WORK in progress!! Now it reads the simple hull shape to use if convex shape is selected for a prim. Due to ODE limitations on convex hulls colisions, it creates a mesh. Being work in progress it is hardcoded to only read that simple convex hull for now. It writes a file named "lixo_lixo.raw" that can be imported into blender for examination of the created mesh (the last one loaded and also hardcoded). To play with put in opensim.ini "meshing = UbitMeshmerizer"
parent
efd7ff3146
commit
8c1550b58e
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@ -270,116 +270,20 @@ public class Triangle
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public Vertex v2;
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public Vertex v3;
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private float radius_square;
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private float cx;
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private float cy;
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public Triangle(Vertex _v1, Vertex _v2, Vertex _v3)
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{
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v1 = _v1;
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v2 = _v2;
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v3 = _v3;
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CalcCircle();
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}
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public bool isInCircle(float x, float y)
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public Triangle(float _v1x,float _v1y,float _v1z,
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float _v2x,float _v2y,float _v2z,
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float _v3x,float _v3y,float _v3z)
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{
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float dx, dy;
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float dd;
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dx = x - cx;
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dy = y - cy;
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dd = dx*dx + dy*dy;
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if (dd < radius_square)
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return true;
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else
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return false;
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}
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public bool isDegraded()
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{
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// This means, the vertices of this triangle are somewhat strange.
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// They either line up or at least two of them are identical
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return (radius_square == 0.0);
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}
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private void CalcCircle()
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{
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// Calculate the center and the radius of a circle given by three points p1, p2, p3
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// It is assumed, that the triangles vertices are already set correctly
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double p1x, p2x, p1y, p2y, p3x, p3y;
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// Deviation of this routine:
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// A circle has the general equation (M-p)^2=r^2, where M and p are vectors
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// this gives us three equations f(p)=r^2, each for one point p1, p2, p3
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// putting respectively two equations together gives two equations
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// f(p1)=f(p2) and f(p1)=f(p3)
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// bringing all constant terms to one side brings them to the form
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// M*v1=c1 resp.M*v2=c2 where v1=(p1-p2) and v2=(p1-p3) (still vectors)
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// and c1, c2 are scalars (Naming conventions like the variables below)
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// Now using the equations that are formed by the components of the vectors
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// and isolate Mx lets you make one equation that only holds My
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// The rest is straight forward and eaasy :-)
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//
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/* helping variables for temporary results */
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double c1, c2;
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double v1x, v1y, v2x, v2y;
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double z, n;
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double rx, ry;
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// Readout the three points, the triangle consists of
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p1x = v1.X;
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p1y = v1.Y;
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p2x = v2.X;
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p2y = v2.Y;
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p3x = v3.X;
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p3y = v3.Y;
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/* calc helping values first */
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c1 = (p1x*p1x + p1y*p1y - p2x*p2x - p2y*p2y)/2;
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c2 = (p1x*p1x + p1y*p1y - p3x*p3x - p3y*p3y)/2;
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v1x = p1x - p2x;
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v1y = p1y - p2y;
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v2x = p1x - p3x;
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v2y = p1y - p3y;
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z = (c1*v2x - c2*v1x);
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n = (v1y*v2x - v2y*v1x);
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if (n == 0.0) // This is no triangle, i.e there are (at least) two points at the same location
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{
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radius_square = 0.0f;
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return;
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}
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cy = (float) (z/n);
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if (v2x != 0.0)
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{
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cx = (float) ((c2 - v2y*cy)/v2x);
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}
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else if (v1x != 0.0)
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{
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cx = (float) ((c1 - v1y*cy)/v1x);
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}
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else
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{
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Debug.Assert(false, "Malformed triangle"); /* Both terms zero means nothing good */
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}
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rx = (p1x - cx);
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ry = (p1y - cy);
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radius_square = (float) (rx*rx + ry*ry);
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v1 = new Vertex(_v1x, _v1y, _v1z);
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v2 = new Vertex(_v2x, _v2y, _v2z);
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v3 = new Vertex(_v3x, _v3y, _v3z);
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}
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public override String ToString()
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@ -41,6 +41,7 @@ using Nini.Config;
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using System.Reflection;
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using System.IO;
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using ComponentAce.Compression.Libs.zlib;
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using OpenSim.Region.Physics.ConvexDecompositionDotNet;
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namespace OpenSim.Region.Physics.Meshing
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{
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@ -296,22 +297,20 @@ namespace OpenSim.Region.Physics.Meshing
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int numCoords = coords.Count;
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int numFaces = faces.Count;
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// Create the list of vertices
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List<Vertex> vertices = new List<Vertex>();
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for (int i = 0; i < numCoords; i++)
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{
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Coord c = coords[i];
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vertices.Add(new Vertex(c.X, c.Y, c.Z));
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}
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Mesh mesh = new Mesh();
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// Add the corresponding triangles to the mesh
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for (int i = 0; i < numFaces; i++)
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{
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Face f = faces[i];
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mesh.Add(new Triangle(vertices[f.v1], vertices[f.v2], vertices[f.v3]));
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mesh.Add(new Triangle(coords[f.v1].X, coords[f.v1].Y, coords[f.v1].Z,
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coords[f.v2].X, coords[f.v2].Y, coords[f.v2].Z,
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coords[f.v3].X, coords[f.v3].Y, coords[f.v3].Z));
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}
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// mesh.DumpRaw("c:\\lixo", "lixo", "lixo");
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mesh.DumpRaw(".", "lixo", "lixo");
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return mesh;
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}
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@ -329,6 +328,10 @@ namespace OpenSim.Region.Physics.Meshing
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{
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// m_log.DebugFormat("[MESH]: experimental mesh proxy generation for {0}", primName);
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bool convex = true; // this will be a input
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bool usemesh = false;
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coords = new List<Coord>();
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faces = new List<Face>();
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OSD meshOsd = null;
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@ -365,14 +368,25 @@ namespace OpenSim.Region.Physics.Meshing
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{
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OSDMap physicsParms = null;
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OSDMap map = (OSDMap)meshOsd;
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if (!convex)
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{
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if (map.ContainsKey("physics_shape"))
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physicsParms = (OSDMap)map["physics_shape"]; // old asset format
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else if (map.ContainsKey("physics_mesh"))
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physicsParms = (OSDMap)map["physics_mesh"]; // new asset format
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if (physicsParms != null)
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usemesh = true;
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}
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if(!usemesh && (map.ContainsKey("physics_convex")))
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physicsParms = (OSDMap)map["physics_convex"];
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if (physicsParms == null)
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{
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m_log.Warn("[MESH]: no recognized physics mesh found in mesh asset");
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m_log.Warn("[MESH]: unknown mesh type");
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return false;
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}
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@ -416,12 +430,15 @@ namespace OpenSim.Region.Physics.Meshing
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return false;
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}
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if (usemesh)
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{
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OSDArray decodedMeshOsdArray = null;
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// physics_shape is an array of OSDMaps, one for each submesh
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if (decodedMeshOsd is OSDArray)
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{
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// Console.WriteLine("decodedMeshOsd for {0} - {1}", primName, Util.GetFormattedXml(decodedMeshOsd));
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// Console.WriteLine("decodedMeshOsd for {0} - {1}", primName, Util.GetFormattedXml(decodedMeshOsd));
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decodedMeshOsdArray = (OSDArray)decodedMeshOsd;
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foreach (OSD subMeshOsd in decodedMeshOsdArray)
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}
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}
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}
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else
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{
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OSDMap cmap = (OSDMap)decodedMeshOsd;
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if (cmap == null)
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return false;
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byte[] data;
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const float invMaxU16 = 1.0f / 65535f;
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int t1;
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int t2;
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int t3;
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int i;
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List<float3> vs = new List<float3>();
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float3 f3;
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PHullResult hullr = new PHullResult();
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Mesh m = new Mesh();
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Vector3 range;
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Vector3 min;
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if (cmap.ContainsKey("Max"))
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range = cmap["Max"].AsVector3();
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else
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range = new Vector3(0.5f, 0.5f, 0.5f);
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if (cmap.ContainsKey("Min"))
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min = cmap["Min"].AsVector3();
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else
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min = new Vector3(-0.5f, -0.5f, -0.5f);
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range = range - min;
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range *= invMaxU16;
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/*
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// if (!convex && cmap.ContainsKey("HullList"))
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if (cmap.ContainsKey("HullList"))
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{
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List<int> hsizes = new List<int>();
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data = cmap["HullList"].AsBinary();
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for (i = 0; i < data.Length; i++)
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{
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t1 = data[i];
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if (t1 == 0)
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t1 = 256;
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hsizes.Add(t1);
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}
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bla bla
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}
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*/
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if (cmap.ContainsKey("BoundingVerts"))
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{
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data = cmap["BoundingVerts"].AsBinary();
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for (i = 0; i < data.Length; )
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{
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t1 = data[i++];
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t1 += data[i++] << 8;
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t2 = data[i++];
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t2 += data[i++] << 8;
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t3 = data[i++];
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t3 += data[i++] << 8;
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f3 = new float3((t1 * range.X + min.X) * size.X,
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(t2 * range.Y + min.Y) * size.Y,
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(t3 * range.Z + min.Z) * size.Z);
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vs.Add(f3);
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}
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if (!HullUtils.ComputeHull(vs, ref hullr, 300, 0.0f))
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return false;
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int nverts = hullr.Vertices.Count;
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int nindexs = hullr.Indices.Count;
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if (nindexs % 3 != 0)
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return false;
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Coord c;
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for (i = 0; i < nverts; i++)
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{
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c.X = hullr.Vertices[i].x;
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c.Y = hullr.Vertices[i].y;
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c.Z = hullr.Vertices[i].z;
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coords.Add(c);
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}
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Face f;
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for (i = 0; i < nindexs; i += 3)
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{
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t1 = hullr.Indices[i];
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if (t1 > nverts)
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break;
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t2 = hullr.Indices[i + 1];
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if (t2 > nverts)
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break;
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t3 = hullr.Indices[i + 2];
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if (t3 > nverts)
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break;
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f = new Face(t1, t2, t3);
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faces.Add(f);
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}
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if (coords.Count > 0 && faces.Count > 0)
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return true;
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}
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else
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return false;
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}
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}
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return true;
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}
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Loading…
Reference in New Issue