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Diffstat (limited to 'OpenSim/Region/Physics/OdePlugin/Meshing/Meshmerizer.cs')
-rw-r--r-- | OpenSim/Region/Physics/OdePlugin/Meshing/Meshmerizer.cs | 375 |
1 files changed, 0 insertions, 375 deletions
diff --git a/OpenSim/Region/Physics/OdePlugin/Meshing/Meshmerizer.cs b/OpenSim/Region/Physics/OdePlugin/Meshing/Meshmerizer.cs deleted file mode 100644 index 37fbb8a..0000000 --- a/OpenSim/Region/Physics/OdePlugin/Meshing/Meshmerizer.cs +++ /dev/null | |||
@@ -1,375 +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 OpenSim 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 | |||
29 | using System; | ||
30 | using System.IO; | ||
31 | using System.Globalization; | ||
32 | using System.Diagnostics; | ||
33 | using System.Collections.Generic; | ||
34 | using System.Runtime.InteropServices; | ||
35 | using OpenSim.Framework; | ||
36 | using OpenSim.Framework.Console; | ||
37 | using OpenSim.Region.Physics.Manager; | ||
38 | |||
39 | namespace OpenSim.Region.Physics.OdePlugin.Meshing | ||
40 | { | ||
41 | |||
42 | public class Meshmerizer | ||
43 | { | ||
44 | // Setting baseDir to a path will enable the dumping of raw files | ||
45 | // raw files can be imported by blender so a visual inspection of the results can be done | ||
46 | // const string baseDir = "rawFiles"; | ||
47 | const string baseDir = null; | ||
48 | |||
49 | static void IntersectionParameterPD(PhysicsVector p1, PhysicsVector r1, PhysicsVector p2, PhysicsVector r2, ref float lambda, ref float mu) | ||
50 | { | ||
51 | // p1, p2, points on the straight | ||
52 | // r1, r2, directional vectors of the straight. Not necessarily of length 1! | ||
53 | // note, that l, m can be scaled such, that the range 0..1 is mapped to the area between two points, | ||
54 | // thus allowing to decide whether an intersection is between two points | ||
55 | |||
56 | float r1x = r1.X; | ||
57 | float r1y = r1.Y; | ||
58 | float r2x = r2.X; | ||
59 | float r2y = r2.Y; | ||
60 | |||
61 | float denom = r1y*r2x - r1x*r2y; | ||
62 | |||
63 | if (denom == 0.0) | ||
64 | { | ||
65 | lambda = Single.NaN; | ||
66 | mu = Single.NaN; | ||
67 | return; | ||
68 | } | ||
69 | |||
70 | float p1x = p1.X; | ||
71 | float p1y = p1.Y; | ||
72 | float p2x = p2.X; | ||
73 | float p2y = p2.Y; | ||
74 | lambda = (-p2x * r2y + p1x * r2y + (p2y - p1y) * r2x) / denom; | ||
75 | mu = (-p2x * r1y + p1x * r1y + (p2y - p1y) * r1x) / denom; | ||
76 | |||
77 | } | ||
78 | |||
79 | private static List<Triangle> FindInfluencedTriangles(List<Triangle> triangles, Vertex v) | ||
80 | { | ||
81 | List<Triangle> influenced = new List<Triangle>(); | ||
82 | foreach (Triangle t in triangles) | ||
83 | { | ||
84 | if (t.isInCircle(v.X, v.Y)) | ||
85 | { | ||
86 | influenced.Add(t); | ||
87 | } | ||
88 | } | ||
89 | return influenced; | ||
90 | } | ||
91 | |||
92 | |||
93 | private static void InsertVertices(List<Vertex> vertices, int usedForSeed, List<Triangle> triangles) | ||
94 | { | ||
95 | // This is a variant of the delaunay algorithm | ||
96 | // each time a new vertex is inserted, all triangles that are influenced by it are deleted | ||
97 | // and replaced by new ones including the new vertex | ||
98 | // It is not very time efficient but easy to implement. | ||
99 | |||
100 | int iCurrentVertex; | ||
101 | int iMaxVertex = vertices.Count; | ||
102 | for (iCurrentVertex = usedForSeed; iCurrentVertex < iMaxVertex; iCurrentVertex++) | ||
103 | { | ||
104 | // Background: A triangle mesh fulfills the delaunay condition if (iff!) | ||
105 | // each circumlocutory circle (i.e. the circle that touches all three corners) | ||
106 | // of each triangle is empty of other vertices. | ||
107 | // Obviously a single (seeding) triangle fulfills this condition. | ||
108 | // If we now add one vertex, we need to reconstruct all triangles, that | ||
109 | // do not fulfill this condition with respect to the new triangle | ||
110 | |||
111 | // Find the triangles that are influenced by the new vertex | ||
112 | Vertex v=vertices[iCurrentVertex]; | ||
113 | if (v == null) | ||
114 | continue; // Null is polygon stop marker. Ignore it | ||
115 | List<Triangle> influencedTriangles=FindInfluencedTriangles(triangles, v); | ||
116 | |||
117 | List<Simplex> simplices = new List<Simplex>(); | ||
118 | |||
119 | // Reconstruction phase. First step, dissolve each triangle into it's simplices, | ||
120 | // i.e. it's "border lines" | ||
121 | // Goal is to find "inner" borders and delete them, while the hull gets conserved. | ||
122 | // Inner borders are special in the way that they always come twice, which is how we detect them | ||
123 | foreach (Triangle t in influencedTriangles) | ||
124 | { | ||
125 | List<Simplex> newSimplices = t.GetSimplices(); | ||
126 | simplices.AddRange(newSimplices); | ||
127 | triangles.Remove(t); | ||
128 | } | ||
129 | // Now sort the simplices. That will make identical ones reside side by side in the list | ||
130 | simplices.Sort(); | ||
131 | |||
132 | // Look for duplicate simplices here. | ||
133 | // Remember, they are directly side by side in the list right now, | ||
134 | // So we only check directly neighbours | ||
135 | int iSimplex; | ||
136 | List<Simplex> innerSimplices = new List<Simplex>(); | ||
137 | for (iSimplex = 1; iSimplex < simplices.Count; iSimplex++) // Startindex=1, so we can refer backwards | ||
138 | { | ||
139 | if (simplices[iSimplex - 1].CompareTo(simplices[iSimplex]) == 0) | ||
140 | { | ||
141 | innerSimplices.Add(simplices[iSimplex - 1]); | ||
142 | innerSimplices.Add(simplices[iSimplex]); | ||
143 | } | ||
144 | } | ||
145 | |||
146 | foreach (Simplex s in innerSimplices) | ||
147 | { | ||
148 | simplices.Remove(s); | ||
149 | } | ||
150 | |||
151 | // each simplex still in the list belongs to the hull of the region in question | ||
152 | // The new vertex (yes, we still deal with verices here :-) ) forms a triangle | ||
153 | // with each of these simplices. Build the new triangles and add them to the list | ||
154 | foreach (Simplex s in simplices) | ||
155 | { | ||
156 | Triangle t = new Triangle(s.v1, s.v2, vertices[iCurrentVertex]); | ||
157 | if (!t.isDegraded()) | ||
158 | { | ||
159 | triangles.Add(t); | ||
160 | } | ||
161 | } | ||
162 | } | ||
163 | |||
164 | } | ||
165 | |||
166 | |||
167 | static Mesh CreateBoxMesh(String primName, PrimitiveBaseShape primShape, PhysicsVector size) | ||
168 | // Builds the z (+ and -) surfaces of a box shaped prim | ||
169 | { | ||
170 | UInt16 hollowFactor = primShape.ProfileHollow; | ||
171 | UInt16 profileBegin = primShape.ProfileBegin; | ||
172 | UInt16 profileEnd = primShape.ProfileEnd; | ||
173 | |||
174 | // Procedure: This is based on the fact that the upper (plus) and lower (minus) Z-surface | ||
175 | // of a block are basically the same | ||
176 | // They may be warped differently but the shape is identical | ||
177 | // So we only create one surface as a model and derive both plus and minus surface of the block from it | ||
178 | // This is done in a model space where the block spans from -.5 to +.5 in X and Y | ||
179 | // The mapping to Scene space is done later during the "extrusion" phase | ||
180 | |||
181 | // Base | ||
182 | Vertex MM = new Vertex(-0.5f, -0.5f, 0.0f); | ||
183 | Vertex PM = new Vertex(+0.5f, -0.5f, 0.0f); | ||
184 | Vertex MP = new Vertex(-0.5f, +0.5f, 0.0f); | ||
185 | Vertex PP = new Vertex(+0.5f, +0.5f, 0.0f); | ||
186 | |||
187 | Meshing.SimpleHull outerHull = new SimpleHull(); | ||
188 | outerHull.AddVertex(MM); | ||
189 | outerHull.AddVertex(PM); | ||
190 | outerHull.AddVertex(PP); | ||
191 | outerHull.AddVertex(MP); | ||
192 | |||
193 | // Deal with cuts now | ||
194 | if ((profileBegin != 0) || (profileEnd != 0)) | ||
195 | { | ||
196 | double fProfileBeginAngle = profileBegin / 50000.0 * 360.0; // In degree, for easier debugging and understanding | ||
197 | fProfileBeginAngle -= (90.0 + 45.0); // for some reasons, the SL client counts from the corner -X/-Y | ||
198 | double fProfileEndAngle = 360.0 - profileEnd / 50000.0 * 360.0; // Pathend comes as complement to 1.0 | ||
199 | fProfileEndAngle -= (90.0 + 45.0); | ||
200 | if (fProfileBeginAngle < fProfileEndAngle) | ||
201 | fProfileEndAngle -= 360.0; | ||
202 | |||
203 | // Note, that we don't want to cut out a triangle, even if this is a | ||
204 | // good approximation for small cuts. Indeed we want to cut out an arc | ||
205 | // and we approximate this arc by a polygon chain | ||
206 | // Also note, that these vectors are of length 1.0 and thus their endpoints lay outside the model space | ||
207 | // So it can easily be subtracted from the outer hull | ||
208 | int iSteps = (int)(((fProfileBeginAngle - fProfileEndAngle) / 45.0) + .5); // how many steps do we need with approximately 45 degree | ||
209 | double dStepWidth=(fProfileBeginAngle-fProfileEndAngle)/iSteps; | ||
210 | |||
211 | Vertex origin = new Vertex(0.0f, 0.0f, 0.0f); | ||
212 | |||
213 | // Note the sequence of vertices here. It's important to have the other rotational sense than in outerHull | ||
214 | SimpleHull cutHull = new SimpleHull(); | ||
215 | cutHull.AddVertex(origin); | ||
216 | for (int i=0; i<iSteps; i++) { | ||
217 | double angle=fProfileBeginAngle-i*dStepWidth; // we count against the angle orientation!!!! | ||
218 | Vertex v = Vertex.FromAngle(angle * Math.PI / 180.0); | ||
219 | cutHull.AddVertex(v); | ||
220 | } | ||
221 | Vertex legEnd = Vertex.FromAngle(fProfileEndAngle * Math.PI / 180.0); // Calculated separately to avoid errors | ||
222 | cutHull.AddVertex(legEnd); | ||
223 | |||
224 | MainLog.Instance.Debug("Starting cutting of the hollow shape from the prim {1}", 0, primName); | ||
225 | SimpleHull cuttedHull = SimpleHull.SubtractHull(outerHull, cutHull); | ||
226 | |||
227 | outerHull = cuttedHull; | ||
228 | } | ||
229 | |||
230 | // Deal with the hole here | ||
231 | if (hollowFactor > 0) | ||
232 | { | ||
233 | float hollowFactorF = (float) hollowFactor/(float) 50000; | ||
234 | Vertex IMM = new Vertex(-0.5f * hollowFactorF, -0.5f * hollowFactorF, 0.0f); | ||
235 | Vertex IPM = new Vertex(+0.5f * hollowFactorF, -0.5f * hollowFactorF, 0.0f); | ||
236 | Vertex IMP = new Vertex(-0.5f * hollowFactorF, +0.5f * hollowFactorF, 0.0f); | ||
237 | Vertex IPP = new Vertex(+0.5f * hollowFactorF, +0.5f * hollowFactorF, 0.0f); | ||
238 | |||
239 | SimpleHull holeHull = new SimpleHull(); | ||
240 | |||
241 | holeHull.AddVertex(IMM); | ||
242 | holeHull.AddVertex(IMP); | ||
243 | holeHull.AddVertex(IPP); | ||
244 | holeHull.AddVertex(IPM); | ||
245 | |||
246 | SimpleHull hollowedHull = SimpleHull.SubtractHull(outerHull, holeHull); | ||
247 | |||
248 | outerHull = hollowedHull; | ||
249 | |||
250 | } | ||
251 | |||
252 | Mesh m = new Mesh(); | ||
253 | |||
254 | Vertex Seed1 = new Vertex(0.0f, -10.0f, 0.0f); | ||
255 | Vertex Seed2 = new Vertex(-10.0f, 10.0f, 0.0f); | ||
256 | Vertex Seed3 = new Vertex(10.0f, 10.0f, 0.0f); | ||
257 | |||
258 | m.Add(Seed1); | ||
259 | m.Add(Seed2); | ||
260 | m.Add(Seed3); | ||
261 | |||
262 | m.Add(new Triangle(Seed1, Seed2, Seed3)); | ||
263 | m.Add(outerHull.getVertices()); | ||
264 | |||
265 | InsertVertices(m.vertices, 3, m.triangles); | ||
266 | m.DumpRaw(baseDir, primName, "Proto first Mesh"); | ||
267 | |||
268 | m.Remove(Seed1); | ||
269 | m.Remove(Seed2); | ||
270 | m.Remove(Seed3); | ||
271 | m.DumpRaw(baseDir, primName, "Proto seeds removed"); | ||
272 | |||
273 | m.RemoveTrianglesOutside(outerHull); | ||
274 | m.DumpRaw(baseDir, primName, "Proto outsides removed"); | ||
275 | |||
276 | foreach (Triangle t in m.triangles) | ||
277 | { | ||
278 | PhysicsVector n = t.getNormal(); | ||
279 | if (n.Z < 0.0) | ||
280 | t.invertNormal(); | ||
281 | } | ||
282 | |||
283 | Extruder extr = new Extruder(); | ||
284 | |||
285 | extr.size = size; | ||
286 | |||
287 | Mesh result = extr.Extrude(m); | ||
288 | result.DumpRaw(baseDir, primName, "Z extruded"); | ||
289 | return result; | ||
290 | } | ||
291 | |||
292 | public static void CalcNormals(Mesh mesh) | ||
293 | { | ||
294 | int iTriangles = mesh.triangles.Count; | ||
295 | |||
296 | mesh.normals = new float[iTriangles*3]; | ||
297 | |||
298 | int i = 0; | ||
299 | foreach (Triangle t in mesh.triangles) | ||
300 | { | ||
301 | float ux, uy, uz; | ||
302 | float vx, vy, vz; | ||
303 | float wx, wy, wz; | ||
304 | |||
305 | ux = t.v1.X; | ||
306 | uy = t.v1.Y; | ||
307 | uz = t.v1.Z; | ||
308 | |||
309 | vx = t.v2.X; | ||
310 | vy = t.v2.Y; | ||
311 | vz = t.v2.Z; | ||
312 | |||
313 | wx = t.v3.X; | ||
314 | wy = t.v3.Y; | ||
315 | wz = t.v3.Z; | ||
316 | |||
317 | |||
318 | // Vectors for edges | ||
319 | float e1x, e1y, e1z; | ||
320 | float e2x, e2y, e2z; | ||
321 | |||
322 | e1x = ux - vx; | ||
323 | e1y = uy - vy; | ||
324 | e1z = uz - vz; | ||
325 | |||
326 | e2x = ux - wx; | ||
327 | e2y = uy - wy; | ||
328 | e2z = uz - wz; | ||
329 | |||
330 | |||
331 | // Cross product for normal | ||
332 | float nx, ny, nz; | ||
333 | nx = e1y*e2z - e1z*e2y; | ||
334 | ny = e1z*e2x - e1x*e2z; | ||
335 | nz = e1x*e2y - e1y*e2x; | ||
336 | |||
337 | // Length | ||
338 | float l = (float) Math.Sqrt(nx*nx + ny*ny + nz*nz); | ||
339 | |||
340 | // Normalized "normal" | ||
341 | nx /= l; | ||
342 | ny /= l; | ||
343 | nz /= l; | ||
344 | |||
345 | mesh.normals[i] = nx; | ||
346 | mesh.normals[i + 1] = ny; | ||
347 | mesh.normals[i + 2] = nz; | ||
348 | |||
349 | i += 3; | ||
350 | } | ||
351 | } | ||
352 | |||
353 | public static Mesh CreateMesh(String primName, PrimitiveBaseShape primShape, PhysicsVector size) | ||
354 | { | ||
355 | Mesh mesh = null; | ||
356 | |||
357 | switch (primShape.ProfileShape) | ||
358 | { | ||
359 | case ProfileShape.Square: | ||
360 | mesh=CreateBoxMesh(primName, primShape, size); | ||
361 | CalcNormals(mesh); | ||
362 | break; | ||
363 | default: | ||
364 | mesh = CreateBoxMesh(primName, primShape, size); | ||
365 | CalcNormals(mesh); | ||
366 | //Set default mesh to cube otherwise it'll return | ||
367 | // null and crash on the 'setMesh' method in the physics plugins. | ||
368 | //mesh = null; | ||
369 | break; | ||
370 | } | ||
371 | |||
372 | return mesh; | ||
373 | } | ||
374 | } | ||
375 | } | ||