* Wrote a method to get the OpenJpeg data of a sculpt texture asset and save it to the prim shape.

* Added some stuff around sculpted prim meshes..   but it's just there so the project compiles now.
0.6.0-stable
Teravus Ovares 2008-05-09 01:28:54 +00:00
parent 646df0dc2c
commit 7e275bfa37
4 changed files with 254 additions and 2 deletions

View File

@ -100,13 +100,14 @@ namespace OpenSim.Framework
// Sculpted
[XmlIgnore] public LLUUID SculptTexture = LLUUID.Zero;
[XmlIgnore] public byte SculptType = (byte)0;
[XmlIgnore] public byte[] SculptData = new byte[0];
// Flexi
[XmlIgnore] public int FlexiSoftness = 0;
[XmlIgnore] public float FlexiTension = 0f;
[XmlIgnore] public float FlexiDrag = 0f;
[XmlIgnore] public float FlexiGravity = 0f;
[XmlIgnore] public float FlexiWind= 0f;
[XmlIgnore] public float FlexiWind = 0f;
[XmlIgnore] public float FlexiForceX = 0f;
[XmlIgnore] public float FlexiForceY = 0f;
[XmlIgnore] public float FlexiForceZ = 0f;

View File

@ -1921,8 +1921,27 @@ namespace OpenSim.Region.Environment.Scenes
public void UpdateExtraParam(ushort type, bool inUse, byte[] data)
{
m_shape.ReadInUpdateExtraParam(type, inUse, data);
if (type == 0x30)
{
if (m_shape.SculptEntry && m_shape.SculptTexture != LLUUID.Zero)
{
//AssetBase tx = m_parentGroup.Scene.getase
m_parentGroup.Scene.AssetCache.GetAsset(m_shape.SculptTexture, SculptTextureCallback, true);
}
}
ScheduleFullUpdate();
}
public void SculptTextureCallback(LLUUID textureID, AssetBase texture)
{
if (m_shape.SculptEntry)
{
if (texture != null)
{
m_shape.SculptData = texture.Data;
}
}
}
#endregion

View File

@ -0,0 +1,231 @@
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
{
public class SculptMesh : Mesh
{
Image idata = null;
Bitmap bLOD = null;
Bitmap bBitmap = null;
Vertex northpole = (Vertex)Vertex.Zero;
Vertex southpole = (Vertex)Vertex.Zero;
private int lod = 64;
private const float RANGE = 128.0f;
public SculptMesh(byte[] jpegData)
{
idata = OpenJPEG.DecodeToImage(jpegData);
if (idata != null)
bBitmap = new Bitmap(idata);
}
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 = (Vertex)Vertex.Zero;
for (int x = 0; x < bBitmap.Width; x++)
{
northpole += ColorToVertex(GetPixel(0, 0));
}
northpole /= bBitmap.Width;
southpole = (Vertex)Vertex.Zero;
for (int x = 0; x < bBitmap.Width; x++)
{
southpole += ColorToVertex(GetPixel(bBitmap.Height - 1, (bBitmap.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
Add(v1);
sVertices[y * COLUMNS + x] = v1;
}
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++)
{
Triangle tri1 = new Triangle(sVertices[(y * COLUMNS + x)], sVertices[(y * COLUMNS + (x + 1))],
sVertices[((y + 1) * COLUMNS + (x + 1))]);
//indices[i++] = (ushort)(y * COLUMNS + x);
//indices[i++] = (ushort)(y * COLUMNS + (x + 1));
//indices[i++] = (ushort)((y + 1) * COLUMNS + (x + 1));
Add(tri1);
Triangle tri2 = new Triangle(sVertices[(y * COLUMNS + x)],sVertices[((y + 1) * COLUMNS + (x + 1))],
sVertices[((y + 1) * COLUMNS + x)]);
Add(tri2);
//indices[i++] = (ushort)(y * COLUMNS + x);
//indices[i++] = (ushort)((y + 1) * COLUMNS + (x + 1));
//indices[i++] = (ushort)((y + 1) * COLUMNS + x);
}
Triangle tri3 = new Triangle(sVertices[(y * x_max + x)], sVertices[(y * x_max + 0)], sVertices[((y + 1) * x_max + 0)]);
Add(tri3);
// 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
Triangle tri4 = new Triangle(sVertices[(y * x_max + x)], sVertices[((y + 1) * x_max + 0)], sVertices[((y + 1) * x_max + x)]);
Add(tri4);
//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
}
}
}
}

View File

@ -627,6 +627,7 @@
<ReferencePath>../../../../bin/</ReferencePath>
<Reference name="System" localCopy="false"/>
<Reference name="System.Drawing"/>
<Reference name="libsecondlife.dll"/>
<Reference name="OpenSim.Framework"/>
<Reference name="OpenSim.Framework.Console"/>