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authorTeravus Ovares2008-05-09 01:28:54 +0000
committerTeravus Ovares2008-05-09 01:28:54 +0000
commit7e275bfa371883778c3481ddd206ea627fb54cf9 (patch)
treea2786130896d7c1293921e28853c348702e5c554 /OpenSim
parent* remove 2 warnings. (diff)
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* Wrote a method to get the OpenJpeg data of a sculpt texture asset and save it to the prim shape.
* Added some stuff around sculpted prim meshes.. but it's just there so the project compiles now.
Diffstat (limited to '')
-rw-r--r--OpenSim/Framework/PrimitiveBaseShape.cs3
-rw-r--r--OpenSim/Region/Environment/Scenes/SceneObjectPart.cs21
-rw-r--r--OpenSim/Region/Physics/Meshing/SculptMesh.cs231
3 files changed, 253 insertions, 2 deletions
diff --git a/OpenSim/Framework/PrimitiveBaseShape.cs b/OpenSim/Framework/PrimitiveBaseShape.cs
index 46181f1..82aec06 100644
--- a/OpenSim/Framework/PrimitiveBaseShape.cs
+++ b/OpenSim/Framework/PrimitiveBaseShape.cs
@@ -100,13 +100,14 @@ namespace OpenSim.Framework
100 // Sculpted 100 // Sculpted
101 [XmlIgnore] public LLUUID SculptTexture = LLUUID.Zero; 101 [XmlIgnore] public LLUUID SculptTexture = LLUUID.Zero;
102 [XmlIgnore] public byte SculptType = (byte)0; 102 [XmlIgnore] public byte SculptType = (byte)0;
103 [XmlIgnore] public byte[] SculptData = new byte[0];
103 104
104 // Flexi 105 // Flexi
105 [XmlIgnore] public int FlexiSoftness = 0; 106 [XmlIgnore] public int FlexiSoftness = 0;
106 [XmlIgnore] public float FlexiTension = 0f; 107 [XmlIgnore] public float FlexiTension = 0f;
107 [XmlIgnore] public float FlexiDrag = 0f; 108 [XmlIgnore] public float FlexiDrag = 0f;
108 [XmlIgnore] public float FlexiGravity = 0f; 109 [XmlIgnore] public float FlexiGravity = 0f;
109 [XmlIgnore] public float FlexiWind= 0f; 110 [XmlIgnore] public float FlexiWind = 0f;
110 [XmlIgnore] public float FlexiForceX = 0f; 111 [XmlIgnore] public float FlexiForceX = 0f;
111 [XmlIgnore] public float FlexiForceY = 0f; 112 [XmlIgnore] public float FlexiForceY = 0f;
112 [XmlIgnore] public float FlexiForceZ = 0f; 113 [XmlIgnore] public float FlexiForceZ = 0f;
diff --git a/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs b/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs
index 22753de..0075a22 100644
--- a/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs
@@ -1921,8 +1921,27 @@ namespace OpenSim.Region.Environment.Scenes
1921 public void UpdateExtraParam(ushort type, bool inUse, byte[] data) 1921 public void UpdateExtraParam(ushort type, bool inUse, byte[] data)
1922 { 1922 {
1923 m_shape.ReadInUpdateExtraParam(type, inUse, data); 1923 m_shape.ReadInUpdateExtraParam(type, inUse, data);
1924 1924 if (type == 0x30)
1925 {
1926 if (m_shape.SculptEntry && m_shape.SculptTexture != LLUUID.Zero)
1927 {
1928 //AssetBase tx = m_parentGroup.Scene.getase
1929 m_parentGroup.Scene.AssetCache.GetAsset(m_shape.SculptTexture, SculptTextureCallback, true);
1930 }
1931 }
1925 ScheduleFullUpdate(); 1932 ScheduleFullUpdate();
1933
1934 }
1935 public void SculptTextureCallback(LLUUID textureID, AssetBase texture)
1936 {
1937 if (m_shape.SculptEntry)
1938 {
1939 if (texture != null)
1940 {
1941 m_shape.SculptData = texture.Data;
1942 }
1943 }
1944
1926 } 1945 }
1927 1946
1928 #endregion 1947 #endregion
diff --git a/OpenSim/Region/Physics/Meshing/SculptMesh.cs b/OpenSim/Region/Physics/Meshing/SculptMesh.cs
new file mode 100644
index 0000000..ff9964e
--- /dev/null
+++ b/OpenSim/Region/Physics/Meshing/SculptMesh.cs
@@ -0,0 +1,231 @@
1using System;
2using System.Collections.Generic;
3using System.Drawing;
4using System.Drawing.Imaging;
5using System.Text;
6using OpenJPEGNet;
7using Image = System.Drawing.Image;
8
9namespace OpenSim.Region.Physics.Meshing
10{
11 public class SculptMesh : Mesh
12 {
13 Image idata = null;
14 Bitmap bLOD = null;
15 Bitmap bBitmap = null;
16
17 Vertex northpole = (Vertex)Vertex.Zero;
18 Vertex southpole = (Vertex)Vertex.Zero;
19
20 private int lod = 64;
21 private const float RANGE = 128.0f;
22
23 public SculptMesh(byte[] jpegData)
24 {
25 idata = OpenJPEG.DecodeToImage(jpegData);
26 if (idata != null)
27 bBitmap = new Bitmap(idata);
28
29
30 }
31 private Vertex ColorToVertex(Color input)
32 {
33 return new Vertex(
34 ((float)input.R - 128) / RANGE,
35 ((float)input.G - 128) / RANGE,
36 ((float)input.B - 128) / RANGE);
37 }
38 private void LoadPoles()
39 {
40 northpole = (Vertex)Vertex.Zero;
41 for (int x = 0; x < bBitmap.Width; x++)
42 {
43 northpole += ColorToVertex(GetPixel(0, 0));
44 }
45 northpole /= bBitmap.Width;
46
47 southpole = (Vertex)Vertex.Zero;
48 for (int x = 0; x < bBitmap.Width; x++)
49 {
50 southpole += ColorToVertex(GetPixel(bBitmap.Height - 1, (bBitmap.Height - 1)));
51 }
52 southpole /= bBitmap.Width;
53 }
54
55 private Color GetPixel(int x, int y)
56 {
57 return bLOD.GetPixel(x, y);
58 }
59
60 public int LOD
61 {
62 get
63 {
64 return (int)Math.Log(Scale, 2);
65 }
66 set
67 {
68 int power = value;
69 if (power == 0)
70 power = 6;
71 if (power < 2)
72 power = 2;
73 if (power > 9)
74 power = 9;
75 int t = (int)Math.Pow(2, power);
76 if (t != Scale)
77 {
78 lod = t;
79 }
80 }
81 }
82
83 public int Scale
84 {
85 get
86 {
87 return lod;
88 }
89 }
90 private void DoLOD()
91 {
92 int x_max = Math.Min(Scale, bBitmap.Width);
93 int y_max = Math.Min(Scale, bBitmap.Height);
94 if (bBitmap.Width == x_max && bBitmap.Height == y_max)
95 bLOD = bBitmap;
96
97 else if (bLOD == null || x_max != bLOD.Width || y_max != bLOD.Height)//don't resize if you don't need to.
98 {
99 System.Drawing.Bitmap tile = new System.Drawing.Bitmap(bBitmap.Width * 2, bBitmap.Height, PixelFormat.Format24bppRgb);
100 System.Drawing.Bitmap tile_LOD = new System.Drawing.Bitmap(x_max * 2, y_max, PixelFormat.Format24bppRgb);
101
102 bLOD = new System.Drawing.Bitmap(x_max, y_max, PixelFormat.Format24bppRgb);
103 bLOD.SetResolution(bBitmap.HorizontalResolution, bBitmap.VerticalResolution);
104
105 System.Drawing.Graphics grPhoto = System.Drawing.Graphics.FromImage(tile);
106 grPhoto.InterpolationMode = System.Drawing.Drawing2D.InterpolationMode.NearestNeighbor;
107
108 grPhoto.DrawImage(bBitmap,
109 new System.Drawing.Rectangle(0, 0, bBitmap.Width / 2, bBitmap.Height),
110 new System.Drawing.Rectangle(bBitmap.Width / 2, 0, bBitmap.Width / 2, bBitmap.Height),
111 System.Drawing.GraphicsUnit.Pixel);
112
113 grPhoto.DrawImage(bBitmap,
114 new System.Drawing.Rectangle((3 * bBitmap.Width) / 2, 0, bBitmap.Width / 2, bBitmap.Height),
115 new System.Drawing.Rectangle(0, 0, bBitmap.Width / 2, bBitmap.Height),
116 System.Drawing.GraphicsUnit.Pixel);
117
118 grPhoto.DrawImage(bBitmap,
119 new System.Drawing.Rectangle(bBitmap.Width / 2, 0, bBitmap.Width, bBitmap.Height),
120 new System.Drawing.Rectangle(0, 0, bBitmap.Width, bBitmap.Height),
121 System.Drawing.GraphicsUnit.Pixel);
122
123 grPhoto = System.Drawing.Graphics.FromImage(tile_LOD);
124 grPhoto.InterpolationMode = System.Drawing.Drawing2D.InterpolationMode.HighQualityBilinear;
125
126 grPhoto.DrawImage(tile,
127 new System.Drawing.Rectangle(0, 0, tile_LOD.Width, tile_LOD.Height),
128 new System.Drawing.Rectangle(0, 0, tile.Width, tile.Height),
129 System.Drawing.GraphicsUnit.Pixel);
130
131 grPhoto = System.Drawing.Graphics.FromImage(bLOD);
132 grPhoto.InterpolationMode = System.Drawing.Drawing2D.InterpolationMode.NearestNeighbor;
133
134 grPhoto.DrawImage(tile_LOD,
135 new System.Drawing.Rectangle(0, 0, bLOD.Width, bLOD.Height),
136 new System.Drawing.Rectangle(tile_LOD.Width / 4, 0, tile_LOD.Width / 2, tile_LOD.Height),
137 System.Drawing.GraphicsUnit.Pixel);
138
139 grPhoto.Dispose();
140 tile_LOD.Dispose();
141 tile.Dispose();
142 }
143
144 }
145 public void clearStuff()
146 {
147 this.triangles.Clear();
148 this.vertices.Clear();
149 normals = new float[0];
150
151 }
152 public void processSculptTexture()
153 {
154 int x_max = Math.Min(Scale, bBitmap.Width);
155 int y_max = Math.Min(Scale, bBitmap.Height);
156
157 int COLUMNS = x_max + 1;
158
159 Vertex[] sVertices = new Vertex[COLUMNS * y_max];
160 float[] indices = new float[COLUMNS * (y_max - 1) * 6];
161
162 for (int y = 0; y < y_max; y++)
163 {
164 for (int x = 0; x < x_max; x++)
165 {
166 // Create the vertex
167 Vertex v1 = new Vertex(0,0,0);
168
169 // Create a vertex position from the RGB channels in the current pixel
170 int ypos = y * bLOD.Width;
171
172
173 if (y == 0)
174 {
175 v1 = northpole;
176 }
177 else if (y == y_max - 1)
178 {
179 v1 = southpole;
180 }
181 else
182 {
183 v1 = ColorToVertex(GetPixel(x, y));
184 }
185 // Add the vertex for use later
186 Add(v1);
187 sVertices[y * COLUMNS + x] = v1;
188 }
189 Vertex tempVertex = vertices[y * COLUMNS];
190 sVertices[y * COLUMNS + x_max] = tempVertex;
191 }
192
193 // Create the Triangles
194 int i = 0;
195
196 for (int y = 0; y < y_max - 1; y++)
197 {
198 int x;
199
200 for (x = 0; x < x_max; x++)
201 {
202 Triangle tri1 = new Triangle(sVertices[(y * COLUMNS + x)], sVertices[(y * COLUMNS + (x + 1))],
203 sVertices[((y + 1) * COLUMNS + (x + 1))]);
204 //indices[i++] = (ushort)(y * COLUMNS + x);
205 //indices[i++] = (ushort)(y * COLUMNS + (x + 1));
206 //indices[i++] = (ushort)((y + 1) * COLUMNS + (x + 1));
207 Add(tri1);
208 Triangle tri2 = new Triangle(sVertices[(y * COLUMNS + x)],sVertices[((y + 1) * COLUMNS + (x + 1))],
209 sVertices[((y + 1) * COLUMNS + x)]);
210
211 Add(tri2);
212 //indices[i++] = (ushort)(y * COLUMNS + x);
213 //indices[i++] = (ushort)((y + 1) * COLUMNS + (x + 1));
214 //indices[i++] = (ushort)((y + 1) * COLUMNS + x);
215 }
216 Triangle tri3 = new Triangle(sVertices[(y * x_max + x)], sVertices[(y * x_max + 0)], sVertices[((y + 1) * x_max + 0)]);
217 Add(tri3);
218 // Wrap the last cell in the row around
219 //indices[i++] = (ushort)(y * x_max + x); //a
220 //indices[i++] = (ushort)(y * x_max + 0); //b
221 //indices[i++] = (ushort)((y + 1) * x_max + 0); //c
222
223 Triangle tri4 = new Triangle(sVertices[(y * x_max + x)], sVertices[((y + 1) * x_max + 0)], sVertices[((y + 1) * x_max + x)]);
224 Add(tri4);
225 //indices[i++] = (ushort)(y * x_max + x); //a
226 //indices[i++] = (ushort)((y + 1) * x_max + 0); //b
227 //indices[i++] = (ushort)((y + 1) * x_max + x); //c
228 }
229 }
230 }
231}