Files
libremetaverse/OpenMetaverse.Rendering.Meshmerizer/MeshmerizerR.cs
2010-03-15 10:42:29 +00:00

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;
}
}
}