/* * Copyright (c) Contributors, http://opensimulator.org/ * See CONTRIBUTORS.TXT for a full list of copyright holders. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * Neither the name of the OpenSim Project nor the * names of its contributors may be used to endorse or promote products * derived from this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ 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 { // This functionality based on the XNA SculptPreview by John Hurliman. public class SculptMesh : Mesh { Image idata = null; Bitmap bLOD = null; Bitmap bBitmap = null; Vertex northpole = new Vertex(0, 0, 0); Vertex southpole = new Vertex(0, 0, 0); private int lod = 32; private const float RANGE = 128.0f; public SculptMesh(byte[] jpegData, float _lod) { if (_lod == 2f || _lod == 4f || _lod == 8f || _lod == 16f || _lod == 32f || _lod == 64f) lod = (int)_lod; try { idata = OpenJPEG.DecodeToImage(jpegData); //int i = 0; //i = i / i; } catch (Exception) { System.Console.WriteLine("[PHYSICS]: Unable to generate a Sculpty physics proxy. Sculpty texture decode failed!"); return; } if (idata != null) { bBitmap = new Bitmap(idata); if (bBitmap.Width == bBitmap.Height) { DoLOD(); LoadPoles(); processSculptTexture(); bLOD.Dispose(); bBitmap.Dispose(); idata.Dispose(); } } } 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 = new Vertex(0, 0, 0); for (int x = 0; x < bLOD.Width; x++) { northpole += ColorToVertex(GetPixel(0, 0)); } northpole /= bLOD.Width; southpole = new Vertex(0, 0, 0); for (int x = 0; x < bLOD.Width; x++) { //System.Console.WriteLine("Height: " + bLOD.Height.ToString()); southpole += ColorToVertex(GetPixel(bLOD.Height - 1, (bLOD.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 if (!vertices.Contains(v1)) Add(v1); sVertices[y * COLUMNS + x] = v1; //System.Console.WriteLine("adding: " + v1.ToString()); } //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++) { Vertex vt11 = sVertices[(y * COLUMNS + x)]; Vertex vt12 = sVertices[(y * COLUMNS + (x + 1))]; Vertex vt13 = sVertices[((y + 1) * COLUMNS + (x + 1))]; if (vt11 != null && vt12 != null && vt13 != null) { if (vt11 != vt12 && vt11 != vt13 && vt12 != vt13) { Triangle tri1 = new Triangle(vt11, vt12, vt13); //indices[i++] = (ushort)(y * COLUMNS + x); //indices[i++] = (ushort)(y * COLUMNS + (x + 1)); //indices[i++] = (ushort)((y + 1) * COLUMNS + (x + 1)); Add(tri1); } } Vertex vt21 = sVertices[(y * COLUMNS + x)]; Vertex vt22 = sVertices[((y + 1) * COLUMNS + (x + 1))]; Vertex vt23 = sVertices[((y + 1) * COLUMNS + x)]; if (vt21 != null && vt22 != null && vt23 != null) { if (vt21.Equals(vt22, 0.022f) || vt21.Equals(vt23, 0.022f) || vt22.Equals(vt23, 0.022f)) { } else { Triangle tri2 = new Triangle(vt21, vt22, vt23); //indices[i++] = (ushort)(y * COLUMNS + x); //indices[i++] = (ushort)((y + 1) * COLUMNS + (x + 1)); //indices[i++] = (ushort)((y + 1) * COLUMNS + x); Add(tri2); } } } //Vertex vt31 = sVertices[(y * x_max + x)]; //Vertex vt32 = sVertices[(y * x_max + 0)]; //Vertex vt33 = sVertices[((y + 1) * x_max + 0)]; //if (vt31 != null && vt32 != null && vt33 != null) //{ //if (vt31.Equals(vt32, 0.022f) || vt31.Equals(vt33, 0.022f) || vt32.Equals(vt33, 0.022f)) //{ //} //else //{ //Triangle tri3 = new Triangle(vt31, vt32, vt33); // 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 //Add(tri3); // } //} //Vertex vt41 = sVertices[(y * x_max + x)]; //Vertex vt42 = sVertices[((y + 1) * x_max + 0)]; //Vertex vt43 = sVertices[((y + 1) * x_max + x)]; //if (vt41 != null && vt42 != null && vt43 != null) //{ //if (vt41.Equals(vt42, 0.022f) || vt31.Equals(vt43, 0.022f) || vt32.Equals(vt43, 0.022f)) //{ //} // else // { //Triangle tri4 = new Triangle(vt41, vt42, vt43); //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 //Add(tri4); //} //} } } } }