diff options
author | UbitUmarov | 2012-03-20 23:38:04 +0000 |
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committer | UbitUmarov | 2012-03-20 23:38:04 +0000 |
commit | 23e6a31aa50a331fdb7ba3bf23134c3808c80372 (patch) | |
tree | e6f1f5b2fd75987031cdf989f52bdfe5c3015687 /OpenSim | |
parent | WORK in progress!! Now it reads the simple hull shape to use if convex shape ... (diff) | |
download | opensim-SC_OLD-23e6a31aa50a331fdb7ba3bf23134c3808c80372.zip opensim-SC_OLD-23e6a31aa50a331fdb7ba3bf23134c3808c80372.tar.gz opensim-SC_OLD-23e6a31aa50a331fdb7ba3bf23134c3808c80372.tar.bz2 opensim-SC_OLD-23e6a31aa50a331fdb7ba3bf23134c3808c80372.tar.xz |
added convex decomposition hulls support. Hardcoded to use mesh or this. (so no simple hull of convex prims for now).
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/Physics/UbitMeshing/Meshmerizer.cs | 164 |
1 files changed, 146 insertions, 18 deletions
diff --git a/OpenSim/Region/Physics/UbitMeshing/Meshmerizer.cs b/OpenSim/Region/Physics/UbitMeshing/Meshmerizer.cs index a04df81..a550342 100644 --- a/OpenSim/Region/Physics/UbitMeshing/Meshmerizer.cs +++ b/OpenSim/Region/Physics/UbitMeshing/Meshmerizer.cs | |||
@@ -308,7 +308,7 @@ namespace OpenSim.Region.Physics.Meshing | |||
308 | } | 308 | } |
309 | 309 | ||
310 | 310 | ||
311 | // mesh.DumpRaw("c:\\lixo", "lixo", "lixo"); | 311 | // mesh.DumpRaw("c:\\lixo", "lixo", "lixo"); |
312 | mesh.DumpRaw(".", "lixo", "lixo"); | 312 | mesh.DumpRaw(".", "lixo", "lixo"); |
313 | 313 | ||
314 | return mesh; | 314 | return mesh; |
@@ -329,7 +329,7 @@ namespace OpenSim.Region.Physics.Meshing | |||
329 | // m_log.DebugFormat("[MESH]: experimental mesh proxy generation for {0}", primName); | 329 | // m_log.DebugFormat("[MESH]: experimental mesh proxy generation for {0}", primName); |
330 | 330 | ||
331 | 331 | ||
332 | bool convex = true; // this will be a input | 332 | bool convex = false; // this will be a input |
333 | bool usemesh = false; | 333 | bool usemesh = false; |
334 | 334 | ||
335 | coords = new List<Coord>(); | 335 | coords = new List<Coord>(); |
@@ -430,7 +430,6 @@ namespace OpenSim.Region.Physics.Meshing | |||
430 | return false; | 430 | return false; |
431 | } | 431 | } |
432 | 432 | ||
433 | |||
434 | if (usemesh) | 433 | if (usemesh) |
435 | { | 434 | { |
436 | OSDArray decodedMeshOsdArray = null; | 435 | OSDArray decodedMeshOsdArray = null; |
@@ -465,10 +464,14 @@ namespace OpenSim.Region.Physics.Meshing | |||
465 | 464 | ||
466 | float3 f3; | 465 | float3 f3; |
467 | PHullResult hullr = new PHullResult(); | 466 | PHullResult hullr = new PHullResult(); |
468 | Mesh m = new Mesh(); | 467 | |
469 | 468 | Coord c; | |
469 | Face f; | ||
470 | |||
470 | Vector3 range; | 471 | Vector3 range; |
471 | Vector3 min; | 472 | Vector3 min; |
473 | int nverts; | ||
474 | int nindexs; | ||
472 | 475 | ||
473 | if (cmap.ContainsKey("Max")) | 476 | if (cmap.ContainsKey("Max")) |
474 | range = cmap["Max"].AsVector3(); | 477 | range = cmap["Max"].AsVector3(); |
@@ -482,27 +485,125 @@ namespace OpenSim.Region.Physics.Meshing | |||
482 | 485 | ||
483 | range = range - min; | 486 | range = range - min; |
484 | range *= invMaxU16; | 487 | range *= invMaxU16; |
485 | /* | 488 | |
486 | // if (!convex && cmap.ContainsKey("HullList")) | 489 | if (!convex && cmap.ContainsKey("HullList") && cmap.ContainsKey("Positions")) |
487 | if (cmap.ContainsKey("HullList")) | ||
488 | { | 490 | { |
489 | List<int> hsizes = new List<int>(); | 491 | List<int> hsizes = new List<int>(); |
490 | 492 | int totalpoints = 0; | |
491 | data = cmap["HullList"].AsBinary(); | 493 | data = cmap["HullList"].AsBinary(); |
492 | for (i = 0; i < data.Length; i++) | 494 | for (i = 0; i < data.Length; i++) |
493 | { | 495 | { |
494 | t1 = data[i]; | 496 | t1 = data[i]; |
495 | if (t1 == 0) | 497 | if (t1 == 0) |
496 | t1 = 256; | 498 | t1 = 256; |
499 | totalpoints += t1; | ||
497 | hsizes.Add(t1); | 500 | hsizes.Add(t1); |
498 | } | 501 | } |
499 | 502 | ||
500 | bla bla | 503 | data = cmap["Positions"].AsBinary(); |
504 | int ptr = 0; | ||
505 | int vertsoffset = 0; | ||
506 | |||
507 | if (totalpoints == data.Length / 6) // 2 bytes per coord, 3 coords per point | ||
508 | { | ||
509 | foreach (int hullsize in hsizes) | ||
510 | { | ||
511 | for (i = 0; i < hullsize; i++ ) | ||
512 | { | ||
513 | t1 = data[ptr++]; | ||
514 | t1 += data[ptr++] << 8; | ||
515 | t2 = data[ptr++]; | ||
516 | t2 += data[ptr++] << 8; | ||
517 | t3 = data[ptr++]; | ||
518 | t3 += data[ptr++] << 8; | ||
519 | |||
520 | f3 = new float3((t1 * range.X + min.X) * size.X, | ||
521 | (t2 * range.Y + min.Y) * size.Y, | ||
522 | (t3 * range.Z + min.Z) * size.Z); | ||
523 | vs.Add(f3); | ||
524 | } | ||
525 | |||
526 | if(hullsize <3) | ||
527 | { | ||
528 | vs.Clear(); | ||
529 | continue; | ||
530 | } | ||
531 | |||
532 | if (hullsize <5) | ||
533 | { | ||
534 | foreach (float3 point in vs) | ||
535 | { | ||
536 | c.X = point.x; | ||
537 | c.Y = point.y; | ||
538 | c.Z = point.z; | ||
539 | coords.Add(c); | ||
540 | } | ||
541 | f = new Face(vertsoffset, vertsoffset + 1, vertsoffset + 2); | ||
542 | faces.Add(f); | ||
543 | |||
544 | if (hullsize == 4) | ||
545 | { | ||
546 | // not sure about orientation.. | ||
547 | f = new Face(vertsoffset, vertsoffset + 2, vertsoffset + 3); | ||
548 | faces.Add(f); | ||
549 | f = new Face(vertsoffset, vertsoffset + 3, vertsoffset + 1); | ||
550 | faces.Add(f); | ||
551 | f = new Face(vertsoffset + 3, vertsoffset + 2, vertsoffset + 1); | ||
552 | faces.Add(f); | ||
553 | } | ||
554 | vertsoffset += vs.Count; | ||
555 | vs.Clear(); | ||
556 | continue; | ||
557 | } | ||
558 | |||
559 | if (!HullUtils.ComputeHull(vs, ref hullr, 0, 0.0f)) | ||
560 | { | ||
561 | vs.Clear(); | ||
562 | continue; | ||
563 | } | ||
564 | |||
565 | nverts = hullr.Vertices.Count; | ||
566 | nindexs = hullr.Indices.Count; | ||
501 | 567 | ||
568 | if (nindexs % 3 != 0) | ||
569 | { | ||
570 | vs.Clear(); | ||
571 | continue; | ||
572 | } | ||
502 | 573 | ||
574 | for (i = 0; i < nverts; i++) | ||
575 | { | ||
576 | c.X = hullr.Vertices[i].x; | ||
577 | c.Y = hullr.Vertices[i].y; | ||
578 | c.Z = hullr.Vertices[i].z; | ||
579 | coords.Add(c); | ||
580 | } | ||
581 | |||
503 | 582 | ||
583 | for (i = 0; i < nindexs; i += 3) | ||
584 | { | ||
585 | t1 = hullr.Indices[i]; | ||
586 | if (t1 > nverts) | ||
587 | break; | ||
588 | t2 = hullr.Indices[i + 1]; | ||
589 | if (t2 > nverts) | ||
590 | break; | ||
591 | t3 = hullr.Indices[i + 2]; | ||
592 | if (t3 > nverts) | ||
593 | break; | ||
594 | f = new Face(vertsoffset + t1, vertsoffset + t2, vertsoffset + t3); | ||
595 | faces.Add(f); | ||
596 | } | ||
597 | vertsoffset += nverts; | ||
598 | vs.Clear(); | ||
599 | } | ||
600 | } | ||
601 | if (coords.Count > 0 && faces.Count > 0) | ||
602 | return true; | ||
603 | |||
504 | } | 604 | } |
505 | */ | 605 | |
606 | vs.Clear(); | ||
506 | 607 | ||
507 | if (cmap.ContainsKey("BoundingVerts")) | 608 | if (cmap.ContainsKey("BoundingVerts")) |
508 | { | 609 | { |
@@ -523,17 +624,47 @@ bla bla | |||
523 | vs.Add(f3); | 624 | vs.Add(f3); |
524 | } | 625 | } |
525 | 626 | ||
627 | if (vs.Count < 3) | ||
628 | { | ||
629 | vs.Clear(); | ||
630 | return false; | ||
631 | } | ||
632 | |||
633 | if (vs.Count < 5) | ||
634 | { | ||
635 | foreach (float3 point in vs) | ||
636 | { | ||
637 | c.X = point.x; | ||
638 | c.Y = point.y; | ||
639 | c.Z = point.z; | ||
640 | coords.Add(c); | ||
641 | } | ||
642 | f = new Face(0, 1, 2); | ||
643 | faces.Add(f); | ||
644 | |||
645 | if (vs.Count == 4) | ||
646 | { | ||
647 | // not sure about orientation.. | ||
648 | f = new Face(0, 2, 3); | ||
649 | faces.Add(f); | ||
650 | f = new Face(0, 3, 1); | ||
651 | faces.Add(f); | ||
652 | f = new Face( 3, 2, 1); | ||
653 | faces.Add(f); | ||
654 | } | ||
655 | vs.Clear(); | ||
656 | return true; | ||
657 | } | ||
526 | 658 | ||
527 | if (!HullUtils.ComputeHull(vs, ref hullr, 300, 0.0f)) | 659 | if (!HullUtils.ComputeHull(vs, ref hullr, 0, 0.0f)) |
528 | return false; | 660 | return false; |
529 | 661 | ||
530 | int nverts = hullr.Vertices.Count; | 662 | nverts = hullr.Vertices.Count; |
531 | int nindexs = hullr.Indices.Count; | 663 | nindexs = hullr.Indices.Count; |
532 | 664 | ||
533 | if (nindexs % 3 != 0) | 665 | if (nindexs % 3 != 0) |
534 | return false; | 666 | return false; |
535 | 667 | ||
536 | Coord c; | ||
537 | for (i = 0; i < nverts; i++) | 668 | for (i = 0; i < nverts; i++) |
538 | { | 669 | { |
539 | c.X = hullr.Vertices[i].x; | 670 | c.X = hullr.Vertices[i].x; |
@@ -541,9 +672,6 @@ bla bla | |||
541 | c.Z = hullr.Vertices[i].z; | 672 | c.Z = hullr.Vertices[i].z; |
542 | coords.Add(c); | 673 | coords.Add(c); |
543 | } | 674 | } |
544 | |||
545 | Face f; | ||
546 | |||
547 | for (i = 0; i < nindexs; i += 3) | 675 | for (i = 0; i < nindexs; i += 3) |
548 | { | 676 | { |
549 | t1 = hullr.Indices[i]; | 677 | t1 = hullr.Indices[i]; |