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|
/*
* 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 OpenSimulator 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.
*/
//#define SPAM
using System;
using System.Collections.Generic;
using OpenSim.Framework;
using OpenSim.Region.Physics.Manager;
using OpenMetaverse;
using OpenMetaverse.StructuredData;
using System.Drawing;
using System.Drawing.Imaging;
using System.IO.Compression;
using PrimMesher;
using log4net;
using Nini.Config;
using System.Reflection;
using System.IO;
using ComponentAce.Compression.Libs.zlib;
namespace OpenSim.Region.Physics.Meshing
{
public class MeshmerizerPlugin : IMeshingPlugin
{
public MeshmerizerPlugin()
{
}
public string GetName()
{
return "Meshmerizer";
}
public IMesher GetMesher(IConfigSource config)
{
return new Meshmerizer(config);
}
}
public class Meshmerizer : IMesher
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
// 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
#if SPAM
const string baseDir = "rawFiles";
#else
private const string baseDir = null; //"rawFiles";
#endif
private bool cacheSculptMaps = true;
private bool cacheSculptAlphaMaps = true;
private string decodedSculptMapPath = null;
private bool useMeshiesPhysicsMesh = false;
private float minSizeForComplexMesh = 0.2f; // prims with all dimensions smaller than this will have a bounding box mesh
private Dictionary<ulong, Mesh> m_uniqueMeshes = new Dictionary<ulong, Mesh>();
public Meshmerizer(IConfigSource config)
{
IConfig start_config = config.Configs["Startup"];
IConfig mesh_config = config.Configs["Mesh"];
decodedSculptMapPath = start_config.GetString("DecodedSculptMapPath","j2kDecodeCache");
cacheSculptMaps = start_config.GetBoolean("CacheSculptMaps", cacheSculptMaps);
if (Environment.OSVersion.Platform == PlatformID.Unix)
{
cacheSculptAlphaMaps = false;
}
else
cacheSculptAlphaMaps = cacheSculptMaps;
if(mesh_config != null)
useMeshiesPhysicsMesh = mesh_config.GetBoolean("UseMeshiesPhysicsMesh", useMeshiesPhysicsMesh);
try
{
if (!Directory.Exists(decodedSculptMapPath))
Directory.CreateDirectory(decodedSculptMapPath);
}
catch (Exception e)
{
m_log.WarnFormat("[SCULPT]: Unable to create {0} directory: ", decodedSculptMapPath, e.Message);
}
}
/// <summary>
/// creates a simple box mesh of the specified size. This mesh is of very low vertex count and may
/// be useful as a backup proxy when level of detail is not needed or when more complex meshes fail
/// for some reason
/// </summary>
/// <param name="minX"></param>
/// <param name="maxX"></param>
/// <param name="minY"></param>
/// <param name="maxY"></param>
/// <param name="minZ"></param>
/// <param name="maxZ"></param>
/// <returns></returns>
private static Mesh CreateSimpleBoxMesh(float minX, float maxX, float minY, float maxY, float minZ, float maxZ)
{
Mesh box = new Mesh();
List<Vertex> vertices = new List<Vertex>();
// bottom
vertices.Add(new Vertex(minX, maxY, minZ));
vertices.Add(new Vertex(maxX, maxY, minZ));
vertices.Add(new Vertex(maxX, minY, minZ));
vertices.Add(new Vertex(minX, minY, minZ));
box.Add(new Triangle(vertices[0], vertices[1], vertices[2]));
box.Add(new Triangle(vertices[0], vertices[2], vertices[3]));
// top
vertices.Add(new Vertex(maxX, maxY, maxZ));
vertices.Add(new Vertex(minX, maxY, maxZ));
vertices.Add(new Vertex(minX, minY, maxZ));
vertices.Add(new Vertex(maxX, minY, maxZ));
box.Add(new Triangle(vertices[4], vertices[5], vertices[6]));
box.Add(new Triangle(vertices[4], vertices[6], vertices[7]));
// sides
box.Add(new Triangle(vertices[5], vertices[0], vertices[3]));
box.Add(new Triangle(vertices[5], vertices[3], vertices[6]));
box.Add(new Triangle(vertices[1], vertices[0], vertices[5]));
box.Add(new Triangle(vertices[1], vertices[5], vertices[4]));
box.Add(new Triangle(vertices[7], vertices[1], vertices[4]));
box.Add(new Triangle(vertices[7], vertices[2], vertices[1]));
box.Add(new Triangle(vertices[3], vertices[2], vertices[7]));
box.Add(new Triangle(vertices[3], vertices[7], vertices[6]));
return box;
}
/// <summary>
/// Creates a simple bounding box mesh for a complex input mesh
/// </summary>
/// <param name="meshIn"></param>
/// <returns></returns>
private static Mesh CreateBoundingBoxMesh(Mesh meshIn)
{
float minX = float.MaxValue;
float maxX = float.MinValue;
float minY = float.MaxValue;
float maxY = float.MinValue;
float minZ = float.MaxValue;
float maxZ = float.MinValue;
foreach (Vector3 v in meshIn.getVertexList())
{
if (v.X < minX) minX = v.X;
if (v.Y < minY) minY = v.Y;
if (v.Z < minZ) minZ = v.Z;
if (v.X > maxX) maxX = v.X;
if (v.Y > maxY) maxY = v.Y;
if (v.Z > maxZ) maxZ = v.Z;
}
return CreateSimpleBoxMesh(minX, maxX, minY, maxY, minZ, maxZ);
}
private void ReportPrimError(string message, string primName, PrimMesh primMesh)
{
m_log.Error(message);
m_log.Error("\nPrim Name: " + primName);
m_log.Error("****** PrimMesh Parameters ******\n" + primMesh.ParamsToDisplayString());
}
/// <summary>
/// Add a submesh to an existing list of coords and faces.
/// </summary>
/// <param name="subMeshData"></param>
/// <param name="size">Size of entire object</param>
/// <param name="coords"></param>
/// <param name="faces"></param>
private void AddSubMesh(OSDMap subMeshData, Vector3 size, List<Coord> coords, List<Face> faces)
{
// Console.WriteLine("subMeshMap for {0} - {1}", primName, Util.GetFormattedXml((OSD)subMeshMap));
// As per http://wiki.secondlife.com/wiki/Mesh/Mesh_Asset_Format, some Mesh Level
// of Detail Blocks (maps) contain just a NoGeometry key to signal there is no
// geometry for this submesh.
if (subMeshData.ContainsKey("NoGeometry") && ((OSDBoolean)subMeshData["NoGeometry"]))
return;
OpenMetaverse.Vector3 posMax = ((OSDMap)subMeshData["PositionDomain"])["Max"].AsVector3();
OpenMetaverse.Vector3 posMin = ((OSDMap)subMeshData["PositionDomain"])["Min"].AsVector3();
ushort faceIndexOffset = (ushort)coords.Count;
byte[] posBytes = subMeshData["Position"].AsBinary();
for (int i = 0; i < posBytes.Length; i += 6)
{
ushort uX = Utils.BytesToUInt16(posBytes, i);
ushort uY = Utils.BytesToUInt16(posBytes, i + 2);
ushort uZ = Utils.BytesToUInt16(posBytes, i + 4);
Coord c = new Coord(
Utils.UInt16ToFloat(uX, posMin.X, posMax.X) * size.X,
Utils.UInt16ToFloat(uY, posMin.Y, posMax.Y) * size.Y,
Utils.UInt16ToFloat(uZ, posMin.Z, posMax.Z) * size.Z);
coords.Add(c);
}
byte[] triangleBytes = subMeshData["TriangleList"].AsBinary();
for (int i = 0; i < triangleBytes.Length; i += 6)
{
ushort v1 = (ushort)(Utils.BytesToUInt16(triangleBytes, i) + faceIndexOffset);
ushort v2 = (ushort)(Utils.BytesToUInt16(triangleBytes, i + 2) + faceIndexOffset);
ushort v3 = (ushort)(Utils.BytesToUInt16(triangleBytes, i + 4) + faceIndexOffset);
Face f = new Face(v1, v2, v3);
faces.Add(f);
}
}
/// <summary>
/// Create a physics mesh from data that comes with the prim. The actual data used depends on the prim type.
/// </summary>
/// <param name="primName"></param>
/// <param name="primShape"></param>
/// <param name="size"></param>
/// <param name="lod"></param>
/// <returns></returns>
private Mesh CreateMeshFromPrimMesher(string primName, PrimitiveBaseShape primShape, Vector3 size, float lod)
{
// m_log.DebugFormat(
// "[MESH]: Creating physics proxy for {0}, shape {1}",
// primName, (OpenMetaverse.SculptType)primShape.SculptType);
List<Coord> coords;
List<Face> faces;
if (primShape.SculptEntry)
{
if (((OpenMetaverse.SculptType)primShape.SculptType) == SculptType.Mesh)
{
if (!useMeshiesPhysicsMesh)
return null;
if (!GenerateCoordsAndFacesFromPrimMeshData(primName, primShape, size, out coords, out faces))
return null;
}
else
{
if (!GenerateCoordsAndFacesFromPrimSculptData(primName, primShape, size, lod, out coords, out faces))
return null;
// Remove the reference to any JPEG2000 sculpt data so it can be GCed
// don't loose it
// primShape.SculptData = Utils.EmptyBytes;
}
// primShape.SculptDataLoaded = true;
}
else
{
if (!GenerateCoordsAndFacesFromPrimShapeData(primName, primShape, size, lod, out coords, out faces))
return null;
}
// keep compatible
primShape.SculptData = Utils.EmptyBytes;
int numCoords = coords.Count;
int numFaces = faces.Count;
// Create the list of vertices
List<Vertex> vertices = new List<Vertex>();
for (int i = 0; i < numCoords; i++)
{
Coord c = coords[i];
vertices.Add(new Vertex(c.X, c.Y, c.Z));
}
Mesh mesh = new Mesh();
// Add the corresponding triangles to the mesh
for (int i = 0; i < numFaces; i++)
{
Face f = faces[i];
mesh.Add(new Triangle(vertices[f.v1], vertices[f.v2], vertices[f.v3]));
}
return mesh;
}
/// <summary>
/// Generate the co-ords and faces necessary to construct a mesh from the mesh data the accompanies a prim.
/// </summary>
/// <param name="primName"></param>
/// <param name="primShape"></param>
/// <param name="size"></param>
/// <param name="coords">Coords are added to this list by the method.</param>
/// <param name="faces">Faces are added to this list by the method.</param>
/// <returns>true if coords and faces were successfully generated, false if not</returns>
private bool GenerateCoordsAndFacesFromPrimMeshData(
string primName, PrimitiveBaseShape primShape, Vector3 size, out List<Coord> coords, out List<Face> faces)
{
m_log.DebugFormat("[MESH]: experimental mesh proxy generation for {0}", primName);
coords = new List<Coord>();
faces = new List<Face>();
OSD meshOsd = null;
if (primShape.SculptData.Length <= 0)
{
m_log.Error("[MESH]: asset data is zero length");
return false;
}
long start = 0;
using (MemoryStream data = new MemoryStream(primShape.SculptData))
{
try
{
OSD osd = OSDParser.DeserializeLLSDBinary(data);
if (osd is OSDMap)
meshOsd = (OSDMap)osd;
else
{
m_log.Warn("[Mesh}: unable to cast mesh asset to OSDMap");
return false;
}
}
catch (Exception e)
{
m_log.Error("[MESH]: Exception deserializing mesh asset header:" + e.ToString());
}
start = data.Position;
}
if (meshOsd is OSDMap)
{
OSDMap physicsParms = null;
OSDMap map = (OSDMap)meshOsd;
if (map.ContainsKey("physics_shape"))
physicsParms = (OSDMap)map["physics_shape"]; // old asset format
else if (map.ContainsKey("physics_mesh"))
physicsParms = (OSDMap)map["physics_mesh"]; // new asset format
if (physicsParms == null)
{
m_log.Warn("[MESH]: no recognized physics mesh found in mesh asset");
return false;
}
int physOffset = physicsParms["offset"].AsInteger() + (int)start;
int physSize = physicsParms["size"].AsInteger();
if (physOffset < 0 || physSize == 0)
return false; // no mesh data in asset
OSD decodedMeshOsd = new OSD();
byte[] meshBytes = new byte[physSize];
System.Buffer.BlockCopy(primShape.SculptData, physOffset, meshBytes, 0, physSize);
// byte[] decompressed = new byte[physSize * 5];
try
{
using (MemoryStream inMs = new MemoryStream(meshBytes))
{
using (MemoryStream outMs = new MemoryStream())
{
using (ZOutputStream zOut = new ZOutputStream(outMs))
{
byte[] readBuffer = new byte[2048];
int readLen = 0;
while ((readLen = inMs.Read(readBuffer, 0, readBuffer.Length)) > 0)
{
zOut.Write(readBuffer, 0, readLen);
}
zOut.Flush();
outMs.Seek(0, SeekOrigin.Begin);
byte[] decompressedBuf = outMs.GetBuffer();
decodedMeshOsd = OSDParser.DeserializeLLSDBinary(decompressedBuf);
}
}
}
}
catch (Exception e)
{
m_log.Error("[MESH]: exception decoding physical mesh: " + e.ToString());
return false;
}
OSDArray decodedMeshOsdArray = null;
// physics_shape is an array of OSDMaps, one for each submesh
if (decodedMeshOsd is OSDArray)
{
// Console.WriteLine("decodedMeshOsd for {0} - {1}", primName, Util.GetFormattedXml(decodedMeshOsd));
decodedMeshOsdArray = (OSDArray)decodedMeshOsd;
foreach (OSD subMeshOsd in decodedMeshOsdArray)
{
if (subMeshOsd is OSDMap)
AddSubMesh(subMeshOsd as OSDMap, size, coords, faces);
}
}
}
return true;
}
/// <summary>
/// Generate the co-ords and faces necessary to construct a mesh from the sculpt data the accompanies a prim.
/// </summary>
/// <param name="primName"></param>
/// <param name="primShape"></param>
/// <param name="size"></param>
/// <param name="lod"></param>
/// <param name="coords">Coords are added to this list by the method.</param>
/// <param name="faces">Faces are added to this list by the method.</param>
/// <returns>true if coords and faces were successfully generated, false if not</returns>
private bool GenerateCoordsAndFacesFromPrimSculptData(
string primName, PrimitiveBaseShape primShape, Vector3 size, float lod, out List<Coord> coords, out List<Face> faces)
{
coords = new List<Coord>();
faces = new List<Face>();
PrimMesher.SculptMesh sculptMesh;
Image idata = null;
string decodedSculptFileName = "";
if (cacheSculptMaps && primShape.SculptTexture != UUID.Zero)
{
decodedSculptFileName = System.IO.Path.Combine(decodedSculptMapPath, "smap_" + primShape.SculptTexture.ToString());
try
{
if (File.Exists(decodedSculptFileName))
{
idata = Image.FromFile(decodedSculptFileName);
}
}
catch (Exception e)
{
m_log.Error("[SCULPT]: unable to load cached sculpt map " + decodedSculptFileName + " " + e.Message);
}
//if (idata != null)
// m_log.Debug("[SCULPT]: loaded cached map asset for map ID: " + primShape.SculptTexture.ToString());
}
if (idata == null)
{
if (primShape.SculptData == null || primShape.SculptData.Length == 0)
return false;
try
{
OpenMetaverse.Imaging.ManagedImage unusedData;
OpenMetaverse.Imaging.OpenJPEG.DecodeToImage(primShape.SculptData, out unusedData, out idata);
if (idata == null)
{
// In some cases it seems that the decode can return a null bitmap without throwing
// an exception
m_log.WarnFormat("[PHYSICS]: OpenJPEG decoded sculpt data for {0} to a null bitmap. Ignoring.", primName);
return false;
}
unusedData = null;
//idata = CSJ2K.J2kImage.FromBytes(primShape.SculptData);
if (cacheSculptMaps && (cacheSculptAlphaMaps || (((ImageFlags)(idata.Flags) & ImageFlags.HasAlpha) ==0)))
// don't cache images with alpha channel in linux since mono can't load them correctly)
{
try { idata.Save(decodedSculptFileName, ImageFormat.MemoryBmp); }
catch (Exception e) { m_log.Error("[SCULPT]: unable to cache sculpt map " + decodedSculptFileName + " " + e.Message); }
}
}
catch (DllNotFoundException)
{
m_log.Error("[PHYSICS]: OpenJpeg is not installed correctly on this system. Physics Proxy generation failed. Often times this is because of an old version of GLIBC. You must have version 2.4 or above!");
return false;
}
catch (IndexOutOfRangeException)
{
m_log.Error("[PHYSICS]: OpenJpeg was unable to decode this. Physics Proxy generation failed");
return false;
}
catch (Exception ex)
{
m_log.Error("[PHYSICS]: Unable to generate a Sculpty physics proxy. Sculpty texture decode failed: " + ex.Message);
return false;
}
}
PrimMesher.SculptMesh.SculptType sculptType;
switch ((OpenMetaverse.SculptType)primShape.SculptType)
{
case OpenMetaverse.SculptType.Cylinder:
sculptType = PrimMesher.SculptMesh.SculptType.cylinder;
break;
case OpenMetaverse.SculptType.Plane:
sculptType = PrimMesher.SculptMesh.SculptType.plane;
break;
case OpenMetaverse.SculptType.Torus:
sculptType = PrimMesher.SculptMesh.SculptType.torus;
break;
case OpenMetaverse.SculptType.Sphere:
sculptType = PrimMesher.SculptMesh.SculptType.sphere;
break;
default:
sculptType = PrimMesher.SculptMesh.SculptType.plane;
break;
}
bool mirror = ((primShape.SculptType & 128) != 0);
bool invert = ((primShape.SculptType & 64) != 0);
sculptMesh = new PrimMesher.SculptMesh((Bitmap)idata, sculptType, (int)lod, false, mirror, invert);
idata.Dispose();
sculptMesh.DumpRaw(baseDir, primName, "primMesh");
sculptMesh.Scale(size.X, size.Y, size.Z);
coords = sculptMesh.coords;
faces = sculptMesh.faces;
return true;
}
/// <summary>
/// Generate the co-ords and faces necessary to construct a mesh from the shape data the accompanies a prim.
/// </summary>
/// <param name="primName"></param>
/// <param name="primShape"></param>
/// <param name="size"></param>
/// <param name="coords">Coords are added to this list by the method.</param>
/// <param name="faces">Faces are added to this list by the method.</param>
/// <returns>true if coords and faces were successfully generated, false if not</returns>
private bool GenerateCoordsAndFacesFromPrimShapeData(
string primName, PrimitiveBaseShape primShape, Vector3 size, float lod, out List<Coord> coords, out List<Face> faces)
{
PrimMesh primMesh;
coords = new List<Coord>();
faces = new List<Face>();
float pathShearX = primShape.PathShearX < 128 ? (float)primShape.PathShearX * 0.01f : (float)(primShape.PathShearX - 256) * 0.01f;
float pathShearY = primShape.PathShearY < 128 ? (float)primShape.PathShearY * 0.01f : (float)(primShape.PathShearY - 256) * 0.01f;
float pathBegin = (float)primShape.PathBegin * 2.0e-5f;
float pathEnd = 1.0f - (float)primShape.PathEnd * 2.0e-5f;
float pathScaleX = (float)(primShape.PathScaleX - 100) * 0.01f;
float pathScaleY = (float)(primShape.PathScaleY - 100) * 0.01f;
float profileBegin = (float)primShape.ProfileBegin * 2.0e-5f;
float profileEnd = 1.0f - (float)primShape.ProfileEnd * 2.0e-5f;
float profileHollow = (float)primShape.ProfileHollow * 2.0e-5f;
if (profileHollow > 0.95f)
profileHollow = 0.95f;
int sides = 4;
LevelOfDetail iLOD = (LevelOfDetail)lod;
if ((primShape.ProfileCurve & 0x07) == (byte)ProfileShape.EquilateralTriangle)
sides = 3;
else if ((primShape.ProfileCurve & 0x07) == (byte)ProfileShape.Circle)
{
switch (iLOD)
{
case LevelOfDetail.High: sides = 24; break;
case LevelOfDetail.Medium: sides = 12; break;
case LevelOfDetail.Low: sides = 6; break;
case LevelOfDetail.VeryLow: sides = 3; break;
default: sides = 24; break;
}
}
else if ((primShape.ProfileCurve & 0x07) == (byte)ProfileShape.HalfCircle)
{ // half circle, prim is a sphere
switch (iLOD)
{
case LevelOfDetail.High: sides = 24; break;
case LevelOfDetail.Medium: sides = 12; break;
case LevelOfDetail.Low: sides = 6; break;
case LevelOfDetail.VeryLow: sides = 3; break;
default: sides = 24; break;
}
profileBegin = 0.5f * profileBegin + 0.5f;
profileEnd = 0.5f * profileEnd + 0.5f;
}
int hollowSides = sides;
if (primShape.HollowShape == HollowShape.Circle)
{
switch (iLOD)
{
case LevelOfDetail.High: hollowSides = 24; break;
case LevelOfDetail.Medium: hollowSides = 12; break;
case LevelOfDetail.Low: hollowSides = 6; break;
case LevelOfDetail.VeryLow: hollowSides = 3; break;
default: hollowSides = 24; break;
}
}
else if (primShape.HollowShape == HollowShape.Square)
hollowSides = 4;
else if (primShape.HollowShape == HollowShape.Triangle)
hollowSides = 3;
primMesh = new PrimMesh(sides, profileBegin, profileEnd, profileHollow, hollowSides);
if (primMesh.errorMessage != null)
if (primMesh.errorMessage.Length > 0)
m_log.Error("[ERROR] " + primMesh.errorMessage);
primMesh.topShearX = pathShearX;
primMesh.topShearY = pathShearY;
primMesh.pathCutBegin = pathBegin;
primMesh.pathCutEnd = pathEnd;
if (primShape.PathCurve == (byte)Extrusion.Straight || primShape.PathCurve == (byte) Extrusion.Flexible)
{
primMesh.twistBegin = primShape.PathTwistBegin * 18 / 10;
primMesh.twistEnd = primShape.PathTwist * 18 / 10;
primMesh.taperX = pathScaleX;
primMesh.taperY = pathScaleY;
if (profileBegin < 0.0f || profileBegin >= profileEnd || profileEnd > 1.0f)
{
ReportPrimError("*** CORRUPT PRIM!! ***", primName, primMesh);
if (profileBegin < 0.0f) profileBegin = 0.0f;
if (profileEnd > 1.0f) profileEnd = 1.0f;
}
#if SPAM
m_log.Debug("****** PrimMesh Parameters (Linear) ******\n" + primMesh.ParamsToDisplayString());
#endif
try
{
primMesh.ExtrudeLinear();
}
catch (Exception ex)
{
ReportPrimError("Extrusion failure: exception: " + ex.ToString(), primName, primMesh);
return false;
}
}
else
{
primMesh.holeSizeX = (200 - primShape.PathScaleX) * 0.01f;
primMesh.holeSizeY = (200 - primShape.PathScaleY) * 0.01f;
primMesh.radius = 0.01f * primShape.PathRadiusOffset;
primMesh.revolutions = 1.0f + 0.015f * primShape.PathRevolutions;
primMesh.skew = 0.01f * primShape.PathSkew;
primMesh.twistBegin = primShape.PathTwistBegin * 36 / 10;
primMesh.twistEnd = primShape.PathTwist * 36 / 10;
primMesh.taperX = primShape.PathTaperX * 0.01f;
primMesh.taperY = primShape.PathTaperY * 0.01f;
if (profileBegin < 0.0f || profileBegin >= profileEnd || profileEnd > 1.0f)
{
ReportPrimError("*** CORRUPT PRIM!! ***", primName, primMesh);
if (profileBegin < 0.0f) profileBegin = 0.0f;
if (profileEnd > 1.0f) profileEnd = 1.0f;
}
#if SPAM
m_log.Debug("****** PrimMesh Parameters (Circular) ******\n" + primMesh.ParamsToDisplayString());
#endif
try
{
primMesh.ExtrudeCircular();
}
catch (Exception ex)
{
ReportPrimError("Extrusion failure: exception: " + ex.ToString(), primName, primMesh);
return false;
}
}
primMesh.DumpRaw(baseDir, primName, "primMesh");
primMesh.Scale(size.X, size.Y, size.Z);
coords = primMesh.coords;
faces = primMesh.faces;
return true;
}
public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod)
{
return CreateMesh(primName, primShape, size, lod, false);
}
public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical)
{
#if SPAM
m_log.DebugFormat("[MESH]: Creating mesh for {0}", primName);
#endif
Mesh mesh = null;
ulong key = 0;
// If this mesh has been created already, return it instead of creating another copy
// For large regions with 100k+ prims and hundreds of copies of each, this can save a GB or more of memory
key = primShape.GetMeshKey(size, lod);
if (m_uniqueMeshes.TryGetValue(key, out mesh))
return mesh;
if (size.X < 0.01f) size.X = 0.01f;
if (size.Y < 0.01f) size.Y = 0.01f;
if (size.Z < 0.01f) size.Z = 0.01f;
mesh = CreateMeshFromPrimMesher(primName, primShape, size, lod);
if (mesh != null)
{
if ((!isPhysical) && size.X < minSizeForComplexMesh && size.Y < minSizeForComplexMesh && size.Z < minSizeForComplexMesh)
{
#if SPAM
m_log.Debug("Meshmerizer: prim " + primName + " has a size of " + size.ToString() + " which is below threshold of " +
minSizeForComplexMesh.ToString() + " - creating simple bounding box");
#endif
mesh = CreateBoundingBoxMesh(mesh);
mesh.DumpRaw(baseDir, primName, "Z extruded");
}
// trim the vertex and triangle lists to free up memory
mesh.TrimExcess();
m_uniqueMeshes.Add(key, mesh);
}
return mesh;
}
}
}
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