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libremetaverse/OpenMetaverse.Rendering.Meshmerizer/Meshmerizer.cs

250 lines
9.6 KiB
C#

/*
* Copyright (c) 2008, openmetaverse.org
* All rights reserved.
*
* - 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.
* - Neither the name of the openmetaverse.org 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 COPYRIGHT HOLDERS AND CONTRIBUTORS "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 COPYRIGHT OWNER OR 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.
*
*
* This code comes from the OpenSim project. Meshmerizer is written by dahlia
* <dahliatrimble@gmail.com>
*/
using System;
using System.Collections.Generic;
namespace OpenMetaverse.Rendering
{
[RendererName("Meshmerizer")]
public class Meshmerizer : IRendering
{
public SimpleMesh GenerateSimpleMesh(Primitive prim, DetailLevel lod)
{
Path path = GeneratePath();
Profile profile = GenerateProfile();
MeshmerizerMesh meshmerizer = new MeshmerizerMesh();
meshmerizer = GenerateMeshmerizerMesh(prim);
// Create the vertex array
List<Vertex> vertices = new List<Vertex>(meshmerizer.primMesh.coords.Count);
for (int i = 0; i < meshmerizer.primMesh.coords.Count; i++)
{
Coord c = meshmerizer.primMesh.coords[i];
Vertex vertex = new Vertex();
vertex.Position = new Vector3(c.X, c.Y, c.Z);
vertices.Add(vertex);
}
// Create the index array
List<ushort> indices = new List<ushort>(meshmerizer.primMesh.faces.Count * 3);
for (int i = 0; i < meshmerizer.primMesh.faces.Count; i++)
{
MeshmerizerFace f = meshmerizer.primMesh.faces[i];
indices.Add((ushort)f.v1);
indices.Add((ushort)f.v2);
indices.Add((ushort)f.v3);
}
SimpleMesh mesh = new SimpleMesh();
mesh.Prim = prim;
mesh.Path = path;
mesh.Profile = profile;
mesh.Vertices = vertices;
mesh.Indices = indices;
return mesh;
}
public FacetedMesh GenerateFacetedMesh(Primitive prim, DetailLevel lod)
{
Path path = GeneratePath();
Profile profile = GenerateProfile();
FacetedMesh mesh = new FacetedMesh();
mesh.Prim = prim;
mesh.Path = path;
mesh.Profile = profile;
mesh.Faces = GenerateFaces(prim);
return mesh;
}
public void TransformTexCoords(List<Vertex> vertices, Vector3 center, Primitive.TextureEntryFace teFace)
{
// Lalala...
}
private Path GeneratePath()
{
Path path = new Path();
path.Points = new List<PathPoint>();
return path;
}
private Profile GenerateProfile()
{
Profile profile = new Profile();
profile.Faces = new List<ProfileFace>();
profile.Positions = new List<Vector3>();
return profile;
}
private MeshmerizerMesh GenerateMeshmerizerMesh(Primitive prim)
{
PrimitiveBaseShape primShape = new PrimitiveBaseShape(prim);
MeshmerizerMesh mesh = new MeshmerizerMesh();
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;
int sides = 4;
if ((primShape.ProfileCurve & 0x07) == (byte)ProfileShape.EquilateralTriangle)
sides = 3;
else if ((primShape.ProfileCurve & 0x07) == (byte)ProfileShape.Circle)
sides = 24;
else if ((primShape.ProfileCurve & 0x07) == (byte)ProfileShape.HalfCircle)
{
// half circle, prim is a sphere
sides = 24;
profileBegin = 0.5f * profileBegin + 0.5f;
profileEnd = 0.5f * profileEnd + 0.5f;
}
int hollowSides = sides;
if (primShape.HollowShape == HollowShape.Circle)
hollowSides = 24;
else if (primShape.HollowShape == HollowShape.Square)
hollowSides = 4;
else if (primShape.HollowShape == HollowShape.Triangle)
hollowSides = 3;
PrimMesh primMesh = new PrimMesh(sides, profileBegin, profileEnd, profileHollow, hollowSides);
primMesh.topShearX = pathShearX;
primMesh.topShearY = pathShearY;
primMesh.pathCutBegin = pathBegin;
primMesh.pathCutEnd = pathEnd;
if (primShape.PathCurve == (byte)Extrusion.Straight)
{
primMesh.twistBegin = primShape.PathTwistBegin * 18 / 10;
primMesh.twistEnd = primShape.PathTwist * 18 / 10;
primMesh.taperX = pathScaleX;
primMesh.taperY = pathScaleY;
try
{
primMesh.ExtrudeLinear();
}
catch (Exception)
{
return null;
}
}
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;
try
{
primMesh.ExtrudeCircular();
}
catch (Exception)
{
return null;
}
}
int numCoords = primMesh.coords.Count;
//int numFaces = primMesh.faces.Count;
List<Coord> coords = primMesh.coords;
for (int i = 0; i < numCoords; i++)
{
Coord c = coords[i];
mesh.vertices.Add(new MeshmerizerVertex(c.X, c.Y, c.Z));
}
mesh.primMesh = primMesh;
// trim the vertex and triangle lists to free up memory
mesh.vertices.TrimExcess();
mesh.triangles.TrimExcess();
return mesh;
}
private List<Face> GenerateFaces(Primitive prim)
{
MeshmerizerMesh meshmerizer = new MeshmerizerMesh();
meshmerizer = GenerateMeshmerizerMesh(prim);
// Create the vertex array
List<Vertex> vertices = new List<Vertex>(meshmerizer.primMesh.coords.Count);
for (int i = 0; i < meshmerizer.primMesh.coords.Count; i++)
{
Coord c = meshmerizer.primMesh.coords[i];
Vertex vertex = new Vertex();
vertex.Position = new Vector3(c.X, c.Y, c.Z);
vertices.Add(vertex);
}
// Create the index array
List<ushort> indices = new List<ushort>(meshmerizer.primMesh.faces.Count * 3);
for (int i = 0; i < meshmerizer.primMesh.faces.Count; i++)
{
MeshmerizerFace f = meshmerizer.primMesh.faces[i];
indices.Add((ushort)f.v1);
indices.Add((ushort)f.v2);
indices.Add((ushort)f.v3);
}
Face face = new Face();
face.Edge = new List<int>();
face.TextureFace = prim.Textures.DefaultTexture;
face.Vertices = vertices;
face.Indices = indices;
List<Face> faces = new List<Face>(1);
faces.Add(face);
return faces;
}
}
}