OpenSimMirror/OpenSim/Region/Physics/Meshing/SculptMesh.cs

341 lines
13 KiB
C#

/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSim Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Collections.Generic;
using System.Drawing;
using System.Drawing.Imaging;
using System.Text;
using OpenMetaverse.Imaging;
namespace OpenSim.Region.Physics.Meshing
{
// This functionality based on the XNA SculptPreview by John Hurliman.
public class SculptMesh : Mesh
{
Image idata = null;
Bitmap bLOD = null;
Bitmap bBitmap = null;
Vertex northpole = new Vertex(0, 0, 0);
Vertex southpole = new Vertex(0, 0, 0);
private int lod = 32;
private const float RANGE = 128.0f;
public SculptMesh(byte[] jpegData, float _lod)
{
if (_lod == 2f || _lod == 4f || _lod == 8f || _lod == 16f || _lod == 32f || _lod == 64f)
lod = (int)_lod;
try
{
ManagedImage managedImage; // we never use this
OpenJPEG.DecodeToImage(jpegData, out managedImage, out idata);
//int i = 0;
//i = i / i;
}
catch (Exception)
{
System.Console.WriteLine("[PHYSICS]: Unable to generate a Sculpty physics proxy. Sculpty texture decode failed!");
return;
}
if (idata != null)
{
bBitmap = new Bitmap(idata);
if (bBitmap.Width == bBitmap.Height)
{
DoLOD();
LoadPoles();
processSculptTexture();
bLOD.Dispose();
bBitmap.Dispose();
idata.Dispose();
}
}
}
private Vertex ColorToVertex(Color input)
{
return new Vertex(
((float)input.R - 128) / RANGE,
((float)input.G - 128) / RANGE,
((float)input.B - 128) / RANGE);
}
private void LoadPoles()
{
northpole = new Vertex(0, 0, 0);
for (int x = 0; x < bLOD.Width; x++)
{
northpole += ColorToVertex(GetPixel(0, 0));
}
northpole /= bLOD.Width;
southpole = new Vertex(0, 0, 0);
for (int x = 0; x < bLOD.Width; x++)
{
//System.Console.WriteLine("Height: " + bLOD.Height.ToString());
southpole += ColorToVertex(GetPixel(bLOD.Height - 1, (bLOD.Height - 1)));
}
southpole /= bBitmap.Width;
}
private Color GetPixel(int x, int y)
{
return bLOD.GetPixel(x, y);
}
public int LOD
{
get
{
return (int)Math.Log(Scale, 2);
}
set
{
int power = value;
if (power == 0)
power = 6;
if (power < 2)
power = 2;
if (power > 9)
power = 9;
int t = (int)Math.Pow(2, power);
if (t != Scale)
{
lod = t;
}
}
}
public int Scale
{
get
{
return lod;
}
}
private void DoLOD()
{
int x_max = Math.Min(Scale, bBitmap.Width);
int y_max = Math.Min(Scale, bBitmap.Height);
if (bBitmap.Width == x_max && bBitmap.Height == y_max)
bLOD = bBitmap;
else if (bLOD == null || x_max != bLOD.Width || y_max != bLOD.Height)//don't resize if you don't need to.
{
System.Drawing.Bitmap tile = new System.Drawing.Bitmap(bBitmap.Width * 2, bBitmap.Height, PixelFormat.Format24bppRgb);
System.Drawing.Bitmap tile_LOD = new System.Drawing.Bitmap(x_max * 2, y_max, PixelFormat.Format24bppRgb);
bLOD = new System.Drawing.Bitmap(x_max, y_max, PixelFormat.Format24bppRgb);
bLOD.SetResolution(bBitmap.HorizontalResolution, bBitmap.VerticalResolution);
System.Drawing.Graphics grPhoto = System.Drawing.Graphics.FromImage(tile);
grPhoto.InterpolationMode = System.Drawing.Drawing2D.InterpolationMode.NearestNeighbor;
grPhoto.DrawImage(bBitmap,
new System.Drawing.Rectangle(0, 0, bBitmap.Width / 2, bBitmap.Height),
new System.Drawing.Rectangle(bBitmap.Width / 2, 0, bBitmap.Width / 2, bBitmap.Height),
System.Drawing.GraphicsUnit.Pixel);
grPhoto.DrawImage(bBitmap,
new System.Drawing.Rectangle((3 * bBitmap.Width) / 2, 0, bBitmap.Width / 2, bBitmap.Height),
new System.Drawing.Rectangle(0, 0, bBitmap.Width / 2, bBitmap.Height),
System.Drawing.GraphicsUnit.Pixel);
grPhoto.DrawImage(bBitmap,
new System.Drawing.Rectangle(bBitmap.Width / 2, 0, bBitmap.Width, bBitmap.Height),
new System.Drawing.Rectangle(0, 0, bBitmap.Width, bBitmap.Height),
System.Drawing.GraphicsUnit.Pixel);
grPhoto = System.Drawing.Graphics.FromImage(tile_LOD);
//grPhoto.InterpolationMode = System.Drawing.Drawing2D.InterpolationMode.HighQualityBilinear;
grPhoto.InterpolationMode = System.Drawing.Drawing2D.InterpolationMode.Bilinear;
grPhoto.DrawImage(tile,
new System.Drawing.Rectangle(0, 0, tile_LOD.Width, tile_LOD.Height),
new System.Drawing.Rectangle(0, 0, tile.Width, tile.Height),
System.Drawing.GraphicsUnit.Pixel);
grPhoto = System.Drawing.Graphics.FromImage(bLOD);
grPhoto.InterpolationMode = System.Drawing.Drawing2D.InterpolationMode.NearestNeighbor;
grPhoto.DrawImage(tile_LOD,
new System.Drawing.Rectangle(0, 0, bLOD.Width, bLOD.Height),
new System.Drawing.Rectangle(tile_LOD.Width / 4, 0, tile_LOD.Width / 2, tile_LOD.Height),
System.Drawing.GraphicsUnit.Pixel);
grPhoto.Dispose();
tile_LOD.Dispose();
tile.Dispose();
}
}
public void clearStuff()
{
this.triangles.Clear();
this.vertices.Clear();
//normals = new float[0];
}
public void processSculptTexture()
{
int x_max = Math.Min(Scale, bBitmap.Width);
int y_max = Math.Min(Scale, bBitmap.Height);
int COLUMNS = x_max + 1;
Vertex[] sVertices = new Vertex[COLUMNS * y_max];
//float[] indices = new float[COLUMNS * (y_max - 1) * 6];
for (int y = 0; y < y_max; y++)
{
for (int x = 0; x < x_max; x++)
{
// Create the vertex
Vertex v1 = new Vertex(0,0,0);
// Create a vertex position from the RGB channels in the current pixel
// int ypos = y * bLOD.Width;
if (y == 0)
{
v1 = northpole;
}
else if (y == y_max - 1)
{
v1 = southpole;
}
else
{
v1 = ColorToVertex(GetPixel(x, y));
}
// Add the vertex for use later
if (!vertices.Contains(v1))
Add(v1);
sVertices[y * COLUMNS + x] = v1;
//System.Console.WriteLine("adding: " + v1.ToString());
}
//Vertex tempVertex = vertices[y * COLUMNS];
// sVertices[y * COLUMNS + x_max] = tempVertex;
}
// Create the Triangles
//int i = 0;
for (int y = 0; y < y_max - 1; y++)
{
int x;
for (x = 0; x < x_max; x++)
{
Vertex vt11 = sVertices[(y * COLUMNS + x)];
Vertex vt12 = sVertices[(y * COLUMNS + (x + 1))];
Vertex vt13 = sVertices[((y + 1) * COLUMNS + (x + 1))];
if (vt11 != null && vt12 != null && vt13 != null)
{
if (vt11 != vt12 && vt11 != vt13 && vt12 != vt13)
{
Triangle tri1 = new Triangle(vt11, vt12, vt13);
//indices[i++] = (ushort)(y * COLUMNS + x);
//indices[i++] = (ushort)(y * COLUMNS + (x + 1));
//indices[i++] = (ushort)((y + 1) * COLUMNS + (x + 1));
Add(tri1);
}
}
Vertex vt21 = sVertices[(y * COLUMNS + x)];
Vertex vt22 = sVertices[((y + 1) * COLUMNS + (x + 1))];
Vertex vt23 = sVertices[((y + 1) * COLUMNS + x)];
if (vt21 != null && vt22 != null && vt23 != null)
{
if (vt21.Equals(vt22, 0.022f) || vt21.Equals(vt23, 0.022f) || vt22.Equals(vt23, 0.022f))
{
}
else
{
Triangle tri2 = new Triangle(vt21, vt22, vt23);
//indices[i++] = (ushort)(y * COLUMNS + x);
//indices[i++] = (ushort)((y + 1) * COLUMNS + (x + 1));
//indices[i++] = (ushort)((y + 1) * COLUMNS + x);
Add(tri2);
}
}
}
//Vertex vt31 = sVertices[(y * x_max + x)];
//Vertex vt32 = sVertices[(y * x_max + 0)];
//Vertex vt33 = sVertices[((y + 1) * x_max + 0)];
//if (vt31 != null && vt32 != null && vt33 != null)
//{
//if (vt31.Equals(vt32, 0.022f) || vt31.Equals(vt33, 0.022f) || vt32.Equals(vt33, 0.022f))
//{
//}
//else
//{
//Triangle tri3 = new Triangle(vt31, vt32, vt33);
// Wrap the last cell in the row around
//indices[i++] = (ushort)(y * x_max + x); //a
//indices[i++] = (ushort)(y * x_max + 0); //b
//indices[i++] = (ushort)((y + 1) * x_max + 0); //c
//Add(tri3);
// }
//}
//Vertex vt41 = sVertices[(y * x_max + x)];
//Vertex vt42 = sVertices[((y + 1) * x_max + 0)];
//Vertex vt43 = sVertices[((y + 1) * x_max + x)];
//if (vt41 != null && vt42 != null && vt43 != null)
//{
//if (vt41.Equals(vt42, 0.022f) || vt31.Equals(vt43, 0.022f) || vt32.Equals(vt43, 0.022f))
//{
//}
// else
// {
//Triangle tri4 = new Triangle(vt41, vt42, vt43);
//indices[i++] = (ushort)(y * x_max + x); //a
//indices[i++] = (ushort)((y + 1) * x_max + 0); //b
//indices[i++] = (ushort)((y + 1) * x_max + x); //c
//Add(tri4);
//}
//}
}
}
}
}