Update svn properties.
parent
4636e5fc01
commit
d324389dd9
File diff suppressed because it is too large
Load Diff
|
@ -1,343 +1,343 @@
|
|||
/*
|
||||
* 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 const float pixScale = 0.00390625f; // 1.0 / 256
|
||||
|
||||
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)(sourceWidth * scale);
|
||||
int destHeight = (int)(sourceHeight * scale);
|
||||
|
||||
Bitmap scaledImage = new Bitmap(destWidth, destHeight,
|
||||
PixelFormat.Format24bppRgb);
|
||||
scaledImage.SetResolution(srcImage.HorizontalResolution,
|
||||
srcImage.VerticalResolution);
|
||||
|
||||
Graphics grPhoto = Graphics.FromImage(scaledImage);
|
||||
grPhoto.InterpolationMode = System.Drawing.Drawing2D.InterpolationMode.Bilinear;
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
public SculptMesh(Bitmap sculptBitmap, SculptType sculptType, int lod, bool viewerMode)
|
||||
{
|
||||
coords = new List<Coord>();
|
||||
faces = new List<Face>();
|
||||
normals = new List<Coord>();
|
||||
uvs = new List<UVCoord>();
|
||||
|
||||
float sourceScaleFactor = (float)lod / (float)Math.Max(sculptBitmap.Width, sculptBitmap.Height);
|
||||
bool scaleSourceImage = sourceScaleFactor < 1.0f ? true : false;
|
||||
|
||||
Bitmap bitmap;
|
||||
if (scaleSourceImage)
|
||||
bitmap = ScaleImage(sculptBitmap, sourceScaleFactor);
|
||||
else
|
||||
bitmap = sculptBitmap;
|
||||
|
||||
viewerFaces = new List<ViewerFace>();
|
||||
|
||||
int width = bitmap.Width;
|
||||
int height = bitmap.Height;
|
||||
|
||||
float widthUnit = 1.0f / width;
|
||||
float heightUnit = 1.0f / (height - 1);
|
||||
|
||||
int p1, p2, p3, p4;
|
||||
Color color;
|
||||
float x, y, z;
|
||||
|
||||
int imageX, imageY;
|
||||
|
||||
if (sculptType == SculptType.sphere)
|
||||
{ // average the top and bottom row pixel values so the resulting vertices appear to converge
|
||||
int lastRow = height - 1;
|
||||
int r1 = 0, g1 = 0, b1 = 0;
|
||||
int r2 = 0, g2 = 0, b2 = 0;
|
||||
for (imageX = 0; imageX < width; imageX++)
|
||||
{
|
||||
Color c1 = bitmap.GetPixel(imageX, 0);
|
||||
Color c2 = bitmap.GetPixel(imageX, lastRow);
|
||||
|
||||
r1 += c1.R;
|
||||
g1 += c1.G;
|
||||
b1 += c1.B;
|
||||
|
||||
r2 += c2.R;
|
||||
g2 += c2.G;
|
||||
b2 += c2.B;
|
||||
}
|
||||
|
||||
Color newC1 = Color.FromArgb(r1 / width, g1 / width, b1 / width);
|
||||
Color newC2 = Color.FromArgb(r2 / width, g2 / width, b2 / width);
|
||||
|
||||
for (imageX = 0; imageX < width; imageX++)
|
||||
{
|
||||
bitmap.SetPixel(imageX, 0, newC1);
|
||||
bitmap.SetPixel(imageX, lastRow, newC2);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
int pixelsAcross = sculptType == SculptType.plane ? width : width + 1;
|
||||
int pixelsDown = sculptType == SculptType.sphere || sculptType == SculptType.cylinder ? height + 1 : height;
|
||||
|
||||
for (imageY = 0; imageY < pixelsDown; imageY++)
|
||||
{
|
||||
int rowOffset = imageY * width;
|
||||
|
||||
for (imageX = 0; imageX < pixelsAcross; imageX++)
|
||||
{
|
||||
/*
|
||||
* p1-----p2
|
||||
* | \ f2 |
|
||||
* | \ |
|
||||
* | f1 \|
|
||||
* p3-----p4
|
||||
*/
|
||||
|
||||
if (imageX < width)
|
||||
{
|
||||
p4 = rowOffset + imageX;
|
||||
p3 = p4 - 1;
|
||||
}
|
||||
else
|
||||
{
|
||||
p4 = rowOffset; // wrap around to beginning
|
||||
p3 = rowOffset + imageX - 1;
|
||||
}
|
||||
|
||||
p2 = p4 - width;
|
||||
p1 = p3 - width;
|
||||
|
||||
color = bitmap.GetPixel(imageX == width ? 0 : imageX, imageY == height ? height - 1 : imageY);
|
||||
|
||||
x = (color.R - 128) * pixScale;
|
||||
y = (color.G - 128) * pixScale;
|
||||
z = (color.B - 128) * pixScale;
|
||||
|
||||
Coord c = new Coord(x, y, z);
|
||||
this.coords.Add(c);
|
||||
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)
|
||||
{
|
||||
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
|
||||
{
|
||||
f1 = new Face(p1, p3, p4);
|
||||
f2 = new Face(p1, p4, p2);
|
||||
}
|
||||
|
||||
this.faces.Add(f1);
|
||||
this.faces.Add(f2);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (scaleSourceImage)
|
||||
bitmap.Dispose();
|
||||
|
||||
if (viewerMode)
|
||||
{ // 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 numCoords = this.coords.Count;
|
||||
for (int i = 0; i < numCoords; i++)
|
||||
this.coords[i].Normalize();
|
||||
|
||||
if (sculptType != SculptType.plane)
|
||||
{ // blend the vertex normals at the cylinder seam
|
||||
pixelsAcross = width + 1;
|
||||
for (imageY = 0; imageY < height; imageY++)
|
||||
{
|
||||
int rowOffset = imageY * pixelsAcross;
|
||||
|
||||
this.normals[rowOffset] = this.normals[rowOffset + width - 1] = (this.normals[rowOffset] + this.normals[rowOffset + width - 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 vert;
|
||||
|
||||
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();
|
||||
}
|
||||
}
|
||||
}
|
||||
/*
|
||||
* 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 const float pixScale = 0.00390625f; // 1.0 / 256
|
||||
|
||||
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)(sourceWidth * scale);
|
||||
int destHeight = (int)(sourceHeight * scale);
|
||||
|
||||
Bitmap scaledImage = new Bitmap(destWidth, destHeight,
|
||||
PixelFormat.Format24bppRgb);
|
||||
scaledImage.SetResolution(srcImage.HorizontalResolution,
|
||||
srcImage.VerticalResolution);
|
||||
|
||||
Graphics grPhoto = Graphics.FromImage(scaledImage);
|
||||
grPhoto.InterpolationMode = System.Drawing.Drawing2D.InterpolationMode.Bilinear;
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
public SculptMesh(Bitmap sculptBitmap, SculptType sculptType, int lod, bool viewerMode)
|
||||
{
|
||||
coords = new List<Coord>();
|
||||
faces = new List<Face>();
|
||||
normals = new List<Coord>();
|
||||
uvs = new List<UVCoord>();
|
||||
|
||||
float sourceScaleFactor = (float)lod / (float)Math.Max(sculptBitmap.Width, sculptBitmap.Height);
|
||||
bool scaleSourceImage = sourceScaleFactor < 1.0f ? true : false;
|
||||
|
||||
Bitmap bitmap;
|
||||
if (scaleSourceImage)
|
||||
bitmap = ScaleImage(sculptBitmap, sourceScaleFactor);
|
||||
else
|
||||
bitmap = sculptBitmap;
|
||||
|
||||
viewerFaces = new List<ViewerFace>();
|
||||
|
||||
int width = bitmap.Width;
|
||||
int height = bitmap.Height;
|
||||
|
||||
float widthUnit = 1.0f / width;
|
||||
float heightUnit = 1.0f / (height - 1);
|
||||
|
||||
int p1, p2, p3, p4;
|
||||
Color color;
|
||||
float x, y, z;
|
||||
|
||||
int imageX, imageY;
|
||||
|
||||
if (sculptType == SculptType.sphere)
|
||||
{ // average the top and bottom row pixel values so the resulting vertices appear to converge
|
||||
int lastRow = height - 1;
|
||||
int r1 = 0, g1 = 0, b1 = 0;
|
||||
int r2 = 0, g2 = 0, b2 = 0;
|
||||
for (imageX = 0; imageX < width; imageX++)
|
||||
{
|
||||
Color c1 = bitmap.GetPixel(imageX, 0);
|
||||
Color c2 = bitmap.GetPixel(imageX, lastRow);
|
||||
|
||||
r1 += c1.R;
|
||||
g1 += c1.G;
|
||||
b1 += c1.B;
|
||||
|
||||
r2 += c2.R;
|
||||
g2 += c2.G;
|
||||
b2 += c2.B;
|
||||
}
|
||||
|
||||
Color newC1 = Color.FromArgb(r1 / width, g1 / width, b1 / width);
|
||||
Color newC2 = Color.FromArgb(r2 / width, g2 / width, b2 / width);
|
||||
|
||||
for (imageX = 0; imageX < width; imageX++)
|
||||
{
|
||||
bitmap.SetPixel(imageX, 0, newC1);
|
||||
bitmap.SetPixel(imageX, lastRow, newC2);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
int pixelsAcross = sculptType == SculptType.plane ? width : width + 1;
|
||||
int pixelsDown = sculptType == SculptType.sphere || sculptType == SculptType.cylinder ? height + 1 : height;
|
||||
|
||||
for (imageY = 0; imageY < pixelsDown; imageY++)
|
||||
{
|
||||
int rowOffset = imageY * width;
|
||||
|
||||
for (imageX = 0; imageX < pixelsAcross; imageX++)
|
||||
{
|
||||
/*
|
||||
* p1-----p2
|
||||
* | \ f2 |
|
||||
* | \ |
|
||||
* | f1 \|
|
||||
* p3-----p4
|
||||
*/
|
||||
|
||||
if (imageX < width)
|
||||
{
|
||||
p4 = rowOffset + imageX;
|
||||
p3 = p4 - 1;
|
||||
}
|
||||
else
|
||||
{
|
||||
p4 = rowOffset; // wrap around to beginning
|
||||
p3 = rowOffset + imageX - 1;
|
||||
}
|
||||
|
||||
p2 = p4 - width;
|
||||
p1 = p3 - width;
|
||||
|
||||
color = bitmap.GetPixel(imageX == width ? 0 : imageX, imageY == height ? height - 1 : imageY);
|
||||
|
||||
x = (color.R - 128) * pixScale;
|
||||
y = (color.G - 128) * pixScale;
|
||||
z = (color.B - 128) * pixScale;
|
||||
|
||||
Coord c = new Coord(x, y, z);
|
||||
this.coords.Add(c);
|
||||
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)
|
||||
{
|
||||
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
|
||||
{
|
||||
f1 = new Face(p1, p3, p4);
|
||||
f2 = new Face(p1, p4, p2);
|
||||
}
|
||||
|
||||
this.faces.Add(f1);
|
||||
this.faces.Add(f2);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (scaleSourceImage)
|
||||
bitmap.Dispose();
|
||||
|
||||
if (viewerMode)
|
||||
{ // 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 numCoords = this.coords.Count;
|
||||
for (int i = 0; i < numCoords; i++)
|
||||
this.coords[i].Normalize();
|
||||
|
||||
if (sculptType != SculptType.plane)
|
||||
{ // blend the vertex normals at the cylinder seam
|
||||
pixelsAcross = width + 1;
|
||||
for (imageY = 0; imageY < height; imageY++)
|
||||
{
|
||||
int rowOffset = imageY * pixelsAcross;
|
||||
|
||||
this.normals[rowOffset] = this.normals[rowOffset + width - 1] = (this.normals[rowOffset] + this.normals[rowOffset + width - 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 vert;
|
||||
|
||||
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();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue