Beispiel #1
0
        FacetedMesh MeshPrim(Primitive prim)
        {
            FacetedMesh mesh = null;

            if (prim.Sculpt == null || prim.Sculpt.SculptTexture == UUID.Zero)
            {
                mesh = Mesher.GenerateFacetedMesh(prim, DetailLevel.Highest);
            }
            else if (prim.Sculpt.Type != SculptType.Mesh)
            {
                Image img = null;
                if (LoadTexture(prim.Sculpt.SculptTexture, ref img, true))
                {
                    mesh = Mesher.GenerateFacetedSculptMesh(prim, (Bitmap)img, DetailLevel.Highest);
                }
            }
            else
            {
                var gotMesh = new System.Threading.AutoResetEvent(false);

                Client.Assets.RequestMesh(prim.Sculpt.SculptTexture, (success, meshAsset) =>
                {
                    if (!success || !FacetedMesh.TryDecodeFromAsset(prim, meshAsset, DetailLevel.Highest, out mesh))
                    {
                        Logger.Log("Failed to fetch or decode the mesh asset", Helpers.LogLevel.Warning, Client);
                    }
                    gotMesh.Set();
                });

                gotMesh.WaitOne(20 * 1000, false);
            }
            return(mesh);
        }
Beispiel #2
0
        private void CreatePrim(WarpRenderer renderer, SceneObjectPart prim)
        {
            if ((PCode)prim.Shape.PCode != PCode.Prim)
            {
                return;
            }

            Vector3 ppos = prim.GetWorldPosition();

            if (ppos.Z < m_renderMinHeight || ppos.Z > m_renderMaxHeight)
            {
                return;
            }

            warp_Vector     primPos = ConvertVector(ppos);
            warp_Quaternion primRot = ConvertQuaternion(prim.GetWorldRotation());
            warp_Matrix     m       = warp_Matrix.quaternionMatrix(primRot);

            float screenFactor = renderer.Scene.EstimateBoxProjectedArea(primPos, ConvertVector(prim.Scale), m);

            if (screenFactor < 0)
            {
                return;
            }

            const float log2inv = -1.442695f;
            int         p2      = (int)((float)Math.Log(screenFactor) * log2inv * 0.25 - 1);

            if (p2 < 0)
            {
                p2 = 0;
            }
            else if (p2 > 3)
            {
                p2 = 3;
            }

            DetailLevel lod = (DetailLevel)(3 - p2);

            FacetedMesh renderMesh = null;
            Primitive   omvPrim    = prim.Shape.ToOmvPrimitive(prim.OffsetPosition, prim.RotationOffset);

            if (m_renderMeshes)
            {
                if (omvPrim.Sculpt != null && omvPrim.Sculpt.SculptTexture != UUID.Zero)
                {
                    // Try fetchinng the asset
                    AssetBase sculptAsset = m_scene.AssetService.Get(omvPrim.Sculpt.SculptTexture.ToString());
                    if (sculptAsset != null)
                    {
                        // Is it a mesh?
                        if (omvPrim.Sculpt.Type == SculptType.Mesh)
                        {
                            AssetMesh meshAsset = new AssetMesh(omvPrim.Sculpt.SculptTexture, sculptAsset.Data);
                            FacetedMesh.TryDecodeFromAsset(omvPrim, meshAsset, lod, out renderMesh);
                            meshAsset = null;
                        }
                        else // It's sculptie
                        {
                            if (m_imgDecoder != null)
                            {
                                Image sculpt = m_imgDecoder.DecodeToImage(sculptAsset.Data);
                                if (sculpt != null)
                                {
                                    renderMesh = m_primMesher.GenerateFacetedSculptMesh(omvPrim, (Bitmap)sculpt, lod);
                                    sculpt.Dispose();
                                }
                            }
                        }
                    }
                    else
                    {
                        m_log.WarnFormat("[Warp3D] failed to get mesh or sculpt asset {0} of prim {1} at {2}",
                                         omvPrim.Sculpt.SculptTexture.ToString(), prim.Name, prim.GetWorldPosition().ToString());
                    }
                }
            }

            // If not a mesh or sculptie, try the regular mesher
            if (renderMesh == null)
            {
                renderMesh = m_primMesher.GenerateFacetedMesh(omvPrim, lod);
            }

            if (renderMesh == null)
            {
                return;
            }

            string primID = prim.UUID.ToString();

            // Create the prim faces
            // TODO: Implement the useTextures flag behavior
            for (int i = 0; i < renderMesh.Faces.Count; i++)
            {
                Face   face     = renderMesh.Faces[i];
                string meshName = primID + i.ToString();

                // Avoid adding duplicate meshes to the scene
                if (renderer.Scene.objectData.ContainsKey(meshName))
                {
                    continue;
                }

                warp_Object faceObj = new warp_Object();

                Primitive.TextureEntryFace teFace = prim.Shape.Textures.GetFace((uint)i);
                Color4 faceColor = teFace.RGBA;
                if (faceColor.A == 0)
                {
                    continue;
                }

                string materialName = string.Empty;
                if (m_texturePrims)
                {
                    // if(lod > DetailLevel.Low)
                    {
                        // materialName = GetOrCreateMaterial(renderer, faceColor, teFace.TextureID, lod == DetailLevel.Low);
                        materialName = GetOrCreateMaterial(renderer, faceColor, teFace.TextureID, false, prim);
                        if (String.IsNullOrEmpty(materialName))
                        {
                            continue;
                        }
                        int c = renderer.Scene.material(materialName).getColor();
                        if ((c & warp_Color.MASKALPHA) == 0)
                        {
                            continue;
                        }
                    }
                }
                else
                {
                    materialName = GetOrCreateMaterial(renderer, faceColor);
                }

                if (renderer.Scene.material(materialName).getTexture() == null)
                {
                    // uv map details dont not matter for color;
                    for (int j = 0; j < face.Vertices.Count; j++)
                    {
                        Vertex      v    = face.Vertices[j];
                        warp_Vector pos  = ConvertVector(v.Position);
                        warp_Vertex vert = new warp_Vertex(pos, v.TexCoord.X, v.TexCoord.Y);
                        faceObj.addVertex(vert);
                    }
                }
                else
                {
                    float tu;
                    float tv;
                    float offsetu  = teFace.OffsetU + 0.5f;
                    float offsetv  = teFace.OffsetV + 0.5f;
                    float scaleu   = teFace.RepeatU;
                    float scalev   = teFace.RepeatV;
                    float rotation = teFace.Rotation;
                    float rc       = 0;
                    float rs       = 0;
                    if (rotation != 0)
                    {
                        rc = (float)Math.Cos(rotation);
                        rs = (float)Math.Sin(rotation);
                    }

                    for (int j = 0; j < face.Vertices.Count; j++)
                    {
                        warp_Vertex vert;
                        Vertex      v   = face.Vertices[j];
                        warp_Vector pos = ConvertVector(v.Position);
                        if (teFace.TexMapType == MappingType.Planar)
                        {
                            UVPlanarMap(v, prim.Scale, out tu, out tv);
                        }
                        else
                        {
                            tu = v.TexCoord.X - 0.5f;
                            tv = 0.5f - v.TexCoord.Y;
                        }
                        if (rotation != 0)
                        {
                            float tur = tu * rc - tv * rs;
                            float tvr = tu * rs + tv * rc;
                            tur *= scaleu;
                            tur += offsetu;

                            tvr *= scalev;
                            tvr += offsetv;
                            vert = new warp_Vertex(pos, tur, tvr);
                        }
                        else
                        {
                            tu  *= scaleu;
                            tu  += offsetu;
                            tv  *= scalev;
                            tv  += offsetv;
                            vert = new warp_Vertex(pos, tu, tv);
                        }

                        faceObj.addVertex(vert);
                    }
                }

                for (int j = 0; j < face.Indices.Count; j += 3)
                {
                    faceObj.addTriangle(
                        face.Indices[j + 0],
                        face.Indices[j + 1],
                        face.Indices[j + 2]);
                }

                faceObj.scaleSelf(prim.Scale.X, prim.Scale.Z, prim.Scale.Y);
                faceObj.transform(m);
                faceObj.setPos(primPos);

                renderer.Scene.addObject(meshName, faceObj);
                renderer.SetObjectMaterial(meshName, materialName);
            }
        }
Beispiel #3
0
        private void CreatePrim(WarpRenderer renderer, SceneObjectPart prim,
                                bool useTextures)
        {
            const float MIN_SIZE_SQUARE = 4f;

            if ((PCode)prim.Shape.PCode != PCode.Prim)
            {
                return;
            }
            float primScaleLenSquared = prim.Scale.LengthSquared();

            if (primScaleLenSquared < MIN_SIZE_SQUARE)
            {
                return;
            }

            FacetedMesh renderMesh = null;
            Primitive   omvPrim    = prim.Shape.ToOmvPrimitive(prim.OffsetPosition, prim.RotationOffset);

            if (m_renderMeshes)
            {
                if (omvPrim.Sculpt != null && omvPrim.Sculpt.SculptTexture != UUID.Zero)
                {
                    // Try fetchinng the asset
                    byte[] sculptAsset = m_scene.AssetService.GetData(omvPrim.Sculpt.SculptTexture.ToString());
                    if (sculptAsset != null)
                    {
                        // Is it a mesh?
                        if (omvPrim.Sculpt.Type == SculptType.Mesh)
                        {
                            AssetMesh meshAsset = new AssetMesh(omvPrim.Sculpt.SculptTexture, sculptAsset);
                            FacetedMesh.TryDecodeFromAsset(omvPrim, meshAsset, DetailLevel.Highest, out renderMesh);
                            meshAsset = null;
                        }
                        else // It's sculptie
                        {
                            IJ2KDecoder imgDecoder = m_scene.RequestModuleInterface <IJ2KDecoder>();
                            if (imgDecoder != null)
                            {
                                Image sculpt = imgDecoder.DecodeToImage(sculptAsset);
                                if (sculpt != null)
                                {
                                    renderMesh = m_primMesher.GenerateFacetedSculptMesh(omvPrim, (Bitmap)sculpt,
                                                                                        DetailLevel.Medium);
                                    sculpt.Dispose();
                                }
                            }
                        }
                    }
                }
            }

            // If not a mesh or sculptie, try the regular mesher
            if (renderMesh == null)
            {
                renderMesh = m_primMesher.GenerateFacetedMesh(omvPrim, DetailLevel.Medium);
            }

            if (renderMesh == null)
            {
                return;
            }

            string primID = prim.UUID.ToString();

            // Create the prim faces
            // TODO: Implement the useTextures flag behavior
            for (int i = 0; i < renderMesh.Faces.Count; i++)
            {
                Face   face     = renderMesh.Faces[i];
                string meshName = primID + i.ToString();

                // Avoid adding duplicate meshes to the scene
                if (renderer.Scene.objectData.ContainsKey(meshName))
                {
                    continue;
                }

                warp_Object faceObj = new warp_Object();
                for (int j = 0; j < face.Vertices.Count; j++)
                {
                    Vertex      v    = face.Vertices[j];
                    warp_Vector pos  = ConvertVector(v.Position);
                    warp_Vertex vert = new warp_Vertex(pos, v.TexCoord.X, v.TexCoord.Y);
                    faceObj.addVertex(vert);
                }

                for (int j = 0; j < face.Indices.Count; j += 3)
                {
                    faceObj.addTriangle(
                        face.Indices[j + 0],
                        face.Indices[j + 1],
                        face.Indices[j + 2]);
                }

                Primitive.TextureEntryFace teFace = prim.Shape.Textures.GetFace((uint)i);
                Color4 faceColor    = GetFaceColor(teFace);
                string materialName = String.Empty;
                if (m_texturePrims && primScaleLenSquared > m_texturePrimSize * m_texturePrimSize)
                {
                    materialName = GetOrCreateMaterial(renderer, faceColor, teFace.TextureID);
                }
                else
                {
                    materialName = GetOrCreateMaterial(renderer, faceColor);
                }

                warp_Vector     primPos = ConvertVector(prim.GetWorldPosition());
                warp_Quaternion primRot = ConvertQuaternion(prim.GetWorldRotation());
                warp_Matrix     m       = warp_Matrix.quaternionMatrix(primRot);
                faceObj.transform(m);
                faceObj.setPos(primPos);
                faceObj.scaleSelf(prim.Scale.X, prim.Scale.Z, prim.Scale.Y);

                renderer.Scene.addObject(meshName, faceObj);
                renderer.SetObjectMaterial(meshName, materialName);
            }
        }
Beispiel #4
0
        /// <summary>
        ///     Creates a faceted mesh from a primitive.
        /// </summary>
        /// <param name="Client">the client to use for meshing</param>
        /// <param name="primitive">the primitive to convert</param>
        /// <param name="mesher">the mesher to use</param>
        /// <param name="facetedMesh">a reference to an output facted mesh object</param>
        /// <param name="millisecondsTimeout">the services timeout</param>
        /// <returns>true if the mesh could be created successfully</returns>
        public static bool MakeFacetedMesh(GridClient Client, Primitive primitive, MeshmerizerR mesher,
                                           ref FacetedMesh facetedMesh,
                                           uint millisecondsTimeout)
        {
            if (primitive.Sculpt == null || primitive.Sculpt.SculptTexture.Equals(UUID.Zero))
            {
                facetedMesh = mesher.GenerateFacetedMesh(primitive, DetailLevel.Highest);
                return(true);
            }
            if (!primitive.Sculpt.Type.Equals(SculptType.Mesh))
            {
                byte[] assetData = null;
                switch (!Client.Assets.Cache.HasAsset(primitive.Sculpt.SculptTexture))
                {
                case true:
                    Locks.ClientInstanceAssetsLock.EnterReadLock();
                    var ImageDownloadedEvent = new ManualResetEventSlim(false);
                    Client.Assets.RequestImage(primitive.Sculpt.SculptTexture, (state, args) =>
                    {
                        if (!state.Equals(TextureRequestState.Finished))
                        {
                            return;
                        }
                        assetData = args.AssetData;
                        ImageDownloadedEvent.Set();
                    });
                    if (!ImageDownloadedEvent.Wait((int)millisecondsTimeout))
                    {
                        Locks.ClientInstanceAssetsLock.ExitReadLock();
                        return(false);
                    }
                    Locks.ClientInstanceAssetsLock.ExitReadLock();
                    break;

                default:
                    assetData = Client.Assets.Cache.GetCachedAssetBytes(primitive.Sculpt.SculptTexture);
                    break;
                }
                Image        image;
                ManagedImage managedImage;
                switch (!OpenJPEG.DecodeToImage(assetData, out managedImage))
                {
                case true:
                    return(false);

                default:
                    if ((managedImage.Channels & ManagedImage.ImageChannels.Alpha) != 0)
                    {
                        managedImage.ConvertChannels(managedImage.Channels & ~ManagedImage.ImageChannels.Alpha);
                    }
                    image = LoadTGAClass.LoadTGA(new MemoryStream(managedImage.ExportTGA()));
                    break;
                }
                facetedMesh = mesher.GenerateFacetedSculptMesh(primitive, (Bitmap)image, DetailLevel.Highest);
                return(true);
            }
            FacetedMesh localFacetedMesh    = null;
            var         MeshDownloadedEvent = new ManualResetEventSlim(false);

            Locks.ClientInstanceAssetsLock.EnterReadLock();
            Client.Assets.RequestMesh(primitive.Sculpt.SculptTexture, (success, meshAsset) =>
            {
                FacetedMesh.TryDecodeFromAsset(primitive, meshAsset, DetailLevel.Highest, out localFacetedMesh);
                MeshDownloadedEvent.Set();
            });

            if (!MeshDownloadedEvent.Wait((int)millisecondsTimeout))
            {
                Locks.ClientInstanceAssetsLock.ExitReadLock();
                return(false);
            }
            Locks.ClientInstanceAssetsLock.ExitReadLock();

            switch (localFacetedMesh != null)
            {
            case true:
                facetedMesh = localFacetedMesh;
                return(true);

            default:
                return(false);
            }
        }
Beispiel #5
0
        private void UpdatePrimBlocking(Primitive prim)
        {
            FacetedMesh mesh         = null;
            FacetedMesh existingMesh = null;

            lock (Prims)
            {
                if (Prims.ContainsKey(prim.LocalID))
                {
                    existingMesh = Prims[prim.LocalID];
                }
            }

            if (prim.Textures == null)
            {
                return;
            }

            try
            {
                if (prim.Sculpt != null && prim.Sculpt.SculptTexture != UUID.Zero)
                {
                    if (prim.Sculpt.Type != SculptType.Mesh)
                    { // Regular sculptie
                        Image img = null;
                        if (!LoadTexture(prim.Sculpt.SculptTexture, ref img, true))
                        {
                            return;
                        }
                        mesh = renderer.GenerateFacetedSculptMesh(prim, (Bitmap)img, DetailLevel.Highest);
                    }
                    else
                    { // Mesh
                        AutoResetEvent gotMesh     = new AutoResetEvent(false);
                        bool           meshSuccess = false;

                        Client.Assets.RequestMesh(prim.Sculpt.SculptTexture, (success, meshAsset) =>
                        {
                            if (!success || !FacetedMesh.TryDecodeFromAsset(prim, meshAsset, DetailLevel.Highest, out mesh))
                            {
                                Logger.Log("Failed to fetch or decode the mesh asset", Helpers.LogLevel.Warning, Client);
                            }
                            else
                            {
                                meshSuccess = true;
                            }
                            gotMesh.Set();
                        });

                        if (!gotMesh.WaitOne(20 * 1000, false))
                        {
                            return;
                        }
                        if (!meshSuccess)
                        {
                            return;
                        }
                    }
                }
                else
                {
                    mesh = renderer.GenerateFacetedMesh(prim, DetailLevel.Highest);
                }
            }
            catch
            {
                return;
            }

            // Create a FaceData struct for each face that stores the 3D data
            // in a OpenGL friendly format
            for (int j = 0; j < mesh.Faces.Count; j++)
            {
                Face     face = mesh.Faces[j];
                FaceData data = new FaceData
                {
                    Vertices = new float[face.Vertices.Count * 3],
                    Normals  = new float[face.Vertices.Count * 3]
                };

                // Vertices for this face
                for (int k = 0; k < face.Vertices.Count; k++)
                {
                    data.Vertices[k * 3 + 0] = face.Vertices[k].Position.X;
                    data.Vertices[k * 3 + 1] = face.Vertices[k].Position.Y;
                    data.Vertices[k * 3 + 2] = face.Vertices[k].Position.Z;

                    data.Normals[k * 3 + 0] = face.Vertices[k].Normal.X;
                    data.Normals[k * 3 + 1] = face.Vertices[k].Normal.Y;
                    data.Normals[k * 3 + 2] = face.Vertices[k].Normal.Z;
                }

                // Indices for this face
                data.Indices = face.Indices.ToArray();

                // Texture transform for this face
                Primitive.TextureEntryFace teFace = prim.Textures.GetFace((uint)j);
                renderer.TransformTexCoords(face.Vertices, face.Center, teFace, prim.Scale);

                // Texcoords for this face
                data.TexCoords = new float[face.Vertices.Count * 2];
                for (int k = 0; k < face.Vertices.Count; k++)
                {
                    data.TexCoords[k * 2 + 0] = face.Vertices[k].TexCoord.X;
                    data.TexCoords[k * 2 + 1] = face.Vertices[k].TexCoord.Y;
                }

                // Set the UserData for this face to our FaceData struct
                face.UserData = data;
                mesh.Faces[j] = face;


                if (existingMesh != null &&
                    j < existingMesh.Faces.Count &&
                    existingMesh.Faces[j].TextureFace.TextureID == teFace.TextureID &&
                    ((FaceData)existingMesh.Faces[j].UserData).TextureInfo.TexturePointer != 0
                    )
                {
                    FaceData existingData = (FaceData)existingMesh.Faces[j].UserData;
                    data.TextureInfo.TexturePointer = existingData.TextureInfo.TexturePointer;
                }
                else
                {
                    var textureItem = new TextureLoadItem()
                    {
                        Data   = data,
                        Prim   = prim,
                        TeFace = teFace
                    };

                    PendingTextures.Enqueue(textureItem);
                }
            }

            lock (Prims)
            {
                Prims[prim.LocalID] = mesh;
            }
            SafeInvalidate();
        }
        void CreatePrim(WarpRenderer renderer, ISceneChildEntity prim, bool texturePrims)
        {
            try {
                if ((PCode)prim.Shape.PCode != PCode.Prim)
                {
                    return;
                }
                if (prim.Scale.LengthSquared() < MIN_PRIM_SIZE * MIN_PRIM_SIZE)
                {
                    return;
                }

                Primitive   omvPrim    = prim.Shape.ToOmvPrimitive(prim.OffsetPosition, prim.GetRotationOffset());
                FacetedMesh renderMesh = null;

                // Are we dealing with a sculptie or mesh?
                if (omvPrim.Sculpt != null && omvPrim.Sculpt.SculptTexture != UUID.Zero)
                {
                    // Try fetching the asset
                    byte [] sculptAsset = m_scene.AssetService.GetData(omvPrim.Sculpt.SculptTexture.ToString());
                    if (sculptAsset != null)
                    {
                        // Is it a mesh?
                        if (omvPrim.Sculpt.Type == SculptType.Mesh)
                        {
                            AssetMesh meshAsset = new AssetMesh(omvPrim.Sculpt.SculptTexture, sculptAsset);
                            FacetedMesh.TryDecodeFromAsset(omvPrim, meshAsset, DetailLevel.Highest, out renderMesh);
                            meshAsset = null;
                        }
                        else   // It's sculptie
                        {
                            Image sculpt = m_imgDecoder.DecodeToImage(sculptAsset);
                            if (sculpt != null)
                            {
                                renderMesh = m_primMesher.GenerateFacetedSculptMesh(omvPrim, (Bitmap)sculpt,
                                                                                    DetailLevel.Medium);
                                sculpt.Dispose();
                            }
                        }
                        sculptAsset = null;
                    }
                    else
                    {
                        // missing sculpt data... replace with something
                        renderMesh = m_primMesher.GenerateFacetedMesh(omvPrim, DetailLevel.Medium);
                    }
                }
                else   // Prim
                {
                    renderMesh = m_primMesher.GenerateFacetedMesh(omvPrim, DetailLevel.Medium);
                }

                if (renderMesh == null)
                {
                    return;
                }

                warp_Vector     primPos = ConvertVector(prim.GetWorldPosition());
                warp_Quaternion primRot = ConvertQuaternion(prim.GetRotationOffset());

                warp_Matrix m = warp_Matrix.quaternionMatrix(primRot);

                if (prim.ParentID != 0)
                {
                    ISceneEntity group = m_scene.GetGroupByPrim(prim.LocalId);
                    if (group != null)
                    {
                        m.transform(warp_Matrix.quaternionMatrix(ConvertQuaternion(group.RootChild.GetRotationOffset())));
                    }
                }

                warp_Vector primScale = ConvertVector(prim.Scale);

                string primID = prim.UUID.ToString();

                // Create the prim faces
                for (int i = 0; i < renderMesh.Faces.Count; i++)
                {
                    Face   renderFace = renderMesh.Faces [i];
                    string meshName   = primID + "-Face-" + i;

                    warp_Object faceObj = new warp_Object(renderFace.Vertices.Count, renderFace.Indices.Count / 3);

                    foreach (Vertex v in renderFace.Vertices)
                    {
                        warp_Vector pos  = ConvertVector(v.Position);
                        warp_Vector norm = ConvertVector(v.Normal);

                        if (prim.Shape.SculptTexture == UUID.Zero)
                        {
                            norm = norm.reverse();
                        }
                        warp_Vertex vert = new warp_Vertex(pos, norm, v.TexCoord.X, v.TexCoord.Y);

                        faceObj.addVertex(vert);
                    }

                    for (int j = 0; j < renderFace.Indices.Count;)
                    {
                        faceObj.addTriangle(
                            renderFace.Indices [j++],
                            renderFace.Indices [j++],
                            renderFace.Indices [j++]);
                    }

                    Primitive.TextureEntryFace teFace = prim.Shape.Textures.GetFace((uint)i);
                    string materialName;
                    Color4 faceColor = GetFaceColor(teFace);

                    if (texturePrims && (prim.Scale.LengthSquared() > m_texturePrimSize))
                    {
                        materialName = GetOrCreateMaterial(renderer, faceColor, teFace.TextureID);
                    }
                    else
                    {
                        materialName = GetOrCreateMaterial(renderer, faceColor);
                    }

                    faceObj.transform(m);
                    faceObj.setPos(primPos);
                    faceObj.scaleSelf(primScale.x, primScale.y, primScale.z);

                    renderer.Scene.addObject(meshName, faceObj);

                    renderer.SetObjectMaterial(meshName, materialName);

                    faceObj = null;
                }
                renderMesh.Faces.Clear();
                renderMesh = null;
            } catch (Exception ex) {
                MainConsole.Instance.Warn("[WarpTile generator]: Exception creating prim, " + ex);
            }
        }
        public PrimDisplayData ExtractPrimMesh(SceneObjectPart part, GroupLoader.LoaderParams parms, HashSet <UUID> fullPermTextures)
        {
            Primitive prim = part.Shape.ToOmvPrimitive(part.OffsetPosition, part.RotationOffset);

            //always generate at scale 1.0 and export the true scale for each part
            prim.Scale = new Vector3(1, 1, 1);

            FacetedMesh mesh;

            try
            {
                if (prim.Sculpt != null && prim.Sculpt.SculptTexture != UUID.Zero)
                {
                    if (prim.Sculpt.Type != SculptType.Mesh)
                    { // Regular sculptie
                        Image img = null;
                        if (!LoadTexture(prim.Sculpt.SculptTexture, ref img, true))
                        {
                            return(null);
                        }

                        mesh = _renderer.GenerateFacetedSculptMesh(prim, (Bitmap)img, DetailLevel.Highest);
                        img.Dispose();
                    }
                    else
                    { // Mesh
                        var meshAsset = _stratus.RequestAssetSync(prim.Sculpt.SculptTexture);
                        if (!FacetedMesh.TryDecodeFromAsset(prim, new OpenMetaverse.Assets.AssetMesh(prim.Sculpt.SculptTexture, meshAsset.Data), DetailLevel.Highest, out mesh))
                        {
                            return(null);
                        }
                    }
                }
                else
                {
                    mesh = _renderer.GenerateFacetedMesh(prim, DetailLevel.Highest);
                }
            }
            catch
            {
                return(null);
            }

            // Create a FaceData struct for each face that stores the 3D data
            // in a OpenGL friendly format
            for (int j = 0; j < mesh.Faces.Count; j++)
            {
                Face face = mesh.Faces[j];
                PrimFace.FaceData data = new PrimFace.FaceData();

                // Vertices for this face
                data.Vertices = new float[face.Vertices.Count * 3];
                data.Normals  = new float[face.Vertices.Count * 3];
                for (int k = 0; k < face.Vertices.Count; k++)
                {
                    data.Vertices[k * 3 + 0] = face.Vertices[k].Position.X;
                    data.Vertices[k * 3 + 1] = face.Vertices[k].Position.Y;
                    data.Vertices[k * 3 + 2] = face.Vertices[k].Position.Z;

                    data.Normals[k * 3 + 0] = face.Vertices[k].Normal.X;
                    data.Normals[k * 3 + 1] = face.Vertices[k].Normal.Y;
                    data.Normals[k * 3 + 2] = face.Vertices[k].Normal.Z;
                }

                // Indices for this face
                data.Indices = face.Indices.ToArray();

                // Texture transform for this face
                Primitive.TextureEntryFace teFace = prim.Textures.GetFace((uint)j);

                //not sure where this bug is coming from, but in order for sculpt textures
                //to line up, we need to flip V here
                if (prim.Sculpt != null && prim.Sculpt.Type != SculptType.None && prim.Sculpt.Type != SculptType.Mesh)
                {
                    teFace.RepeatV *= -1.0f;
                }

                _renderer.TransformTexCoords(face.Vertices, face.Center, teFace, prim.Scale);

                // Texcoords for this face
                data.TexCoords = new float[face.Vertices.Count * 2];
                for (int k = 0; k < face.Vertices.Count; k++)
                {
                    data.TexCoords[k * 2 + 0] = face.Vertices[k].TexCoord.X;
                    data.TexCoords[k * 2 + 1] = face.Vertices[k].TexCoord.Y;
                }

                if (((parms.Checks & LoaderChecks.TexturesMustBeFullPerm) != 0))
                {
                    if (teFace.TextureID != UUID.Zero && !fullPermTextures.Contains(teFace.TextureID))
                    {
                        teFace.TextureID = UUID.Zero;
                    }
                }

                //store the actual texture
                data.TextureInfo = new PrimFace.TextureInfo {
                    TextureID = teFace.TextureID
                };

                // Set the UserData for this face to our FaceData struct
                face.UserData = data;
                mesh.Faces[j] = face;
            }


            var pos = part.IsRootPart() ? part.RawGroupPosition : part.OffsetPosition;

            return(new PrimDisplayData {
                Mesh = mesh, IsRootPrim = part.IsRootPart(),
                OffsetPosition = pos, OffsetRotation = part.RotationOffset,
                Scale = part.Scale,
                ShapeHash = _objectHasher.GetMeshShapeHash(part.Shape),
                MaterialHash = _objectHasher.GetMeshMaterialHash(prim),
                LinkNum = part.LinkNum
            });
        }