775 lines
32 KiB
C#
775 lines
32 KiB
C#
/*
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* Copyright (c) Contributors, http://opensimulator.org/
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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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//#define SPAM
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using System;
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using System.Collections.Generic;
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using OpenSim.Framework;
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using OpenSim.Region.Physics.Manager;
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using OpenMetaverse;
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using OpenMetaverse.StructuredData;
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using System.Drawing;
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using System.Drawing.Imaging;
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using System.IO.Compression;
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using PrimMesher;
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using log4net;
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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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namespace OpenSim.Region.Physics.Meshing
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{
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public class MeshmerizerPlugin : IMeshingPlugin
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{
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public MeshmerizerPlugin()
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{
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}
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public string GetName()
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{
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return "Meshmerizer";
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}
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public IMesher GetMesher(IConfigSource config)
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{
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return new Meshmerizer(config);
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}
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}
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public class Meshmerizer : IMesher
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{
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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// Setting baseDir to a path will enable the dumping of raw files
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// raw files can be imported by blender so a visual inspection of the results can be done
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#if SPAM
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const string baseDir = "rawFiles";
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#else
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private const string baseDir = null; //"rawFiles";
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#endif
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private bool cacheSculptMaps = true;
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private string decodedSculptMapPath = null;
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private bool useMeshiesPhysicsMesh = false;
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private float minSizeForComplexMesh = 0.2f; // prims with all dimensions smaller than this will have a bounding box mesh
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private Dictionary<ulong, Mesh> m_uniqueMeshes = new Dictionary<ulong, Mesh>();
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public Meshmerizer(IConfigSource config)
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{
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IConfig start_config = config.Configs["Startup"];
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IConfig mesh_config = config.Configs["Mesh"];
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decodedSculptMapPath = start_config.GetString("DecodedSculptMapPath","j2kDecodeCache");
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cacheSculptMaps = start_config.GetBoolean("CacheSculptMaps", cacheSculptMaps);
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if(mesh_config != null)
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useMeshiesPhysicsMesh = mesh_config.GetBoolean("UseMeshiesPhysicsMesh", useMeshiesPhysicsMesh);
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try
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{
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if (!Directory.Exists(decodedSculptMapPath))
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Directory.CreateDirectory(decodedSculptMapPath);
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}
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catch (Exception e)
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{
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m_log.WarnFormat("[SCULPT]: Unable to create {0} directory: ", decodedSculptMapPath, e.Message);
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}
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}
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/// <summary>
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/// creates a simple box mesh of the specified size. This mesh is of very low vertex count and may
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/// be useful as a backup proxy when level of detail is not needed or when more complex meshes fail
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/// for some reason
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/// </summary>
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/// <param name="minX"></param>
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/// <param name="maxX"></param>
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/// <param name="minY"></param>
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/// <param name="maxY"></param>
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/// <param name="minZ"></param>
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/// <param name="maxZ"></param>
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/// <returns></returns>
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private static Mesh CreateSimpleBoxMesh(float minX, float maxX, float minY, float maxY, float minZ, float maxZ)
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{
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Mesh box = new Mesh();
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List<Vertex> vertices = new List<Vertex>();
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// bottom
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vertices.Add(new Vertex(minX, maxY, minZ));
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vertices.Add(new Vertex(maxX, maxY, minZ));
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vertices.Add(new Vertex(maxX, minY, minZ));
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vertices.Add(new Vertex(minX, minY, minZ));
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box.Add(new Triangle(vertices[0], vertices[1], vertices[2]));
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box.Add(new Triangle(vertices[0], vertices[2], vertices[3]));
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// top
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vertices.Add(new Vertex(maxX, maxY, maxZ));
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vertices.Add(new Vertex(minX, maxY, maxZ));
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vertices.Add(new Vertex(minX, minY, maxZ));
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vertices.Add(new Vertex(maxX, minY, maxZ));
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box.Add(new Triangle(vertices[4], vertices[5], vertices[6]));
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box.Add(new Triangle(vertices[4], vertices[6], vertices[7]));
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// sides
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box.Add(new Triangle(vertices[5], vertices[0], vertices[3]));
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box.Add(new Triangle(vertices[5], vertices[3], vertices[6]));
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box.Add(new Triangle(vertices[1], vertices[0], vertices[5]));
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box.Add(new Triangle(vertices[1], vertices[5], vertices[4]));
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box.Add(new Triangle(vertices[7], vertices[1], vertices[4]));
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box.Add(new Triangle(vertices[7], vertices[2], vertices[1]));
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box.Add(new Triangle(vertices[3], vertices[2], vertices[7]));
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box.Add(new Triangle(vertices[3], vertices[7], vertices[6]));
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return box;
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}
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/// <summary>
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/// Creates a simple bounding box mesh for a complex input mesh
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/// </summary>
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/// <param name="meshIn"></param>
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/// <returns></returns>
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private static Mesh CreateBoundingBoxMesh(Mesh meshIn)
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{
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float minX = float.MaxValue;
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float maxX = float.MinValue;
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float minY = float.MaxValue;
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float maxY = float.MinValue;
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float minZ = float.MaxValue;
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float maxZ = float.MinValue;
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foreach (Vector3 v in meshIn.getVertexList())
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{
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if (v.X < minX) minX = v.X;
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if (v.Y < minY) minY = v.Y;
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if (v.Z < minZ) minZ = v.Z;
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if (v.X > maxX) maxX = v.X;
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if (v.Y > maxY) maxY = v.Y;
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if (v.Z > maxZ) maxZ = v.Z;
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}
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return CreateSimpleBoxMesh(minX, maxX, minY, maxY, minZ, maxZ);
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}
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private void ReportPrimError(string message, string primName, PrimMesh primMesh)
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{
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m_log.Error(message);
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m_log.Error("\nPrim Name: " + primName);
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m_log.Error("****** PrimMesh Parameters ******\n" + primMesh.ParamsToDisplayString());
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}
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/// <summary>
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/// Add a submesh to an existing list of coords and faces.
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/// </summary>
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/// <param name="subMeshData"></param>
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/// <param name="size">Size of entire object</param>
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/// <param name="coords"></param>
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/// <param name="faces"></param>
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private void AddSubMesh(OSDMap subMeshData, Vector3 size, List<Coord> coords, List<Face> faces)
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{
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// Console.WriteLine("subMeshMap for {0} - {1}", primName, Util.GetFormattedXml((OSD)subMeshMap));
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// As per http://wiki.secondlife.com/wiki/Mesh/Mesh_Asset_Format, some Mesh Level
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// of Detail Blocks (maps) contain just a NoGeometry key to signal there is no
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// geometry for this submesh.
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if (subMeshData.ContainsKey("NoGeometry") && ((OSDBoolean)subMeshData["NoGeometry"]))
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return;
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OpenMetaverse.Vector3 posMax = ((OSDMap)subMeshData["PositionDomain"])["Max"].AsVector3();
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OpenMetaverse.Vector3 posMin = ((OSDMap)subMeshData["PositionDomain"])["Min"].AsVector3();
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ushort faceIndexOffset = (ushort)coords.Count;
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byte[] posBytes = subMeshData["Position"].AsBinary();
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for (int i = 0; i < posBytes.Length; i += 6)
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{
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ushort uX = Utils.BytesToUInt16(posBytes, i);
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ushort uY = Utils.BytesToUInt16(posBytes, i + 2);
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ushort uZ = Utils.BytesToUInt16(posBytes, i + 4);
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Coord c = new Coord(
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Utils.UInt16ToFloat(uX, posMin.X, posMax.X) * size.X,
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Utils.UInt16ToFloat(uY, posMin.Y, posMax.Y) * size.Y,
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Utils.UInt16ToFloat(uZ, posMin.Z, posMax.Z) * size.Z);
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coords.Add(c);
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}
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byte[] triangleBytes = subMeshData["TriangleList"].AsBinary();
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for (int i = 0; i < triangleBytes.Length; i += 6)
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{
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ushort v1 = (ushort)(Utils.BytesToUInt16(triangleBytes, i) + faceIndexOffset);
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ushort v2 = (ushort)(Utils.BytesToUInt16(triangleBytes, i + 2) + faceIndexOffset);
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ushort v3 = (ushort)(Utils.BytesToUInt16(triangleBytes, i + 4) + faceIndexOffset);
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Face f = new Face(v1, v2, v3);
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faces.Add(f);
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}
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}
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/// <summary>
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/// Create a physics mesh from data that comes with the prim. The actual data used depends on the prim type.
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/// </summary>
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/// <param name="primName"></param>
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/// <param name="primShape"></param>
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/// <param name="size"></param>
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/// <param name="lod"></param>
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/// <returns></returns>
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private Mesh CreateMeshFromPrimMesher(string primName, PrimitiveBaseShape primShape, Vector3 size, float lod)
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{
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// m_log.DebugFormat(
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// "[MESH]: Creating physics proxy for {0}, shape {1}",
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// primName, (OpenMetaverse.SculptType)primShape.SculptType);
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List<Coord> coords;
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List<Face> faces;
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if (primShape.SculptEntry)
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{
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if (((OpenMetaverse.SculptType)primShape.SculptType) == SculptType.Mesh)
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{
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if (!useMeshiesPhysicsMesh)
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return null;
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if (!GenerateCoordsAndFacesFromPrimMeshData(primName, primShape, size, out coords, out faces))
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return null;
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}
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else
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{
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if (!GenerateCoordsAndFacesFromPrimSculptData(primName, primShape, size, lod, out coords, out faces))
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return null;
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}
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}
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else
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{
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if (!GenerateCoordsAndFacesFromPrimShapeData(primName, primShape, size, lod, out coords, out faces))
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return null;
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}
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// Remove the reference to any JPEG2000 sculpt data so it can be GCed
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primShape.SculptData = Utils.EmptyBytes;
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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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}
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return mesh;
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}
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/// <summary>
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/// Generate the co-ords and faces necessary to construct a mesh from the mesh data the accompanies a prim.
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/// </summary>
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/// <param name="primName"></param>
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/// <param name="primShape"></param>
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/// <param name="size"></param>
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/// <param name="coords">Coords are added to this list by the method.</param>
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/// <param name="faces">Faces are added to this list by the method.</param>
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/// <returns>true if coords and faces were successfully generated, false if not</returns>
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private bool GenerateCoordsAndFacesFromPrimMeshData(
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string primName, PrimitiveBaseShape primShape, Vector3 size, out List<Coord> coords, out List<Face> faces)
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{
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// m_log.DebugFormat("[MESH]: experimental mesh proxy generation for {0}", primName);
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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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if (primShape.SculptData.Length <= 0)
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{
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// XXX: At the moment we can not log here since ODEPrim, for instance, ends up triggering this
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// method twice - once before it has loaded sculpt data from the asset service and once afterwards.
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// The first time will always call with unloaded SculptData if this needs to be uploaded.
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// m_log.ErrorFormat("[MESH]: asset data for {0} is zero length", primName);
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return false;
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}
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long start = 0;
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using (MemoryStream data = new MemoryStream(primShape.SculptData))
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{
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try
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{
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OSD osd = OSDParser.DeserializeLLSDBinary(data);
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if (osd is OSDMap)
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meshOsd = (OSDMap)osd;
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else
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{
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m_log.Warn("[Mesh}: unable to cast mesh asset to OSDMap");
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return false;
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}
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}
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catch (Exception e)
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{
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m_log.Error("[MESH]: Exception deserializing mesh asset header:" + e.ToString());
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}
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start = data.Position;
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}
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if (meshOsd is OSDMap)
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{
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OSDMap physicsParms = null;
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OSDMap map = (OSDMap)meshOsd;
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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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{
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m_log.WarnFormat("[MESH]: No recognized physics mesh found in mesh asset for {0}", primName);
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return false;
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}
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int physOffset = physicsParms["offset"].AsInteger() + (int)start;
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int physSize = physicsParms["size"].AsInteger();
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if (physOffset < 0 || physSize == 0)
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return false; // no mesh data in asset
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OSD decodedMeshOsd = new OSD();
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byte[] meshBytes = new byte[physSize];
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System.Buffer.BlockCopy(primShape.SculptData, physOffset, meshBytes, 0, physSize);
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// byte[] decompressed = new byte[physSize * 5];
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try
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{
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using (MemoryStream inMs = new MemoryStream(meshBytes))
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{
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using (MemoryStream outMs = new MemoryStream())
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{
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using (ZOutputStream zOut = new ZOutputStream(outMs))
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{
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byte[] readBuffer = new byte[2048];
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int readLen = 0;
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while ((readLen = inMs.Read(readBuffer, 0, readBuffer.Length)) > 0)
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{
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zOut.Write(readBuffer, 0, readLen);
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}
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zOut.Flush();
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outMs.Seek(0, SeekOrigin.Begin);
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byte[] decompressedBuf = outMs.GetBuffer();
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decodedMeshOsd = OSDParser.DeserializeLLSDBinary(decompressedBuf);
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}
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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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m_log.Error("[MESH]: exception decoding physical mesh: " + e.ToString());
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return false;
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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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decodedMeshOsdArray = (OSDArray)decodedMeshOsd;
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foreach (OSD subMeshOsd in decodedMeshOsdArray)
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{
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if (subMeshOsd is OSDMap)
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AddSubMesh(subMeshOsd as OSDMap, size, coords, faces);
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}
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}
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}
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return true;
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}
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/// <summary>
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/// Generate the co-ords and faces necessary to construct a mesh from the sculpt data the accompanies a prim.
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/// </summary>
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/// <param name="primName"></param>
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/// <param name="primShape"></param>
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/// <param name="size"></param>
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/// <param name="lod"></param>
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/// <param name="coords">Coords are added to this list by the method.</param>
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/// <param name="faces">Faces are added to this list by the method.</param>
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/// <returns>true if coords and faces were successfully generated, false if not</returns>
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private bool GenerateCoordsAndFacesFromPrimSculptData(
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string primName, PrimitiveBaseShape primShape, Vector3 size, float lod, out List<Coord> coords, out List<Face> faces)
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{
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coords = new List<Coord>();
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faces = new List<Face>();
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PrimMesher.SculptMesh sculptMesh;
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Image idata = null;
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string decodedSculptFileName = "";
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if (cacheSculptMaps && primShape.SculptTexture != UUID.Zero)
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{
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decodedSculptFileName = System.IO.Path.Combine(decodedSculptMapPath, "smap_" + primShape.SculptTexture.ToString());
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try
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{
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if (File.Exists(decodedSculptFileName))
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{
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idata = Image.FromFile(decodedSculptFileName);
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}
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}
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catch (Exception e)
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{
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m_log.Error("[SCULPT]: unable to load cached sculpt map " + decodedSculptFileName + " " + e.Message);
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}
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//if (idata != null)
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// m_log.Debug("[SCULPT]: loaded cached map asset for map ID: " + primShape.SculptTexture.ToString());
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}
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if (idata == null)
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{
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if (primShape.SculptData == null || primShape.SculptData.Length == 0)
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return false;
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try
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{
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OpenMetaverse.Imaging.ManagedImage unusedData;
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OpenMetaverse.Imaging.OpenJPEG.DecodeToImage(primShape.SculptData, out unusedData, out idata);
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if (idata == null)
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{
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// In some cases it seems that the decode can return a null bitmap without throwing
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// an exception
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m_log.WarnFormat("[PHYSICS]: OpenJPEG decoded sculpt data for {0} to a null bitmap. Ignoring.", primName);
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|
|
return false;
|
|
}
|
|
|
|
unusedData = null;
|
|
|
|
//idata = CSJ2K.J2kImage.FromBytes(primShape.SculptData);
|
|
|
|
if (cacheSculptMaps)
|
|
{
|
|
try { idata.Save(decodedSculptFileName, ImageFormat.MemoryBmp); }
|
|
catch (Exception e) { m_log.Error("[SCULPT]: unable to cache sculpt map " + decodedSculptFileName + " " + e.Message); }
|
|
}
|
|
}
|
|
catch (DllNotFoundException)
|
|
{
|
|
m_log.Error("[PHYSICS]: OpenJpeg is not installed correctly on this system. Physics Proxy generation failed. Often times this is because of an old version of GLIBC. You must have version 2.4 or above!");
|
|
return false;
|
|
}
|
|
catch (IndexOutOfRangeException)
|
|
{
|
|
m_log.Error("[PHYSICS]: OpenJpeg was unable to decode this. Physics Proxy generation failed");
|
|
return false;
|
|
}
|
|
catch (Exception ex)
|
|
{
|
|
m_log.Error("[PHYSICS]: Unable to generate a Sculpty physics proxy. Sculpty texture decode failed: " + ex.Message);
|
|
return false;
|
|
}
|
|
}
|
|
|
|
PrimMesher.SculptMesh.SculptType sculptType;
|
|
switch ((OpenMetaverse.SculptType)primShape.SculptType)
|
|
{
|
|
case OpenMetaverse.SculptType.Cylinder:
|
|
sculptType = PrimMesher.SculptMesh.SculptType.cylinder;
|
|
break;
|
|
case OpenMetaverse.SculptType.Plane:
|
|
sculptType = PrimMesher.SculptMesh.SculptType.plane;
|
|
break;
|
|
case OpenMetaverse.SculptType.Torus:
|
|
sculptType = PrimMesher.SculptMesh.SculptType.torus;
|
|
break;
|
|
case OpenMetaverse.SculptType.Sphere:
|
|
sculptType = PrimMesher.SculptMesh.SculptType.sphere;
|
|
break;
|
|
default:
|
|
sculptType = PrimMesher.SculptMesh.SculptType.plane;
|
|
break;
|
|
}
|
|
|
|
bool mirror = ((primShape.SculptType & 128) != 0);
|
|
bool invert = ((primShape.SculptType & 64) != 0);
|
|
|
|
sculptMesh = new PrimMesher.SculptMesh((Bitmap)idata, sculptType, (int)lod, false, mirror, invert);
|
|
|
|
idata.Dispose();
|
|
|
|
sculptMesh.DumpRaw(baseDir, primName, "primMesh");
|
|
|
|
sculptMesh.Scale(size.X, size.Y, size.Z);
|
|
|
|
coords = sculptMesh.coords;
|
|
faces = sculptMesh.faces;
|
|
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Generate the co-ords and faces necessary to construct a mesh from the shape data the accompanies a prim.
|
|
/// </summary>
|
|
/// <param name="primName"></param>
|
|
/// <param name="primShape"></param>
|
|
/// <param name="size"></param>
|
|
/// <param name="coords">Coords are added to this list by the method.</param>
|
|
/// <param name="faces">Faces are added to this list by the method.</param>
|
|
/// <returns>true if coords and faces were successfully generated, false if not</returns>
|
|
private bool GenerateCoordsAndFacesFromPrimShapeData(
|
|
string primName, PrimitiveBaseShape primShape, Vector3 size, float lod, out List<Coord> coords, out List<Face> faces)
|
|
{
|
|
PrimMesh primMesh;
|
|
coords = new List<Coord>();
|
|
faces = new List<Face>();
|
|
|
|
float pathShearX = primShape.PathShearX < 128 ? (float)primShape.PathShearX * 0.01f : (float)(primShape.PathShearX - 256) * 0.01f;
|
|
float pathShearY = primShape.PathShearY < 128 ? (float)primShape.PathShearY * 0.01f : (float)(primShape.PathShearY - 256) * 0.01f;
|
|
float pathBegin = (float)primShape.PathBegin * 2.0e-5f;
|
|
float pathEnd = 1.0f - (float)primShape.PathEnd * 2.0e-5f;
|
|
float pathScaleX = (float)(primShape.PathScaleX - 100) * 0.01f;
|
|
float pathScaleY = (float)(primShape.PathScaleY - 100) * 0.01f;
|
|
|
|
float profileBegin = (float)primShape.ProfileBegin * 2.0e-5f;
|
|
float profileEnd = 1.0f - (float)primShape.ProfileEnd * 2.0e-5f;
|
|
float profileHollow = (float)primShape.ProfileHollow * 2.0e-5f;
|
|
if (profileHollow > 0.95f)
|
|
profileHollow = 0.95f;
|
|
|
|
int sides = 4;
|
|
LevelOfDetail iLOD = (LevelOfDetail)lod;
|
|
if ((primShape.ProfileCurve & 0x07) == (byte)ProfileShape.EquilateralTriangle)
|
|
sides = 3;
|
|
else if ((primShape.ProfileCurve & 0x07) == (byte)ProfileShape.Circle)
|
|
{
|
|
switch (iLOD)
|
|
{
|
|
case LevelOfDetail.High: sides = 24; break;
|
|
case LevelOfDetail.Medium: sides = 12; break;
|
|
case LevelOfDetail.Low: sides = 6; break;
|
|
case LevelOfDetail.VeryLow: sides = 3; break;
|
|
default: sides = 24; break;
|
|
}
|
|
}
|
|
else if ((primShape.ProfileCurve & 0x07) == (byte)ProfileShape.HalfCircle)
|
|
{ // half circle, prim is a sphere
|
|
switch (iLOD)
|
|
{
|
|
case LevelOfDetail.High: sides = 24; break;
|
|
case LevelOfDetail.Medium: sides = 12; break;
|
|
case LevelOfDetail.Low: sides = 6; break;
|
|
case LevelOfDetail.VeryLow: sides = 3; break;
|
|
default: sides = 24; break;
|
|
}
|
|
|
|
profileBegin = 0.5f * profileBegin + 0.5f;
|
|
profileEnd = 0.5f * profileEnd + 0.5f;
|
|
}
|
|
|
|
int hollowSides = sides;
|
|
if (primShape.HollowShape == HollowShape.Circle)
|
|
{
|
|
switch (iLOD)
|
|
{
|
|
case LevelOfDetail.High: hollowSides = 24; break;
|
|
case LevelOfDetail.Medium: hollowSides = 12; break;
|
|
case LevelOfDetail.Low: hollowSides = 6; break;
|
|
case LevelOfDetail.VeryLow: hollowSides = 3; break;
|
|
default: hollowSides = 24; break;
|
|
}
|
|
}
|
|
else if (primShape.HollowShape == HollowShape.Square)
|
|
hollowSides = 4;
|
|
else if (primShape.HollowShape == HollowShape.Triangle)
|
|
hollowSides = 3;
|
|
|
|
primMesh = new PrimMesh(sides, profileBegin, profileEnd, profileHollow, hollowSides);
|
|
|
|
if (primMesh.errorMessage != null)
|
|
if (primMesh.errorMessage.Length > 0)
|
|
m_log.Error("[ERROR] " + primMesh.errorMessage);
|
|
|
|
primMesh.topShearX = pathShearX;
|
|
primMesh.topShearY = pathShearY;
|
|
primMesh.pathCutBegin = pathBegin;
|
|
primMesh.pathCutEnd = pathEnd;
|
|
|
|
if (primShape.PathCurve == (byte)Extrusion.Straight || primShape.PathCurve == (byte) Extrusion.Flexible)
|
|
{
|
|
primMesh.twistBegin = primShape.PathTwistBegin * 18 / 10;
|
|
primMesh.twistEnd = primShape.PathTwist * 18 / 10;
|
|
primMesh.taperX = pathScaleX;
|
|
primMesh.taperY = pathScaleY;
|
|
|
|
if (profileBegin < 0.0f || profileBegin >= profileEnd || profileEnd > 1.0f)
|
|
{
|
|
ReportPrimError("*** CORRUPT PRIM!! ***", primName, primMesh);
|
|
if (profileBegin < 0.0f) profileBegin = 0.0f;
|
|
if (profileEnd > 1.0f) profileEnd = 1.0f;
|
|
}
|
|
#if SPAM
|
|
m_log.Debug("****** PrimMesh Parameters (Linear) ******\n" + primMesh.ParamsToDisplayString());
|
|
#endif
|
|
try
|
|
{
|
|
primMesh.ExtrudeLinear();
|
|
}
|
|
catch (Exception ex)
|
|
{
|
|
ReportPrimError("Extrusion failure: exception: " + ex.ToString(), primName, primMesh);
|
|
return false;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
primMesh.holeSizeX = (200 - primShape.PathScaleX) * 0.01f;
|
|
primMesh.holeSizeY = (200 - primShape.PathScaleY) * 0.01f;
|
|
primMesh.radius = 0.01f * primShape.PathRadiusOffset;
|
|
primMesh.revolutions = 1.0f + 0.015f * primShape.PathRevolutions;
|
|
primMesh.skew = 0.01f * primShape.PathSkew;
|
|
primMesh.twistBegin = primShape.PathTwistBegin * 36 / 10;
|
|
primMesh.twistEnd = primShape.PathTwist * 36 / 10;
|
|
primMesh.taperX = primShape.PathTaperX * 0.01f;
|
|
primMesh.taperY = primShape.PathTaperY * 0.01f;
|
|
|
|
if (profileBegin < 0.0f || profileBegin >= profileEnd || profileEnd > 1.0f)
|
|
{
|
|
ReportPrimError("*** CORRUPT PRIM!! ***", primName, primMesh);
|
|
if (profileBegin < 0.0f) profileBegin = 0.0f;
|
|
if (profileEnd > 1.0f) profileEnd = 1.0f;
|
|
}
|
|
#if SPAM
|
|
m_log.Debug("****** PrimMesh Parameters (Circular) ******\n" + primMesh.ParamsToDisplayString());
|
|
#endif
|
|
try
|
|
{
|
|
primMesh.ExtrudeCircular();
|
|
}
|
|
catch (Exception ex)
|
|
{
|
|
ReportPrimError("Extrusion failure: exception: " + ex.ToString(), primName, primMesh);
|
|
return false;
|
|
}
|
|
}
|
|
|
|
primMesh.DumpRaw(baseDir, primName, "primMesh");
|
|
|
|
primMesh.Scale(size.X, size.Y, size.Z);
|
|
|
|
coords = primMesh.coords;
|
|
faces = primMesh.faces;
|
|
|
|
return true;
|
|
}
|
|
|
|
public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod)
|
|
{
|
|
return CreateMesh(primName, primShape, size, lod, false, true);
|
|
}
|
|
|
|
public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical, bool shouldCache, bool convex, bool forOde)
|
|
{
|
|
return CreateMesh(primName, primShape, size, lod, false);
|
|
}
|
|
|
|
public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical)
|
|
{
|
|
return CreateMesh(primName, primShape, size, lod, isPhysical, true);
|
|
}
|
|
|
|
public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical, bool shouldCache)
|
|
{
|
|
#if SPAM
|
|
m_log.DebugFormat("[MESH]: Creating mesh for {0}", primName);
|
|
#endif
|
|
|
|
Mesh mesh = null;
|
|
ulong key = 0;
|
|
|
|
// If this mesh has been created already, return it instead of creating another copy
|
|
// For large regions with 100k+ prims and hundreds of copies of each, this can save a GB or more of memory
|
|
if (shouldCache)
|
|
{
|
|
key = primShape.GetMeshKey(size, lod);
|
|
if (m_uniqueMeshes.TryGetValue(key, out mesh))
|
|
return mesh;
|
|
}
|
|
|
|
if (size.X < 0.01f) size.X = 0.01f;
|
|
if (size.Y < 0.01f) size.Y = 0.01f;
|
|
if (size.Z < 0.01f) size.Z = 0.01f;
|
|
|
|
mesh = CreateMeshFromPrimMesher(primName, primShape, size, lod);
|
|
|
|
if (mesh != null)
|
|
{
|
|
if ((!isPhysical) && size.X < minSizeForComplexMesh && size.Y < minSizeForComplexMesh && size.Z < minSizeForComplexMesh)
|
|
{
|
|
#if SPAM
|
|
m_log.Debug("Meshmerizer: prim " + primName + " has a size of " + size.ToString() + " which is below threshold of " +
|
|
minSizeForComplexMesh.ToString() + " - creating simple bounding box");
|
|
#endif
|
|
mesh = CreateBoundingBoxMesh(mesh);
|
|
mesh.DumpRaw(baseDir, primName, "Z extruded");
|
|
}
|
|
|
|
// trim the vertex and triangle lists to free up memory
|
|
mesh.TrimExcess();
|
|
|
|
if (shouldCache)
|
|
{
|
|
m_uniqueMeshes.Add(key, mesh);
|
|
}
|
|
}
|
|
|
|
return mesh;
|
|
}
|
|
public IMesh GetMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical, bool convex)
|
|
{
|
|
return null;
|
|
}
|
|
|
|
public void ReleaseMesh(IMesh imesh) { }
|
|
public void ExpireReleaseMeshs() { }
|
|
public void ExpireFileCache() { }
|
|
}
|
|
}
|