Beispiel #1
0
        public ConvexHullSet GetConvexHulls(LLPrimitive prim)
        {
            ConvexHullSet hullSet;
            ulong         physicsKey = prim.GetPhysicsKey();

            // Try a cache lookup first
            if (m_meshCache != null && m_meshCache.TryGetConvexHullSet(physicsKey, BASIC_MESH_LOD, out hullSet))
            {
                return(hullSet);
            }

            // FIXME: Implement this
            return(null);
        }
Beispiel #2
0
        public BasicMesh GetBasicMesh(LLPrimitive prim)
        {
            BasicMesh mesh;
            OpenMetaverseMesh omvMesh = null;
            ulong physicsKey = prim.GetPhysicsKey();

            // Try a cache lookup first
            if (m_meshCache != null && m_meshCache.TryGetBasicMesh(physicsKey, BASIC_MESH_LOD, out mesh))
                return mesh;

            // Can't go any further without a prim renderer
            if (m_renderer == null)
                return null;

            if (prim.Prim.Sculpt != null && prim.Prim.Sculpt.SculptTexture != UUID.Zero)
            {
                // Sculpty meshing
                Bitmap sculptTexture = GetSculptMap(prim.Prim.Sculpt.SculptTexture);
                if (sculptTexture != null)
                    omvMesh = m_renderer.GenerateSimpleSculptMesh(prim.Prim, sculptTexture, OpenMetaverse.Rendering.DetailLevel.Low);
            }
            else
            {
                // Basic prim meshing
                omvMesh = m_renderer.GenerateSimpleMesh(prim.Prim, OpenMetaverse.Rendering.DetailLevel.Medium);
            }

            if (omvMesh == null)
                return null;

            #if DEBUG
            for (int i = 0; i < omvMesh.Indices.Count; i++)
                System.Diagnostics.Debug.Assert(omvMesh.Indices[i] < omvMesh.Vertices.Count, "Mesh index is out of range");
            #endif

            // Convert the OpenMetaverse.Rendering mesh to a BasicMesh
            mesh = new BasicMesh();
            mesh.Vertices = new Vector3[omvMesh.Vertices.Count];
            for (int i = 0; i < omvMesh.Vertices.Count; i++)
                mesh.Vertices[i] = omvMesh.Vertices[i].Position;
            mesh.Indices = omvMesh.Indices.ToArray();

            mesh.Volume = Util.GetMeshVolume(mesh, Vector3.One);

            // Store the result in the mesh cache, if we have one
            if (m_meshCache != null)
                m_meshCache.StoreBasicMesh(physicsKey, BASIC_MESH_LOD, mesh);

            return mesh;
        }
Beispiel #3
0
        public BasicMesh GetBasicMesh(LLPrimitive prim)
        {
            BasicMesh         mesh;
            OpenMetaverseMesh omvMesh    = null;
            ulong             physicsKey = prim.GetPhysicsKey();

            // Try a cache lookup first
            if (m_meshCache != null && m_meshCache.TryGetBasicMesh(physicsKey, BASIC_MESH_LOD, out mesh))
            {
                return(mesh);
            }

            // Can't go any further without a prim renderer
            if (m_renderer == null)
            {
                return(null);
            }

            if (prim.Prim.Sculpt != null && prim.Prim.Sculpt.SculptTexture != UUID.Zero)
            {
                // Sculpty meshing
                Bitmap sculptTexture = GetSculptMap(prim.Prim.Sculpt.SculptTexture);
                if (sculptTexture != null)
                {
                    omvMesh = m_renderer.GenerateSimpleSculptMesh(prim.Prim, sculptTexture, OpenMetaverse.Rendering.DetailLevel.Low);
                }
            }
            else
            {
                // Basic prim meshing
                omvMesh = m_renderer.GenerateSimpleMesh(prim.Prim, OpenMetaverse.Rendering.DetailLevel.Medium);
            }

            if (omvMesh == null)
            {
                return(null);
            }

#if DEBUG
            for (int i = 0; i < omvMesh.Indices.Count; i++)
            {
                System.Diagnostics.Debug.Assert(omvMesh.Indices[i] < omvMesh.Vertices.Count, "Mesh index is out of range");
            }
#endif

            // Convert the OpenMetaverse.Rendering mesh to a BasicMesh
            mesh          = new BasicMesh();
            mesh.Vertices = new Vector3[omvMesh.Vertices.Count];
            for (int i = 0; i < omvMesh.Vertices.Count; i++)
            {
                mesh.Vertices[i] = omvMesh.Vertices[i].Position;
            }
            mesh.Indices = omvMesh.Indices.ToArray();

            mesh.Volume = Util.GetMeshVolume(mesh, Vector3.One);

            // Store the result in the mesh cache, if we have one
            if (m_meshCache != null)
            {
                m_meshCache.StoreBasicMesh(physicsKey, BASIC_MESH_LOD, mesh);
            }

            return(mesh);
        }
Beispiel #4
0
        public RenderingMesh GetRenderingMesh(LLPrimitive prim, DetailLevel lod)
        {
            RenderingMesh mesh;
            ulong         physicsKey = prim.GetPhysicsKey();

            // Try a cache lookup first
            if (m_meshCache != null && m_meshCache.TryGetRenderingMesh(physicsKey, lod, out mesh))
            {
                return(mesh);
            }

            // Can't go any further without a prim renderer
            if (m_renderer == null)
            {
                return(null);
            }

            // Convert our DetailLevel to the OpenMetaverse.Rendering DetailLevel
            OpenMetaverse.Rendering.DetailLevel detailLevel;
            switch (lod)
            {
            case DetailLevel.Low:
                detailLevel = OpenMetaverse.Rendering.DetailLevel.Low;
                break;

            case DetailLevel.Medium:
                detailLevel = OpenMetaverse.Rendering.DetailLevel.Medium;
                break;

            case DetailLevel.High:
                detailLevel = OpenMetaverse.Rendering.DetailLevel.High;
                break;

            case DetailLevel.Highest:
            default:
                detailLevel = OpenMetaverse.Rendering.DetailLevel.Highest;
                break;
            }

            FacetedMesh facetedMesh = null;

            if (prim.Prim.Sculpt != null && prim.Prim.Sculpt.SculptTexture != UUID.Zero)
            {
                // Sculpty meshing
                Bitmap sculptTexture = GetSculptMap(prim.Prim.Sculpt.SculptTexture);
                if (sculptTexture != null)
                {
                    facetedMesh = m_renderer.GenerateFacetedSculptMesh(prim.Prim, sculptTexture, detailLevel);
                }
            }
            else
            {
                // Basic prim meshing
                facetedMesh = m_renderer.GenerateFacetedMesh(prim.Prim, detailLevel);
            }

            if (facetedMesh != null)
            {
                #region FacetedMesh to RenderingMesh Conversion

                mesh       = new RenderingMesh();
                mesh.Faces = new RenderingMesh.Face[facetedMesh.Faces.Count];
                for (int i = 0; i < facetedMesh.Faces.Count; i++)
                {
                    Face face = facetedMesh.Faces[i];

                    Vertex[] vertices = new Vertex[face.Vertices.Count];
                    for (int j = 0; j < face.Vertices.Count; j++)
                    {
                        OpenMetaverse.Rendering.Vertex omvrVertex = face.Vertices[j];
                        vertices[j] = new Vertex {
                            Position = omvrVertex.Position, Normal = omvrVertex.Normal, TexCoord = omvrVertex.TexCoord
                        };
                    }
                    ushort[] indices = face.Indices.ToArray();

                    mesh.Faces[i] = new RenderingMesh.Face {
                        Vertices = vertices, Indices = indices
                    };
                }

                #endregion FacetedMesh to RenderingMesh Conversion

                // Store the result in the mesh cache, if we have one
                if (m_meshCache != null)
                {
                    m_meshCache.StoreRenderingMesh(physicsKey, lod, mesh);
                }

                return(mesh);
            }
            else
            {
                return(null);
            }
        }
Beispiel #5
0
        public RenderingMesh GetRenderingMesh(LLPrimitive prim, DetailLevel lod)
        {
            RenderingMesh mesh;
            ulong physicsKey = prim.GetPhysicsKey();

            // Try a cache lookup first
            if (m_meshCache != null && m_meshCache.TryGetRenderingMesh(physicsKey, lod, out mesh))
                return mesh;

            // Can't go any further without a prim renderer
            if (m_renderer == null)
                return null;

            // Convert our DetailLevel to the OpenMetaverse.Rendering DetailLevel
            OpenMetaverse.Rendering.DetailLevel detailLevel;
            switch (lod)
            {
                case DetailLevel.Low:
                    detailLevel = OpenMetaverse.Rendering.DetailLevel.Low;
                    break;
                case DetailLevel.Medium:
                    detailLevel = OpenMetaverse.Rendering.DetailLevel.Medium;
                    break;
                case DetailLevel.High:
                    detailLevel = OpenMetaverse.Rendering.DetailLevel.High;
                    break;
                case DetailLevel.Highest:
                default:
                    detailLevel = OpenMetaverse.Rendering.DetailLevel.Highest;
                    break;
            }

            FacetedMesh facetedMesh = null;

            if (prim.Prim.Sculpt != null && prim.Prim.Sculpt.SculptTexture != UUID.Zero)
            {
                // Sculpty meshing
                Bitmap sculptTexture = GetSculptMap(prim.Prim.Sculpt.SculptTexture);
                if (sculptTexture != null)
                    facetedMesh = m_renderer.GenerateFacetedSculptMesh(prim.Prim, sculptTexture, detailLevel);
            }
            else
            {
                // Basic prim meshing
                facetedMesh = m_renderer.GenerateFacetedMesh(prim.Prim, detailLevel);
            }

            if (facetedMesh != null)
            {
                #region FacetedMesh to RenderingMesh Conversion

                mesh = new RenderingMesh();
                mesh.Faces = new RenderingMesh.Face[facetedMesh.Faces.Count];
                for (int i = 0; i < facetedMesh.Faces.Count; i++)
                {
                    Face face = facetedMesh.Faces[i];

                    Vertex[] vertices = new Vertex[face.Vertices.Count];
                    for (int j = 0; j < face.Vertices.Count; j++)
                    {
                        OpenMetaverse.Rendering.Vertex omvrVertex = face.Vertices[j];
                        vertices[j] = new Vertex { Position = omvrVertex.Position, Normal = omvrVertex.Normal, TexCoord = omvrVertex.TexCoord };
                    }
                    ushort[] indices = face.Indices.ToArray();

                    mesh.Faces[i] = new RenderingMesh.Face { Vertices = vertices, Indices = indices };
                }

                #endregion FacetedMesh to RenderingMesh Conversion

                // Store the result in the mesh cache, if we have one
                if (m_meshCache != null)
                    m_meshCache.StoreRenderingMesh(physicsKey, lod, mesh);

                return mesh;
            }
            else
            {
                return null;
            }
        }
Beispiel #6
0
        public ConvexHullSet GetConvexHulls(LLPrimitive prim)
        {
            ConvexHullSet hullSet;
            ulong physicsKey = prim.GetPhysicsKey();

            // Try a cache lookup first
            if (m_meshCache != null && m_meshCache.TryGetConvexHullSet(physicsKey, BASIC_MESH_LOD, out hullSet))
                return hullSet;

            // FIXME: Implement this
            return null;
        }