/* * 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.IO; using System.Globalization; using System.Diagnostics; using System.Collections.Generic; using System.Runtime.InteropServices; using OpenSim.Framework; using OpenSim.Framework.Console; using OpenSim.Region.Physics.Manager; namespace OpenSim.Region.Physics.OdePlugin.Meshing { public class Meshmerizer { // Setting baseDir to a path will enable the dumping of raw files // raw files can be imported by blender so a visual inspection of the results can be done // const string baseDir = "rawFiles"; const string baseDir = null; static void IntersectionParameterPD(PhysicsVector p1, PhysicsVector r1, PhysicsVector p2, PhysicsVector r2, ref float lambda, ref float mu) { // p1, p2, points on the straight // r1, r2, directional vectors of the straight. Not necessarily of length 1! // note, that l, m can be scaled such, that the range 0..1 is mapped to the area between two points, // thus allowing to decide whether an intersection is between two points float r1x = r1.X; float r1y = r1.Y; float r2x = r2.X; float r2y = r2.Y; float denom = r1y*r2x - r1x*r2y; if (denom == 0.0) { lambda = Single.NaN; mu = Single.NaN; return; } float p1x = p1.X; float p1y = p1.Y; float p2x = p2.X; float p2y = p2.Y; lambda = (-p2x * r2y + p1x * r2y + (p2y - p1y) * r2x) / denom; mu = (-p2x * r1y + p1x * r1y + (p2y - p1y) * r1x) / denom; } private static List FindInfluencedTriangles(List triangles, Vertex v) { List influenced = new List(); foreach (Triangle t in triangles) { if (t.isInCircle(v.X, v.Y)) { influenced.Add(t); } } return influenced; } private static void InsertVertices(List vertices, int usedForSeed, List triangles) { // This is a variant of the delaunay algorithm // each time a new vertex is inserted, all triangles that are influenced by it are deleted // and replaced by new ones including the new vertex // It is not very time efficient but easy to implement. int iCurrentVertex; int iMaxVertex = vertices.Count; for (iCurrentVertex = usedForSeed; iCurrentVertex < iMaxVertex; iCurrentVertex++) { // Background: A triangle mesh fulfills the delaunay condition if (iff!) // each circumlocutory circle (i.e. the circle that touches all three corners) // of each triangle is empty of other vertices. // Obviously a single (seeding) triangle fulfills this condition. // If we now add one vertex, we need to reconstruct all triangles, that // do not fulfill this condition with respect to the new triangle // Find the triangles that are influenced by the new vertex Vertex v=vertices[iCurrentVertex]; if (v == null) continue; // Null is polygon stop marker. Ignore it List influencedTriangles=FindInfluencedTriangles(triangles, v); List simplices = new List(); // Reconstruction phase. First step, dissolve each triangle into it's simplices, // i.e. it's "border lines" // Goal is to find "inner" borders and delete them, while the hull gets conserved. // Inner borders are special in the way that they always come twice, which is how we detect them foreach (Triangle t in influencedTriangles) { List newSimplices = t.GetSimplices(); simplices.AddRange(newSimplices); triangles.Remove(t); } // Now sort the simplices. That will make identical ones reside side by side in the list simplices.Sort(); // Look for duplicate simplices here. // Remember, they are directly side by side in the list right now, // So we only check directly neighbours int iSimplex; List innerSimplices = new List(); for (iSimplex = 1; iSimplex < simplices.Count; iSimplex++) // Startindex=1, so we can refer backwards { if (simplices[iSimplex - 1].CompareTo(simplices[iSimplex]) == 0) { innerSimplices.Add(simplices[iSimplex - 1]); innerSimplices.Add(simplices[iSimplex]); } } foreach (Simplex s in innerSimplices) { simplices.Remove(s); } // each simplex still in the list belongs to the hull of the region in question // The new vertex (yes, we still deal with verices here :-) ) forms a triangle // with each of these simplices. Build the new triangles and add them to the list foreach (Simplex s in simplices) { Triangle t = new Triangle(s.v1, s.v2, vertices[iCurrentVertex]); if (!t.isDegraded()) { triangles.Add(t); } } } } static Mesh CreateBoxMesh(String primName, PrimitiveBaseShape primShape, PhysicsVector size) // Builds the z (+ and -) surfaces of a box shaped prim { UInt16 hollowFactor = primShape.ProfileHollow; UInt16 profileBegin = primShape.ProfileBegin; UInt16 profileEnd = primShape.ProfileEnd; // Procedure: This is based on the fact that the upper (plus) and lower (minus) Z-surface // of a block are basically the same // They may be warped differently but the shape is identical // So we only create one surface as a model and derive both plus and minus surface of the block from it // This is done in a model space where the block spans from -.5 to +.5 in X and Y // The mapping to Scene space is done later during the "extrusion" phase // Base Vertex MM = new Vertex(-0.5f, -0.5f, 0.0f); Vertex PM = new Vertex(+0.5f, -0.5f, 0.0f); Vertex MP = new Vertex(-0.5f, +0.5f, 0.0f); Vertex PP = new Vertex(+0.5f, +0.5f, 0.0f); Meshing.SimpleHull outerHull = new SimpleHull(); outerHull.AddVertex(MM); outerHull.AddVertex(PM); outerHull.AddVertex(PP); outerHull.AddVertex(MP); // Deal with cuts now if ((profileBegin != 0) || (profileEnd != 0)) { double fProfileBeginAngle = profileBegin / 50000.0 * 360.0; // In degree, for easier debugging and understanding fProfileBeginAngle -= (90.0 + 45.0); // for some reasons, the SL client counts from the corner -X/-Y double fProfileEndAngle = 360.0 - profileEnd / 50000.0 * 360.0; // Pathend comes as complement to 1.0 fProfileEndAngle -= (90.0 + 45.0); if (fProfileBeginAngle < fProfileEndAngle) fProfileEndAngle -= 360.0; // Note, that we don't want to cut out a triangle, even if this is a // good approximation for small cuts. Indeed we want to cut out an arc // and we approximate this arc by a polygon chain // Also note, that these vectors are of length 1.0 and thus their endpoints lay outside the model space // So it can easily be subtracted from the outer hull int iSteps = (int)(((fProfileBeginAngle - fProfileEndAngle) / 45.0) + .5); // how many steps do we need with approximately 45 degree double dStepWidth=(fProfileBeginAngle-fProfileEndAngle)/iSteps; Vertex origin = new Vertex(0.0f, 0.0f, 0.0f); // Note the sequence of vertices here. It's important to have the other rotational sense than in outerHull SimpleHull cutHull = new SimpleHull(); cutHull.AddVertex(origin); for (int i=0; i 0) { float hollowFactorF = (float) hollowFactor/(float) 50000; Vertex IMM = new Vertex(-0.5f * hollowFactorF, -0.5f * hollowFactorF, 0.0f); Vertex IPM = new Vertex(+0.5f * hollowFactorF, -0.5f * hollowFactorF, 0.0f); Vertex IMP = new Vertex(-0.5f * hollowFactorF, +0.5f * hollowFactorF, 0.0f); Vertex IPP = new Vertex(+0.5f * hollowFactorF, +0.5f * hollowFactorF, 0.0f); SimpleHull holeHull = new SimpleHull(); holeHull.AddVertex(IMM); holeHull.AddVertex(IMP); holeHull.AddVertex(IPP); holeHull.AddVertex(IPM); SimpleHull hollowedHull = SimpleHull.SubtractHull(outerHull, holeHull); outerHull = hollowedHull; } Mesh m = new Mesh(); Vertex Seed1 = new Vertex(0.0f, -10.0f, 0.0f); Vertex Seed2 = new Vertex(-10.0f, 10.0f, 0.0f); Vertex Seed3 = new Vertex(10.0f, 10.0f, 0.0f); m.Add(Seed1); m.Add(Seed2); m.Add(Seed3); m.Add(new Triangle(Seed1, Seed2, Seed3)); m.Add(outerHull.getVertices()); InsertVertices(m.vertices, 3, m.triangles); m.DumpRaw(baseDir, primName, "Proto first Mesh"); m.Remove(Seed1); m.Remove(Seed2); m.Remove(Seed3); m.DumpRaw(baseDir, primName, "Proto seeds removed"); m.RemoveTrianglesOutside(outerHull); m.DumpRaw(baseDir, primName, "Proto outsides removed"); foreach (Triangle t in m.triangles) { PhysicsVector n = t.getNormal(); if (n.Z < 0.0) t.invertNormal(); } Extruder extr = new Extruder(); extr.size = size; Mesh result = extr.Extrude(m); result.DumpRaw(baseDir, primName, "Z extruded"); return result; } public static void CalcNormals(Mesh mesh) { int iTriangles = mesh.triangles.Count; mesh.normals = new float[iTriangles*3]; int i = 0; foreach (Triangle t in mesh.triangles) { float ux, uy, uz; float vx, vy, vz; float wx, wy, wz; ux = t.v1.X; uy = t.v1.Y; uz = t.v1.Z; vx = t.v2.X; vy = t.v2.Y; vz = t.v2.Z; wx = t.v3.X; wy = t.v3.Y; wz = t.v3.Z; // Vectors for edges float e1x, e1y, e1z; float e2x, e2y, e2z; e1x = ux - vx; e1y = uy - vy; e1z = uz - vz; e2x = ux - wx; e2y = uy - wy; e2z = uz - wz; // Cross product for normal float nx, ny, nz; nx = e1y*e2z - e1z*e2y; ny = e1z*e2x - e1x*e2z; nz = e1x*e2y - e1y*e2x; // Length float l = (float) Math.Sqrt(nx*nx + ny*ny + nz*nz); // Normalized "normal" nx /= l; ny /= l; nz /= l; mesh.normals[i] = nx; mesh.normals[i + 1] = ny; mesh.normals[i + 2] = nz; i += 3; } } public static Mesh CreateMesh(String primName, PrimitiveBaseShape primShape, PhysicsVector size) { Mesh mesh = null; switch (primShape.ProfileShape) { case ProfileShape.Square: mesh=CreateBoxMesh(primName, primShape, size); CalcNormals(mesh); break; default: mesh = CreateBoxMesh(primName, primShape, size); CalcNormals(mesh); //Set default mesh to cube otherwise it'll return // null and crash on the 'setMesh' method in the physics plugins. //mesh = null; break; } return mesh; } } }