git-svn-id: http://libopenmetaverse.googlecode.com/svn/libopenmetaverse/trunk@3280 52acb1d6-8a22-11de-b505-999d5b087335
456 lines
21 KiB
C#
456 lines
21 KiB
C#
/* Copyright (c) 2008 Robert Adams
|
|
* 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.
|
|
* * The name of the copyright holder may not 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 AUTHORS 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.
|
|
*/
|
|
/*
|
|
* Portions of this code are:
|
|
* Copyright (c) Contributors, http://idealistviewer.org
|
|
* The basic logic of the extrusion code is based on the Idealist viewer code.
|
|
* The Idealist viewer is licensed under the three clause BSD license.
|
|
*/
|
|
/*
|
|
* MeshmerizerR class implments OpenMetaverse.Rendering.IRendering interface
|
|
* using PrimMesher (http://forge.opensimulator.org/projects/primmesher).
|
|
* The faceted mesh returned is made up of separate face meshes.
|
|
* There are a few additions/changes:
|
|
* GenerateSimpleMesh() does not generate anything. Use the other mesher for that.
|
|
* ShouldScaleMesh property sets whether the mesh should be sized up or down
|
|
* based on the prim scale parameters. If turned off, the mesh will not be
|
|
* scaled thus allowing the scaling to happen in the graphics library
|
|
* GenerateScupltMesh() does what it says: takes a bitmap and returns a mesh
|
|
* based on the RGB coordinates in the bitmap.
|
|
* TransformTexCoords() does regular transformations but does not do planier
|
|
* mapping of textures.
|
|
*/
|
|
using System;
|
|
using System.Collections.Generic;
|
|
using System.Drawing;
|
|
using System.Text;
|
|
using OMV = OpenMetaverse;
|
|
using OMVR = OpenMetaverse.Rendering;
|
|
|
|
namespace OpenMetaverse.Rendering
|
|
{
|
|
/// <summary>
|
|
/// Meshing code based on the Idealist Viewer (20081213).
|
|
/// </summary>
|
|
[RendererName("MeshmerizerR")]
|
|
public class MeshmerizerR : OMVR.IRendering
|
|
{
|
|
// If this is set to 'true' the returned mesh will be scaled by the prim's scaling
|
|
// parameters. Otherwise the mesh is a unit mesh and needs scaling elsewhere.
|
|
private bool m_shouldScale = true;
|
|
public bool ShouldScaleMesh { get { return m_shouldScale; } set { m_shouldScale = value; } }
|
|
|
|
/// <summary>
|
|
/// Generates a basic mesh structure from a primitive
|
|
/// </summary>
|
|
/// <param name="prim">Primitive to generate the mesh from</param>
|
|
/// <param name="lod">Level of detail to generate the mesh at</param>
|
|
/// <returns>The generated mesh</returns>
|
|
public OMVR.SimpleMesh GenerateSimpleMesh(OMV.Primitive prim, OMVR.DetailLevel lod)
|
|
{
|
|
return null;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Generates a a series of faces, each face containing a mesh and
|
|
/// metadata
|
|
/// </summary>
|
|
/// <param name="prim">Primitive to generate the mesh from</param>
|
|
/// <param name="lod">Level of detail to generate the mesh at</param>
|
|
/// <returns>The generated mesh</returns >
|
|
public OMVR.FacetedMesh GenerateFacetedMesh(OMV.Primitive prim, OMVR.DetailLevel lod)
|
|
{
|
|
|
|
OMV.Primitive.ConstructionData primData = prim.PrimData;
|
|
int sides = 4;
|
|
int hollowsides = 4;
|
|
|
|
float profileBegin = primData.ProfileBegin;
|
|
float profileEnd = primData.ProfileEnd;
|
|
bool isSphere = false;
|
|
|
|
if ((OMV.ProfileCurve)(primData.profileCurve & 0x07) == OMV.ProfileCurve.Circle)
|
|
{
|
|
switch (lod)
|
|
{
|
|
case OMVR.DetailLevel.Low:
|
|
sides = 6;
|
|
break;
|
|
case OMVR.DetailLevel.Medium:
|
|
sides = 12;
|
|
break;
|
|
default:
|
|
sides = 24;
|
|
break;
|
|
}
|
|
}
|
|
else if ((OMV.ProfileCurve)(primData.profileCurve & 0x07) == OMV.ProfileCurve.EqualTriangle)
|
|
sides = 3;
|
|
else if ((OMV.ProfileCurve)(primData.profileCurve & 0x07) == OMV.ProfileCurve.HalfCircle)
|
|
{
|
|
// half circle, prim is a sphere
|
|
isSphere = true;
|
|
switch (lod)
|
|
{
|
|
case OMVR.DetailLevel.Low:
|
|
sides = 6;
|
|
break;
|
|
case OMVR.DetailLevel.Medium:
|
|
sides = 12;
|
|
break;
|
|
default:
|
|
sides = 24;
|
|
break;
|
|
}
|
|
profileBegin = 0.5f * profileBegin + 0.5f;
|
|
profileEnd = 0.5f * profileEnd + 0.5f;
|
|
}
|
|
|
|
if ((OMV.HoleType)primData.ProfileHole == OMV.HoleType.Same)
|
|
hollowsides = sides;
|
|
else if ((OMV.HoleType)primData.ProfileHole == OMV.HoleType.Circle)
|
|
{
|
|
switch (lod)
|
|
{
|
|
case OMVR.DetailLevel.Low:
|
|
hollowsides = 6;
|
|
break;
|
|
case OMVR.DetailLevel.Medium:
|
|
hollowsides = 12;
|
|
break;
|
|
default:
|
|
hollowsides = 24;
|
|
break;
|
|
}
|
|
}
|
|
else if ((OMV.HoleType)primData.ProfileHole == OMV.HoleType.Triangle)
|
|
hollowsides = 3;
|
|
|
|
PrimMesher.PrimMesh newPrim = new PrimMesher.PrimMesh(sides, profileBegin, profileEnd, (float)primData.ProfileHollow, hollowsides);
|
|
newPrim.viewerMode = true;
|
|
newPrim.holeSizeX = primData.PathScaleX;
|
|
newPrim.holeSizeY = primData.PathScaleY;
|
|
newPrim.pathCutBegin = primData.PathBegin;
|
|
newPrim.pathCutEnd = primData.PathEnd;
|
|
newPrim.topShearX = primData.PathShearX;
|
|
newPrim.topShearY = primData.PathShearY;
|
|
newPrim.radius = primData.PathRadiusOffset;
|
|
newPrim.revolutions = primData.PathRevolutions;
|
|
newPrim.skew = primData.PathSkew;
|
|
switch (lod)
|
|
{
|
|
case OMVR.DetailLevel.Low:
|
|
newPrim.stepsPerRevolution = 6;
|
|
break;
|
|
case OMVR.DetailLevel.Medium:
|
|
newPrim.stepsPerRevolution = 12;
|
|
break;
|
|
default:
|
|
newPrim.stepsPerRevolution = 24;
|
|
break;
|
|
}
|
|
|
|
if ((primData.PathCurve == OMV.PathCurve.Line) || (primData.PathCurve == OMV.PathCurve.Flexible))
|
|
{
|
|
newPrim.taperX = 1.0f - primData.PathScaleX;
|
|
newPrim.taperY = 1.0f - primData.PathScaleY;
|
|
newPrim.twistBegin = (int)(180 * primData.PathTwistBegin);
|
|
newPrim.twistEnd = (int)(180 * primData.PathTwist);
|
|
newPrim.ExtrudeLinear();
|
|
}
|
|
else
|
|
{
|
|
newPrim.taperX = primData.PathTaperX;
|
|
newPrim.taperY = primData.PathTaperY;
|
|
newPrim.twistBegin = (int)(360 * primData.PathTwistBegin);
|
|
newPrim.twistEnd = (int)(360 * primData.PathTwist);
|
|
newPrim.ExtrudeCircular();
|
|
}
|
|
|
|
int numViewerFaces = newPrim.viewerFaces.Count;
|
|
int numPrimFaces = newPrim.numPrimFaces;
|
|
|
|
for (uint i = 0; i < numViewerFaces; i++)
|
|
{
|
|
PrimMesher.ViewerFace vf = newPrim.viewerFaces[(int)i];
|
|
|
|
if (isSphere)
|
|
{
|
|
vf.uv1.U = (vf.uv1.U - 0.5f) * 2.0f;
|
|
vf.uv2.U = (vf.uv2.U - 0.5f) * 2.0f;
|
|
vf.uv3.U = (vf.uv3.U - 0.5f) * 2.0f;
|
|
}
|
|
}
|
|
if (m_shouldScale)
|
|
{
|
|
newPrim.Scale(prim.Scale.X, prim.Scale.Y, prim.Scale.Z);
|
|
}
|
|
|
|
// copy the vertex information into OMVR.IRendering structures
|
|
OMVR.FacetedMesh omvrmesh = new OMVR.FacetedMesh();
|
|
omvrmesh.Faces = new List<OMVR.Face>();
|
|
omvrmesh.Prim = prim;
|
|
omvrmesh.Profile = new OMVR.Profile();
|
|
omvrmesh.Profile.Faces = new List<OMVR.ProfileFace>();
|
|
omvrmesh.Profile.Positions = new List<OMV.Vector3>();
|
|
omvrmesh.Path = new OMVR.Path();
|
|
omvrmesh.Path.Points = new List<OMVR.PathPoint>();
|
|
|
|
Dictionary<OMV.Vector3, int> vertexAccount = new Dictionary<OMV.Vector3, int>();
|
|
for (int ii = 0; ii < numPrimFaces; ii++)
|
|
{
|
|
OMVR.Face oface = new OMVR.Face();
|
|
oface.Vertices = new List<OMVR.Vertex>();
|
|
oface.Indices = new List<ushort>();
|
|
oface.TextureFace = prim.Textures.GetFace((uint)ii);
|
|
int faceVertices = 0;
|
|
vertexAccount.Clear();
|
|
OMV.Vector3 pos;
|
|
int indx;
|
|
OMVR.Vertex vert;
|
|
foreach (PrimMesher.ViewerFace vface in newPrim.viewerFaces)
|
|
{
|
|
if (vface.primFaceNumber == ii)
|
|
{
|
|
faceVertices++;
|
|
pos = new OMV.Vector3(vface.v1.X, vface.v1.Y, vface.v1.Z);
|
|
if (vertexAccount.ContainsKey(pos))
|
|
{
|
|
// we aleady have this vertex in the list. Just point the index at it
|
|
oface.Indices.Add((ushort)vertexAccount[pos]);
|
|
}
|
|
else
|
|
{
|
|
// the vertex is not in the list. Add it and the new index.
|
|
vert = new OMVR.Vertex();
|
|
vert.Position = pos;
|
|
vert.TexCoord = new OMV.Vector2(vface.uv1.U, 1.0f - vface.uv1.V);
|
|
vert.Normal = new OMV.Vector3(vface.n1.X, vface.n1.Y, vface.n1.Z);
|
|
oface.Vertices.Add(vert);
|
|
indx = oface.Vertices.Count - 1;
|
|
vertexAccount.Add(pos, indx);
|
|
oface.Indices.Add((ushort)indx);
|
|
}
|
|
|
|
pos = new OMV.Vector3(vface.v2.X, vface.v2.Y, vface.v2.Z);
|
|
if (vertexAccount.ContainsKey(pos))
|
|
{
|
|
oface.Indices.Add((ushort)vertexAccount[pos]);
|
|
}
|
|
else
|
|
{
|
|
vert = new OMVR.Vertex();
|
|
vert.Position = pos;
|
|
vert.TexCoord = new OMV.Vector2(vface.uv2.U, 1.0f - vface.uv2.V);
|
|
vert.Normal = new OMV.Vector3(vface.n2.X, vface.n2.Y, vface.n2.Z);
|
|
oface.Vertices.Add(vert);
|
|
indx = oface.Vertices.Count - 1;
|
|
vertexAccount.Add(pos, indx);
|
|
oface.Indices.Add((ushort)indx);
|
|
}
|
|
|
|
pos = new OMV.Vector3(vface.v3.X, vface.v3.Y, vface.v3.Z);
|
|
if (vertexAccount.ContainsKey(pos))
|
|
{
|
|
oface.Indices.Add((ushort)vertexAccount[pos]);
|
|
}
|
|
else
|
|
{
|
|
vert = new OMVR.Vertex();
|
|
vert.Position = pos;
|
|
vert.TexCoord = new OMV.Vector2(vface.uv3.U, 1.0f - vface.uv3.V);
|
|
vert.Normal = new OMV.Vector3(vface.n3.X, vface.n3.Y, vface.n3.Z);
|
|
oface.Vertices.Add(vert);
|
|
indx = oface.Vertices.Count - 1;
|
|
vertexAccount.Add(pos, indx);
|
|
oface.Indices.Add((ushort)indx);
|
|
}
|
|
}
|
|
}
|
|
if (faceVertices > 0)
|
|
{
|
|
oface.TextureFace = prim.Textures.FaceTextures[ii];
|
|
if (oface.TextureFace == null)
|
|
{
|
|
oface.TextureFace = prim.Textures.DefaultTexture;
|
|
}
|
|
oface.ID = ii;
|
|
omvrmesh.Faces.Add(oface);
|
|
}
|
|
}
|
|
|
|
return omvrmesh;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Create a sculpty faceted mesh. The actual scuplt texture is fetched and passed to this
|
|
/// routine since all the context for finding teh texture is elsewhere.
|
|
/// </summary>
|
|
/// <param name="scupltTexture"></param>
|
|
/// <param name="prim"></param>
|
|
/// <param name="lod"></param>
|
|
/// <returns>the faceted mesh or null if can't do it</returns>
|
|
public OMVR.FacetedMesh GenerateSculptMesh(System.Drawing.Bitmap scupltTexture,
|
|
OMV.Primitive prim, OMVR.DetailLevel lod)
|
|
{
|
|
byte sculptType = (byte)prim.Sculpt.Type;
|
|
bool mirror = ((sculptType & 128) != 0);
|
|
bool invert = ((sculptType & 64) != 0);
|
|
// mirror = false; // TODO: libomv doesn't support these and letting them flop around causes problems
|
|
// invert = false;
|
|
OMV.SculptType omSculptType = (OMV.SculptType)(sculptType & 0x07);
|
|
|
|
PrimMesher.SculptMesh.SculptType smSculptType;
|
|
switch (omSculptType)
|
|
{
|
|
case OpenMetaverse.SculptType.Cylinder:
|
|
smSculptType = PrimMesher.SculptMesh.SculptType.cylinder;
|
|
break;
|
|
case OpenMetaverse.SculptType.Plane:
|
|
smSculptType = PrimMesher.SculptMesh.SculptType.plane;
|
|
break;
|
|
case OpenMetaverse.SculptType.Sphere:
|
|
smSculptType = PrimMesher.SculptMesh.SculptType.sphere;
|
|
break;
|
|
case OpenMetaverse.SculptType.Torus:
|
|
smSculptType = PrimMesher.SculptMesh.SculptType.torus;
|
|
break;
|
|
default:
|
|
smSculptType = PrimMesher.SculptMesh.SculptType.plane;
|
|
break;
|
|
}
|
|
// The lod for sculpties is the resolution of the texture passed.
|
|
// The first guess is 1:1 then lower resolutions after that
|
|
// int mesherLod = (int)Math.Sqrt(scupltTexture.Width * scupltTexture.Height);
|
|
int mesherLod = 32; // number used in Idealist viewer
|
|
switch (lod)
|
|
{
|
|
case OMVR.DetailLevel.Highest:
|
|
break;
|
|
case OMVR.DetailLevel.High:
|
|
break;
|
|
case OMVR.DetailLevel.Medium:
|
|
mesherLod /= 2;
|
|
break;
|
|
case OMVR.DetailLevel.Low:
|
|
mesherLod /= 4;
|
|
break;
|
|
}
|
|
PrimMesher.SculptMesh newMesh =
|
|
new PrimMesher.SculptMesh(scupltTexture, smSculptType, mesherLod, true, mirror, invert);
|
|
|
|
if (ShouldScaleMesh)
|
|
{
|
|
newMesh.Scale(prim.Scale.X, prim.Scale.Y, prim.Scale.Z);
|
|
}
|
|
|
|
int numPrimFaces = 1; // a scuplty has only one face
|
|
|
|
// copy the vertex information into OMVR.IRendering structures
|
|
OMVR.FacetedMesh omvrmesh = new OMVR.FacetedMesh();
|
|
omvrmesh.Faces = new List<OMVR.Face>();
|
|
omvrmesh.Prim = prim;
|
|
omvrmesh.Profile = new OMVR.Profile();
|
|
omvrmesh.Profile.Faces = new List<OMVR.ProfileFace>();
|
|
omvrmesh.Profile.Positions = new List<OMV.Vector3>();
|
|
omvrmesh.Path = new OMVR.Path();
|
|
omvrmesh.Path.Points = new List<OMVR.PathPoint>();
|
|
|
|
for (int ii = 0; ii < numPrimFaces; ii++)
|
|
{
|
|
OMVR.Face oface = new OMVR.Face();
|
|
oface.Vertices = new List<OMVR.Vertex>();
|
|
oface.Indices = new List<ushort>();
|
|
oface.TextureFace = prim.Textures.GetFace((uint)ii);
|
|
int faceVertices = 0;
|
|
foreach (PrimMesher.ViewerFace vface in newMesh.viewerFaces)
|
|
{
|
|
OMVR.Vertex vert = new OMVR.Vertex();
|
|
vert.Position = new OMV.Vector3(vface.v1.X, vface.v1.Y, vface.v1.Z);
|
|
vert.TexCoord = new OMV.Vector2(vface.uv1.U, 1.0f - vface.uv1.V);
|
|
vert.Normal = new OMV.Vector3(vface.n1.X, vface.n1.Y, vface.n1.Z);
|
|
oface.Vertices.Add(vert);
|
|
|
|
vert = new OMVR.Vertex();
|
|
vert.Position = new OMV.Vector3(vface.v2.X, vface.v2.Y, vface.v2.Z);
|
|
vert.TexCoord = new OMV.Vector2(vface.uv2.U, 1.0f - vface.uv2.V);
|
|
vert.Normal = new OMV.Vector3(vface.n2.X, vface.n2.Y, vface.n2.Z);
|
|
oface.Vertices.Add(vert);
|
|
|
|
vert = new OMVR.Vertex();
|
|
vert.Position = new OMV.Vector3(vface.v3.X, vface.v3.Y, vface.v3.Z);
|
|
vert.TexCoord = new OMV.Vector2(vface.uv3.U, 1.0f - vface.uv3.V);
|
|
vert.Normal = new OMV.Vector3(vface.n3.X, vface.n3.Y, vface.n3.Z);
|
|
oface.Vertices.Add(vert);
|
|
|
|
oface.Indices.Add((ushort)(faceVertices * 3 + 0));
|
|
oface.Indices.Add((ushort)(faceVertices * 3 + 1));
|
|
oface.Indices.Add((ushort)(faceVertices * 3 + 2));
|
|
faceVertices++;
|
|
}
|
|
if (faceVertices > 0)
|
|
{
|
|
oface.TextureFace = prim.Textures.FaceTextures[ii];
|
|
if (oface.TextureFace == null)
|
|
{
|
|
oface.TextureFace = prim.Textures.DefaultTexture;
|
|
}
|
|
oface.ID = ii;
|
|
omvrmesh.Faces.Add(oface);
|
|
}
|
|
}
|
|
|
|
return omvrmesh;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Apply texture coordinate modifications from a
|
|
/// <seealso cref="TextureEntryFace"/> to a list of vertices
|
|
/// </summary>
|
|
/// <param name="vertices">Vertex list to modify texture coordinates for</param>
|
|
/// <param name="center">Center-point of the face</param>
|
|
/// <param name="teFace">Face texture parameters</param>
|
|
public void TransformTexCoords(List<OMVR.Vertex> vertices, OMV.Vector3 center, OMV.Primitive.TextureEntryFace teFace)
|
|
{
|
|
// compute trig stuff up front
|
|
float cosineAngle = (float)Math.Cos(teFace.Rotation);
|
|
float sinAngle = (float)Math.Sin(teFace.Rotation);
|
|
|
|
// need a check for plainer vs default
|
|
// just do default for now (I don't know what planar is)
|
|
for (int ii = 0; ii < vertices.Count; ii++)
|
|
{
|
|
// tex coord comes to us as a number between zero and one
|
|
// transform about the center of the texture
|
|
OMVR.Vertex vert = vertices[ii];
|
|
float tX = vert.TexCoord.X - 0.5f;
|
|
float tY = vert.TexCoord.Y - 0.5f;
|
|
// rotate, scale, offset
|
|
vert.TexCoord.X = (tX * cosineAngle + tY * sinAngle) * teFace.RepeatU + teFace.OffsetU + 0.5f;
|
|
vert.TexCoord.Y = (-tX * sinAngle + tY * cosineAngle) * teFace.RepeatV + teFace.OffsetV + 0.5f;
|
|
vertices[ii] = vert;
|
|
}
|
|
return;
|
|
}
|
|
}
|
|
} |