords">Coords are added to this list by the method.</param> | ||
335 | /// <param name="faces">Faces are added to this list by the method.</param> | ||
336 | /// <returns>true if coords and faces were successfully generated, false if not</returns> | ||
337 | private bool GenerateCoordsAndFacesFromPrimMeshData( | ||
338 | string primName, PrimitiveBaseShape primShape, out List<Coord> coords, out List<Face> faces, bool convex) | ||
339 | { | ||
340 | // m_log.DebugFormat("[MESH]: experimental mesh proxy generation for {0}", primName); | ||
341 | |||
342 | bool usemesh = false; | ||
343 | |||
344 | coords = new List<Coord>(); | ||
345 | faces = new List<Face>(); | ||
346 | OSD meshOsd = null; | ||
347 | |||
348 | if (primShape.SculptData.Length <= 0) | ||
349 | { | ||
350 | // m_log.InfoFormat("[MESH]: asset data for {0} is zero length", primName); | ||
351 | return false; | ||
352 | } | ||
353 | |||
354 | long start = 0; | ||
355 | using (MemoryStream data = new MemoryStream(primShape.SculptData)) | ||
356 | { | ||
357 | try | ||
358 | { | ||
359 | OSD osd = OSDParser.DeserializeLLSDBinary(data); | ||
360 | if (osd is OSDMap) | ||
361 | meshOsd = (OSDMap)osd; | ||
362 | else | ||
363 | { | ||
364 | m_log.Warn("[Mesh}: unable to cast mesh asset to OSDMap"); | ||
365 | return false; | ||
366 | } | ||
367 | } | ||
368 | catch (Exception e) | ||
369 | { | ||
370 | m_log.Error("[MESH]: Exception deserializing mesh asset header:" + e.ToString()); | ||
371 | } | ||
372 | |||
373 | start = data.Position; | ||
374 | } | ||
375 | |||
376 | if (meshOsd is OSDMap) | ||
377 | { | ||
378 | OSDMap physicsParms = null; | ||
379 | OSDMap map = (OSDMap)meshOsd; | ||
380 | |||
381 | if (!convex) | ||
382 | { | ||
383 | if (map.ContainsKey("physics_shape")) | ||
384 | physicsParms = (OSDMap)map["physics_shape"]; // old asset format | ||
385 | else if (map.ContainsKey("physics_mesh")) | ||
386 | physicsParms = (OSDMap)map["physics_mesh"]; // new asset format | ||
387 | |||
388 | if (physicsParms != null) | ||
389 | usemesh = true; | ||
390 | } | ||
391 | |||
392 | if(!usemesh && (map.ContainsKey("physics_convex"))) | ||
393 | physicsParms = (OSDMap)map["physics_convex"]; | ||
394 | |||
395 | |||
396 | if (physicsParms == null) | ||
397 | { | ||
398 | m_log.Warn("[MESH]: unknown mesh type"); | ||
399 | return false; | ||
400 | } | ||
401 | |||
402 | int physOffset = physicsParms["offset"].AsInteger() + (int)start; | ||
403 | int physSize = physicsParms["size"].AsInteger(); | ||
404 | |||
405 | if (physOffset < 0 || physSize == 0) | ||
406 | return false; // no mesh data in asset | ||
407 | |||
408 | OSD decodedMeshOsd = new OSD(); | ||
409 | byte[] meshBytes = new byte[physSize]; | ||
410 | System.Buffer.BlockCopy(primShape.SculptData, physOffset, meshBytes, 0, physSize); | ||
411 | |||
412 | try | ||
413 | { | ||
414 | using (MemoryStream inMs = new MemoryStream(meshBytes)) | ||
415 | { | ||
416 | using (MemoryStream outMs = new MemoryStream()) | ||
417 | { | ||
418 | using (ZOutputStream zOut = new ZOutputStream(outMs)) | ||
419 | { | ||
420 | byte[] readBuffer = new byte[2048]; | ||
421 | int readLen = 0; | ||
422 | while ((readLen = inMs.Read(readBuffer, 0, readBuffer.Length)) > 0) | ||
423 | { | ||
424 | zOut.Write(readBuffer, 0, readLen); | ||
425 | } | ||
426 | zOut.Flush(); | ||
427 | outMs.Seek(0, SeekOrigin.Begin); | ||
428 | |||
429 | byte[] decompressedBuf = outMs.GetBuffer(); | ||
430 | |||
431 | decodedMeshOsd = OSDParser.DeserializeLLSDBinary(decompressedBuf); | ||
432 | } | ||
433 | } | ||
434 | } | ||
435 | } | ||
436 | catch (Exception e) | ||
437 | { | ||
438 | m_log.Error("[MESH]: exception decoding physical mesh: " + e.ToString()); | ||
439 | return false; | ||
440 | } | ||
441 | |||
442 | if (usemesh) | ||
443 | { | ||
444 | OSDArray decodedMeshOsdArray = null; | ||
445 | |||
446 | // physics_shape is an array of OSDMaps, one for each submesh | ||
447 | if (decodedMeshOsd is OSDArray) | ||
448 | { | ||
449 | // Console.WriteLine("decodedMeshOsd for {0} - {1}", primName, Util.GetFormattedXml(decodedMeshOsd)); | ||
450 | |||
451 | decodedMeshOsdArray = (OSDArray)decodedMeshOsd; | ||
452 | foreach (OSD subMeshOsd in decodedMeshOsdArray) | ||
453 | { | ||
454 | if (subMeshOsd is OSDMap) | ||
455 | AddSubMesh(subMeshOsd as OSDMap, coords, faces); | ||
456 | } | ||
457 | } | ||
458 | } | ||
459 | else | ||
460 | { | ||
461 | OSDMap cmap = (OSDMap)decodedMeshOsd; | ||
462 | if (cmap == null) | ||
463 | return false; | ||
464 | |||
465 | byte[] data; | ||
466 | |||
467 | List<float3> vs = new List<float3>(); | ||
468 | PHullResult hullr = new PHullResult(); | ||
469 | float3 f3; | ||
470 | Coord c; | ||
471 | Face f; | ||
472 | Vector3 range; | ||
473 | Vector3 min; | ||
474 | |||
475 | const float invMaxU16 = 1.0f / 65535f; | ||
476 | int t1; | ||
477 | int t2; | ||
478 | int t3; | ||
479 | int i; | ||
480 | int nverts; | ||
481 | int nindexs; | ||
482 | |||
483 | if (cmap.ContainsKey("Max")) | ||
484 | range = cmap["Max"].AsVector3(); | ||
485 | else | ||
486 | range = new Vector3(0.5f, 0.5f, 0.5f); | ||
487 | |||
488 | if (cmap.ContainsKey("Min")) | ||
489 | min = cmap["Min"].AsVector3(); | ||
490 | else | ||
491 | min = new Vector3(-0.5f, -0.5f, -0.5f); | ||
492 | |||
493 | range = range - min; | ||
494 | range *= invMaxU16; | ||
495 | |||
496 | if (!convex && cmap.ContainsKey("HullList") && cmap.ContainsKey("Positions")) | ||
497 | { | ||
498 | List<int> hsizes = new List<int>(); | ||
499 | int totalpoints = 0; | ||
500 | data = cmap["HullList"].AsBinary(); | ||
501 | for (i = 0; i < data.Length; i++) | ||
502 | { | ||
503 | t1 = data[i]; | ||
504 | if (t1 == 0) | ||
505 | t1 = 256; | ||
506 | totalpoints += t1; | ||
507 | hsizes.Add(t1); | ||
508 | } | ||
509 | |||
510 | data = cmap["Positions"].AsBinary(); | ||
511 | int ptr = 0; | ||
512 | int vertsoffset = 0; | ||
513 | |||
514 | if (totalpoints == data.Length / 6) // 2 bytes per coord, 3 coords per point | ||
515 | { | ||
516 | foreach (int hullsize in hsizes) | ||
517 | { | ||
518 | for (i = 0; i < hullsize; i++ ) | ||
519 | { | ||
520 | t1 = data[ptr++]; | ||
521 | t1 += data[ptr++] << 8; | ||
522 | t2 = data[ptr++]; | ||
523 | t2 += data[ptr++] << 8; | ||
524 | t3 = data[ptr++]; | ||
525 | t3 += data[ptr++] << 8; | ||
526 | |||
527 | f3 = new float3((t1 * range.X + min.X), | ||
528 | (t2 * range.Y + min.Y), | ||
529 | (t3 * range.Z + min.Z)); | ||
530 | vs.Add(f3); | ||
531 | } | ||
532 | |||
533 | if(hullsize <3) | ||
534 | { | ||
535 | vs.Clear(); | ||
536 | continue; | ||
537 | } | ||
538 | |||
539 | if (hullsize <5) | ||
540 | { | ||
541 | foreach (float3 point in vs) | ||
542 | { | ||
543 | c.X = point.x; | ||
544 | c.Y = point.y; | ||
545 | c.Z = point.z; | ||
546 | coords.Add(c); | ||
547 | } | ||
548 | f = new Face(vertsoffset, vertsoffset + 1, vertsoffset + 2); | ||
549 | faces.Add(f); | ||
550 | |||
551 | if (hullsize == 4) | ||
552 | { | ||
553 | // not sure about orientation.. | ||
554 | f = new Face(vertsoffset, vertsoffset + 2, vertsoffset + 3); | ||
555 | faces.Add(f); | ||
556 | f = new Face(vertsoffset, vertsoffset + 3, vertsoffset + 1); | ||
557 | faces.Add(f); | ||
558 | f = new Face(vertsoffset + 3, vertsoffset + 2, vertsoffset + 1); | ||
559 | faces.Add(f); | ||
560 | } | ||
561 | vertsoffset += vs.Count; | ||
562 | vs.Clear(); | ||
563 | continue; | ||
564 | } | ||
565 | |||
566 | if (!HullUtils.ComputeHull(vs, ref hullr, 0, 0.0f)) | ||
567 | { | ||
568 | vs.Clear(); | ||
569 | continue; | ||
570 | } | ||
571 | |||
572 | nverts = hullr.Vertices.Count; | ||
573 | nindexs = hullr.Indices.Count; | ||
574 | |||
575 | if (nindexs % 3 != 0) | ||
576 | { | ||
577 | vs.Clear(); | ||
578 | continue; | ||
579 | } | ||
580 | |||
581 | for (i = 0; i < nverts; i++) | ||
582 | { | ||
583 | c.X = hullr.Vertices[i].x; | ||
584 | c.Y = hullr.Vertices[i].y; | ||
585 | c.Z = hullr.Vertices[i].z; | ||
586 | coords.Add(c); | ||
587 | } | ||
588 | |||
589 | for (i = 0; i < nindexs; i += 3) | ||
590 | { | ||
591 | t1 = hullr.Indices[i]; | ||
592 | if (t1 > nverts) | ||
593 | break; | ||
594 | t2 = hullr.Indices[i + 1]; | ||
595 | if (t2 > nverts) | ||
596 | break; | ||
597 | t3 = hullr.Indices[i + 2]; | ||
598 | if (t3 > nverts) | ||
599 | break; | ||
600 | f = new Face(vertsoffset + t1, vertsoffset + t2, vertsoffset + t3); | ||
601 | faces.Add(f); | ||
602 | } | ||
603 | vertsoffset += nverts; | ||
604 | vs.Clear(); | ||
605 | } | ||
606 | } | ||
607 | if (coords.Count > 0 && faces.Count > 0) | ||
608 | return true; | ||
609 | } | ||
610 | |||
611 | vs.Clear(); | ||
612 | |||
613 | if (cmap.ContainsKey("BoundingVerts")) | ||
614 | { | ||
615 | data = cmap["BoundingVerts"].AsBinary(); | ||
616 | |||
617 | for (i = 0; i < data.Length; ) | ||
618 | { | ||
619 | t1 = data[i++]; | ||
620 | t1 += data[i++] << 8; | ||
621 | t2 = data[i++]; | ||
622 | t2 += data[i++] << 8; | ||
623 | t3 = data[i++]; | ||
624 | t3 += data[i++] << 8; | ||
625 | |||
626 | f3 = new float3((t1 * range.X + min.X), | ||
627 | (t2 * range.Y + min.Y), | ||
628 | (t3 * range.Z + min.Z)); | ||
629 | vs.Add(f3); | ||
630 | } | ||
631 | |||
632 | if (vs.Count < 3) | ||
633 | { | ||
634 | vs.Clear(); | ||
635 | return false; | ||
636 | } | ||
637 | |||
638 | if (vs.Count < 5) | ||
639 | { | ||
640 | foreach (float3 point in vs) | ||
641 | { | ||
642 | c.X = point.x; | ||
643 | c.Y = point.y; | ||
644 | c.Z = point.z; | ||
645 | coords.Add(c); | ||
646 | } | ||
647 | f = new Face(0, 1, 2); | ||
648 | faces.Add(f); | ||
649 | |||
650 | if (vs.Count == 4) | ||
651 | { | ||
652 | f = new Face(0, 2, 3); | ||
653 | faces.Add(f); | ||
654 | f = new Face(0, 3, 1); | ||
655 | faces.Add(f); | ||
656 | f = new Face( 3, 2, 1); | ||
657 | faces.Add(f); | ||
658 | } | ||
659 | vs.Clear(); | ||
660 | return true; | ||
661 | } | ||
662 | |||
663 | if (!HullUtils.ComputeHull(vs, ref hullr, 0, 0.0f)) | ||
664 | return false; | ||
665 | |||
666 | nverts = hullr.Vertices.Count; | ||
667 | nindexs = hullr.Indices.Count; | ||
668 | |||
669 | if (nindexs % 3 != 0) | ||
670 | return false; | ||
671 | |||
672 | for (i = 0; i < nverts; i++) | ||
673 | { | ||
674 | c.X = hullr.Vertices[i].x; | ||
675 | c.Y = hullr.Vertices[i].y; | ||
676 | c.Z = hullr.Vertices[i].z; | ||
677 | coords.Add(c); | ||
678 | } | ||
679 | for (i = 0; i < nindexs; i += 3) | ||
680 | { | ||
681 | t1 = hullr.Indices[i]; | ||
682 | if (t1 > nverts) | ||
683 | break; | ||
684 | t2 = hullr.Indices[i + 1]; | ||
685 | if (t2 > nverts) | ||
686 | break; | ||
687 | t3 = hullr.Indices[i + 2]; | ||
688 | if (t3 > nverts) | ||
689 | break; | ||
690 | f = new Face(t1, t2, t3); | ||
691 | faces.Add(f); | ||
692 | } | ||
693 | |||
694 | if (coords.Count > 0 && faces.Count > 0) | ||
695 | return true; | ||
696 | } | ||
697 | else | ||
698 | return false; | ||
699 | } | ||
700 | } | ||
701 | |||
702 | return true; | ||
703 | } | ||
704 | |||
705 | /// <summary> | ||
706 | /// Generate the co-ords and faces necessary to construct a mesh from the sculpt data the accompanies a prim. | ||
707 | /// </summary> | ||
708 | /// <param name="primName"></param> | ||
709 | /// <param name="primShape"></param> | ||
710 | /// <param name="size"></param> | ||
711 | /// <param name="lod"></param> | ||
712 | /// <param name="coords">Coords are added to this list by the method.</param> | ||
713 | /// <param name="faces">Faces are added to this list by the method.</param> | ||
714 | /// <returns>true if coords and faces were successfully generated, false if not</returns> | ||
715 | private bool GenerateCoordsAndFacesFromPrimSculptData( | ||
716 | string primName, PrimitiveBaseShape primShape, float lod, out List<Coord> coords, out List<Face> faces) | ||
717 | { | ||
718 | coords = new List<Coord>(); | ||
719 | faces = new List<Face>(); | ||
720 | PrimMesher.SculptMesh sculptMesh; | ||
721 | Image idata = null; | ||
722 | |||
723 | if (primShape.SculptData == null || primShape.SculptData.Length == 0) | ||
724 | return false; | ||
725 | |||
726 | try | ||
727 | { | ||
728 | OpenMetaverse.Imaging.ManagedImage unusedData; | ||
729 | OpenMetaverse.Imaging.OpenJPEG.DecodeToImage(primShape.SculptData, out unusedData, out idata); | ||
730 | |||
731 | unusedData = null; | ||
732 | |||
733 | if (idata == null) | ||
734 | { | ||
735 | // In some cases it seems that the decode can return a null bitmap without throwing | ||
736 | // an exception | ||
737 | m_log.WarnFormat("[PHYSICS]: OpenJPEG decoded sculpt data for {0} to a null bitmap. Ignoring.", primName); | ||
738 | return false; | ||
739 | } | ||
740 | } | ||
741 | catch (DllNotFoundException) | ||
742 | { | ||
743 | 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!"); | ||
744 | return false; | ||
745 | } | ||
746 | catch (IndexOutOfRangeException) | ||
747 | { | ||
748 | m_log.Error("[PHYSICS]: OpenJpeg was unable to decode this. Physics Proxy generation failed"); | ||
749 | return false; | ||
750 | } | ||
751 | catch (Exception ex) | ||
752 | { | ||
753 | m_log.Error("[PHYSICS]: Unable to generate a Sculpty physics proxy. Sculpty texture decode failed: " + ex.Message); | ||
754 | return false; | ||
755 | } | ||
756 | |||
757 | PrimMesher.SculptMesh.SculptType sculptType; | ||
758 | // remove mirror and invert bits | ||
759 | OpenMetaverse.SculptType pbsSculptType = ((OpenMetaverse.SculptType)(primShape.SculptType & 0x3f)); | ||
760 | switch (pbsSculptType) | ||
761 | { | ||
762 | case OpenMetaverse.SculptType.Cylinder: | ||
763 | sculptType = PrimMesher.SculptMesh.SculptType.cylinder; | ||
764 | break; | ||
765 | case OpenMetaverse.SculptType.Plane: | ||
766 | sculptType = PrimMesher.SculptMesh.SculptType.plane; | ||
767 | break; | ||
768 | case OpenMetaverse.SculptType.Torus: | ||
769 | sculptType = PrimMesher.SculptMesh.SculptType.torus; | ||
770 | break; | ||
771 | case OpenMetaverse.SculptType.Sphere: | ||
772 | sculptType = PrimMesher.SculptMesh.SculptType.sphere; | ||
773 | break; | ||
774 | default: | ||
775 | sculptType = PrimMesher.SculptMesh.SculptType.plane; | ||
776 | break; | ||
777 | } | ||
778 | |||
779 | bool mirror = ((primShape.SculptType & 128) != 0); | ||
780 | bool invert = ((primShape.SculptType & 64) != 0); | ||
781 | |||
782 | sculptMesh = new PrimMesher.SculptMesh((Bitmap)idata, sculptType, (int)lod, mirror, invert); | ||
783 | |||
784 | idata.Dispose(); | ||
785 | |||
786 | // sculptMesh.DumpRaw(baseDir, primName, "primMesh"); | ||
787 | |||
788 | coords = sculptMesh.coords; | ||
789 | faces = sculptMesh.faces; | ||
790 | |||
791 | return true; | ||
792 | } | ||
793 | |||
794 | /// <summary> | ||
795 | /// Generate the co-ords and faces necessary to construct a mesh from the shape data the accompanies a prim. | ||
796 | /// </summary> | ||
797 | /// <param name="primName"></param> | ||
798 | /// <param name="primShape"></param> | ||
799 | /// <param name="size"></param> | ||
800 | /// <param name="coords">Coords are added to this list by the method.</param> | ||
801 | /// <param name="faces">Faces are added to this list by the method.</param> | ||
802 | /// <returns>true if coords and faces were successfully generated, false if not</returns> | ||
803 | private bool GenerateCoordsAndFacesFromPrimShapeData( | ||
804 | string primName, PrimitiveBaseShape primShape, float lod, out List<Coord> coords, out List<Face> faces) | ||
805 | { | ||
806 | PrimMesh primMesh; | ||
807 | coords = new List<Coord>(); | ||
808 | faces = new List<Face>(); | ||
809 | |||
810 | float pathShearX = primShape.PathShearX < 128 ? (float)primShape.PathShearX * 0.01f : (float)(primShape.PathShearX - 256) * 0.01f; | ||
811 | float pathShearY = primShape.PathShearY < 128 ? (float)primShape.PathShearY * 0.01f : (float)(primShape.PathShearY - 256) * 0.01f; | ||
812 | float pathBegin = (float)primShape.PathBegin * 2.0e-5f; | ||
813 | float pathEnd = 1.0f - (float)primShape.PathEnd * 2.0e-5f; | ||
814 | float pathScaleX = (float)(primShape.PathScaleX - 100) * 0.01f; | ||
815 | float pathScaleY = (float)(primShape.PathScaleY - 100) * 0.01f; | ||
816 | |||
817 | float profileBegin = (float)primShape.ProfileBegin * 2.0e-5f; | ||
818 | float profileEnd = 1.0f - (float)primShape.ProfileEnd * 2.0e-5f; | ||
819 | |||
820 | if (profileBegin < 0.0f) | ||
821 | profileBegin = 0.0f; | ||
822 | |||
823 | if (profileEnd < 0.02f) | ||
824 | profileEnd = 0.02f; | ||
825 | else if (profileEnd > 1.0f) | ||
826 | profileEnd = 1.0f; | ||
827 | |||
828 | if (profileBegin >= profileEnd) | ||
829 | profileBegin = profileEnd - 0.02f; | ||
830 | |||
831 | float profileHollow = (float)primShape.ProfileHollow * 2.0e-5f; | ||
832 | if (profileHollow > 0.95f) | ||
833 | profileHollow = 0.95f; | ||
834 | |||
835 | int sides = 4; | ||
836 | LevelOfDetail iLOD = (LevelOfDetail)lod; | ||
837 | byte profshape = (byte)(primShape.ProfileCurve & 0x07); | ||
838 | |||
839 | if (profshape == (byte)ProfileShape.EquilateralTriangle | ||
840 | || profshape == (byte)ProfileShape.IsometricTriangle | ||
841 | || profshape == (byte)ProfileShape.RightTriangle) | ||
842 | sides = 3; | ||
843 | else if (profshape == (byte)ProfileShape.Circle) | ||
844 | { | ||
845 | switch (iLOD) | ||
846 | { | ||
847 | case LevelOfDetail.High: sides = 24; break; | ||
848 | case LevelOfDetail.Medium: sides = 12; break; | ||
849 | case LevelOfDetail.Low: sides = 6; break; | ||
850 | case LevelOfDetail.VeryLow: sides = 3; break; | ||
851 | default: sides = 24; break; | ||
852 | } | ||
853 | } | ||
854 | else if (profshape == (byte)ProfileShape.HalfCircle) | ||
855 | { // half circle, prim is a sphere | ||
856 | switch (iLOD) | ||
857 | { | ||
858 | case LevelOfDetail.High: sides = 24; break; | ||
859 | case LevelOfDetail.Medium: sides = 12; break; | ||
860 | case LevelOfDetail.Low: sides = 6; break; | ||
861 | case LevelOfDetail.VeryLow: sides = 3; break; | ||
862 | default: sides = 24; break; | ||
863 | } | ||
864 | |||
865 | profileBegin = 0.5f * profileBegin + 0.5f; | ||
866 | profileEnd = 0.5f * profileEnd + 0.5f; | ||
867 | } | ||
868 | |||
869 | int hollowSides = sides; | ||
870 | if (primShape.HollowShape == HollowShape.Circle) | ||
871 | { | ||
872 | switch (iLOD) | ||
873 | { | ||
874 | case LevelOfDetail.High: hollowSides = 24; break; | ||
875 | case LevelOfDetail.Medium: hollowSides = 12; break; | ||
876 | case LevelOfDetail.Low: hollowSides = 6; break; | ||
877 | case LevelOfDetail.VeryLow: hollowSides = 3; break; | ||
878 | default: hollowSides = 24; break; | ||
879 | } | ||
880 | } | ||
881 | else if (primShape.HollowShape == HollowShape.Square) | ||
882 | hollowSides = 4; | ||
883 | else if (primShape.HollowShape == HollowShape.Triangle) | ||
884 | { | ||
885 | if (profshape == (byte)ProfileShape.HalfCircle) | ||
886 | hollowSides = 6; | ||
887 | else | ||
888 | hollowSides = 3; | ||
889 | } | ||
890 | |||
891 | primMesh = new PrimMesh(sides, profileBegin, profileEnd, profileHollow, hollowSides); | ||
892 | |||
893 | if (primMesh.errorMessage != null) | ||
894 | if (primMesh.errorMessage.Length > 0) | ||
895 | m_log.Error("[ERROR] " + primMesh.errorMessage); | ||
896 | |||
897 | primMesh.topShearX = pathShearX; | ||
898 | primMesh.topShearY = pathShearY; | ||
899 | primMesh.pathCutBegin = pathBegin; | ||
900 | primMesh.pathCutEnd = pathEnd; | ||
901 | |||
902 | if (primShape.PathCurve == (byte)Extrusion.Straight || primShape.PathCurve == (byte) Extrusion.Flexible) | ||
903 | { | ||
904 | primMesh.twistBegin = (primShape.PathTwistBegin * 18) / 10; | ||
905 | primMesh.twistEnd = (primShape.PathTwist * 18) / 10; | ||
906 | primMesh.taperX = pathScaleX; | ||
907 | primMesh.taperY = pathScaleY; | ||
908 | |||
909 | #if SPAM | ||
910 | m_log.Debug("****** PrimMesh Parameters (Linear) ******\n" + primMesh.ParamsToDisplayString()); | ||
911 | #endif | ||
912 | try | ||
913 | { | ||
914 | primMesh.ExtrudeLinear(); | ||
915 | } | ||
916 | catch (Exception ex) | ||
917 | { | ||
918 | ReportPrimError("Extrusion failure: exception: " + ex.ToString(), primName, primMesh); | ||
919 | return false; | ||
920 | } | ||
921 | } | ||
922 | else | ||
923 | { | ||
924 | primMesh.holeSizeX = (200 - primShape.PathScaleX) * 0.01f; | ||
925 | primMesh.holeSizeY = (200 - primShape.PathScaleY) * 0.01f; | ||
926 | primMesh.radius = 0.01f * primShape.PathRadiusOffset; | ||
927 | primMesh.revolutions = 1.0f + 0.015f * primShape.PathRevolutions; | ||
928 | primMesh.skew = 0.01f * primShape.PathSkew; | ||
929 | primMesh.twistBegin = (primShape.PathTwistBegin * 36) / 10; | ||
930 | primMesh.twistEnd = (primShape.PathTwist * 36) / 10; | ||
931 | primMesh.taperX = primShape.PathTaperX * 0.01f; | ||
932 | primMesh.taperY = primShape.PathTaperY * 0.01f; | ||
933 | |||
934 | #if SPAM | ||
935 | m_log.Debug("****** PrimMesh Parameters (Circular) ******\n" + primMesh.ParamsToDisplayString()); | ||
936 | #endif | ||
937 | try | ||
938 | { | ||
939 | primMesh.ExtrudeCircular(); | ||
940 | } | ||
941 | catch (Exception ex) | ||
942 | { | ||
943 | ReportPrimError("Extrusion failure: exception: " + ex.ToString(), primName, primMesh); | ||
944 | return false; | ||
945 | } | ||
946 | } | ||
947 | |||
948 | // primMesh.DumpRaw(baseDir, primName, "primMesh"); | ||
949 | |||
950 | coords = primMesh.coords; | ||
951 | faces = primMesh.faces; | ||
952 | |||
953 | return true; | ||
954 | } | ||
955 | |||
956 | public AMeshKey GetMeshUniqueKey(PrimitiveBaseShape primShape, Vector3 size, byte lod, bool convex) | ||
957 | { | ||
958 | AMeshKey key = new AMeshKey(); | ||
959 | Byte[] someBytes; | ||
960 | |||
961 | key.hashB = 5181; | ||
962 | key.hashC = 5181; | ||
963 | ulong hash = 5381; | ||
964 | |||
965 | if (primShape.SculptEntry) | ||
966 | { | ||
967 | key.uuid = primShape.SculptTexture; | ||
968 | key.hashC = mdjb2(key.hashC, primShape.SculptType); | ||
969 | key.hashC = mdjb2(key.hashC, primShape.PCode); | ||
970 | } | ||
971 | else | ||
972 | { | ||
973 | hash = mdjb2(hash, primShape.PathCurve); | ||
974 | hash = mdjb2(hash, (byte)primShape.HollowShape); | ||
975 | hash = mdjb2(hash, (byte)primShape.ProfileShape); | ||
976 | hash = mdjb2(hash, primShape.PathBegin); | ||
977 | hash = mdjb2(hash, primShape.PathEnd); | ||
978 | hash = mdjb2(hash, primShape.PathScaleX); | ||
979 | hash = mdjb2(hash, primShape.PathScaleY); | ||
980 | hash = mdjb2(hash, primShape.PathShearX); | ||
981 | key.hashA = hash; | ||
982 | hash = key.hashB; | ||
983 | hash = mdjb2(hash, primShape.PathShearY); | ||
984 | hash = mdjb2(hash, (byte)primShape.PathTwist); | ||
985 | hash = mdjb2(hash, (byte)primShape.PathTwistBegin); | ||
986 | hash = mdjb2(hash, (byte)primShape.PathRadiusOffset); | ||
987 | hash = mdjb2(hash, (byte)primShape.PathTaperX); | ||
988 | hash = mdjb2(hash, (byte)primShape.PathTaperY); | ||
989 | hash = mdjb2(hash, primShape.PathRevolutions); | ||
990 | hash = mdjb2(hash, (byte)primShape.PathSkew); | ||
991 | hash = mdjb2(hash, primShape.ProfileBegin); | ||
992 | hash = mdjb2(hash, primShape.ProfileEnd); | ||
993 | hash = mdjb2(hash, primShape.ProfileHollow); | ||
994 | hash = mdjb2(hash, primShape.PCode); | ||
995 | key.hashB = hash; | ||
996 | } | ||
997 | |||
998 | hash = key.hashC; | ||
999 | |||
1000 | hash = mdjb2(hash, lod); | ||
1001 | |||
1002 | if (size == m_MeshUnitSize) | ||
1003 | { | ||
1004 | hash = hash << 8; | ||
1005 | hash |= 8; | ||
1006 | } | ||
1007 | else | ||
1008 | { | ||
1009 | someBytes = size.GetBytes(); | ||
1010 | for (int i = 0; i < someBytes.Length; i++) | ||
1011 | hash = mdjb2(hash, someBytes[i]); | ||
1012 | hash = hash << 8; | ||
1013 | } | ||
1014 | |||
1015 | if (convex) | ||
1016 | hash |= 4; | ||
1017 | |||
1018 | if (primShape.SculptEntry) | ||
1019 | { | ||
1020 | hash |= 1; | ||
1021 | if (primShape.SculptType == (byte)SculptType.Mesh) | ||
1022 | hash |= 2; | ||
1023 | } | ||
1024 | |||
1025 | key.hashC = hash; | ||
1026 | |||
1027 | return key; | ||
1028 | } | ||
1029 | |||
1030 | private ulong mdjb2(ulong hash, byte c) | ||
1031 | { | ||
1032 | return ((hash << 5) + hash) + (ulong)c; | ||
1033 | } | ||
1034 | |||
1035 | private ulong mdjb2(ulong hash, ushort c) | ||
1036 | { | ||
1037 | hash = ((hash << 5) + hash) + (ulong)((byte)c); | ||
1038 | return ((hash << 5) + hash) + (ulong)(c >> 8); | ||
1039 | } | ||
1040 | |||
1041 | public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod) | ||
1042 | { | ||
1043 | return CreateMesh(primName, primShape, size, lod, false,false,false); | ||
1044 | } | ||
1045 | |||
1046 | public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical) | ||
1047 | { | ||
1048 | return CreateMesh(primName, primShape, size, lod, false,false,false); | ||
1049 | } | ||
1050 | |||
1051 | public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical, bool shouldCache, bool convex, bool forOde) | ||
1052 | { | ||
1053 | return CreateMesh(primName, primShape, size, lod, false, false, false); | ||
1054 | } | ||
1055 | |||
1056 | public IMesh GetMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical, bool convex) | ||
1057 | { | ||
1058 | Mesh mesh = null; | ||
1059 | |||
1060 | if (size.X < 0.01f) size.X = 0.01f; | ||
1061 | if (size.Y < 0.01f) size.Y = 0.01f; | ||
1062 | if (size.Z < 0.01f) size.Z = 0.01f; | ||
1063 | |||
1064 | AMeshKey key = GetMeshUniqueKey(primShape, size, (byte)lod, convex); | ||
1065 | lock (m_uniqueMeshes) | ||
1066 | { | ||
1067 | m_uniqueMeshes.TryGetValue(key, out mesh); | ||
1068 | |||
1069 | if (mesh != null) | ||
1070 | { | ||
1071 | mesh.RefCount++; | ||
1072 | return mesh; | ||
1073 | } | ||
1074 | |||
1075 | // try to find a identical mesh on meshs recently released | ||
1076 | lock (m_uniqueReleasedMeshes) | ||
1077 | { | ||
1078 | m_uniqueReleasedMeshes.TryGetValue(key, out mesh); | ||
1079 | if (mesh != null) | ||
1080 | { | ||
1081 | m_uniqueReleasedMeshes.Remove(key); | ||
1082 | try | ||
1083 | { | ||
1084 | m_uniqueMeshes.Add(key, mesh); | ||
1085 | } | ||
1086 | catch { } | ||
1087 | mesh.RefCount = 1; | ||
1088 | return mesh; | ||
1089 | } | ||
1090 | } | ||
1091 | } | ||
1092 | return null; | ||
1093 | } | ||
1094 | |||
1095 | private static Vector3 m_MeshUnitSize = new Vector3(1.0f, 1.0f, 1.0f); | ||
1096 | |||
1097 | public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical, bool convex, bool forOde) | ||
1098 | { | ||
1099 | #if SPAM | ||
1100 | m_log.DebugFormat("[MESH]: Creating mesh for {0}", primName); | ||
1101 | #endif | ||
1102 | |||
1103 | Mesh mesh = null; | ||
1104 | |||
1105 | if (size.X < 0.01f) size.X = 0.01f; | ||
1106 | if (size.Y < 0.01f) size.Y = 0.01f; | ||
1107 | if (size.Z < 0.01f) size.Z = 0.01f; | ||
1108 | |||
1109 | // try to find a identical mesh on meshs in use | ||
1110 | |||
1111 | AMeshKey key = GetMeshUniqueKey(primShape,size,(byte)lod, convex); | ||
1112 | |||
1113 | lock (m_uniqueMeshes) | ||
1114 | { | ||
1115 | m_uniqueMeshes.TryGetValue(key, out mesh); | ||
1116 | |||
1117 | if (mesh != null) | ||
1118 | { | ||
1119 | mesh.RefCount++; | ||
1120 | return mesh; | ||
1121 | } | ||
1122 | |||
1123 | // try to find a identical mesh on meshs recently released | ||
1124 | lock (m_uniqueReleasedMeshes) | ||
1125 | { | ||
1126 | m_uniqueReleasedMeshes.TryGetValue(key, out mesh); | ||
1127 | if (mesh != null) | ||
1128 | { | ||
1129 | m_uniqueReleasedMeshes.Remove(key); | ||
1130 | try | ||
1131 | { | ||
1132 | m_uniqueMeshes.Add(key, mesh); | ||
1133 | } | ||
1134 | catch { } | ||
1135 | mesh.RefCount = 1; | ||
1136 | return mesh; | ||
1137 | } | ||
1138 | } | ||
1139 | } | ||
1140 | |||
1141 | Mesh UnitMesh = null; | ||
1142 | AMeshKey unitKey = GetMeshUniqueKey(primShape, m_MeshUnitSize, (byte)lod, convex); | ||
1143 | |||
1144 | lock (m_uniqueReleasedMeshes) | ||
1145 | { | ||
1146 | m_uniqueReleasedMeshes.TryGetValue(unitKey, out UnitMesh); | ||
1147 | if (UnitMesh != null) | ||
1148 | { | ||
1149 | UnitMesh.RefCount = 1; | ||
1150 | } | ||
1151 | } | ||
1152 | |||
1153 | if (UnitMesh == null && primShape.SculptEntry && doMeshFileCache) | ||
1154 | UnitMesh = GetFromFileCache(unitKey); | ||
1155 | |||
1156 | if (UnitMesh == null) | ||
1157 | { | ||
1158 | UnitMesh = CreateMeshFromPrimMesher(primName, primShape, lod, convex); | ||
1159 | |||
1160 | if (UnitMesh == null) | ||
1161 | return null; | ||
1162 | |||
1163 | UnitMesh.DumpRaw(baseDir, unitKey.ToString(), "Z"); | ||
1164 | |||
1165 | if (forOde) | ||
1166 | { | ||
1167 | // force pinned mem allocation | ||
1168 | UnitMesh.PrepForOde(); | ||
1169 | } | ||
1170 | else | ||
1171 | UnitMesh.TrimExcess(); | ||
1172 | |||
1173 | UnitMesh.Key = unitKey; | ||
1174 | UnitMesh.RefCount = 1; | ||
1175 | |||
1176 | if (doMeshFileCache && primShape.SculptEntry) | ||
1177 | StoreToFileCache(unitKey, UnitMesh); | ||
1178 | |||
1179 | lock (m_uniqueReleasedMeshes) | ||
1180 | { | ||
1181 | try | ||
1182 | { | ||
1183 | m_uniqueReleasedMeshes.Add(unitKey, UnitMesh); | ||
1184 | } | ||
1185 | catch { } | ||
1186 | } | ||
1187 | } | ||
1188 | |||
1189 | mesh = UnitMesh.Scale(size); | ||
1190 | mesh.Key = key; | ||
1191 | mesh.RefCount = 1; | ||
1192 | lock (m_uniqueMeshes) | ||
1193 | { | ||
1194 | try | ||
1195 | { | ||
1196 | m_uniqueMeshes.Add(key, mesh); | ||
1197 | } | ||
1198 | catch { } | ||
1199 | } | ||
1200 | |||
1201 | return mesh; | ||
1202 | } | ||
1203 | |||
1204 | public void ReleaseMesh(IMesh imesh) | ||
1205 | { | ||
1206 | if (imesh == null) | ||
1207 | return; | ||
1208 | |||
1209 | Mesh mesh = (Mesh)imesh; | ||
1210 | |||
1211 | lock (m_uniqueMeshes) | ||
1212 | { | ||
1213 | int curRefCount = mesh.RefCount; | ||
1214 | curRefCount--; | ||
1215 | |||
1216 | if (curRefCount > 0) | ||
1217 | { | ||
1218 | mesh.RefCount = curRefCount; | ||
1219 | return; | ||
1220 | } | ||
1221 | |||
1222 | mesh.RefCount = 0; | ||
1223 | m_uniqueMeshes.Remove(mesh.Key); | ||
1224 | lock (m_uniqueReleasedMeshes) | ||
1225 | { | ||
1226 | try | ||
1227 | { | ||
1228 | m_uniqueReleasedMeshes.Add(mesh.Key, mesh); | ||
1229 | } | ||
1230 | catch { } | ||
1231 | } | ||
1232 | } | ||
1233 | } | ||
1234 | |||
1235 | public void ExpireReleaseMeshs() | ||
1236 | { | ||
1237 | if (m_uniqueReleasedMeshes.Count == 0) | ||
1238 | return; | ||
1239 | |||
1240 | List<Mesh> meshstodelete = new List<Mesh>(); | ||
1241 | int refcntr; | ||
1242 | |||
1243 | lock (m_uniqueReleasedMeshes) | ||
1244 | { | ||
1245 | foreach (Mesh m in m_uniqueReleasedMeshes.Values) | ||
1246 | { | ||
1247 | refcntr = m.RefCount; | ||
1248 | refcntr--; | ||
1249 | if (refcntr > -6) | ||
1250 | m.RefCount = refcntr; | ||
1251 | else | ||
1252 | meshstodelete.Add(m); | ||
1253 | } | ||
1254 | |||
1255 | foreach (Mesh m in meshstodelete) | ||
1256 | { | ||
1257 | m_uniqueReleasedMeshes.Remove(m.Key); | ||
1258 | m.releaseBuildingMeshData(); | ||
1259 | m.releasePinned(); | ||
1260 | } | ||
1261 | } | ||
1262 | } | ||
1263 | |||
1264 | public void FileNames(AMeshKey key, out string dir,out string fullFileName) | ||
1265 | { | ||
1266 | string id = key.ToString(); | ||
1267 | string init = id.Substring(0, 1); | ||
1268 | dir = System.IO.Path.Combine(cachePath, init); | ||
1269 | fullFileName = System.IO.Path.Combine(dir, id); | ||
1270 | } | ||
1271 | |||
1272 | public string FullFileName(AMeshKey key) | ||
1273 | { | ||
1274 | string id = key.ToString(); | ||
1275 | string init = id.Substring(0,1); | ||
1276 | id = System.IO.Path.Combine(init, id); | ||
1277 | id = System.IO.Path.Combine(cachePath, id); | ||
1278 | return id; | ||
1279 | } | ||
1280 | |||
1281 | private Mesh GetFromFileCache(AMeshKey key) | ||
1282 | { | ||
1283 | Mesh mesh = null; | ||
1284 | string filename = FullFileName(key); | ||
1285 | bool ok = true; | ||
1286 | |||
1287 | lock (diskLock) | ||
1288 | { | ||
1289 | if (File.Exists(filename)) | ||
1290 | { | ||
1291 | FileStream stream = null; | ||
1292 | try | ||
1293 | { | ||
1294 | stream = File.Open(filename, FileMode.Open, FileAccess.Read, FileShare.Read); | ||
1295 | BinaryFormatter bformatter = new BinaryFormatter(); | ||
1296 | |||
1297 | mesh = Mesh.FromStream(stream, key); | ||
1298 | |||
1299 | } | ||
1300 | catch (Exception e) | ||
1301 | { | ||
1302 | ok = false; | ||
1303 | m_log.ErrorFormat( | ||
1304 | "[MESH CACHE]: Failed to get file {0}. Exception {1} {2}", | ||
1305 | filename, e.Message, e.StackTrace); | ||
1306 | } | ||
1307 | |||
1308 | if (stream != null) | ||
1309 | stream.Close(); | ||
1310 | |||
1311 | if (mesh == null || !ok) | ||
1312 | File.Delete(filename); | ||
1313 | else | ||
1314 | File.SetLastAccessTimeUtc(filename, DateTime.UtcNow); | ||
1315 | } | ||
1316 | } | ||
1317 | |||
1318 | return mesh; | ||
1319 | } | ||
1320 | |||
1321 | private void StoreToFileCache(AMeshKey key, Mesh mesh) | ||
1322 | { | ||
1323 | Stream stream = null; | ||
1324 | bool ok = false; | ||
1325 | |||
1326 | // Make sure the target cache directory exists | ||
1327 | string dir = String.Empty; | ||
1328 | string filename = String.Empty; | ||
1329 | |||
1330 | FileNames(key, out dir, out filename); | ||
1331 | |||
1332 | lock (diskLock) | ||
1333 | { | ||
1334 | try | ||
1335 | { | ||
1336 | if (!Directory.Exists(dir)) | ||
1337 | { | ||
1338 | Directory.CreateDirectory(dir); | ||
1339 | } | ||
1340 | |||
1341 | stream = File.Open(filename, FileMode.Create); | ||
1342 | ok = mesh.ToStream(stream); | ||
1343 | } | ||
1344 | catch (IOException e) | ||
1345 | { | ||
1346 | m_log.ErrorFormat( | ||
1347 | "[MESH CACHE]: Failed to write file {0}. Exception {1} {2}.", | ||
1348 | filename, e.Message, e.StackTrace); | ||
1349 | ok = false; | ||
1350 | } | ||
1351 | |||
1352 | if (stream != null) | ||
1353 | stream.Close(); | ||
1354 | |||
1355 | if (File.Exists(filename)) | ||
1356 | { | ||
1357 | if (ok) | ||
1358 | File.SetLastAccessTimeUtc(filename, DateTime.UtcNow); | ||
1359 | else | ||
1360 | File.Delete(filename); | ||
1361 | } | ||
1362 | } | ||
1363 | } | ||
1364 | |||
1365 | public void ExpireFileCache() | ||
1366 | { | ||
1367 | if (!doCacheExpire) | ||
1368 | return; | ||
1369 | |||
1370 | string controlfile = System.IO.Path.Combine(cachePath, "cntr"); | ||
1371 | |||
1372 | lock (diskLock) | ||
1373 | { | ||
1374 | try | ||
1375 | { | ||
1376 | if (File.Exists(controlfile)) | ||
1377 | { | ||
1378 | int ndeleted = 0; | ||
1379 | int totalfiles = 0; | ||
1380 | int ndirs = 0; | ||
1381 | DateTime OlderTime = File.GetLastAccessTimeUtc(controlfile) - CacheExpire; | ||
1382 | File.SetLastAccessTimeUtc(controlfile, DateTime.UtcNow); | ||
1383 | |||
1384 | foreach (string dir in Directory.GetDirectories(cachePath)) | ||
1385 | { | ||
1386 | try | ||
1387 | { | ||
1388 | foreach (string file in Directory.GetFiles(dir)) | ||
1389 | { | ||
1390 | try | ||
1391 | { | ||
1392 | if (File.GetLastAccessTimeUtc(file) < OlderTime) | ||
1393 | { | ||
1394 | File.Delete(file); | ||
1395 | ndeleted++; | ||
1396 | } | ||
1397 | } | ||
1398 | catch { } | ||
1399 | totalfiles++; | ||
1400 | } | ||
1401 | } | ||
1402 | catch { } | ||
1403 | ndirs++; | ||
1404 | } | ||
1405 | |||
1406 | if (ndeleted == 0) | ||
1407 | m_log.InfoFormat("[MESH CACHE]: {0} Files in {1} cache folders, no expires", | ||
1408 | totalfiles,ndirs); | ||
1409 | else | ||
1410 | m_log.InfoFormat("[MESH CACHE]: {0} Files in {1} cache folders, expired {2} files accessed before {3}", | ||
1411 | totalfiles,ndirs, ndeleted, OlderTime.ToString()); | ||
1412 | } | ||
1413 | else | ||
1414 | { | ||
1415 | m_log.Info("[MESH CACHE]: Expire delayed to next startup"); | ||
1416 | FileStream fs = File.Create(controlfile,4096,FileOptions.WriteThrough); | ||
1417 | fs.Close(); | ||
1418 | } | ||
1419 | } | ||
1420 | catch { } | ||
1421 | } | ||
1422 | } | ||
1423 | } | ||
1424 | } | ||
diff --git a/OpenSim/Region/Physics/UbitMeshing/PrimMesher.cs b/OpenSim/Region/Physics/UbitMeshing/PrimMesher.cs deleted file mode 100644 index 8eb136b..0000000 --- a/OpenSim/Region/Physics/UbitMeshing/PrimMesher.cs +++ /dev/null | |||
@@ -1,1708 +0,0 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyright | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | |||
28 | using System; | ||
29 | using System.Collections.Generic; | ||
30 | using System.Text; | ||
31 | using System.IO; | ||
32 | |||
33 | namespace PrimMesher | ||
34 | { | ||
35 | public struct Quat | ||
36 | { | ||
37 | /// <summary>X value</summary> | ||
38 | public float X; | ||
39 | /// <summary>Y value</summary> | ||
40 | public float Y; | ||
41 | /// <summary>Z value</summary> | ||
42 | public float Z; | ||
43 | /// <summary>W value</summary> | ||
44 | public float W; | ||
45 | |||
46 | public Quat(float x, float y, float z, float w) | ||
47 | { | ||
48 | X = x; | ||
49 | Y = y; | ||
50 | Z = z; | ||
51 | W = w; | ||
52 | } | ||
53 | |||
54 | public Quat(Coord axis, float angle) | ||
55 | { | ||
56 | axis = axis.Normalize(); | ||
57 | |||
58 | angle *= 0.5f; | ||
59 | float c = (float)Math.Cos(angle); | ||
60 | float s = (float)Math.Sin(angle); | ||
61 | |||
62 | X = axis.X * s; | ||
63 | Y = axis.Y * s; | ||
64 | Z = axis.Z * s; | ||
65 | W = c; | ||
66 | |||
67 | Normalize(); | ||
68 | } | ||
69 | |||
70 | public float Length() | ||
71 | { | ||
72 | return (float)Math.Sqrt(X * X + Y * Y + Z * Z + W * W); | ||
73 | } | ||
74 | |||
75 | public Quat Normalize() | ||
76 | { | ||
77 | const float MAG_THRESHOLD = 0.0000001f; | ||
78 | float mag = Length(); | ||
79 | |||
80 | // Catch very small rounding errors when normalizing | ||
81 | if (mag > MAG_THRESHOLD) | ||
82 | { | ||
83 | float oomag = 1f / mag; | ||
84 | X *= oomag; | ||
85 | Y *= oomag; | ||
86 | Z *= oomag; | ||
87 | W *= oomag; | ||
88 | } | ||
89 | else | ||
90 | { | ||
91 | X = 0f; | ||
92 | Y = 0f; | ||
93 | Z = 0f; | ||
94 | W = 1f; | ||
95 | } | ||
96 | |||
97 | return this; | ||
98 | } | ||
99 | |||
100 | public static Quat operator *(Quat q1, Quat q2) | ||
101 | { | ||
102 | float x = q1.W * q2.X + q1.X * q2.W + q1.Y * q2.Z - q1.Z * q2.Y; | ||
103 | float y = q1.W * q2.Y - q1.X * q2.Z + q1.Y * q2.W + q1.Z * q2.X; | ||
104 | float z = q1.W * q2.Z + q1.X * q2.Y - q1.Y * q2.X + q1.Z * q2.W; | ||
105 | float w = q1.W * q2.W - q1.X * q2.X - q1.Y * q2.Y - q1.Z * q2.Z; | ||
106 | return new Quat(x, y, z, w); | ||
107 | } | ||
108 | |||
109 | public override string ToString() | ||
110 | { | ||
111 | return "< X: " + this.X.ToString() + ", Y: " + this.Y.ToString() + ", Z: " + this.Z.ToString() + ", W: " + this.W.ToString() + ">"; | ||
112 | } | ||
113 | } | ||
114 | |||
115 | public struct Coord | ||
116 | { | ||
117 | public float X; | ||
118 | public float Y; | ||
119 | public float Z; | ||
120 | |||
121 | public Coord(float x, float y, float z) | ||
122 | { | ||
123 | this.X = x; | ||
124 | this.Y = y; | ||
125 | this.Z = z; | ||
126 | } | ||
127 | |||
128 | public float Length() | ||
129 | { | ||
130 | return (float)Math.Sqrt(this.X * this.X + this.Y * this.Y + this.Z * this.Z); | ||
131 | } | ||
132 | |||
133 | public Coord Invert() | ||
134 | { | ||
135 | this.X = -this.X; | ||
136 | this.Y = -this.Y; | ||
137 | this.Z = -this.Z; | ||
138 | |||
139 | return this; | ||
140 | } | ||
141 | |||
142 | public Coord Normalize() | ||
143 | { | ||
144 | const float MAG_THRESHOLD = 0.0000001f; | ||
145 | float mag = Length(); | ||
146 | |||
147 | // Catch very small rounding errors when normalizing | ||
148 | if (mag > MAG_THRESHOLD) | ||
149 | { | ||
150 | float oomag = 1.0f / mag; | ||
151 | this.X *= oomag; | ||
152 | this.Y *= oomag; | ||
153 | this.Z *= oomag; | ||
154 | } | ||
155 | else | ||
156 | { | ||
157 | this.X = 0.0f; | ||
158 | this.Y = 0.0f; | ||
159 | this.Z = 0.0f; | ||
160 | } | ||
161 | |||
162 | return this; | ||
163 | } | ||
164 | |||
165 | public override string ToString() | ||
166 | { | ||
167 | return this.X.ToString() + " " + this.Y.ToString() + " " + this.Z.ToString(); | ||
168 | } | ||
169 | |||
170 | public static Coord Cross(Coord c1, Coord c2) | ||
171 | { | ||
172 | return new Coord( | ||
173 | c1.Y * c2.Z - c2.Y * c1.Z, | ||
174 | c1.Z * c2.X - c2.Z * c1.X, | ||
175 | c1.X * c2.Y - c2.X * c1.Y | ||
176 | ); | ||
177 | } | ||
178 | |||
179 | public static Coord operator +(Coord v, Coord a) | ||
180 | { | ||
181 | return new Coord(v.X + a.X, v.Y + a.Y, v.Z + a.Z); | ||
182 | } | ||
183 | |||
184 | public static Coord operator *(Coord v, Coord m) | ||
185 | { | ||
186 | return new Coord(v.X * m.X, v.Y * m.Y, v.Z * m.Z); | ||
187 | } | ||
188 | |||
189 | public static Coord operator *(Coord v, Quat q) | ||
190 | { | ||
191 | // From http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/transforms/ | ||
192 | |||
193 | Coord c2 = new Coord(0.0f, 0.0f, 0.0f); | ||
194 | |||
195 | c2.X = q.W * q.W * v.X + | ||
196 | 2f * q.Y * q.W * v.Z - | ||
197 | 2f * q.Z * q.W * v.Y + | ||
198 | q.X * q.X * v.X + | ||
199 | 2f * q.Y * q.X * v.Y + | ||
200 | 2f * q.Z * q.X * v.Z - | ||
201 | q.Z * q.Z * v.X - | ||
202 | q.Y * q.Y * v.X; | ||
203 | |||
204 | c2.Y = | ||
205 | 2f * q.X * q.Y * v.X + | ||
206 | q.Y * q.Y * v.Y + | ||
207 | 2f * q.Z * q.Y * v.Z + | ||
208 | 2f * q.W * q.Z * v.X - | ||
209 | q.Z * q.Z * v.Y + | ||
210 | q.W * q.W * v.Y - | ||
211 | 2f * q.X * q.W * v.Z - | ||
212 | q.X * q.X * v.Y; | ||
213 | |||
214 | c2.Z = | ||
215 | 2f * q.X * q.Z * v.X + | ||
216 | 2f * q.Y * q.Z * v.Y + | ||
217 | q.Z * q.Z * v.Z - | ||
218 | 2f * q.W * q.Y * v.X - | ||
219 | q.Y * q.Y * v.Z + | ||
220 | 2f * q.W * q.X * v.Y - | ||
221 | q.X * q.X * v.Z + | ||
222 | q.W * q.W * v.Z; | ||
223 | |||
224 | return c2; | ||
225 | } | ||
226 | } | ||
227 | |||
228 | public struct Face | ||
229 | { | ||
230 | public int primFace; | ||
231 | |||
232 | // vertices | ||
233 | public int v1; | ||
234 | public int v2; | ||
235 | public int v3; | ||
236 | |||
237 | public Face(int v1, int v2, int v3) | ||
238 | { | ||
239 | primFace = 0; | ||
240 | |||
241 | this.v1 = v1; | ||
242 | this.v2 = v2; | ||
243 | this.v3 = v3; | ||
244 | |||
245 | } | ||
246 | |||
247 | public Coord SurfaceNormal(List<Coord> coordList) | ||
248 | { | ||
249 | Coord c1 = coordList[this.v1]; | ||
250 | Coord c2 = coordList[this.v2]; | ||
251 | Coord c3 = coordList[this.v3]; | ||
252 | |||
253 | Coord edge1 = new Coord(c2.X - c1.X, c2.Y - c1.Y, c2.Z - c1.Z); | ||
254 | Coord edge2 = new Coord(c3.X - c1.X, c3.Y - c1.Y, c3.Z - c1.Z); | ||
255 | |||
256 | return Coord.Cross(edge1, edge2).Normalize(); | ||
257 | } | ||
258 | } | ||
259 | |||
260 | internal struct Angle | ||
261 | { | ||
262 | internal float angle; | ||
263 | internal float X; | ||
264 | internal float Y; | ||
265 | |||
266 | internal Angle(float angle, float x, float y) | ||
267 | { | ||
268 | this.angle = angle; | ||
269 | this.X = x; | ||
270 | this.Y = y; | ||
271 | } | ||
272 | } | ||
273 | |||
274 | internal class AngleList | ||
275 | { | ||
276 | private float iX, iY; // intersection point | ||
277 | |||
278 | private static Angle[] angles3 = | ||
279 | { | ||
280 | new Angle(0.0f, 1.0f, 0.0f), | ||
281 | new Angle(0.33333333333333333f, -0.5f, 0.86602540378443871f), | ||
282 | new Angle(0.66666666666666667f, -0.5f, -0.86602540378443837f), | ||
283 | new Angle(1.0f, 1.0f, 0.0f) | ||
284 | }; | ||
285 | |||
286 | private static Angle[] angles4 = | ||
287 | { | ||
288 | new Angle(0.0f, 1.0f, 0.0f), | ||
289 | new Angle(0.25f, 0.0f, 1.0f), | ||
290 | new Angle(0.5f, -1.0f, 0.0f), | ||
291 | new Angle(0.75f, 0.0f, -1.0f), | ||
292 | new Angle(1.0f, 1.0f, 0.0f) | ||
293 | }; | ||
294 | |||
295 | private static Angle[] angles6 = | ||
296 | { | ||
297 | new Angle(0.0f, 1.0f, 0.0f), | ||
298 | new Angle(0.16666666666666667f, 0.5f, 0.8660254037844386f), | ||
299 | new Angle(0.33333333333333333f, -0.5f, 0.86602540378443871f), | ||
300 | new Angle(0.5f, -1.0f, 0.0f), | ||
301 | new Angle(0.66666666666666667f, -0.5f, -0.86602540378443837f), | ||
302 | new Angle(0.83333333333333326f, 0.5f, -0.86602540378443904f), | ||
303 | new Angle(1.0f, 1.0f, 0.0f) | ||
304 | }; | ||
305 | |||
306 | private static Angle[] angles12 = | ||
307 | { | ||
308 | new Angle(0.0f, 1.0f, 0.0f), | ||
309 | new Angle(0.083333333333333329f, 0.86602540378443871f, 0.5f), | ||
310 | new Angle(0.16666666666666667f, 0.5f, 0.8660254037844386f), | ||
311 | new Angle(0.25f, 0.0f, 1.0f), | ||
312 | new Angle(0.33333333333333333f, -0.5f, 0.86602540378443871f), | ||
313 | new Angle(0.41666666666666663f, -0.86602540378443849f, 0.5f), | ||
314 | new Angle(0.5f, -1.0f, 0.0f), | ||
315 | new Angle(0.58333333333333326f, -0.86602540378443882f, -0.5f), | ||
316 | new Angle(0.66666666666666667f, -0.5f, -0.86602540378443837f), | ||
317 | new Angle(0.75f, 0.0f, -1.0f), | ||
318 | new Angle(0.83333333333333326f, 0.5f, -0.86602540378443904f), | ||
319 | new Angle(0.91666666666666663f, 0.86602540378443837f, -0.5f), | ||
320 | new Angle(1.0f, 1.0f, 0.0f) | ||
321 | }; | ||
322 | |||
323 | private static Angle[] angles24 = | ||
324 | { | ||
325 | new Angle(0.0f, 1.0f, 0.0f), | ||
326 | new Angle(0.041666666666666664f, 0.96592582628906831f, 0.25881904510252074f), | ||
327 | new Angle(0.083333333333333329f, 0.86602540378443871f, 0.5f), | ||
328 | new Angle(0.125f, 0.70710678118654757f, 0.70710678118654746f), | ||
329 | new Angle(0.16666666666666667f, 0.5f, 0.8660254037844386f), | ||
330 | new Angle(0.20833333333333331f, 0.25881904510252096f, 0.9659258262890682f), | ||
331 | new Angle(0.25f, 0.0f, 1.0f), | ||
332 | new Angle(0.29166666666666663f, -0.25881904510252063f, 0.96592582628906831f), | ||
333 | new Angle(0.33333333333333333f, -0.5f, 0.86602540378443871f), | ||
334 | new Angle(0.375f, -0.70710678118654746f, 0.70710678118654757f), | ||
335 | new Angle(0.41666666666666663f, -0.86602540378443849f, 0.5f), | ||
336 | new Angle(0.45833333333333331f, -0.9659258262890682f, 0.25881904510252102f), | ||
337 | new Angle(0.5f, -1.0f, 0.0f), | ||
338 | new Angle(0.54166666666666663f, -0.96592582628906842f, -0.25881904510252035f), | ||
339 | new Angle(0.58333333333333326f, -0.86602540378443882f, -0.5f), | ||
340 | new Angle(0.62499999999999989f, -0.70710678118654791f, -0.70710678118654713f), | ||
341 | new Angle(0.66666666666666667f, -0.5f, -0.86602540378443837f), | ||
342 | new Angle(0.70833333333333326f, -0.25881904510252152f, -0.96592582628906809f), | ||
343 | new Angle(0.75f, 0.0f, -1.0f), | ||
344 | new Angle(0.79166666666666663f, 0.2588190451025203f, -0.96592582628906842f), | ||
345 | new Angle(0.83333333333333326f, 0.5f, -0.86602540378443904f), | ||
346 | new Angle(0.875f, 0.70710678118654735f, -0.70710678118654768f), | ||
347 | new Angle(0.91666666666666663f, 0.86602540378443837f, -0.5f), | ||
348 | new Angle(0.95833333333333326f, 0.96592582628906809f, -0.25881904510252157f), | ||
349 | new Angle(1.0f, 1.0f, 0.0f) | ||
350 | }; | ||
351 | |||
352 | private Angle interpolatePoints(float newPoint, Angle p1, Angle p2) | ||
353 | { | ||
354 | float m = (newPoint - p1.angle) / (p2.angle - p1.angle); | ||
355 | return new Angle(newPoint, p1.X + m * (p2.X - p1.X), p1.Y + m * (p2.Y - p1.Y)); | ||
356 | } | ||
357 | |||
358 | private void intersection(double x1, double y1, double x2, double y2, double x3, double y3, double x4, double y4) | ||
359 | { // ref: http://local.wasp.uwa.edu.au/~pbourke/geometry/lineline2d/ | ||
360 | double denom = (y4 - y3) * (x2 - x1) - (x4 - x3) * (y2 - y1); | ||
361 | double uaNumerator = (x4 - x3) * (y1 - y3) - (y4 - y3) * (x1 - x3); | ||
362 | |||
363 | if (denom != 0.0) | ||
364 | { | ||
365 | double ua = uaNumerator / denom; | ||
366 | iX = (float)(x1 + ua * (x2 - x1)); | ||
367 | iY = (float)(y1 + ua * (y2 - y1)); | ||
368 | } | ||
369 | } | ||
370 | |||
371 | internal List<Angle> angles; | ||
372 | |||
373 | internal void makeAngles(int sides, float startAngle, float stopAngle, bool hasCut) | ||
374 | { | ||
375 | angles = new List<Angle>(); | ||
376 | |||
377 | const double twoPi = System.Math.PI * 2.0; | ||
378 | const float twoPiInv = (float)(1.0d / twoPi); | ||
379 | |||
380 | if (sides < 1) | ||
381 | throw new Exception("number of sides not greater than zero"); | ||
382 | if (stopAngle <= startAngle) | ||
383 | throw new Exception("stopAngle not greater than startAngle"); | ||
384 | |||
385 | if ((sides == 3 || sides == 4 || sides == 6 || sides == 12 || sides == 24)) | ||
386 | { | ||
387 | startAngle *= twoPiInv; | ||
388 | stopAngle *= twoPiInv; | ||
389 | |||
390 | Angle[] sourceAngles; | ||
391 | switch (sides) | ||
392 | { | ||
393 | case 3: | ||
394 | sourceAngles = angles3; | ||
395 | break; | ||
396 | case 4: | ||
397 | sourceAngles = angles4; | ||
398 | break; | ||
399 | case 6: | ||
400 | sourceAngles = angles6; | ||
401 | break; | ||
402 | case 12: | ||
403 | sourceAngles = angles12; | ||
404 | break; | ||
405 | default: | ||
406 | sourceAngles = angles24; | ||
407 | break; | ||
408 | } | ||
409 | |||
410 | int startAngleIndex = (int)(startAngle * sides); | ||
411 | int endAngleIndex = sourceAngles.Length - 1; | ||
412 | |||
413 | if (hasCut) | ||
414 | { | ||
415 | if (stopAngle < 1.0f) | ||
416 | endAngleIndex = (int)(stopAngle * sides) + 1; | ||
417 | if (endAngleIndex == startAngleIndex) | ||
418 | endAngleIndex++; | ||
419 | |||
420 | for (int angleIndex = startAngleIndex; angleIndex < endAngleIndex + 1; angleIndex++) | ||
421 | { | ||
422 | angles.Add(sourceAngles[angleIndex]); | ||
423 | } | ||
424 | |||
425 | if (startAngle > 0.0f) | ||
426 | angles[0] = interpolatePoints(startAngle, angles[0], angles[1]); | ||
427 | |||
428 | if (stopAngle < 1.0f) | ||
429 | { | ||
430 | int lastAngleIndex = angles.Count - 1; | ||
431 | angles[lastAngleIndex] = interpolatePoints(stopAngle, angles[lastAngleIndex - 1], angles[lastAngleIndex]); | ||
432 | } | ||
433 | } | ||
434 | else | ||
435 | { | ||
436 | for (int angleIndex = startAngleIndex; angleIndex < endAngleIndex; angleIndex++) | ||
437 | angles.Add(sourceAngles[angleIndex]); | ||
438 | } | ||
439 | } | ||
440 | else | ||
441 | { | ||
442 | double stepSize = twoPi / sides; | ||
443 | |||
444 | int startStep = (int)(startAngle / stepSize); | ||
445 | double angle = stepSize * startStep; | ||
446 | int step = startStep; | ||
447 | double stopAngleTest = stopAngle; | ||
448 | if (stopAngle < twoPi) | ||
449 | { | ||
450 | stopAngleTest = stepSize * ((int)(stopAngle / stepSize) + 1); | ||
451 | if (stopAngleTest < stopAngle) | ||
452 | stopAngleTest += stepSize; | ||
453 | if (stopAngleTest > twoPi) | ||
454 | stopAngleTest = twoPi; | ||
455 | } | ||
456 | |||
457 | while (angle <= stopAngleTest) | ||
458 | { | ||
459 | Angle newAngle; | ||
460 | newAngle.angle = (float)angle; | ||
461 | newAngle.X = (float)System.Math.Cos(angle); | ||
462 | newAngle.Y = (float)System.Math.Sin(angle); | ||
463 | angles.Add(newAngle); | ||
464 | step += 1; | ||
465 | angle = stepSize * step; | ||
466 | } | ||
467 | |||
468 | if (startAngle > angles[0].angle) | ||
469 | { | ||
470 | Angle newAngle; | ||
471 | 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)); | ||
472 | newAngle.angle = startAngle; | ||
473 | newAngle.X = iX; | ||
474 | newAngle.Y = iY; | ||
475 | angles[0] = newAngle; | ||
476 | } | ||
477 | |||
478 | int index = angles.Count - 1; | ||
479 | if (stopAngle < angles[index].angle) | ||
480 | { | ||
481 | Angle newAngle; | ||
482 | 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)); | ||
483 | newAngle.angle = stopAngle; | ||
484 | newAngle.X = iX; | ||
485 | newAngle.Y = iY; | ||
486 | angles[index] = newAngle; | ||
487 | } | ||
488 | } | ||
489 | } | ||
490 | } | ||
491 | |||
492 | /// <summary> | ||
493 | /// generates a profile for extrusion | ||
494 | /// </summary> | ||
495 | public class Profile | ||
496 | { | ||
497 | private const float twoPi = 2.0f * (float)Math.PI; | ||
498 | |||
499 | public string errorMessage = null; | ||
500 | |||
501 | public List<Coord> coords; | ||
502 | public List<Face> faces; | ||
503 | |||
504 | // use these for making individual meshes for each prim face | ||
505 | public List<int> outerCoordIndices = null; | ||
506 | public List<int> hollowCoordIndices = null; | ||
507 | |||
508 | public int numOuterVerts = 0; | ||
509 | public int numHollowVerts = 0; | ||
510 | |||
511 | public int outerFaceNumber = -1; | ||
512 | public int hollowFaceNumber = -1; | ||
513 | |||
514 | public int bottomFaceNumber = 0; | ||
515 | public int numPrimFaces = 0; | ||
516 | |||
517 | public Profile() | ||
518 | { | ||
519 | this.coords = new List<Coord>(); | ||
520 | this.faces = new List<Face>(); | ||
521 | } | ||
522 | |||
523 | public Profile(int sides, float profileStart, float profileEnd, float hollow, int hollowSides, bool hasProfileCut, bool createFaces) | ||
524 | { | ||
525 | const float halfSqr2 = 0.7071067811866f; | ||
526 | |||
527 | this.coords = new List<Coord>(); | ||
528 | this.faces = new List<Face>(); | ||
529 | |||
530 | List<Coord> hollowCoords = new List<Coord>(); | ||
531 | |||
532 | bool hasHollow = (hollow > 0.0f); | ||
533 | |||
534 | AngleList angles = new AngleList(); | ||
535 | AngleList hollowAngles = new AngleList(); | ||
536 | |||
537 | float xScale = 0.5f; | ||
538 | float yScale = 0.5f; | ||
539 | if (sides == 4) // corners of a square are sqrt(2) from center | ||
540 | { | ||
541 | xScale = halfSqr2; | ||
542 | yScale = halfSqr2; | ||
543 | } | ||
544 | |||
545 | float startAngle = profileStart * twoPi; | ||
546 | float stopAngle = profileEnd * twoPi; | ||
547 | |||
548 | try { angles.makeAngles(sides, startAngle, stopAngle,hasProfileCut); } | ||
549 | catch (Exception ex) | ||
550 | { | ||
551 | |||
552 | errorMessage = "makeAngles failed: Exception: " + ex.ToString() | ||
553 | + "\nsides: " + sides.ToString() + " startAngle: " + startAngle.ToString() + " stopAngle: " + stopAngle.ToString(); | ||
554 | |||
555 | return; | ||
556 | } | ||
557 | |||
558 | this.numOuterVerts = angles.angles.Count; | ||
559 | |||
560 | Angle angle; | ||
561 | Coord newVert = new Coord(); | ||
562 | |||
563 | // flag to create as few triangles as possible for 3 or 4 side profile | ||
564 | bool simpleFace = (sides < 5 && !hasHollow && !hasProfileCut); | ||
565 | |||
566 | if (hasHollow) | ||
567 | { | ||
568 | if (sides == hollowSides) | ||
569 | hollowAngles = angles; | ||
570 | else | ||
571 | { | ||
572 | try { hollowAngles.makeAngles(hollowSides, startAngle, stopAngle, hasProfileCut); } | ||
573 | catch (Exception ex) | ||
574 | { | ||
575 | errorMessage = "makeAngles failed: Exception: " + ex.ToString() | ||
576 | + "\nsides: " + sides.ToString() + " startAngle: " + startAngle.ToString() + " stopAngle: " + stopAngle.ToString(); | ||
577 | |||
578 | return; | ||
579 | } | ||
580 | |||
581 | int numHollowAngles = hollowAngles.angles.Count; | ||
582 | for (int i = 0; i < numHollowAngles; i++) | ||
583 | { | ||
584 | angle = hollowAngles.angles[i]; | ||
585 | newVert.X = hollow * xScale * angle.X; | ||
586 | newVert.Y = hollow * yScale * angle.Y; | ||
587 | newVert.Z = 0.0f; | ||
588 | |||
589 | hollowCoords.Add(newVert); | ||
590 | } | ||
591 | } | ||
592 | this.numHollowVerts = hollowAngles.angles.Count; | ||
593 | } | ||
594 | else if (!simpleFace) | ||
595 | { | ||
596 | Coord center = new Coord(0.0f, 0.0f, 0.0f); | ||
597 | this.coords.Add(center); | ||
598 | } | ||
599 | |||
600 | int numAngles = angles.angles.Count; | ||
601 | bool hollowsame = (hasHollow && hollowSides == sides); | ||
602 | |||
603 | for (int i = 0; i < numAngles; i++) | ||
604 | { | ||
605 | angle = angles.angles[i]; | ||
606 | newVert.X = angle.X * xScale; | ||
607 | newVert.Y = angle.Y * yScale; | ||
608 | newVert.Z = 0.0f; | ||
609 | this.coords.Add(newVert); | ||
610 | if (hollowsame) | ||
611 | { | ||
612 | newVert.X *= hollow; | ||
613 | newVert.Y *= hollow; | ||
614 | hollowCoords.Add(newVert); | ||
615 | } | ||
616 | } | ||
617 | |||
618 | if (hasHollow) | ||
619 | { | ||
620 | hollowCoords.Reverse(); | ||
621 | this.coords.AddRange(hollowCoords); | ||
622 | |||
623 | if (createFaces) | ||
624 | { | ||
625 | int numTotalVerts = this.numOuterVerts + this.numHollowVerts; | ||
626 | |||
627 | if (this.numOuterVerts == this.numHollowVerts) | ||
628 | { | ||
629 | Face newFace = new Face(); | ||
630 | |||
631 | for (int coordIndex = 0; coordIndex < this.numOuterVerts - 1; coordIndex++) | ||
632 | { | ||
633 | newFace.v1 = coordIndex; | ||
634 | newFace.v2 = coordIndex + 1; | ||
635 | newFace.v3 = numTotalVerts - coordIndex - 1; | ||
636 | this.faces.Add(newFace); | ||
637 | |||
638 | newFace.v1 = coordIndex + 1; | ||
639 | newFace.v2 = numTotalVerts - coordIndex - 2; | ||
640 | newFace.v3 = numTotalVerts - coordIndex - 1; | ||
641 | this.faces.Add(newFace); | ||
642 | } | ||
643 | if (!hasProfileCut) | ||
644 | { | ||
645 | newFace.v1 = this.numOuterVerts - 1; | ||
646 | newFace.v2 = 0; | ||
647 | newFace.v3 = this.numOuterVerts; | ||
648 | this.faces.Add(newFace); | ||
649 | |||
650 | newFace.v1 = 0; | ||
651 | newFace.v2 = numTotalVerts - 1; | ||
652 | newFace.v3 = this.numOuterVerts; | ||
653 | this.faces.Add(newFace); | ||
654 | } | ||
655 | } | ||
656 | else if (this.numOuterVerts < this.numHollowVerts) | ||
657 | { | ||
658 | Face newFace = new Face(); | ||
659 | int j = 0; // j is the index for outer vertices | ||
660 | int i; | ||
661 | int maxJ = this.numOuterVerts - 1; | ||
662 | float curHollowAngle = 0; | ||
663 | for (i = 0; i < this.numHollowVerts; i++) // i is the index for inner vertices | ||
664 | { | ||
665 | curHollowAngle = hollowAngles.angles[i].angle; | ||
666 | if (j < maxJ) | ||
667 | { | ||
668 | if (angles.angles[j + 1].angle - curHollowAngle < curHollowAngle - angles.angles[j].angle + 0.000001f) | ||
669 | { | ||
670 | newFace.v1 = numTotalVerts - i - 1; | ||
671 | newFace.v2 = j; | ||
672 | newFace.v3 = j + 1; | ||
673 | this.faces.Add(newFace); | ||
674 | j++; | ||
675 | } | ||
676 | } | ||
677 | else | ||
678 | { | ||
679 | if (1.0f - curHollowAngle < curHollowAngle - angles.angles[j].angle + 0.000001f) | ||
680 | break; | ||
681 | } | ||
682 | |||
683 | newFace.v1 = j; | ||
684 | newFace.v2 = numTotalVerts - i - 2; | ||
685 | newFace.v3 = numTotalVerts - i - 1; | ||
686 | |||
687 | this.faces.Add(newFace); | ||
688 | } | ||
689 | |||
690 | if (!hasProfileCut) | ||
691 | { | ||
692 | if (i == this.numHollowVerts) | ||
693 | { | ||
694 | newFace.v1 = numTotalVerts - this.numHollowVerts; | ||
695 | newFace.v2 = maxJ; | ||
696 | newFace.v3 = 0; | ||
697 | |||
698 | this.faces.Add(newFace); | ||
699 | } | ||
700 | else | ||
701 | { | ||
702 | if (1.0f - curHollowAngle < curHollowAngle - angles.angles[maxJ].angle + 0.000001f) | ||
703 | { | ||
704 | newFace.v1 = numTotalVerts - i - 1; | ||
705 | newFace.v2 = maxJ; | ||
706 | newFace.v3 = 0; | ||
707 | |||
708 | this.faces.Add(newFace); | ||
709 | } | ||
710 | |||
711 | for (; i < this.numHollowVerts - 1; i++) | ||
712 | { | ||
713 | newFace.v1 = 0; | ||
714 | newFace.v2 = numTotalVerts - i - 2; | ||
715 | newFace.v3 = numTotalVerts - i - 1; | ||
716 | |||
717 | this.faces.Add(newFace); | ||
718 | } | ||
719 | } | ||
720 | |||
721 | newFace.v1 = 0; | ||
722 | newFace.v2 = numTotalVerts - this.numHollowVerts; | ||
723 | newFace.v3 = numTotalVerts - 1; | ||
724 | this.faces.Add(newFace); | ||
725 | } | ||
726 | } | ||
727 | else // numHollowVerts < numOuterVerts | ||
728 | { | ||
729 | Face newFace = new Face(); | ||
730 | int j = 0; // j is the index for inner vertices | ||
731 | int maxJ = this.numHollowVerts - 1; | ||
732 | for (int i = 0; i < this.numOuterVerts; i++) | ||
733 | { | ||
734 | if (j < maxJ) | ||
735 | if (hollowAngles.angles[j + 1].angle - angles.angles[i].angle < angles.angles[i].angle - hollowAngles.angles[j].angle + 0.000001f) | ||
736 | { | ||
737 | newFace.v1 = i; | ||
738 | newFace.v2 = numTotalVerts - j - 2; | ||
739 | newFace.v3 = numTotalVerts - j - 1; | ||
740 | |||
741 | this.faces.Add(newFace); | ||
742 | j += 1; | ||
743 | } | ||
744 | |||
745 | newFace.v1 = numTotalVerts - j - 1; | ||
746 | newFace.v2 = i; | ||
747 | newFace.v3 = i + 1; | ||
748 | |||
749 | this.faces.Add(newFace); | ||
750 | } | ||
751 | |||
752 | if (!hasProfileCut) | ||
753 | { | ||
754 | int i = this.numOuterVerts - 1; | ||
755 | |||
756 | if (hollowAngles.angles[0].angle - angles.angles[i].angle < angles.angles[i].angle - hollowAngles.angles[maxJ].angle + 0.000001f) | ||
757 | { | ||
758 | newFace.v1 = 0; | ||
759 | newFace.v2 = numTotalVerts - maxJ - 1; | ||
760 | newFace.v3 = numTotalVerts - 1; | ||
761 | |||
762 | this.faces.Add(newFace); | ||
763 | } | ||
764 | |||
765 | newFace.v1 = numTotalVerts - maxJ - 1; | ||
766 | newFace.v2 = i; | ||
767 | newFace.v3 = 0; | ||
768 | |||
769 | this.faces.Add(newFace); | ||
770 | } | ||
771 | } | ||
772 | } | ||
773 | |||
774 | } | ||
775 | |||
776 | else if (createFaces) | ||
777 | { | ||
778 | if (simpleFace) | ||
779 | { | ||
780 | if (sides == 3) | ||
781 | this.faces.Add(new Face(0, 1, 2)); | ||
782 | else if (sides == 4) | ||
783 | { | ||
784 | this.faces.Add(new Face(0, 1, 2)); | ||
785 | this.faces.Add(new Face(0, 2, 3)); | ||
786 | } | ||
787 | } | ||
788 | else | ||
789 | { | ||
790 | for (int i = 1; i < numAngles ; i++) | ||
791 | { | ||
792 | Face newFace = new Face(); | ||
793 | newFace.v1 = 0; | ||
794 | newFace.v2 = i; | ||
795 | newFace.v3 = i + 1; | ||
796 | this.faces.Add(newFace); | ||
797 | } | ||
798 | if (!hasProfileCut) | ||
799 | { | ||
800 | Face newFace = new Face(); | ||
801 | newFace.v1 = 0; | ||
802 | newFace.v2 = numAngles; | ||
803 | newFace.v3 = 1; | ||
804 | this.faces.Add(newFace); | ||
805 | } | ||
806 | } | ||
807 | } | ||
808 | |||
809 | |||
810 | hollowCoords = null; | ||
811 | } | ||
812 | |||
813 | |||
814 | public Profile Copy() | ||
815 | { | ||
816 | return this.Copy(true); | ||
817 | } | ||
818 | |||
819 | public Profile Copy(bool needFaces) | ||
820 | { | ||
821 | Profile copy = new Profile(); | ||
822 | |||
823 | copy.coords.AddRange(this.coords); | ||
824 | |||
825 | if (needFaces) | ||
826 | copy.faces.AddRange(this.faces); | ||
827 | |||
828 | copy.numOuterVerts = this.numOuterVerts; | ||
829 | copy.numHollowVerts = this.numHollowVerts; | ||
830 | |||
831 | return copy; | ||
832 | } | ||
833 | |||
834 | public void AddPos(Coord v) | ||
835 | { | ||
836 | this.AddPos(v.X, v.Y, v.Z); | ||
837 | } | ||
838 | |||
839 | public void AddPos(float x, float y, float z) | ||
840 | { | ||
841 | int i; | ||
842 | int numVerts = this.coords.Count; | ||
843 | Coord vert; | ||
844 | |||
845 | for (i = 0; i < numVerts; i++) | ||
846 | { | ||
847 | vert = this.coords[i]; | ||
848 | vert.X += x; | ||
849 | vert.Y += y; | ||
850 | vert.Z += z; | ||
851 | this.coords[i] = vert; | ||
852 | } | ||
853 | } | ||
854 | |||
855 | public void AddRot(Quat q) | ||
856 | { | ||
857 | int i; | ||
858 | int numVerts = this.coords.Count; | ||
859 | |||
860 | for (i = 0; i < numVerts; i++) | ||
861 | this.coords[i] *= q; | ||
862 | } | ||
863 | |||
864 | public void Scale(float x, float y) | ||
865 | { | ||
866 | int i; | ||
867 | int numVerts = this.coords.Count; | ||
868 | Coord vert; | ||
869 | |||
870 | for (i = 0; i < numVerts; i++) | ||
871 | { | ||
872 | vert = this.coords[i]; | ||
873 | vert.X *= x; | ||
874 | vert.Y *= y; | ||
875 | this.coords[i] = vert; | ||
876 | } | ||
877 | } | ||
878 | |||
879 | /// <summary> | ||
880 | /// Changes order of the vertex indices and negates the center vertex normal. Does not alter vertex normals of radial vertices | ||
881 | /// </summary> | ||
882 | public void FlipNormals() | ||
883 | { | ||
884 | int i; | ||
885 | int numFaces = this.faces.Count; | ||
886 | Face tmpFace; | ||
887 | int tmp; | ||
888 | |||
889 | for (i = 0; i < numFaces; i++) | ||
890 | { | ||
891 | tmpFace = this.faces[i]; | ||
892 | tmp = tmpFace.v3; | ||
893 | tmpFace.v3 = tmpFace.v1; | ||
894 | tmpFace.v1 = tmp; | ||
895 | this.faces[i] = tmpFace; | ||
896 | } | ||
897 | } | ||
898 | |||
899 | public void AddValue2FaceVertexIndices(int num) | ||
900 | { | ||
901 | int numFaces = this.faces.Count; | ||
902 | Face tmpFace; | ||
903 | for (int i = 0; i < numFaces; i++) | ||
904 | { | ||
905 | tmpFace = this.faces[i]; | ||
906 | tmpFace.v1 += num; | ||
907 | tmpFace.v2 += num; | ||
908 | tmpFace.v3 += num; | ||
909 | |||
910 | this.faces[i] = tmpFace; | ||
911 | } | ||
912 | } | ||
913 | |||
914 | public void DumpRaw(String path, String name, String title) | ||
915 | { | ||
916 | if (path == null) | ||
917 | return; | ||
918 | String fileName = name + "_" + title + ".raw"; | ||
919 | String completePath = System.IO.Path.Combine(path, fileName); | ||
920 | StreamWriter sw = new StreamWriter(completePath); | ||
921 | |||
922 | for (int i = 0; i < this.faces.Count; i++) | ||
923 | { | ||
924 | string s = this.coords[this.faces[i].v1].ToString(); | ||
925 | s += " " + this.coords[this.faces[i].v2].ToString(); | ||
926 | s += " " + this.coords[this.faces[i].v3].ToString(); | ||
927 | |||
928 | sw.WriteLine(s); | ||
929 | } | ||
930 | |||
931 | sw.Close(); | ||
932 | } | ||
933 | } | ||
934 | |||
935 | public struct PathNode | ||
936 | { | ||
937 | public Coord position; | ||
938 | public Quat rotation; | ||
939 | public float xScale; | ||
940 | public float yScale; | ||
941 | public float percentOfPath; | ||
942 | } | ||
943 | |||
944 | public enum PathType { Linear = 0, Circular = 1, Flexible = 2 } | ||
945 | |||
946 | public class Path | ||
947 | { | ||
948 | public List<PathNode> pathNodes = new List<PathNode>(); | ||
949 | |||
950 | public float twistBegin = 0.0f; | ||
951 | public float twistEnd = 0.0f; | ||
952 | public float topShearX = 0.0f; | ||
953 | public float topShearY = 0.0f; | ||
954 | public float pathCutBegin = 0.0f; | ||
955 | public float pathCutEnd = 1.0f; | ||
956 | public float dimpleBegin = 0.0f; | ||
957 | public float dimpleEnd = 1.0f; | ||
958 | public float skew = 0.0f; | ||
959 | public float holeSizeX = 1.0f; // called pathScaleX in pbs | ||
960 | public float holeSizeY = 0.25f; | ||
961 | public float taperX = 0.0f; | ||
962 | public float taperY = 0.0f; | ||
963 | public float radius = 0.0f; | ||
964 | public float revolutions = 1.0f; | ||
965 | public int stepsPerRevolution = 24; | ||
966 | |||
967 | private const float twoPi = 2.0f * (float)Math.PI; | ||
968 | |||
969 | public void Create(PathType pathType, int steps) | ||
970 | { | ||
971 | if (this.taperX > 0.999f) | ||
972 | this.taperX = 0.999f; | ||
973 | if (this.taperX < -0.999f) | ||
974 | this.taperX = -0.999f; | ||
975 | if (this.taperY > 0.999f) | ||
976 | this.taperY = 0.999f; | ||
977 | if (this.taperY < -0.999f) | ||
978 | this.taperY = -0.999f; | ||
979 | |||
980 | if (pathType == PathType.Linear || pathType == PathType.Flexible) | ||
981 | { | ||
982 | int step = 0; | ||
983 | |||
984 | float length = this.pathCutEnd - this.pathCutBegin; | ||
985 | float twistTotal = twistEnd - twistBegin; | ||
986 | float twistTotalAbs = Math.Abs(twistTotal); | ||
987 | if (twistTotalAbs > 0.01f) | ||
988 | steps += (int)(twistTotalAbs * 3.66); // dahlia's magic number | ||
989 | |||
990 | float start = -0.5f; | ||
991 | float stepSize = length / (float)steps; | ||
992 | float percentOfPathMultiplier = stepSize * 0.999999f; | ||
993 | float xOffset = this.topShearX * this.pathCutBegin; | ||
994 | float yOffset = this.topShearY * this.pathCutBegin; | ||
995 | float zOffset = start; | ||
996 | float xOffsetStepIncrement = this.topShearX * length / steps; | ||
997 | float yOffsetStepIncrement = this.topShearY * length / steps; | ||
998 | |||
999 | float percentOfPath = this.pathCutBegin; | ||
1000 | zOffset += percentOfPath; | ||
1001 | |||
1002 | // sanity checks | ||
1003 | |||
1004 | bool done = false; | ||
1005 | |||
1006 | while (!done) | ||
1007 | { | ||
1008 | PathNode newNode = new PathNode(); | ||
1009 | |||
1010 | newNode.xScale = 1.0f; | ||
1011 | if (this.taperX == 0.0f) | ||
1012 | newNode.xScale = 1.0f; | ||
1013 | else if (this.taperX > 0.0f) | ||
1014 | newNode.xScale = 1.0f - percentOfPath * this.taperX; | ||
1015 | else newNode.xScale = 1.0f + (1.0f - percentOfPath) * this.taperX; | ||
1016 | |||
1017 | newNode.yScale = 1.0f; | ||
1018 | if (this.taperY == 0.0f) | ||
1019 | newNode.yScale = 1.0f; | ||
1020 | else if (this.taperY > 0.0f) | ||
1021 | newNode.yScale = 1.0f - percentOfPath * this.taperY; | ||
1022 | else newNode.yScale = 1.0f + (1.0f - percentOfPath) * this.taperY; | ||
1023 | |||
1024 | float twist = twistBegin + twistTotal * percentOfPath; | ||
1025 | |||
1026 | newNode.rotation = new Quat(new Coord(0.0f, 0.0f, 1.0f), twist); | ||
1027 | newNode.position = new Coord(xOffset, yOffset, zOffset); | ||
1028 | newNode.percentOfPath = percentOfPath; | ||
1029 | |||
1030 | pathNodes.Add(newNode); | ||
1031 | |||
1032 | if (step < steps) | ||
1033 | { | ||
1034 | step += 1; | ||
1035 | percentOfPath += percentOfPathMultiplier; | ||
1036 | xOffset += xOffsetStepIncrement; | ||
1037 | yOffset += yOffsetStepIncrement; | ||
1038 | zOffset += stepSize; | ||
1039 | if (percentOfPath > this.pathCutEnd) | ||
1040 | done = true; | ||
1041 | } | ||
1042 | else done = true; | ||
1043 | } | ||
1044 | } // end of linear path code | ||
1045 | |||
1046 | else // pathType == Circular | ||
1047 | { | ||
1048 | float twistTotal = twistEnd - twistBegin; | ||
1049 | |||
1050 | // if the profile has a lot of twist, add more layers otherwise the layers may overlap | ||
1051 | // and the resulting mesh may be quite inaccurate. This method is arbitrary and doesn't | ||
1052 | // accurately match the viewer | ||
1053 | float twistTotalAbs = Math.Abs(twistTotal); | ||
1054 | if (twistTotalAbs > 0.01f) | ||
1055 | { | ||
1056 | if (twistTotalAbs > Math.PI * 1.5f) | ||
1057 | steps *= 2; | ||
1058 | if (twistTotalAbs > Math.PI * 3.0f) | ||
1059 | steps *= 2; | ||
1060 | } | ||
1061 | |||
1062 | float yPathScale = this.holeSizeY * 0.5f; | ||
1063 | float pathLength = this.pathCutEnd - this.pathCutBegin; | ||
1064 | float totalSkew = this.skew * 2.0f * pathLength; | ||
1065 | float skewStart = this.pathCutBegin * 2.0f * this.skew - this.skew; | ||
1066 | float xOffsetTopShearXFactor = this.topShearX * (0.25f + 0.5f * (0.5f - this.holeSizeY)); | ||
1067 | float yShearCompensation = 1.0f + Math.Abs(this.topShearY) * 0.25f; | ||
1068 | |||
1069 | // It's not quite clear what pushY (Y top shear) does, but subtracting it from the start and end | ||
1070 | // angles appears to approximate it's effects on path cut. Likewise, adding it to the angle used | ||
1071 | // to calculate the sine for generating the path radius appears to approximate it's effects there | ||
1072 | // too, but there are some subtle differences in the radius which are noticeable as the prim size | ||
1073 | // increases and it may affect megaprims quite a bit. The effect of the Y top shear parameter on | ||
1074 | // the meshes generated with this technique appear nearly identical in shape to the same prims when | ||
1075 | // displayed by the viewer. | ||
1076 | |||
1077 | float startAngle = (twoPi * this.pathCutBegin * this.revolutions) - this.topShearY * 0.9f; | ||
1078 | float endAngle = (twoPi * this.pathCutEnd * this.revolutions) - this.topShearY * 0.9f; | ||
1079 | float stepSize = twoPi / this.stepsPerRevolution; | ||
1080 | |||
1081 | int step = (int)(startAngle / stepSize); | ||
1082 | float angle = startAngle; | ||
1083 | |||
1084 | bool done = false; | ||
1085 | while (!done) // loop through the length of the path and add the layers | ||
1086 | { | ||
1087 | PathNode newNode = new PathNode(); | ||
1088 | |||
1089 | float xProfileScale = (1.0f - Math.Abs(this.skew)) * this.holeSizeX; | ||
1090 | float yProfileScale = this.holeSizeY; | ||
1091 | |||
1092 | float percentOfPath = angle / (twoPi * this.revolutions); | ||
1093 | float percentOfAngles = (angle - startAngle) / (endAngle - startAngle); | ||
1094 | |||
1095 | if (this.taperX > 0.01f) | ||
1096 | xProfileScale *= 1.0f - percentOfPath * this.taperX; | ||
1097 | else if (this.taperX < -0.01f) | ||
1098 | xProfileScale *= 1.0f + (1.0f - percentOfPath) * this.taperX; | ||
1099 | |||
1100 | if (this.taperY > 0.01f) | ||
1101 | yProfileScale *= 1.0f - percentOfPath * this.taperY; | ||
1102 | else if (this.taperY < -0.01f) | ||
1103 | yProfileScale *= 1.0f + (1.0f - percentOfPath) * this.taperY; | ||
1104 | |||
1105 | newNode.xScale = xProfileScale; | ||
1106 | newNode.yScale = yProfileScale; | ||
1107 | |||
1108 | float radiusScale = 1.0f; | ||
1109 | if (this.radius > 0.001f) | ||
1110 | radiusScale = 1.0f - this.radius * percentOfPath; | ||
1111 | else if (this.radius < 0.001f) | ||
1112 | radiusScale = 1.0f + this.radius * (1.0f - percentOfPath); | ||
1113 | |||
1114 | float twist = twistBegin + twistTotal * percentOfPath; | ||
1115 | |||
1116 | float xOffset = 0.5f * (skewStart + totalSkew * percentOfAngles); | ||
1117 | xOffset += (float)Math.Sin(angle) * xOffsetTopShearXFactor; | ||
1118 | |||
1119 | float yOffset = yShearCompensation * (float)Math.Cos(angle) * (0.5f - yPathScale) * radiusScale; | ||
1120 | |||
1121 | float zOffset = (float)Math.Sin(angle + this.topShearY) * (0.5f - yPathScale) * radiusScale; | ||
1122 | |||
1123 | newNode.position = new Coord(xOffset, yOffset, zOffset); | ||
1124 | |||
1125 | // now orient the rotation of the profile layer relative to it's position on the path | ||
1126 | // adding taperY to the angle used to generate the quat appears to approximate the viewer | ||
1127 | |||
1128 | newNode.rotation = new Quat(new Coord(1.0f, 0.0f, 0.0f), angle + this.topShearY); | ||
1129 | |||
1130 | // next apply twist rotation to the profile layer | ||
1131 | if (twistTotal != 0.0f || twistBegin != 0.0f) | ||
1132 | newNode.rotation *= new Quat(new Coord(0.0f, 0.0f, 1.0f), twist); | ||
1133 | |||
1134 | newNode.percentOfPath = percentOfPath; | ||
1135 | |||
1136 | pathNodes.Add(newNode); | ||
1137 | |||
1138 | // calculate terms for next iteration | ||
1139 | // calculate the angle for the next iteration of the loop | ||
1140 | |||
1141 | if (angle >= endAngle - 0.01) | ||
1142 | done = true; | ||
1143 | else | ||
1144 | { | ||
1145 | step += 1; | ||
1146 | angle = stepSize * step; | ||
1147 | if (angle > endAngle) | ||
1148 | angle = endAngle; | ||
1149 | } | ||
1150 | } | ||
1151 | } | ||
1152 | } | ||
1153 | } | ||
1154 | |||
1155 | public class PrimMesh | ||
1156 | { | ||
1157 | public string errorMessage = ""; | ||
1158 | private const float twoPi = 2.0f * (float)Math.PI; | ||
1159 | |||
1160 | public List<Coord> coords; | ||
1161 | // public List<Coord> normals; | ||
1162 | public List<Face> faces; | ||
1163 | |||
1164 | private int sides = 4; | ||
1165 | private int hollowSides = 4; | ||
1166 | private float profileStart = 0.0f; | ||
1167 | private float profileEnd = 1.0f; | ||
1168 | private float hollow = 0.0f; | ||
1169 | public int twistBegin = 0; | ||
1170 | public int twistEnd = 0; | ||
1171 | public float topShearX = 0.0f; | ||
1172 | public float topShearY = 0.0f; | ||
1173 | public float pathCutBegin = 0.0f; | ||
1174 | public float pathCutEnd = 1.0f; | ||
1175 | public float dimpleBegin = 0.0f; | ||
1176 | public float dimpleEnd = 1.0f; | ||
1177 | public float skew = 0.0f; | ||
1178 | public float holeSizeX = 1.0f; // called pathScaleX in pbs | ||
1179 | public float holeSizeY = 0.25f; | ||
1180 | public float taperX = 0.0f; | ||
1181 | public float taperY = 0.0f; | ||
1182 | public float radius = 0.0f; | ||
1183 | public float revolutions = 1.0f; | ||
1184 | public int stepsPerRevolution = 24; | ||
1185 | |||
1186 | private bool hasProfileCut = false; | ||
1187 | private bool hasHollow = false; | ||
1188 | |||
1189 | public int numPrimFaces = 0; | ||
1190 | |||
1191 | /// <summary> | ||
1192 | /// Human readable string representation of the parameters used to create a mesh. | ||
1193 | /// </summary> | ||
1194 | /// <returns></returns> | ||
1195 | public string ParamsToDisplayString() | ||
1196 | { | ||
1197 | string s = ""; | ||
1198 | s += "sides..................: " + this.sides.ToString(); | ||
1199 | s += "\nhollowSides..........: " + this.hollowSides.ToString(); | ||
1200 | s += "\nprofileStart.........: " + this.profileStart.ToString(); | ||
1201 | s += "\nprofileEnd...........: " + this.profileEnd.ToString(); | ||
1202 | s += "\nhollow...............: " + this.hollow.ToString(); | ||
1203 | s += "\ntwistBegin...........: " + this.twistBegin.ToString(); | ||
1204 | s += "\ntwistEnd.............: " + this.twistEnd.ToString(); | ||
1205 | s += "\ntopShearX............: " + this.topShearX.ToString(); | ||
1206 | s += "\ntopShearY............: " + this.topShearY.ToString(); | ||
1207 | s += "\npathCutBegin.........: " + this.pathCutBegin.ToString(); | ||
1208 | s += "\npathCutEnd...........: " + this.pathCutEnd.ToString(); | ||
1209 | s += "\ndimpleBegin..........: " + this.dimpleBegin.ToString(); | ||
1210 | s += "\ndimpleEnd............: " + this.dimpleEnd.ToString(); | ||
1211 | s += "\nskew.................: " + this.skew.ToString(); | ||
1212 | s += "\nholeSizeX............: " + this.holeSizeX.ToString(); | ||
1213 | s += "\nholeSizeY............: " + this.holeSizeY.ToString(); | ||
1214 | s += "\ntaperX...............: " + this.taperX.ToString(); | ||
1215 | s += "\ntaperY...............: " + this.taperY.ToString(); | ||
1216 | s += "\nradius...............: " + this.radius.ToString(); | ||
1217 | s += "\nrevolutions..........: " + this.revolutions.ToString(); | ||
1218 | s += "\nstepsPerRevolution...: " + this.stepsPerRevolution.ToString(); | ||
1219 | s += "\nhasProfileCut........: " + this.hasProfileCut.ToString(); | ||
1220 | s += "\nhasHollow............: " + this.hasHollow.ToString(); | ||
1221 | |||
1222 | return s; | ||
1223 | } | ||
1224 | |||
1225 | public bool HasProfileCut | ||
1226 | { | ||
1227 | get { return hasProfileCut; } | ||
1228 | set { hasProfileCut = value; } | ||
1229 | } | ||
1230 | |||
1231 | public bool HasHollow | ||
1232 | { | ||
1233 | get { return hasHollow; } | ||
1234 | } | ||
1235 | |||
1236 | |||
1237 | /// <summary> | ||
1238 | /// Constructs a PrimMesh object and creates the profile for extrusion. | ||
1239 | /// </summary> | ||
1240 | /// <param name="sides"></param> | ||
1241 | /// <param name="profileStart"></param> | ||
1242 | /// <param name="profileEnd"></param> | ||
1243 | /// <param name="hollow"></param> | ||
1244 | /// <param name="hollowSides"></param> | ||
1245 | /// <param name="sphereMode"></param> | ||
1246 | public PrimMesh(int sides, float profileStart, float profileEnd, float hollow, int hollowSides) | ||
1247 | { | ||
1248 | this.coords = new List<Coord>(); | ||
1249 | this.faces = new List<Face>(); | ||
1250 | |||
1251 | this.sides = sides; | ||
1252 | this.profileStart = profileStart; | ||
1253 | this.profileEnd = profileEnd; | ||
1254 | this.hollow = hollow; | ||
1255 | this.hollowSides = hollowSides; | ||
1256 | |||
1257 | if (sides < 3) | ||
1258 | this.sides = 3; | ||
1259 | if (hollowSides < 3) | ||
1260 | this.hollowSides = 3; | ||
1261 | if (profileStart < 0.0f) | ||
1262 | this.profileStart = 0.0f; | ||
1263 | if (profileEnd > 1.0f) | ||
1264 | this.profileEnd = 1.0f; | ||
1265 | if (profileEnd < 0.02f) | ||
1266 | this.profileEnd = 0.02f; | ||
1267 | if (profileStart >= profileEnd) | ||
1268 | this.profileStart = profileEnd - 0.02f; | ||
1269 | if (hollow > 0.99f) | ||
1270 | this.hollow = 0.99f; | ||
1271 | if (hollow < 0.0f) | ||
1272 | this.hollow = 0.0f; | ||
1273 | } | ||
1274 | |||
1275 | /// <summary> | ||
1276 | /// Extrudes a profile along a path. | ||
1277 | /// </summary> | ||
1278 | public void Extrude(PathType pathType) | ||
1279 | { | ||
1280 | bool needEndFaces = false; | ||
1281 | |||
1282 | this.coords = new List<Coord>(); | ||
1283 | this.faces = new List<Face>(); | ||
1284 | |||
1285 | int steps = 1; | ||
1286 | |||
1287 | float length = this.pathCutEnd - this.pathCutBegin; | ||
1288 | |||
1289 | this.hasProfileCut = this.profileEnd - this.profileStart < 0.9999f; | ||
1290 | |||
1291 | this.hasHollow = (this.hollow > 0.001f); | ||
1292 | |||
1293 | float twistBegin = this.twistBegin / 360.0f * twoPi; | ||
1294 | float twistEnd = this.twistEnd / 360.0f * twoPi; | ||
1295 | float twistTotal = twistEnd - twistBegin; | ||
1296 | float twistTotalAbs = Math.Abs(twistTotal); | ||
1297 | if (twistTotalAbs > 0.01f) | ||
1298 | steps += (int)(twistTotalAbs * 3.66); // dahlia's magic number | ||
1299 | |||
1300 | float hollow = this.hollow; | ||
1301 | |||
1302 | if (pathType == PathType.Circular) | ||
1303 | { | ||
1304 | needEndFaces = false; | ||
1305 | if (this.pathCutBegin != 0.0f || this.pathCutEnd != 1.0f) | ||
1306 | needEndFaces = true; | ||
1307 | else if (this.taperX != 0.0f || this.taperY != 0.0f) | ||
1308 | needEndFaces = true; | ||
1309 | else if (this.skew != 0.0f) | ||
1310 | needEndFaces = true; | ||
1311 | else if (twistTotal != 0.0f) | ||
1312 | needEndFaces = true; | ||
1313 | else if (this.radius != 0.0f) | ||
1314 | needEndFaces = true; | ||
1315 | } | ||
1316 | else needEndFaces = true; | ||
1317 | |||
1318 | // sanity checks | ||
1319 | float initialProfileRot = 0.0f; | ||
1320 | if (pathType == PathType.Circular) | ||
1321 | { | ||
1322 | if (this.sides == 3) | ||
1323 | { | ||
1324 | initialProfileRot = (float)Math.PI; | ||
1325 | if (this.hollowSides == 4) | ||
1326 | { | ||
1327 | if (hollow > 0.7f) | ||
1328 | hollow = 0.7f; | ||
1329 | hollow *= 0.707f; | ||
1330 | } | ||
1331 | else hollow *= 0.5f; | ||
1332 | } | ||
1333 | else if (this.sides == 4) | ||
1334 | { | ||
1335 | initialProfileRot = 0.25f * (float)Math.PI; | ||
1336 | if (this.hollowSides != 4) | ||
1337 | hollow *= 0.707f; | ||
1338 | } | ||
1339 | else if (this.sides > 4) | ||
1340 | { | ||
1341 | initialProfileRot = (float)Math.PI; | ||
1342 | if (this.hollowSides == 4) | ||
1343 | { | ||
1344 | if (hollow > 0.7f) | ||
1345 | hollow = 0.7f; | ||
1346 | hollow /= 0.7f; | ||
1347 | } | ||
1348 | } | ||
1349 | } | ||
1350 | else | ||
1351 | { | ||
1352 | if (this.sides == 3) | ||
1353 | { | ||
1354 | if (this.hollowSides == 4) | ||
1355 | { | ||
1356 | if (hollow > 0.7f) | ||
1357 | hollow = 0.7f; | ||
1358 | hollow *= 0.707f; | ||
1359 | } | ||
1360 | else hollow *= 0.5f; | ||
1361 | } | ||
1362 | else if (this.sides == 4) | ||
1363 | { | ||
1364 | initialProfileRot = 1.25f * (float)Math.PI; | ||
1365 | if (this.hollowSides != 4) | ||
1366 | hollow *= 0.707f; | ||
1367 | } | ||
1368 | else if (this.sides == 24 && this.hollowSides == 4) | ||
1369 | hollow *= 1.414f; | ||
1370 | } | ||
1371 | |||
1372 | Profile profile = new Profile(this.sides, this.profileStart, this.profileEnd, hollow, this.hollowSides, this.hasProfileCut,true); | ||
1373 | this.errorMessage = profile.errorMessage; | ||
1374 | |||
1375 | this.numPrimFaces = profile.numPrimFaces; | ||
1376 | |||
1377 | if (initialProfileRot != 0.0f) | ||
1378 | { | ||
1379 | profile.AddRot(new Quat(new Coord(0.0f, 0.0f, 1.0f), initialProfileRot)); | ||
1380 | } | ||
1381 | |||
1382 | float thisV = 0.0f; | ||
1383 | float lastV = 0.0f; | ||
1384 | |||
1385 | Path path = new Path(); | ||
1386 | path.twistBegin = twistBegin; | ||
1387 | path.twistEnd = twistEnd; | ||
1388 | path.topShearX = topShearX; | ||
1389 | path.topShearY = topShearY; | ||
1390 | path.pathCutBegin = pathCutBegin; | ||
1391 | path.pathCutEnd = pathCutEnd; | ||
1392 | path.dimpleBegin = dimpleBegin; | ||
1393 | path.dimpleEnd = dimpleEnd; | ||
1394 | path.skew = skew; | ||
1395 | path.holeSizeX = holeSizeX; | ||
1396 | path.holeSizeY = holeSizeY; | ||
1397 | path.taperX = taperX; | ||
1398 | path.taperY = taperY; | ||
1399 | path.radius = radius; | ||
1400 | path.revolutions = revolutions; | ||
1401 | path.stepsPerRevolution = stepsPerRevolution; | ||
1402 | |||
1403 | path.Create(pathType, steps); | ||
1404 | |||
1405 | int lastNode = path.pathNodes.Count -1; | ||
1406 | |||
1407 | for (int nodeIndex = 0; nodeIndex < path.pathNodes.Count; nodeIndex++) | ||
1408 | { | ||
1409 | PathNode node = path.pathNodes[nodeIndex]; | ||
1410 | Profile newLayer = profile.Copy(); | ||
1411 | |||
1412 | newLayer.Scale(node.xScale, node.yScale); | ||
1413 | newLayer.AddRot(node.rotation); | ||
1414 | newLayer.AddPos(node.position); | ||
1415 | |||
1416 | if (needEndFaces && nodeIndex == 0) | ||
1417 | { | ||
1418 | newLayer.FlipNormals(); | ||
1419 | } // if (nodeIndex == 0) | ||
1420 | |||
1421 | // append this layer | ||
1422 | |||
1423 | int coordsLen = this.coords.Count; | ||
1424 | newLayer.AddValue2FaceVertexIndices(coordsLen); | ||
1425 | |||
1426 | this.coords.AddRange(newLayer.coords); | ||
1427 | |||
1428 | if (needEndFaces) | ||
1429 | { | ||
1430 | if (nodeIndex == 0) | ||
1431 | this.faces.AddRange(newLayer.faces); | ||
1432 | else if (nodeIndex == lastNode) | ||
1433 | { | ||
1434 | if (node.xScale > 1e-6 && node.yScale > 1e-6) | ||
1435 | this.faces.AddRange(newLayer.faces); | ||
1436 | } | ||
1437 | } | ||
1438 | |||
1439 | // fill faces between layers | ||
1440 | |||
1441 | int numVerts = newLayer.coords.Count; | ||
1442 | Face newFace1 = new Face(); | ||
1443 | Face newFace2 = new Face(); | ||
1444 | |||
1445 | thisV = 1.0f - node.percentOfPath; | ||
1446 | |||
1447 | if (nodeIndex > 0) | ||
1448 | { | ||
1449 | int startVert = coordsLen; | ||
1450 | int endVert = this.coords.Count; | ||
1451 | if (!this.hasProfileCut) | ||
1452 | { | ||
1453 | int i = startVert; | ||
1454 | for (int l = 0; l < profile.numOuterVerts - 1; l++) | ||
1455 | { | ||
1456 | newFace1.v1 = i; | ||
1457 | newFace1.v2 = i - numVerts; | ||
1458 | newFace1.v3 = i + 1; | ||
1459 | this.faces.Add(newFace1); | ||
1460 | |||
1461 | newFace2.v1 = i + 1; | ||
1462 | newFace2.v2 = i - numVerts; | ||
1463 | newFace2.v3 = i + 1 - numVerts; | ||
1464 | this.faces.Add(newFace2); | ||
1465 | i++; | ||
1466 | } | ||
1467 | |||
1468 | newFace1.v1 = i; | ||
1469 | newFace1.v2 = i - numVerts; | ||
1470 | newFace1.v3 = startVert; | ||
1471 | this.faces.Add(newFace1); | ||
1472 | |||
1473 | newFace2.v1 = startVert; | ||
1474 | newFace2.v2 = i - numVerts; | ||
1475 | newFace2.v3 = startVert - numVerts; | ||
1476 | this.faces.Add(newFace2); | ||
1477 | |||
1478 | if (this.hasHollow) | ||
1479 | { | ||
1480 | startVert = ++i; | ||
1481 | for (int l = 0; l < profile.numHollowVerts - 1; l++) | ||
1482 | { | ||
1483 | newFace1.v1 = i; | ||
1484 | newFace1.v2 = i - numVerts; | ||
1485 | newFace1.v3 = i + 1; | ||
1486 | this.faces.Add(newFace1); | ||
1487 | |||
1488 | newFace2.v1 = i + 1; | ||
1489 | newFace2.v2 = i - numVerts; | ||
1490 | newFace2.v3 = i + 1 - numVerts; | ||
1491 | this.faces.Add(newFace2); | ||
1492 | i++; | ||
1493 | } | ||
1494 | |||
1495 | newFace1.v1 = i; | ||
1496 | newFace1.v2 = i - numVerts; | ||
1497 | newFace1.v3 = startVert; | ||
1498 | this.faces.Add(newFace1); | ||
1499 | |||
1500 | newFace2.v1 = startVert; | ||
1501 | newFace2.v2 = i - numVerts; | ||
1502 | newFace2.v3 = startVert - numVerts; | ||
1503 | this.faces.Add(newFace2); | ||
1504 | } | ||
1505 | |||
1506 | |||
1507 | } | ||
1508 | else | ||
1509 | { | ||
1510 | for (int i = startVert; i < endVert; i++) | ||
1511 | { | ||
1512 | int iNext = i + 1; | ||
1513 | if (i == endVert - 1) | ||
1514 | iNext = startVert; | ||
1515 | |||
1516 | newFace1.v1 = i; | ||
1517 | newFace1.v2 = i - numVerts; | ||
1518 | newFace1.v3 = iNext; | ||
1519 | this.faces.Add(newFace1); | ||
1520 | |||
1521 | newFace2.v1 = iNext; | ||
1522 | newFace2.v2 = i - numVerts; | ||
1523 | newFace2.v3 = iNext - numVerts; | ||
1524 | this.faces.Add(newFace2); | ||
1525 | |||
1526 | } | ||
1527 | } | ||
1528 | } | ||
1529 | |||
1530 | lastV = thisV; | ||
1531 | |||
1532 | } // for (int nodeIndex = 0; nodeIndex < path.pathNodes.Count; nodeIndex++) | ||
1533 | |||
1534 | } | ||
1535 | |||
1536 | |||
1537 | /// <summary> | ||
1538 | /// DEPRICATED - use Extrude(PathType.Linear) instead | ||
1539 | /// Extrudes a profile along a straight line path. Used for prim types box, cylinder, and prism. | ||
1540 | /// </summary> | ||
1541 | /// | ||
1542 | public void ExtrudeLinear() | ||
1543 | { | ||
1544 | this.Extrude(PathType.Linear); | ||
1545 | } | ||
1546 | |||
1547 | |||
1548 | /// <summary> | ||
1549 | /// DEPRICATED - use Extrude(PathType.Circular) instead | ||
1550 | /// Extrude a profile into a circular path prim mesh. Used for prim types torus, tube, and ring. | ||
1551 | /// </summary> | ||
1552 | /// | ||
1553 | public void ExtrudeCircular() | ||
1554 | { | ||
1555 | this.Extrude(PathType.Circular); | ||
1556 | } | ||
1557 | |||
1558 | |||
1559 | private Coord SurfaceNormal(Coord c1, Coord c2, Coord c3) | ||
1560 | { | ||
1561 | Coord edge1 = new Coord(c2.X - c1.X, c2.Y - c1.Y, c2.Z - c1.Z); | ||
1562 | Coord edge2 = new Coord(c3.X - c1.X, c3.Y - c1.Y, c3.Z - c1.Z); | ||
1563 | |||
1564 | Coord normal = Coord.Cross(edge1, edge2); | ||
1565 | |||
1566 | normal.Normalize(); | ||
1567 | |||
1568 | return normal; | ||
1569 | } | ||
1570 | |||
1571 | private Coord SurfaceNormal(Face face) | ||
1572 | { | ||
1573 | return SurfaceNormal(this.coords[face.v1], this.coords[face.v2], this.coords[face.v3]); | ||
1574 | } | ||
1575 | |||
1576 | /// <summary> | ||
1577 | /// Calculate the surface normal for a face in the list of faces | ||
1578 | /// </summary> | ||
1579 | /// <param name="faceIndex"></param> | ||
1580 | /// <returns></returns> | ||
1581 | public Coord SurfaceNormal(int faceIndex) | ||
1582 | { | ||
1583 | int numFaces = this.faces.Count; | ||
1584 | if (faceIndex < 0 || faceIndex >= numFaces) | ||
1585 | throw new Exception("faceIndex out of range"); | ||
1586 | |||
1587 | return SurfaceNormal(this.faces[faceIndex]); | ||
1588 | } | ||
1589 | |||
1590 | /// <summary> | ||
1591 | /// Duplicates a PrimMesh object. All object properties are copied by value, including lists. | ||
1592 | /// </summary> | ||
1593 | /// <returns></returns> | ||
1594 | public PrimMesh Copy() | ||
1595 | { | ||
1596 | PrimMesh copy = new PrimMesh(this.sides, this.profileStart, this.profileEnd, this.hollow, this.hollowSides); | ||
1597 | copy.twistBegin = this.twistBegin; | ||
1598 | copy.twistEnd = this.twistEnd; | ||
1599 | copy.topShearX = this.topShearX; | ||
1600 | copy.topShearY = this.topShearY; | ||
1601 | copy.pathCutBegin = this.pathCutBegin; | ||
1602 | copy.pathCutEnd = this.pathCutEnd; | ||
1603 | copy.dimpleBegin = this.dimpleBegin; | ||
1604 | copy.dimpleEnd = this.dimpleEnd; | ||
1605 | copy.skew = this.skew; | ||
1606 | copy.holeSizeX = this.holeSizeX; | ||
1607 | copy.holeSizeY = this.holeSizeY; | ||
1608 | copy.taperX = this.taperX; | ||
1609 | copy.taperY = this.taperY; | ||
1610 | copy.radius = this.radius; | ||
1611 | copy.revolutions = this.revolutions; | ||
1612 | copy.stepsPerRevolution = this.stepsPerRevolution; | ||
1613 | |||
1614 | copy.numPrimFaces = this.numPrimFaces; | ||
1615 | copy.errorMessage = this.errorMessage; | ||
1616 | |||
1617 | copy.coords = new List<Coord>(this.coords); | ||
1618 | copy.faces = new List<Face>(this.faces); | ||
1619 | |||
1620 | return copy; | ||
1621 | } | ||
1622 | |||
1623 | /// <summary> | ||
1624 | /// Adds a value to each XYZ vertex coordinate in the mesh | ||
1625 | /// </summary> | ||
1626 | /// <param name="x"></param> | ||
1627 | /// <param name="y"></param> | ||
1628 | /// <param name="z"></param> | ||
1629 | public void AddPos(float x, float y, float z) | ||
1630 | { | ||
1631 | int i; | ||
1632 | int numVerts = this.coords.Count; | ||
1633 | Coord vert; | ||
1634 | |||
1635 | for (i = 0; i < numVerts; i++) | ||
1636 | { | ||
1637 | vert = this.coords[i]; | ||
1638 | vert.X += x; | ||
1639 | vert.Y += y; | ||
1640 | vert.Z += z; | ||
1641 | this.coords[i] = vert; | ||
1642 | } | ||
1643 | } | ||
1644 | |||
1645 | /// <summary> | ||
1646 | /// Rotates the mesh | ||
1647 | /// </summary> | ||
1648 | /// <param name="q"></param> | ||
1649 | public void AddRot(Quat q) | ||
1650 | { | ||
1651 | int i; | ||
1652 | int numVerts = this.coords.Count; | ||
1653 | |||
1654 | for (i = 0; i < numVerts; i++) | ||
1655 | this.coords[i] *= q; | ||
1656 | } | ||
1657 | |||
1658 | #if VERTEX_INDEXER | ||
1659 | public VertexIndexer GetVertexIndexer() | ||
1660 | { | ||
1661 | return null; | ||
1662 | } | ||
1663 | #endif | ||
1664 | |||
1665 | /// <summary> | ||
1666 | /// Scales the mesh | ||
1667 | /// </summary> | ||
1668 | /// <param name="x"></param> | ||
1669 | /// <param name="y"></param> | ||
1670 | /// <param name="z"></param> | ||
1671 | public void Scale(float x, float y, float z) | ||
1672 | { | ||
1673 | int i; | ||
1674 | int numVerts = this.coords.Count; | ||
1675 | //Coord vert; | ||
1676 | |||
1677 | Coord m = new Coord(x, y, z); | ||
1678 | for (i = 0; i < numVerts; i++) | ||
1679 | this.coords[i] *= m; | ||
1680 | } | ||
1681 | |||
1682 | /// <summary> | ||
1683 | /// Dumps the mesh to a Blender compatible "Raw" format file | ||
1684 | /// </summary> | ||
1685 | /// <param name="path"></param> | ||
1686 | /// <param name="name"></param> | ||
1687 | /// <param name="title"></param> | ||
1688 | public void DumpRaw(String path, String name, String title) | ||
1689 | { | ||
1690 | if (path == null) | ||
1691 | return; | ||
1692 | String fileName = name + "_" + title + ".raw"; | ||
1693 | String completePath = System.IO.Path.Combine(path, fileName); | ||
1694 | StreamWriter sw = new StreamWriter(completePath); | ||
1695 | |||
1696 | for (int i = 0; i < this.faces.Count; i++) | ||
1697 | { | ||
1698 | string s = this.coords[this.faces[i].v1].ToString(); | ||
1699 | s += " " + this.coords[this.faces[i].v2].ToString(); | ||
1700 | s += " " + this.coords[this.faces[i].v3].ToString(); | ||
1701 | |||
1702 | sw.WriteLine(s); | ||
1703 | } | ||
1704 | |||
1705 | sw.Close(); | ||
1706 | } | ||
1707 | } | ||
1708 | } | ||
diff --git a/OpenSim/Region/Physics/UbitMeshing/SculptMap.cs b/OpenSim/Region/Physics/UbitMeshing/SculptMap.cs deleted file mode 100644 index 1c75db6..0000000 --- a/OpenSim/Region/Physics/UbitMeshing/SculptMap.cs +++ /dev/null | |||
@@ -1,244 +0,0 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyright | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | |||
28 | using System; | ||
29 | using System.Collections.Generic; | ||
30 | using System.Text; | ||
31 | |||
32 | using System.Drawing; | ||
33 | using System.Drawing.Imaging; | ||
34 | |||
35 | namespace PrimMesher | ||
36 | { | ||
37 | public class SculptMap | ||
38 | { | ||
39 | public int width; | ||
40 | public int height; | ||
41 | public byte[] redBytes; | ||
42 | public byte[] greenBytes; | ||
43 | public byte[] blueBytes; | ||
44 | |||
45 | public SculptMap() | ||
46 | { | ||
47 | } | ||
48 | |||
49 | public SculptMap(Bitmap bm, int lod) | ||
50 | { | ||
51 | int bmW = bm.Width; | ||
52 | int bmH = bm.Height; | ||
53 | |||
54 | if (bmW == 0 || bmH == 0) | ||
55 | throw new Exception("SculptMap: bitmap has no data"); | ||
56 | |||
57 | int numLodPixels = lod * lod; // (32 * 2)^2 = 64^2 pixels for default sculpt map image | ||
58 | |||
59 | bool needsScaling = false; | ||
60 | bool smallMap = false; | ||
61 | |||
62 | width = bmW; | ||
63 | height = bmH; | ||
64 | |||
65 | while (width * height > numLodPixels * 4) | ||
66 | { | ||
67 | width >>= 1; | ||
68 | height >>= 1; | ||
69 | needsScaling = true; | ||
70 | } | ||
71 | |||
72 | try | ||
73 | { | ||
74 | if (needsScaling) | ||
75 | bm = ScaleImage(bm, width, height); | ||
76 | } | ||
77 | |||
78 | catch (Exception e) | ||
79 | { | ||
80 | throw new Exception("Exception in ScaleImage(): e: " + e.ToString()); | ||
81 | } | ||
82 | |||
83 | if (width * height > numLodPixels) | ||
84 | { | ||
85 | smallMap = false; | ||
86 | width >>= 1; | ||
87 | height >>= 1; | ||
88 | } | ||
89 | else | ||
90 | smallMap = true; | ||
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 | Color c; | ||
99 | |||
100 | try | ||
101 | { | ||
102 | for (int y = 0; y <= height; y++) | ||
103 | { | ||
104 | for (int x = 0; x < width; x++) | ||
105 | { | ||
106 | if (smallMap) | ||
107 | c = bm.GetPixel(x, y < height ? y : y - 1); | ||
108 | else | ||
109 | c = bm.GetPixel(x * 2, y < height ? y * 2 : y * 2 - 1); | ||
110 | |||
111 | redBytes[byteNdx] = c.R; | ||
112 | greenBytes[byteNdx] = c.G; | ||
113 | blueBytes[byteNdx] = c.B; | ||
114 | |||
115 | ++byteNdx; | ||
116 | } | ||
117 | |||
118 | if (smallMap) | ||
119 | c = bm.GetPixel(width - 1, y < height ? y : y - 1); | ||
120 | else | ||
121 | c = bm.GetPixel(width * 2 - 1, y < height ? y * 2 : y * 2 - 1); | ||
122 | |||
123 | redBytes[byteNdx] = c.R; | ||
124 | greenBytes[byteNdx] = c.G; | ||
125 | blueBytes[byteNdx] = c.B; | ||
126 | |||
127 | ++byteNdx; | ||
128 | } | ||
129 | } | ||
130 | catch (Exception e) | ||
131 | { | ||
132 | throw new Exception("Caught exception processing byte arrays in SculptMap(): e: " + e.ToString()); | ||
133 | } | ||
134 | |||
135 | width++; | ||
136 | height++; | ||
137 | } | ||
138 | |||
139 | public List<List<Coord>> ToRows(bool mirror) | ||
140 | { | ||
141 | int numRows = height; | ||
142 | int numCols = width; | ||
143 | |||
144 | List<List<Coord>> rows = new List<List<Coord>>(numRows); | ||
145 | |||
146 | float pixScale = 1.0f / 255; | ||
147 | |||
148 | int rowNdx, colNdx; | ||
149 | int smNdx = 0; | ||
150 | |||
151 | for (rowNdx = 0; rowNdx < numRows; rowNdx++) | ||
152 | { | ||
153 | List<Coord> row = new List<Coord>(numCols); | ||
154 | for (colNdx = 0; colNdx < numCols; colNdx++) | ||
155 | { | ||
156 | |||
157 | if (mirror) | ||
158 | row.Add(new Coord(-((float)redBytes[smNdx] * pixScale - 0.5f), ((float)greenBytes[smNdx] * pixScale - 0.5f), (float)blueBytes[smNdx] * pixScale - 0.5f)); | ||
159 | else | ||
160 | row.Add(new Coord((float)redBytes[smNdx] * pixScale - 0.5f, (float)greenBytes[smNdx] * pixScale - 0.5f, (float)blueBytes[smNdx] * pixScale - 0.5f)); | ||
161 | |||
162 | ++smNdx; | ||
163 | } | ||
164 | rows.Add(row); | ||
165 | } | ||
166 | return rows; | ||
167 | } | ||
168 | |||
169 | private Bitmap ScaleImage(Bitmap srcImage, int destWidth, int destHeight) | ||
170 | { | ||
171 | |||
172 | Bitmap scaledImage = new Bitmap(destWidth, destHeight, PixelFormat.Format24bppRgb); | ||
173 | |||
174 | Color c; | ||
175 | |||
176 | |||
177 | // will let last step to be eventually diferent, as seems to be in sl | ||
178 | |||
179 | float xscale = (float)srcImage.Width / (float)destWidth; | ||
180 | float yscale = (float)srcImage.Height / (float)destHeight; | ||
181 | |||
182 | int lastsx = srcImage.Width - 1; | ||
183 | int lastsy = srcImage.Height - 1; | ||
184 | int lastdx = destWidth - 1; | ||
185 | int lastdy = destHeight - 1; | ||
186 | |||
187 | float sy = 0.5f; | ||
188 | float sx; | ||
189 | |||
190 | for (int y = 0; y < lastdy; y++) | ||
191 | { | ||
192 | sx = 0.5f; | ||
193 | for (int x = 0; x < lastdx; x++) | ||
194 | { | ||
195 | try | ||
196 | { | ||
197 | c = srcImage.GetPixel((int)(sx), (int)(sy)); | ||
198 | scaledImage.SetPixel(x, y, Color.FromArgb(c.R, c.G, c.B)); | ||
199 | } | ||
200 | catch (IndexOutOfRangeException) | ||
201 | { | ||
202 | } | ||
203 | sx += xscale; | ||
204 | } | ||
205 | try | ||
206 | { | ||
207 | c = srcImage.GetPixel(lastsx, (int)(sy)); | ||
208 | scaledImage.SetPixel(lastdx, y, Color.FromArgb(c.R, c.G, c.B)); | ||
209 | } | ||
210 | catch (IndexOutOfRangeException) | ||
211 | { | ||
212 | } | ||
213 | |||
214 | sy += yscale; | ||
215 | } | ||
216 | |||
217 | sx = 0.5f; | ||
218 | for (int x = 0; x < lastdx; x++) | ||
219 | { | ||
220 | try | ||
221 | { | ||
222 | c = srcImage.GetPixel((int)(sx), lastsy); | ||
223 | scaledImage.SetPixel(x, lastdy, Color.FromArgb(c.R, c.G, c.B)); | ||
224 | } | ||
225 | catch (IndexOutOfRangeException) | ||
226 | { | ||
227 | } | ||
228 | |||
229 | sx += xscale; | ||
230 | } | ||
231 | try | ||
232 | { | ||
233 | c = srcImage.GetPixel(lastsx, lastsy); | ||
234 | scaledImage.SetPixel(lastdx, lastdy, Color.FromArgb(c.R, c.G, c.B)); | ||
235 | } | ||
236 | catch (IndexOutOfRangeException) | ||
237 | { | ||
238 | } | ||
239 | |||
240 | srcImage.Dispose(); | ||
241 | return scaledImage; | ||
242 | } | ||
243 | } | ||
244 | } \ No newline at end of file | ||
diff --git a/OpenSim/Region/Physics/UbitMeshing/SculptMesh.cs b/OpenSim/Region/Physics/UbitMeshing/SculptMesh.cs deleted file mode 100644 index bc1375b..0000000 --- a/OpenSim/Region/Physics/UbitMeshing/SculptMesh.cs +++ /dev/null | |||
@@ -1,220 +0,0 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyright | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | |||
28 | using System; | ||
29 | using System.Collections.Generic; | ||
30 | using System.Text; | ||
31 | using System.IO; | ||
32 | |||
33 | using System.Drawing; | ||
34 | using System.Drawing.Imaging; | ||
35 | |||
36 | namespace PrimMesher | ||
37 | { | ||
38 | |||
39 | public class SculptMesh | ||
40 | { | ||
41 | public List<Coord> coords; | ||
42 | public List<Face> faces; | ||
43 | |||
44 | public enum SculptType { sphere = 1, torus = 2, plane = 3, cylinder = 4 }; | ||
45 | |||
46 | |||
47 | public SculptMesh(Bitmap sculptBitmap, SculptType sculptType, int lod, bool mirror, bool invert) | ||
48 | { | ||
49 | if (mirror) | ||
50 | invert = !invert; | ||
51 | |||
52 | SculptMap smap = new SculptMap(sculptBitmap, lod); | ||
53 | |||
54 | List<List<Coord>> rows = smap.ToRows(mirror); | ||
55 | |||
56 | _SculptMesh(rows, sculptType, invert); | ||
57 | } | ||
58 | |||
59 | private void _SculptMesh(List<List<Coord>> rows, SculptType sculptType, bool invert) | ||
60 | { | ||
61 | coords = new List<Coord>(); | ||
62 | faces = new List<Face>(); | ||
63 | |||
64 | sculptType = (SculptType)(((int)sculptType) & 0x07); | ||
65 | |||
66 | int width = rows[0].Count; | ||
67 | |||
68 | int p1, p2, p3, p4; | ||
69 | |||
70 | int imageX, imageY; | ||
71 | |||
72 | if (sculptType != SculptType.plane) | ||
73 | { | ||
74 | if (rows.Count % 2 == 0) | ||
75 | { | ||
76 | for (int rowNdx = 0; rowNdx < rows.Count; rowNdx++) | ||
77 | rows[rowNdx].Add(rows[rowNdx][0]); | ||
78 | } | ||
79 | else | ||
80 | { | ||
81 | int lastIndex = rows[0].Count - 1; | ||
82 | |||
83 | for (int i = 0; i < rows.Count; i++) | ||
84 | rows[i][0] = rows[i][lastIndex]; | ||
85 | } | ||
86 | } | ||
87 | |||
88 | Coord topPole = rows[0][width / 2]; | ||
89 | Coord bottomPole = rows[rows.Count - 1][width / 2]; | ||
90 | |||
91 | if (sculptType == SculptType.sphere) | ||
92 | { | ||
93 | if (rows.Count % 2 == 0) | ||
94 | { | ||
95 | int count = rows[0].Count; | ||
96 | List<Coord> topPoleRow = new List<Coord>(count); | ||
97 | List<Coord> bottomPoleRow = new List<Coord>(count); | ||
98 | |||
99 | for (int i = 0; i < count; i++) | ||
100 | { | ||
101 | topPoleRow.Add(topPole); | ||
102 | bottomPoleRow.Add(bottomPole); | ||
103 | } | ||
104 | rows.Insert(0, topPoleRow); | ||
105 | rows.Add(bottomPoleRow); | ||
106 | } | ||
107 | else | ||
108 | { | ||
109 | int count = rows[0].Count; | ||
110 | |||
111 | List<Coord> topPoleRow = rows[0]; | ||
112 | List<Coord> bottomPoleRow = rows[rows.Count - 1]; | ||
113 | |||
114 | for (int i = 0; i < count; i++) | ||
115 | { | ||
116 | topPoleRow[i] = topPole; | ||
117 | bottomPoleRow[i] = bottomPole; | ||
118 | } | ||
119 | } | ||
120 | } | ||
121 | |||
122 | if (sculptType == SculptType.torus) | ||
123 | rows.Add(rows[0]); | ||
124 | |||
125 | int coordsDown = rows.Count; | ||
126 | int coordsAcross = rows[0].Count; | ||
127 | |||
128 | float widthUnit = 1.0f / (coordsAcross - 1); | ||
129 | float heightUnit = 1.0f / (coordsDown - 1); | ||
130 | |||
131 | for (imageY = 0; imageY < coordsDown; imageY++) | ||
132 | { | ||
133 | int rowOffset = imageY * coordsAcross; | ||
134 | |||
135 | for (imageX = 0; imageX < coordsAcross; imageX++) | ||
136 | { | ||
137 | /* | ||
138 | * p1-----p2 | ||
139 | * | \ f2 | | ||
140 | * | \ | | ||
141 | * | f1 \| | ||
142 | * p3-----p4 | ||
143 | */ | ||
144 | |||
145 | p4 = rowOffset + imageX; | ||
146 | p3 = p4 - 1; | ||
147 | |||
148 | p2 = p4 - coordsAcross; | ||
149 | p1 = p3 - coordsAcross; | ||
150 | |||
151 | this.coords.Add(rows[imageY][imageX]); | ||
152 | |||
153 | if (imageY > 0 && imageX > 0) | ||
154 | { | ||
155 | Face f1, f2; | ||
156 | |||
157 | if (invert) | ||
158 | { | ||
159 | f1 = new Face(p1, p4, p3); | ||
160 | f2 = new Face(p1, p2, p4); | ||
161 | } | ||
162 | else | ||
163 | { | ||
164 | f1 = new Face(p1, p3, p4); | ||
165 | f2 = new Face(p1, p4, p2); | ||
166 | } | ||
167 | |||
168 | this.faces.Add(f1); | ||
169 | this.faces.Add(f2); | ||
170 | } | ||
171 | } | ||
172 | } | ||
173 | } | ||
174 | |||
175 | /// <summary> | ||
176 | /// Duplicates a SculptMesh object. All object properties are copied by value, including lists. | ||
177 | /// </summary> | ||
178 | /// <returns></returns> | ||
179 | public SculptMesh Copy() | ||
180 | { | ||
181 | return new SculptMesh(this); | ||
182 | } | ||
183 | |||
184 | public SculptMesh(SculptMesh sm) | ||
185 | { | ||
186 | coords = new List<Coord>(sm.coords); | ||
187 | faces = new List<Face>(sm.faces); | ||
188 | } | ||
189 | |||
190 | public void Scale(float x, float y, float z) | ||
191 | { | ||
192 | int i; | ||
193 | int numVerts = this.coords.Count; | ||
194 | |||
195 | Coord m = new Coord(x, y, z); | ||
196 | for (i = 0; i < numVerts; i++) | ||
197 | this.coords[i] *= m; | ||
198 | } | ||
199 | |||
200 | public void DumpRaw(String path, String name, String title) | ||
201 | { | ||
202 | if (path == null) | ||
203 | return; | ||
204 | String fileName = name + "_" + title + ".raw"; | ||
205 | String completePath = System.IO.Path.Combine(path, fileName); | ||
206 | StreamWriter sw = new StreamWriter(completePath); | ||
207 | |||
208 | for (int i = 0; i < this.faces.Count; i++) | ||
209 | { | ||
210 | string s = this.coords[this.faces[i].v1].ToString(); | ||
211 | s += " " + this.coords[this.faces[i].v2].ToString(); | ||
212 | s += " " + this.coords[this.faces[i].v3].ToString(); | ||
213 | |||
214 | sw.WriteLine(s); | ||
215 | } | ||
216 | |||
217 | sw.Close(); | ||
218 | } | ||
219 | } | ||
220 | } | ||