Sculpt meshing refactoring - improves mesh accuracy and UV mapping
Sync with PrimMesher r55slimupdates2
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6182d71326
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5d1e9947ed
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@ -0,0 +1,169 @@
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/*
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* Copyright (c) Contributors
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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// to build without references to System.Drawing, comment this out
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#define SYSTEM_DRAWING
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using System;
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using System.Collections.Generic;
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using System.Text;
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#if SYSTEM_DRAWING
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using System.Drawing;
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using System.Drawing.Imaging;
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namespace PrimMesher
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{
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public class SculptMap
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{
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public int width;
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public int height;
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public byte[] redBytes;
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public byte[] greenBytes;
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public byte[] blueBytes;
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public SculptMap()
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{
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}
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public SculptMap(Bitmap bm, int lod)
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{
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int bmW = bm.Width;
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int bmH = bm.Height;
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if (bmW == 0 || bmH == 0)
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throw new Exception("SculptMap: bitmap has no data");
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int numLodPixels = lod * 2 * lod * 2; // (32 * 2)^2 = 64^2 pixels for default sculpt map image
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width = bmW;
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height = bmH;
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while (width * height > numLodPixels)
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{
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width >>= 1;
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height >>= 1;
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}
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width >>= 1;
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height >>= 1;
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try
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{
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if (!(bmW == width * 2 && bmH == height * 2))
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bm = ScaleImage(bm, width * 2, height * 2,
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System.Drawing.Drawing2D.InterpolationMode.NearestNeighbor);
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}
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catch (Exception e)
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{
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throw new Exception("Exception in ScaleImage(): e: " + e.ToString());
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}
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int numBytes = (width + 1) * (height + 1);
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redBytes = new byte[numBytes];
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greenBytes = new byte[numBytes];
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blueBytes = new byte[numBytes];
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int byteNdx = 0;
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try
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{
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for (int y = 0; y <= height; y++)
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{
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for (int x = 0; x <= width; x++)
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{
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int bmY = y < height ? y * 2 : y * 2 - 1;
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int bmX = x < width ? x * 2 : x * 2 - 1;
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Color c = bm.GetPixel(bmX, bmY);
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redBytes[byteNdx] = c.R;
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greenBytes[byteNdx] = c.G;
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blueBytes[byteNdx] = c.B;
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++byteNdx;
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}
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}
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}
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catch (Exception e)
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{
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throw new Exception("Caught exception processing byte arrays in SculptMap(): e: " + e.ToString());
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}
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width++;
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height++;
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}
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public List<List<Coord>> ToRows(bool mirror)
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{
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int numRows = height;
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int numCols = width;
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List<List<Coord>> rows = new List<List<Coord>>(numRows);
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float pixScale = 1.0f / 255;
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int rowNdx, colNdx;
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int smNdx = 0;
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for (rowNdx = 0; rowNdx < numRows; rowNdx++)
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{
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List<Coord> row = new List<Coord>(numCols);
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for (colNdx = 0; colNdx < numCols; colNdx++)
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{
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if (mirror)
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row.Add(new Coord(-(redBytes[smNdx] * pixScale - 0.5f), (greenBytes[smNdx] * pixScale - 0.5f), blueBytes[smNdx] * pixScale - 0.5f));
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else
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row.Add(new Coord(redBytes[smNdx] * pixScale - 0.5f, greenBytes[smNdx] * pixScale - 0.5f, blueBytes[smNdx] * pixScale - 0.5f));
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++smNdx;
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}
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rows.Add(row);
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}
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return rows;
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}
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private Bitmap ScaleImage(Bitmap srcImage, int destWidth, int destHeight,
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System.Drawing.Drawing2D.InterpolationMode interpMode)
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{
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Bitmap scaledImage = new Bitmap(srcImage, destWidth, destHeight);
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scaledImage.SetResolution(96.0f, 96.0f);
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Graphics grPhoto = Graphics.FromImage(scaledImage);
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grPhoto.InterpolationMode = interpMode;
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grPhoto.DrawImage(srcImage,
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new Rectangle(0, 0, destWidth, destHeight),
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new Rectangle(0, 0, srcImage.Width, srcImage.Height),
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GraphicsUnit.Pixel);
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grPhoto.Dispose();
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return scaledImage;
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}
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}
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}
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#endif
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@ -53,50 +53,6 @@ namespace PrimMesher
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public enum SculptType { sphere = 1, torus = 2, plane = 3, cylinder = 4 };
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#if SYSTEM_DRAWING
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private Bitmap ScaleImage(Bitmap srcImage, float scale, bool removeAlpha)
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{
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int sourceWidth = srcImage.Width;
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int sourceHeight = srcImage.Height;
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int sourceX = 0;
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int sourceY = 0;
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int destX = 0;
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int destY = 0;
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int destWidth = (int)(srcImage.Width * scale);
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int destHeight = (int)(srcImage.Height * scale);
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Bitmap scaledImage;
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if (removeAlpha)
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{
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if (srcImage.PixelFormat == PixelFormat.Format32bppArgb)
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for (int y = 0; y < srcImage.Height; y++)
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for (int x = 0; x < srcImage.Width; x++)
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{
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Color c = srcImage.GetPixel(x, y);
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srcImage.SetPixel(x, y, Color.FromArgb(255, c.R, c.G, c.B));
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}
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scaledImage = new Bitmap(destWidth, destHeight,
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PixelFormat.Format24bppRgb);
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}
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else
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scaledImage = new Bitmap(srcImage, destWidth, destHeight);
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scaledImage.SetResolution(96.0f, 96.0f);
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Graphics grPhoto = Graphics.FromImage(scaledImage);
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grPhoto.InterpolationMode = System.Drawing.Drawing2D.InterpolationMode.Low;
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grPhoto.DrawImage(srcImage,
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new Rectangle(destX, destY, destWidth, destHeight),
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new Rectangle(sourceX, sourceY, sourceWidth, sourceHeight),
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GraphicsUnit.Pixel);
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grPhoto.Dispose();
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return scaledImage;
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}
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public SculptMesh SculptMeshFromFile(string fileName, SculptType sculptType, int lod, bool viewerMode)
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{
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@ -106,6 +62,7 @@ namespace PrimMesher
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return sculptMesh;
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}
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public SculptMesh(string fileName, int sculptType, int lod, int viewerMode, int mirror, int invert)
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{
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Bitmap bitmap = (Bitmap)Bitmap.FromFile(fileName);
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@ -296,36 +253,53 @@ namespace PrimMesher
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return rows;
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}
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private List<List<Coord>> bitmap2CoordsSampled(Bitmap bitmap, int scale, bool mirror)
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{
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int numRows = bitmap.Height / scale;
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int numCols = bitmap.Width / scale;
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List<List<Coord>> rows = new List<List<Coord>>(numRows);
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float pixScale = 1.0f / 256.0f;
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int imageX, imageY = 0;
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int rowNdx, colNdx;
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for (rowNdx = 0; rowNdx <= numRows; rowNdx++)
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{
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List<Coord> row = new List<Coord>(numCols);
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imageY = rowNdx * scale;
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if (rowNdx == numRows) imageY--;
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for (colNdx = 0; colNdx <= numCols; colNdx++)
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{
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imageX = colNdx * scale;
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if (colNdx == numCols) imageX--;
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Color c = bitmap.GetPixel(imageX, imageY);
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if (c.A != 255)
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{
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bitmap.SetPixel(imageX, imageY, Color.FromArgb(255, c.R, c.G, c.B));
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c = bitmap.GetPixel(imageX, imageY);
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}
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if (mirror)
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row.Add(new Coord(-(c.R * pixScale - 0.5f), c.G * pixScale - 0.5f, c.B * pixScale - 0.5f));
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else
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row.Add(new Coord(c.R * pixScale - 0.5f, c.G * pixScale - 0.5f, c.B * pixScale - 0.5f));
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}
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rows.Add(row);
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}
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return rows;
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}
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void _SculptMesh(Bitmap sculptBitmap, SculptType sculptType, int lod, bool viewerMode, bool mirror, bool invert)
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{
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coords = new List<Coord>();
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faces = new List<Face>();
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normals = new List<Coord>();
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uvs = new List<UVCoord>();
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sculptType = (SculptType)(((int)sculptType) & 0x07);
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if (mirror)
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if (sculptType == SculptType.plane)
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invert = !invert;
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float sculptBitmapLod = (float)Math.Sqrt(sculptBitmap.Width * sculptBitmap.Height);
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float sourceScaleFactor = (float)(lod) / sculptBitmapLod;
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float fScale = 1.0f / sourceScaleFactor;
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int iScale = (int)fScale;
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if (iScale < 1) iScale = 1;
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if (iScale > 2 && iScale % 2 == 0)
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_SculptMesh(bitmap2Coords(ScaleImage(sculptBitmap, 64.0f / sculptBitmapLod, true), 64 / lod, mirror), sculptType, viewerMode, mirror, invert);
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else
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_SculptMesh(bitmap2Coords(sculptBitmap, iScale, mirror), sculptType, viewerMode, mirror, invert);
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_SculptMesh(new SculptMap(sculptBitmap, lod).ToRows(mirror), sculptType, viewerMode, mirror, invert);
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}
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#endif
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void _SculptMesh(List<List<Coord>> rows, SculptType sculptType, bool viewerMode, bool mirror, bool invert)
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{
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coords = new List<Coord>();
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int imageX, imageY;
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if (sculptType != SculptType.plane)
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{
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if (rows.Count % 2 == 0)
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{
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for (int rowNdx = 0; rowNdx < rows.Count; rowNdx++)
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rows[rowNdx].Add(rows[rowNdx][0]);
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}
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else
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{
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int lastIndex = rows[0].Count - 1;
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for (int i = 0; i < rows.Count; i++)
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rows[i][0] = rows[i][lastIndex];
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}
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}
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Coord topPole = rows[0][width / 2];
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Coord bottomPole = rows[rows.Count - 1][width / 2];
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if (sculptType == SculptType.sphere)
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{
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if (rows.Count % 2 == 0)
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{
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int count = rows[0].Count;
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List<Coord> topPoleRow = new List<Coord>(count);
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rows.Insert(0, topPoleRow);
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rows.Add(bottomPoleRow);
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}
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else if (sculptType == SculptType.torus)
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else
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{
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int count = rows[0].Count;
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List<Coord> topPoleRow = rows[0];
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List<Coord> bottomPoleRow = rows[rows.Count - 1];
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for (int i = 0; i < count; i++)
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{
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topPoleRow[i] = topPole;
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bottomPoleRow[i] = bottomPole;
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}
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}
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}
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if (sculptType == SculptType.torus)
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rows.Add(rows[0]);
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int coordsDown = rows.Count;
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int coordsAcross = rows[0].Count;
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int lastColumn = coordsAcross - 1;
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float widthUnit = 1.0f / (coordsAcross - 1);
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float heightUnit = 1.0f / (coordsDown - 1);
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