Merge branch 'ubitwork' of ssh://3dhosting.de/var/git/careminster into ubitwork
commit
dba37c8d45
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@ -780,7 +780,9 @@ namespace OpenSim.Region.Physics.Meshing
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}
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PrimMesher.SculptMesh.SculptType sculptType;
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switch ((OpenMetaverse.SculptType)primShape.SculptType)
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// remove mirror and invert bits
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OpenMetaverse.SculptType pbsSculptType = ((OpenMetaverse.SculptType)(primShape.SculptType & 0x3f));
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switch (pbsSculptType)
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{
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case OpenMetaverse.SculptType.Cylinder:
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sculptType = PrimMesher.SculptMesh.SculptType.cylinder;
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@ -802,7 +804,7 @@ namespace OpenSim.Region.Physics.Meshing
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bool mirror = ((primShape.SculptType & 128) != 0);
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bool invert = ((primShape.SculptType & 64) != 0);
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sculptMesh = new PrimMesher.SculptMesh((Bitmap)idata, sculptType, (int)lod, false, mirror, invert);
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sculptMesh = new PrimMesher.SculptMesh((Bitmap)idata, sculptType, (int)lod, mirror, invert);
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idata.Dispose();
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@ -25,14 +25,10 @@
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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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@ -140,7 +136,6 @@ namespace PrimMesher
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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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@ -190,8 +185,5 @@ namespace PrimMesher
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srcImage.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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}
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@ -25,18 +25,13 @@
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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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using System.IO;
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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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#endif
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namespace PrimMesher
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{
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@ -46,273 +41,22 @@ namespace PrimMesher
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public List<Coord> coords;
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public List<Face> faces;
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public List<ViewerFace> viewerFaces;
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public List<Coord> normals;
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public List<UVCoord> uvs;
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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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public SculptMesh SculptMeshFromFile(string fileName, SculptType sculptType, int lod, bool viewerMode)
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public SculptMesh(Bitmap sculptBitmap, SculptType sculptType, int lod, bool mirror, bool invert)
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{
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Bitmap bitmap = (Bitmap)Bitmap.FromFile(fileName);
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SculptMesh sculptMesh = new SculptMesh(bitmap, sculptType, lod, viewerMode);
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bitmap.Dispose();
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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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_SculptMesh(bitmap, (SculptType)sculptType, lod, viewerMode != 0, mirror != 0, invert != 0);
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bitmap.Dispose();
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}
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#endif
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/// <summary>
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/// ** Experimental ** May disappear from future versions ** not recommeneded for use in applications
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/// Construct a sculpt mesh from a 2D array of floats
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/// </summary>
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/// <param name="zMap"></param>
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/// <param name="xBegin"></param>
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/// <param name="xEnd"></param>
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/// <param name="yBegin"></param>
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/// <param name="yEnd"></param>
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/// <param name="viewerMode"></param>
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public SculptMesh(float[,] zMap, float xBegin, float xEnd, float yBegin, float yEnd, bool viewerMode)
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{
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float xStep, yStep;
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float uStep, vStep;
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int numYElements = zMap.GetLength(0);
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int numXElements = zMap.GetLength(1);
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try
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{
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xStep = (xEnd - xBegin) / (float)(numXElements - 1);
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yStep = (yEnd - yBegin) / (float)(numYElements - 1);
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uStep = 1.0f / (numXElements - 1);
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vStep = 1.0f / (numYElements - 1);
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}
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catch (DivideByZeroException)
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{
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return;
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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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viewerFaces = new List<ViewerFace>();
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int p1, p2, p3, p4;
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int x, y;
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int xStart = 0, yStart = 0;
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for (y = yStart; y < numYElements; y++)
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{
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int rowOffset = y * numXElements;
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for (x = xStart; x < numXElements; x++)
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{
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/*
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* p1-----p2
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* | \ f2 |
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* | \ |
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* | f1 \|
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* p3-----p4
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*/
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p4 = rowOffset + x;
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p3 = p4 - 1;
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p2 = p4 - numXElements;
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p1 = p3 - numXElements;
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Coord c = new Coord(xBegin + x * xStep, yBegin + y * yStep, zMap[y, x]);
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this.coords.Add(c);
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if (viewerMode)
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{
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this.normals.Add(new Coord());
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this.uvs.Add(new UVCoord(uStep * x, 1.0f - vStep * y));
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}
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if (y > 0 && x > 0)
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{
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Face f1, f2;
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if (viewerMode)
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{
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f1 = new Face(p1, p4, p3, p1, p4, p3);
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f1.uv1 = p1;
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f1.uv2 = p4;
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f1.uv3 = p3;
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f2 = new Face(p1, p2, p4, p1, p2, p4);
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f2.uv1 = p1;
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f2.uv2 = p2;
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f2.uv3 = p4;
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}
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else
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{
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f1 = new Face(p1, p4, p3);
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f2 = new Face(p1, p2, p4);
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}
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this.faces.Add(f1);
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this.faces.Add(f2);
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}
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}
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}
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if (viewerMode)
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calcVertexNormals(SculptType.plane, numXElements, numYElements);
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}
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#if SYSTEM_DRAWING
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public SculptMesh(Bitmap sculptBitmap, SculptType sculptType, int lod, bool viewerMode)
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{
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_SculptMesh(sculptBitmap, sculptType, lod, viewerMode, false, false);
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}
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public SculptMesh(Bitmap sculptBitmap, SculptType sculptType, int lod, bool viewerMode, bool mirror, bool invert)
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{
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_SculptMesh(sculptBitmap, sculptType, lod, viewerMode, mirror, invert);
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}
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#endif
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public SculptMesh(List<List<Coord>> rows, SculptType sculptType, bool viewerMode, bool mirror, bool invert)
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{
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_SculptMesh(rows, sculptType, viewerMode, mirror, invert);
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}
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#if SYSTEM_DRAWING
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/// <summary>
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/// converts a bitmap to a list of lists of coords, while scaling the image.
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/// the scaling is done in floating point so as to allow for reduced vertex position
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/// quantization as the position will be averaged between pixel values. this routine will
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/// likely fail if the bitmap width and height are not powers of 2.
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/// </summary>
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/// <param name="bitmap"></param>
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/// <param name="scale"></param>
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/// <param name="mirror"></param>
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/// <returns></returns>
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private List<List<Coord>> bitmap2Coords(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 / (scale * scale);
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pixScale /= 255;
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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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for (colNdx = 0; colNdx < numCols; colNdx++)
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{
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imageX = colNdx * scale;
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int imageYStart = rowNdx * scale;
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int imageYEnd = imageYStart + scale;
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int imageXEnd = imageX + scale;
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float rSum = 0.0f;
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float gSum = 0.0f;
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float bSum = 0.0f;
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for (; imageX < imageXEnd; imageX++)
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{
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for (imageY = imageYStart; imageY < imageYEnd; imageY++)
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{
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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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rSum += c.R;
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gSum += c.G;
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bSum += c.B;
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}
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}
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if (mirror)
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row.Add(new Coord(-(rSum * pixScale - 0.5f), gSum * pixScale - 0.5f, bSum * pixScale - 0.5f));
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else
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row.Add(new Coord(rSum * pixScale - 0.5f, gSum * pixScale - 0.5f, bSum * 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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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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_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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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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invert = !invert;
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_SculptMesh(new SculptMap(sculptBitmap, lod).ToRows(mirror), sculptType, invert);
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}
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viewerFaces = new List<ViewerFace>();
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private void _SculptMesh(List<List<Coord>> rows, SculptType sculptType, 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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sculptType = (SculptType)(((int)sculptType) & 0x07);
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int width = rows[0].Count;
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@ -375,7 +119,6 @@ namespace PrimMesher
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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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@ -401,45 +144,11 @@ namespace PrimMesher
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p1 = p3 - coordsAcross;
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this.coords.Add(rows[imageY][imageX]);
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if (viewerMode)
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{
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this.normals.Add(new Coord());
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this.uvs.Add(new UVCoord(widthUnit * imageX, heightUnit * imageY));
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}
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if (imageY > 0 && imageX > 0)
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{
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Face f1, f2;
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if (viewerMode)
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{
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if (invert)
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{
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f1 = new Face(p1, p4, p3, p1, p4, p3);
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f1.uv1 = p1;
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f1.uv2 = p4;
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f1.uv3 = p3;
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f2 = new Face(p1, p2, p4, p1, p2, p4);
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f2.uv1 = p1;
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f2.uv2 = p2;
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f2.uv3 = p4;
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}
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else
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{
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f1 = new Face(p1, p3, p4, p1, p3, p4);
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f1.uv1 = p1;
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f1.uv2 = p3;
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f1.uv3 = p4;
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f2 = new Face(p1, p4, p2, p1, p4, p2);
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f2.uv1 = p1;
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f2.uv2 = p4;
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f2.uv3 = p2;
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}
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}
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else
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{
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if (invert)
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{
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f1 = new Face(p1, p4, p3);
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|
@ -450,16 +159,12 @@ namespace PrimMesher
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f1 = new Face(p1, p3, p4);
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f2 = new Face(p1, p4, p2);
|
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}
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}
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|
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this.faces.Add(f1);
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this.faces.Add(f2);
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}
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}
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}
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||||
|
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if (viewerMode)
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calcVertexNormals(sculptType, coordsAcross, coordsDown);
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}
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||||
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||||
/// <summary>
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|
@ -475,129 +180,6 @@ namespace PrimMesher
|
|||
{
|
||||
coords = new List<Coord>(sm.coords);
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faces = new List<Face>(sm.faces);
|
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viewerFaces = new List<ViewerFace>(sm.viewerFaces);
|
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normals = new List<Coord>(sm.normals);
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uvs = new List<UVCoord>(sm.uvs);
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}
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||||
|
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private void calcVertexNormals(SculptType sculptType, int xSize, int ySize)
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||||
{ // compute vertex normals by summing all the surface normals of all the triangles sharing
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// each vertex and then normalizing
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int numFaces = this.faces.Count;
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||||
for (int i = 0; i < numFaces; i++)
|
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{
|
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Face face = this.faces[i];
|
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Coord surfaceNormal = face.SurfaceNormal(this.coords);
|
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this.normals[face.n1] += surfaceNormal;
|
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this.normals[face.n2] += surfaceNormal;
|
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this.normals[face.n3] += surfaceNormal;
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}
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|
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int numNormals = this.normals.Count;
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for (int i = 0; i < numNormals; i++)
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this.normals[i] = this.normals[i].Normalize();
|
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|
||||
if (sculptType != SculptType.plane)
|
||||
{ // blend the vertex normals at the cylinder seam
|
||||
for (int y = 0; y < ySize; y++)
|
||||
{
|
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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);
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||||
vf.v1 = this.coords[face.v1];
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||||
vf.v2 = this.coords[face.v2];
|
||||
vf.v3 = this.coords[face.v3];
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||||
|
||||
vf.coordIndex1 = face.v1;
|
||||
vf.coordIndex2 = face.v2;
|
||||
vf.coordIndex3 = 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);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Adds a value to each XYZ vertex coordinate in the mesh
|
||||
/// </summary>
|
||||
/// <param name="x"></param>
|
||||
/// <param name="y"></param>
|
||||
/// <param name="z"></param>
|
||||
public void AddPos(float x, float y, float z)
|
||||
{
|
||||
int i;
|
||||
int numVerts = this.coords.Count;
|
||||
Coord vert;
|
||||
|
||||
for (i = 0; i < numVerts; i++)
|
||||
{
|
||||
vert = this.coords[i];
|
||||
vert.X += x;
|
||||
vert.Y += y;
|
||||
vert.Z += z;
|
||||
this.coords[i] = vert;
|
||||
}
|
||||
|
||||
if (this.viewerFaces != null)
|
||||
{
|
||||
int numViewerFaces = this.viewerFaces.Count;
|
||||
|
||||
for (i = 0; i < numViewerFaces; i++)
|
||||
{
|
||||
ViewerFace v = this.viewerFaces[i];
|
||||
v.AddPos(x, y, z);
|
||||
this.viewerFaces[i] = v;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Rotates the mesh
|
||||
/// </summary>
|
||||
/// <param name="q"></param>
|
||||
public void AddRot(Quat q)
|
||||
{
|
||||
int i;
|
||||
int numVerts = this.coords.Count;
|
||||
|
||||
for (i = 0; i < numVerts; i++)
|
||||
this.coords[i] *= q;
|
||||
|
||||
int numNormals = this.normals.Count;
|
||||
for (i = 0; i < numNormals; i++)
|
||||
this.normals[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)
|
||||
|
@ -608,19 +190,6 @@ namespace PrimMesher
|
|||
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)
|
||||
|
|
Loading…
Reference in New Issue