341 lines
13 KiB
C#
341 lines
13 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 OpenSim 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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using System;
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using System.Collections.Generic;
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using System.Drawing;
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using System.Drawing.Imaging;
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using System.Text;
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using OpenMetaverse.Imaging;
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namespace OpenSim.Region.Physics.Meshing
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{
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// This functionality based on the XNA SculptPreview by John Hurliman.
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public class SculptMesh : Mesh
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{
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Image idata = null;
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Bitmap bLOD = null;
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Bitmap bBitmap = null;
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Vertex northpole = new Vertex(0, 0, 0);
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Vertex southpole = new Vertex(0, 0, 0);
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private int lod = 32;
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private const float RANGE = 128.0f;
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public SculptMesh(byte[] jpegData, float _lod)
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{
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if (_lod == 2f || _lod == 4f || _lod == 8f || _lod == 16f || _lod == 32f || _lod == 64f)
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lod = (int)_lod;
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try
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{
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ManagedImage managedImage; // we never use this
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OpenJPEG.DecodeToImage(jpegData, out managedImage, out idata);
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//int i = 0;
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//i = i / i;
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}
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catch (Exception)
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{
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System.Console.WriteLine("[PHYSICS]: Unable to generate a Sculpty physics proxy. Sculpty texture decode failed!");
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return;
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}
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if (idata != null)
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{
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bBitmap = new Bitmap(idata);
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if (bBitmap.Width == bBitmap.Height)
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{
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DoLOD();
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LoadPoles();
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processSculptTexture();
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bLOD.Dispose();
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bBitmap.Dispose();
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idata.Dispose();
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}
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}
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}
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private Vertex ColorToVertex(Color input)
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{
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return new Vertex(
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((float)input.R - 128) / RANGE,
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((float)input.G - 128) / RANGE,
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((float)input.B - 128) / RANGE);
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}
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private void LoadPoles()
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{
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northpole = new Vertex(0, 0, 0);
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for (int x = 0; x < bLOD.Width; x++)
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{
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northpole += ColorToVertex(GetPixel(0, 0));
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}
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northpole /= bLOD.Width;
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southpole = new Vertex(0, 0, 0);
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for (int x = 0; x < bLOD.Width; x++)
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{
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//System.Console.WriteLine("Height: " + bLOD.Height.ToString());
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southpole += ColorToVertex(GetPixel(bLOD.Height - 1, (bLOD.Height - 1)));
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}
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southpole /= bBitmap.Width;
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}
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private Color GetPixel(int x, int y)
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{
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return bLOD.GetPixel(x, y);
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}
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public int LOD
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{
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get
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{
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return (int)Math.Log(Scale, 2);
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}
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set
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{
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int power = value;
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if (power == 0)
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power = 6;
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if (power < 2)
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power = 2;
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if (power > 9)
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power = 9;
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int t = (int)Math.Pow(2, power);
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if (t != Scale)
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{
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lod = t;
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}
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}
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}
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public int Scale
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{
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get
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{
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return lod;
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}
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}
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private void DoLOD()
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{
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int x_max = Math.Min(Scale, bBitmap.Width);
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int y_max = Math.Min(Scale, bBitmap.Height);
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if (bBitmap.Width == x_max && bBitmap.Height == y_max)
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bLOD = bBitmap;
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else if (bLOD == null || x_max != bLOD.Width || y_max != bLOD.Height)//don't resize if you don't need to.
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{
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System.Drawing.Bitmap tile = new System.Drawing.Bitmap(bBitmap.Width * 2, bBitmap.Height, PixelFormat.Format24bppRgb);
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System.Drawing.Bitmap tile_LOD = new System.Drawing.Bitmap(x_max * 2, y_max, PixelFormat.Format24bppRgb);
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bLOD = new System.Drawing.Bitmap(x_max, y_max, PixelFormat.Format24bppRgb);
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bLOD.SetResolution(bBitmap.HorizontalResolution, bBitmap.VerticalResolution);
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System.Drawing.Graphics grPhoto = System.Drawing.Graphics.FromImage(tile);
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grPhoto.InterpolationMode = System.Drawing.Drawing2D.InterpolationMode.NearestNeighbor;
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grPhoto.DrawImage(bBitmap,
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new System.Drawing.Rectangle(0, 0, bBitmap.Width / 2, bBitmap.Height),
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new System.Drawing.Rectangle(bBitmap.Width / 2, 0, bBitmap.Width / 2, bBitmap.Height),
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System.Drawing.GraphicsUnit.Pixel);
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grPhoto.DrawImage(bBitmap,
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new System.Drawing.Rectangle((3 * bBitmap.Width) / 2, 0, bBitmap.Width / 2, bBitmap.Height),
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new System.Drawing.Rectangle(0, 0, bBitmap.Width / 2, bBitmap.Height),
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System.Drawing.GraphicsUnit.Pixel);
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grPhoto.DrawImage(bBitmap,
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new System.Drawing.Rectangle(bBitmap.Width / 2, 0, bBitmap.Width, bBitmap.Height),
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new System.Drawing.Rectangle(0, 0, bBitmap.Width, bBitmap.Height),
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System.Drawing.GraphicsUnit.Pixel);
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grPhoto = System.Drawing.Graphics.FromImage(tile_LOD);
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//grPhoto.InterpolationMode = System.Drawing.Drawing2D.InterpolationMode.HighQualityBilinear;
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grPhoto.InterpolationMode = System.Drawing.Drawing2D.InterpolationMode.Bilinear;
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grPhoto.DrawImage(tile,
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new System.Drawing.Rectangle(0, 0, tile_LOD.Width, tile_LOD.Height),
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new System.Drawing.Rectangle(0, 0, tile.Width, tile.Height),
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System.Drawing.GraphicsUnit.Pixel);
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grPhoto = System.Drawing.Graphics.FromImage(bLOD);
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grPhoto.InterpolationMode = System.Drawing.Drawing2D.InterpolationMode.NearestNeighbor;
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grPhoto.DrawImage(tile_LOD,
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new System.Drawing.Rectangle(0, 0, bLOD.Width, bLOD.Height),
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new System.Drawing.Rectangle(tile_LOD.Width / 4, 0, tile_LOD.Width / 2, tile_LOD.Height),
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System.Drawing.GraphicsUnit.Pixel);
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grPhoto.Dispose();
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tile_LOD.Dispose();
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tile.Dispose();
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}
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}
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public void clearStuff()
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{
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this.triangles.Clear();
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this.vertices.Clear();
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//normals = new float[0];
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}
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public void processSculptTexture()
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{
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int x_max = Math.Min(Scale, bBitmap.Width);
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int y_max = Math.Min(Scale, bBitmap.Height);
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int COLUMNS = x_max + 1;
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Vertex[] sVertices = new Vertex[COLUMNS * y_max];
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//float[] indices = new float[COLUMNS * (y_max - 1) * 6];
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for (int y = 0; y < y_max; y++)
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{
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for (int x = 0; x < x_max; x++)
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{
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// Create the vertex
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Vertex v1 = new Vertex(0,0,0);
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// Create a vertex position from the RGB channels in the current pixel
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// int ypos = y * bLOD.Width;
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if (y == 0)
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{
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v1 = northpole;
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}
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else if (y == y_max - 1)
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{
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v1 = southpole;
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}
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else
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{
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v1 = ColorToVertex(GetPixel(x, y));
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}
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// Add the vertex for use later
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if (!vertices.Contains(v1))
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Add(v1);
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sVertices[y * COLUMNS + x] = v1;
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//System.Console.WriteLine("adding: " + v1.ToString());
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}
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//Vertex tempVertex = vertices[y * COLUMNS];
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// sVertices[y * COLUMNS + x_max] = tempVertex;
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}
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// Create the Triangles
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//int i = 0;
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for (int y = 0; y < y_max - 1; y++)
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{
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int x;
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for (x = 0; x < x_max; x++)
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{
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Vertex vt11 = sVertices[(y * COLUMNS + x)];
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Vertex vt12 = sVertices[(y * COLUMNS + (x + 1))];
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Vertex vt13 = sVertices[((y + 1) * COLUMNS + (x + 1))];
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if (vt11 != null && vt12 != null && vt13 != null)
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{
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if (vt11 != vt12 && vt11 != vt13 && vt12 != vt13)
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{
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Triangle tri1 = new Triangle(vt11, vt12, vt13);
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//indices[i++] = (ushort)(y * COLUMNS + x);
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//indices[i++] = (ushort)(y * COLUMNS + (x + 1));
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//indices[i++] = (ushort)((y + 1) * COLUMNS + (x + 1));
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Add(tri1);
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}
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}
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Vertex vt21 = sVertices[(y * COLUMNS + x)];
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Vertex vt22 = sVertices[((y + 1) * COLUMNS + (x + 1))];
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Vertex vt23 = sVertices[((y + 1) * COLUMNS + x)];
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if (vt21 != null && vt22 != null && vt23 != null)
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{
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if (vt21.Equals(vt22, 0.022f) || vt21.Equals(vt23, 0.022f) || vt22.Equals(vt23, 0.022f))
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{
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}
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else
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{
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Triangle tri2 = new Triangle(vt21, vt22, vt23);
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//indices[i++] = (ushort)(y * COLUMNS + x);
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//indices[i++] = (ushort)((y + 1) * COLUMNS + (x + 1));
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//indices[i++] = (ushort)((y + 1) * COLUMNS + x);
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Add(tri2);
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}
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}
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}
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//Vertex vt31 = sVertices[(y * x_max + x)];
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//Vertex vt32 = sVertices[(y * x_max + 0)];
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//Vertex vt33 = sVertices[((y + 1) * x_max + 0)];
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//if (vt31 != null && vt32 != null && vt33 != null)
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//{
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//if (vt31.Equals(vt32, 0.022f) || vt31.Equals(vt33, 0.022f) || vt32.Equals(vt33, 0.022f))
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//{
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//}
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//else
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//{
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//Triangle tri3 = new Triangle(vt31, vt32, vt33);
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// Wrap the last cell in the row around
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//indices[i++] = (ushort)(y * x_max + x); //a
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//indices[i++] = (ushort)(y * x_max + 0); //b
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//indices[i++] = (ushort)((y + 1) * x_max + 0); //c
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//Add(tri3);
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// }
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//}
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//Vertex vt41 = sVertices[(y * x_max + x)];
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//Vertex vt42 = sVertices[((y + 1) * x_max + 0)];
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//Vertex vt43 = sVertices[((y + 1) * x_max + x)];
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//if (vt41 != null && vt42 != null && vt43 != null)
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//{
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//if (vt41.Equals(vt42, 0.022f) || vt31.Equals(vt43, 0.022f) || vt32.Equals(vt43, 0.022f))
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//{
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//}
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// else
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// {
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//Triangle tri4 = new Triangle(vt41, vt42, vt43);
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//indices[i++] = (ushort)(y * x_max + x); //a
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//indices[i++] = (ushort)((y + 1) * x_max + 0); //b
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//indices[i++] = (ushort)((y + 1) * x_max + x); //c
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//Add(tri4);
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//}
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//}
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}
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}
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}
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}
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