From 7e275bfa371883778c3481ddd206ea627fb54cf9 Mon Sep 17 00:00:00 2001
From: Teravus Ovares
Date: Fri, 9 May 2008 01:28:54 +0000
Subject: * 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.
---
OpenSim/Framework/PrimitiveBaseShape.cs | 3 +-
.../Region/Environment/Scenes/SceneObjectPart.cs | 21 +-
OpenSim/Region/Physics/Meshing/SculptMesh.cs | 231 +++++++++++++++++++++
prebuild.xml | 1 +
4 files changed, 254 insertions(+), 2 deletions(-)
create mode 100644 OpenSim/Region/Physics/Meshing/SculptMesh.cs
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
// Sculpted
[XmlIgnore] public LLUUID SculptTexture = LLUUID.Zero;
[XmlIgnore] public byte SculptType = (byte)0;
+ [XmlIgnore] public byte[] SculptData = new byte[0];
// Flexi
[XmlIgnore] public int FlexiSoftness = 0;
[XmlIgnore] public float FlexiTension = 0f;
[XmlIgnore] public float FlexiDrag = 0f;
[XmlIgnore] public float FlexiGravity = 0f;
- [XmlIgnore] public float FlexiWind= 0f;
+ [XmlIgnore] public float FlexiWind = 0f;
[XmlIgnore] public float FlexiForceX = 0f;
[XmlIgnore] public float FlexiForceY = 0f;
[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
public void UpdateExtraParam(ushort type, bool inUse, byte[] data)
{
m_shape.ReadInUpdateExtraParam(type, inUse, data);
-
+ if (type == 0x30)
+ {
+ if (m_shape.SculptEntry && m_shape.SculptTexture != LLUUID.Zero)
+ {
+ //AssetBase tx = m_parentGroup.Scene.getase
+ m_parentGroup.Scene.AssetCache.GetAsset(m_shape.SculptTexture, SculptTextureCallback, true);
+ }
+ }
ScheduleFullUpdate();
+
+ }
+ public void SculptTextureCallback(LLUUID textureID, AssetBase texture)
+ {
+ if (m_shape.SculptEntry)
+ {
+ if (texture != null)
+ {
+ m_shape.SculptData = texture.Data;
+ }
+ }
+
}
#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 @@
+using System;
+using System.Collections.Generic;
+using System.Drawing;
+using System.Drawing.Imaging;
+using System.Text;
+using OpenJPEGNet;
+using Image = System.Drawing.Image;
+
+namespace OpenSim.Region.Physics.Meshing
+{
+ public class SculptMesh : Mesh
+ {
+ Image idata = null;
+ Bitmap bLOD = null;
+ Bitmap bBitmap = null;
+
+ Vertex northpole = (Vertex)Vertex.Zero;
+ Vertex southpole = (Vertex)Vertex.Zero;
+
+ private int lod = 64;
+ private const float RANGE = 128.0f;
+
+ public SculptMesh(byte[] jpegData)
+ {
+ idata = OpenJPEG.DecodeToImage(jpegData);
+ if (idata != null)
+ bBitmap = new Bitmap(idata);
+
+
+ }
+ private Vertex ColorToVertex(Color input)
+ {
+ return new Vertex(
+ ((float)input.R - 128) / RANGE,
+ ((float)input.G - 128) / RANGE,
+ ((float)input.B - 128) / RANGE);
+ }
+ private void LoadPoles()
+ {
+ northpole = (Vertex)Vertex.Zero;
+ for (int x = 0; x < bBitmap.Width; x++)
+ {
+ northpole += ColorToVertex(GetPixel(0, 0));
+ }
+ northpole /= bBitmap.Width;
+
+ southpole = (Vertex)Vertex.Zero;
+ for (int x = 0; x < bBitmap.Width; x++)
+ {
+ southpole += ColorToVertex(GetPixel(bBitmap.Height - 1, (bBitmap.Height - 1)));
+ }
+ southpole /= bBitmap.Width;
+ }
+
+ private Color GetPixel(int x, int y)
+ {
+ return bLOD.GetPixel(x, y);
+ }
+
+ public int LOD
+ {
+ get
+ {
+ return (int)Math.Log(Scale, 2);
+ }
+ set
+ {
+ int power = value;
+ if (power == 0)
+ power = 6;
+ if (power < 2)
+ power = 2;
+ if (power > 9)
+ power = 9;
+ int t = (int)Math.Pow(2, power);
+ if (t != Scale)
+ {
+ lod = t;
+ }
+ }
+ }
+
+ public int Scale
+ {
+ get
+ {
+ return lod;
+ }
+ }
+ private void DoLOD()
+ {
+ int x_max = Math.Min(Scale, bBitmap.Width);
+ int y_max = Math.Min(Scale, bBitmap.Height);
+ if (bBitmap.Width == x_max && bBitmap.Height == y_max)
+ bLOD = bBitmap;
+
+ else if (bLOD == null || x_max != bLOD.Width || y_max != bLOD.Height)//don't resize if you don't need to.
+ {
+ System.Drawing.Bitmap tile = new System.Drawing.Bitmap(bBitmap.Width * 2, bBitmap.Height, PixelFormat.Format24bppRgb);
+ System.Drawing.Bitmap tile_LOD = new System.Drawing.Bitmap(x_max * 2, y_max, PixelFormat.Format24bppRgb);
+
+ bLOD = new System.Drawing.Bitmap(x_max, y_max, PixelFormat.Format24bppRgb);
+ bLOD.SetResolution(bBitmap.HorizontalResolution, bBitmap.VerticalResolution);
+
+ System.Drawing.Graphics grPhoto = System.Drawing.Graphics.FromImage(tile);
+ grPhoto.InterpolationMode = System.Drawing.Drawing2D.InterpolationMode.NearestNeighbor;
+
+ grPhoto.DrawImage(bBitmap,
+ new System.Drawing.Rectangle(0, 0, bBitmap.Width / 2, bBitmap.Height),
+ new System.Drawing.Rectangle(bBitmap.Width / 2, 0, bBitmap.Width / 2, bBitmap.Height),
+ System.Drawing.GraphicsUnit.Pixel);
+
+ grPhoto.DrawImage(bBitmap,
+ new System.Drawing.Rectangle((3 * bBitmap.Width) / 2, 0, bBitmap.Width / 2, bBitmap.Height),
+ new System.Drawing.Rectangle(0, 0, bBitmap.Width / 2, bBitmap.Height),
+ System.Drawing.GraphicsUnit.Pixel);
+
+ grPhoto.DrawImage(bBitmap,
+ new System.Drawing.Rectangle(bBitmap.Width / 2, 0, bBitmap.Width, bBitmap.Height),
+ new System.Drawing.Rectangle(0, 0, bBitmap.Width, bBitmap.Height),
+ System.Drawing.GraphicsUnit.Pixel);
+
+ grPhoto = System.Drawing.Graphics.FromImage(tile_LOD);
+ grPhoto.InterpolationMode = System.Drawing.Drawing2D.InterpolationMode.HighQualityBilinear;
+
+ grPhoto.DrawImage(tile,
+ new System.Drawing.Rectangle(0, 0, tile_LOD.Width, tile_LOD.Height),
+ new System.Drawing.Rectangle(0, 0, tile.Width, tile.Height),
+ System.Drawing.GraphicsUnit.Pixel);
+
+ grPhoto = System.Drawing.Graphics.FromImage(bLOD);
+ grPhoto.InterpolationMode = System.Drawing.Drawing2D.InterpolationMode.NearestNeighbor;
+
+ grPhoto.DrawImage(tile_LOD,
+ new System.Drawing.Rectangle(0, 0, bLOD.Width, bLOD.Height),
+ new System.Drawing.Rectangle(tile_LOD.Width / 4, 0, tile_LOD.Width / 2, tile_LOD.Height),
+ System.Drawing.GraphicsUnit.Pixel);
+
+ grPhoto.Dispose();
+ tile_LOD.Dispose();
+ tile.Dispose();
+ }
+
+ }
+ public void clearStuff()
+ {
+ this.triangles.Clear();
+ this.vertices.Clear();
+ normals = new float[0];
+
+ }
+ public void processSculptTexture()
+ {
+ int x_max = Math.Min(Scale, bBitmap.Width);
+ int y_max = Math.Min(Scale, bBitmap.Height);
+
+ int COLUMNS = x_max + 1;
+
+ Vertex[] sVertices = new Vertex[COLUMNS * y_max];
+ float[] indices = new float[COLUMNS * (y_max - 1) * 6];
+
+ for (int y = 0; y < y_max; y++)
+ {
+ for (int x = 0; x < x_max; x++)
+ {
+ // Create the vertex
+ Vertex v1 = new Vertex(0,0,0);
+
+ // Create a vertex position from the RGB channels in the current pixel
+ int ypos = y * bLOD.Width;
+
+
+ if (y == 0)
+ {
+ v1 = northpole;
+ }
+ else if (y == y_max - 1)
+ {
+ v1 = southpole;
+ }
+ else
+ {
+ v1 = ColorToVertex(GetPixel(x, y));
+ }
+ // Add the vertex for use later
+ Add(v1);
+ sVertices[y * COLUMNS + x] = v1;
+ }
+ Vertex tempVertex = vertices[y * COLUMNS];
+ sVertices[y * COLUMNS + x_max] = tempVertex;
+ }
+
+ // Create the Triangles
+ int i = 0;
+
+ for (int y = 0; y < y_max - 1; y++)
+ {
+ int x;
+
+ for (x = 0; x < x_max; x++)
+ {
+ Triangle tri1 = new Triangle(sVertices[(y * COLUMNS + x)], sVertices[(y * COLUMNS + (x + 1))],
+ sVertices[((y + 1) * COLUMNS + (x + 1))]);
+ //indices[i++] = (ushort)(y * COLUMNS + x);
+ //indices[i++] = (ushort)(y * COLUMNS + (x + 1));
+ //indices[i++] = (ushort)((y + 1) * COLUMNS + (x + 1));
+ Add(tri1);
+ Triangle tri2 = new Triangle(sVertices[(y * COLUMNS + x)],sVertices[((y + 1) * COLUMNS + (x + 1))],
+ sVertices[((y + 1) * COLUMNS + x)]);
+
+ Add(tri2);
+ //indices[i++] = (ushort)(y * COLUMNS + x);
+ //indices[i++] = (ushort)((y + 1) * COLUMNS + (x + 1));
+ //indices[i++] = (ushort)((y + 1) * COLUMNS + x);
+ }
+ Triangle tri3 = new Triangle(sVertices[(y * x_max + x)], sVertices[(y * x_max + 0)], sVertices[((y + 1) * x_max + 0)]);
+ Add(tri3);
+ // Wrap the last cell in the row around
+ //indices[i++] = (ushort)(y * x_max + x); //a
+ //indices[i++] = (ushort)(y * x_max + 0); //b
+ //indices[i++] = (ushort)((y + 1) * x_max + 0); //c
+
+ Triangle tri4 = new Triangle(sVertices[(y * x_max + x)], sVertices[((y + 1) * x_max + 0)], sVertices[((y + 1) * x_max + x)]);
+ Add(tri4);
+ //indices[i++] = (ushort)(y * x_max + x); //a
+ //indices[i++] = (ushort)((y + 1) * x_max + 0); //b
+ //indices[i++] = (ushort)((y + 1) * x_max + x); //c
+ }
+ }
+ }
+}
diff --git a/prebuild.xml b/prebuild.xml
index 24fbb7f..a2390fb 100644
--- a/prebuild.xml
+++ b/prebuild.xml
@@ -627,6 +627,7 @@
../../../../bin/
+
--
cgit v1.1