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/*
* Copyright (c) Contributors
* 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.Text;
using System.IO;
using System.Drawing;
using System.Drawing.Imaging;
namespace PrimMesher
{
public class SculptMesh
{
public List<Coord> coords;
public List<Face> faces;
public List<ViewerFace> viewerFaces;
public List<Coord> normals;
public List<UVCoord> uvs;
public enum SculptType { sphere = 1, torus = 2, plane = 3, cylinder = 4 };
private Bitmap ScaleImage(Bitmap srcImage, float scale)
{
int sourceWidth = srcImage.Width;
int sourceHeight = srcImage.Height;
int sourceX = 0;
int sourceY = 0;
int destX = 0;
int destY = 0;
int destWidth = (int)(srcImage.Width * scale);
int destHeight = (int)(srcImage.Height * scale);
if (srcImage.PixelFormat == PixelFormat.Format32bppArgb)
for (int y = 0; y < srcImage.Height; y++)
for (int x = 0; x < srcImage.Width; x++)
{
Color c = srcImage.GetPixel(x, y);
srcImage.SetPixel(x, y, Color.FromArgb(255, c.R, c.G, c.B));
}
Bitmap scaledImage = new Bitmap(destWidth, destHeight,
PixelFormat.Format24bppRgb);
scaledImage.SetResolution(96.0f, 96.0f);
Graphics grPhoto = Graphics.FromImage(scaledImage);
grPhoto.InterpolationMode = System.Drawing.Drawing2D.InterpolationMode.Low;
grPhoto.DrawImage(srcImage,
new Rectangle(destX, destY, destWidth, destHeight),
new Rectangle(sourceX, sourceY, sourceWidth, sourceHeight),
GraphicsUnit.Pixel);
grPhoto.Dispose();
return scaledImage;
}
public SculptMesh SculptMeshFromFile(string fileName, SculptType sculptType, int lod, bool viewerMode)
{
Bitmap bitmap = (Bitmap)Bitmap.FromFile(fileName);
SculptMesh sculptMesh = new SculptMesh(bitmap, sculptType, lod, viewerMode);
bitmap.Dispose();
return sculptMesh;
}
/// <summary>
/// ** Experimental ** May disappear from future versions ** not recommeneded for use in applications
/// Construct a sculpt mesh from a 2D array of floats
/// </summary>
/// <param name="zMap"></param>
/// <param name="xBegin"></param>
/// <param name="xEnd"></param>
/// <param name="yBegin"></param>
/// <param name="yEnd"></param>
/// <param name="viewerMode"></param>
public SculptMesh(float[,] zMap, float xBegin, float xEnd, float yBegin, float yEnd, bool viewerMode)
{
float xStep, yStep;
float uStep, vStep;
int numYElements = zMap.GetLength(0);
int numXElements = zMap.GetLength(1);
try
{
xStep = (xEnd - xBegin) / (float)(numXElements - 1);
yStep = (yEnd - yBegin) / (float)(numYElements - 1);
uStep = 1.0f / (numXElements - 1);
vStep = 1.0f / (numYElements - 1);
}
catch (DivideByZeroException)
{
return;
}
coords = new List<Coord>();
faces = new List<Face>();
normals = new List<Coord>();
uvs = new List<UVCoord>();
viewerFaces = new List<ViewerFace>();
int p1, p2, p3, p4;
int x, y;
int xStart = 0, yStart = 0;
for (y = yStart; y < numYElements; y++)
{
int rowOffset = y * numXElements;
for (x = xStart; x < numXElements; x++)
{
/*
* p1-----p2
* | \ f2 |
* | \ |
* | f1 \|
* p3-----p4
*/
p4 = rowOffset + x;
p3 = p4 - 1;
p2 = p4 - numXElements;
p1 = p3 - numXElements;
Coord c = new Coord(xBegin + x * xStep, yBegin + y * yStep, zMap[y, x]);
this.coords.Add(c);
if (viewerMode)
{
this.normals.Add(new Coord());
this.uvs.Add(new UVCoord(uStep * x, 1.0f - vStep * y));
}
if (y > 0 && x > 0)
{
Face f1, f2;
if (viewerMode)
{
f1 = new Face(p1, p4, p3, p1, p4, p3);
f1.uv1 = p1;
f1.uv2 = p4;
f1.uv3 = p3;
f2 = new Face(p1, p2, p4, p1, p2, p4);
f2.uv1 = p1;
f2.uv2 = p2;
f2.uv3 = p4;
}
else
{
f1 = new Face(p1, p4, p3);
f2 = new Face(p1, p2, p4);
}
this.faces.Add(f1);
this.faces.Add(f2);
}
}
}
if (viewerMode)
calcVertexNormals(SculptType.plane, numXElements, numYElements);
}
public SculptMesh(Bitmap sculptBitmap, SculptType sculptType, int lod, bool viewerMode)
{
_SculptMesh(sculptBitmap, sculptType, lod, viewerMode, false, false);
}
public SculptMesh(Bitmap sculptBitmap, SculptType sculptType, int lod, bool viewerMode, bool mirror, bool invert)
{
_SculptMesh(sculptBitmap, sculptType, lod, viewerMode, mirror, invert);
}
/// <summary>
/// converts a bitmap to a list lists of coords, while scaling the image.
/// the scaling is done in floating point so as to allow for reduced vertex position
/// quantization as the position will be averaged between pixel values. this routine will
/// likely fail if the bitmap width and height are not powers of 2.
/// </summary>
/// <param name="bitmap"></param>
/// <param name="scale"></param>
/// <param name="mirror"></param>
/// <returns></returns>
private List<List<Coord>> bitmap2Coords(Bitmap bitmap, int scale, bool mirror)
{
int numRows = bitmap.Height / scale;
int numCols = bitmap.Width / scale;
List<List<Coord>> rows = new List<List<Coord>>(numRows);
float pixScale = 1.0f / (scale * scale);
pixScale /= 255;
int imageX, imageY = 0;
int rowNdx, colNdx;
for (rowNdx = 0; rowNdx < numRows; rowNdx++)
{
List<Coord> row = new List<Coord>(numCols);
for (colNdx = 0; colNdx < numCols; colNdx++)
{
imageX = colNdx * scale;
int imageYStart = rowNdx * scale;
int imageYEnd = imageYStart + scale;
int imageXEnd = imageX + scale;
float rSum = 0.0f;
float gSum = 0.0f;
float bSum = 0.0f;
for (; imageX < imageXEnd; imageX++)
{
for (imageY = imageYStart; imageY < imageYEnd; imageY++)
{
Color c = bitmap.GetPixel(imageX, imageY);
rSum += c.R;
gSum += c.G;
bSum += c.B;
}
}
if (mirror)
row.Add(new Coord(-(rSum * pixScale - 0.5f), gSum * pixScale - 0.5f, bSum * pixScale - 0.5f));
else
row.Add(new Coord(rSum * pixScale - 0.5f, gSum * pixScale - 0.5f, bSum * pixScale - 0.5f));
}
rows.Add(row);
}
return rows;
}
void _SculptMesh(Bitmap sculptBitmap, SculptType sculptType, int lod, bool viewerMode, bool mirror, bool invert)
{
coords = new List<Coord>();
faces = new List<Face>();
normals = new List<Coord>();
uvs = new List<UVCoord>();
sculptType = (SculptType)(((int)sculptType) & 0x07);
if (mirror)
if (sculptType == SculptType.plane)
invert = !invert;
float sourceScaleFactor = (float)(lod) / (float)Math.Sqrt(sculptBitmap.Width * sculptBitmap.Height);
int scale = (int)(1.0f / sourceScaleFactor);
if (scale < 1) scale = 1;
List<List<Coord>> rows = bitmap2Coords(sculptBitmap, scale, mirror);
viewerFaces = new List<ViewerFace>();
int width = sculptBitmap.Width / scale;
int height = sculptBitmap.Height / scale;
int p1, p2, p3, p4;
int imageX, imageY;
if (sculptType != SculptType.plane)
{
for (int rowNdx = 0; rowNdx < rows.Count; rowNdx++)
rows[rowNdx].Add(rows[rowNdx][0]);
}
Coord topPole = rows[0][width / 2];
Coord bottomPole = rows[rows.Count - 1][width / 2];
if (sculptType == SculptType.sphere)
{
int count = rows[0].Count;
List<Coord> topPoleRow = new List<Coord>(count);
List<Coord> bottomPoleRow = new List<Coord>(count);
for (int i = 0; i < count; i++)
{
topPoleRow.Add(topPole);
bottomPoleRow.Add(bottomPole);
}
rows.Insert(0, topPoleRow);
rows.Add(bottomPoleRow);
}
else if (sculptType == SculptType.torus)
rows.Add(rows[0]);
int coordsDown = rows.Count;
int coordsAcross = rows[0].Count;
float widthUnit = 1.0f / (coordsAcross - 1);
float heightUnit = 1.0f / (coordsDown - 1);
for (imageY = 0; imageY < coordsDown; imageY++)
{
int rowOffset = imageY * coordsAcross;
for (imageX = 0; imageX < coordsAcross; imageX++)
{
/*
* p1-----p2
* | \ f2 |
* | \ |
* | f1 \|
* p3-----p4
*/
p4 = rowOffset + imageX;
p3 = p4 - 1;
p2 = p4 - coordsAcross;
p1 = p3 - coordsAcross;
this.coords.Add(rows[imageY][imageX]);
if (viewerMode)
{
this.normals.Add(new Coord());
this.uvs.Add(new UVCoord(widthUnit * imageX, heightUnit * imageY));
}
if (imageY > 0 && imageX > 0)
{
Face f1, f2;
if (viewerMode)
{
if (invert)
{
f1 = new Face(p1, p4, p3, p1, p4, p3);
f1.uv1 = p1;
f1.uv2 = p4;
f1.uv3 = p3;
f2 = new Face(p1, p2, p4, p1, p2, p4);
f2.uv1 = p1;
f2.uv2 = p2;
f2.uv3 = p4;
}
else
{
f1 = new Face(p1, p3, p4, p1, p3, p4);
f1.uv1 = p1;
f1.uv2 = p3;
f1.uv3 = p4;
f2 = new Face(p1, p4, p2, p1, p4, p2);
f2.uv1 = p1;
f2.uv2 = p4;
f2.uv3 = p2;
}
}
else
{
if (invert)
{
f1 = new Face(p1, p4, p3);
f2 = new Face(p1, p2, p4);
}
else
{
f1 = new Face(p1, p3, p4);
f2 = new Face(p1, p4, p2);
}
}
this.faces.Add(f1);
this.faces.Add(f2);
}
}
}
if (viewerMode)
calcVertexNormals(sculptType, coordsAcross, coordsDown);
}
/// <summary>
/// Duplicates a SculptMesh object. All object properties are copied by value, including lists.
/// </summary>
/// <returns></returns>
public SculptMesh Copy()
{
return new SculptMesh(this);
}
public SculptMesh(SculptMesh sm)
{
coords = new List<Coord>(sm.coords);
faces = new List<Face>(sm.faces);
viewerFaces = new List<ViewerFace>(sm.viewerFaces);
normals = new List<Coord>(sm.normals);
uvs = new List<UVCoord>(sm.uvs);
}
private void calcVertexNormals(SculptType sculptType, int xSize, int ySize)
{ // compute vertex normals by summing all the surface normals of all the triangles sharing
// each vertex and then normalizing
int numFaces = this.faces.Count;
for (int i = 0; i < numFaces; i++)
{
Face face = this.faces[i];
Coord surfaceNormal = face.SurfaceNormal(this.coords);
this.normals[face.v1] += surfaceNormal;
this.normals[face.v2] += surfaceNormal;
this.normals[face.v3] += surfaceNormal;
}
int numNormals = this.normals.Count;
for (int i = 0; i < numNormals; i++)
this.normals[i] = this.normals[i].Normalize();
if (sculptType != SculptType.plane)
{ // blend the vertex normals at the cylinder seam
for (int y = 0; y < ySize; y++)
{
int rowOffset = y * xSize;
this.normals[rowOffset] = this.normals[rowOffset + xSize - 1] = (this.normals[rowOffset] + this.normals[rowOffset + xSize - 1]).Normalize();
}
}
foreach (Face face in this.faces)
{
ViewerFace vf = new ViewerFace(0);
vf.v1 = this.coords[face.v1];
vf.v2 = this.coords[face.v2];
vf.v3 = this.coords[face.v3];
vf.n1 = this.normals[face.n1];
vf.n2 = this.normals[face.n2];
vf.n3 = this.normals[face.n3];
vf.uv1 = this.uvs[face.uv1];
vf.uv2 = this.uvs[face.uv2];
vf.uv3 = this.uvs[face.uv3];
this.viewerFaces.Add(vf);
}
}
public void AddRot(Quat q)
{
int i;
int numVerts = this.coords.Count;
for (i = 0; i < numVerts; i++)
this.coords[i] *= q;
if (this.viewerFaces != null)
{
int numViewerFaces = this.viewerFaces.Count;
for (i = 0; i < numViewerFaces; i++)
{
ViewerFace v = this.viewerFaces[i];
v.v1 *= q;
v.v2 *= q;
v.v3 *= q;
v.n1 *= q;
v.n2 *= q;
v.n3 *= q;
this.viewerFaces[i] = v;
}
}
}
public void Scale(float x, float y, float z)
{
int i;
int numVerts = this.coords.Count;
Coord m = new Coord(x, y, z);
for (i = 0; i < numVerts; i++)
this.coords[i] *= m;
if (this.viewerFaces != null)
{
int numViewerFaces = this.viewerFaces.Count;
for (i = 0; i < numViewerFaces; i++)
{
ViewerFace v = this.viewerFaces[i];
v.v1 *= m;
v.v2 *= m;
v.v3 *= m;
this.viewerFaces[i] = v;
}
}
}
public void DumpRaw(String path, String name, String title)
{
if (path == null)
return;
String fileName = name + "_" + title + ".raw";
String completePath = Path.Combine(path, fileName);
StreamWriter sw = new StreamWriter(completePath);
for (int i = 0; i < this.faces.Count; i++)
{
string s = this.coords[this.faces[i].v1].ToString();
s += " " + this.coords[this.faces[i].v2].ToString();
s += " " + this.coords[this.faces[i].v3].ToString();
sw.WriteLine(s);
}
sw.Close();
}
}
}
|