internal Profile(int sides, float profileStart, float profileEnd, float hollow, int hollowSides, bool createFaces, bool calcVertexNormals) { this.calcVertexNormals = calcVertexNormals; this.coords = new List<Coord>(); this.faces = new List<Face>(); this.vertexNormals = new List<Coord>(); this.us = new List<float>(); this.faceUVs = new List<UVCoord>(); this.faceNumbers = new List<int>(); Coord center = new Coord(0.0f, 0.0f, 0.0f); //bool hasCenter = false; List<Coord> hollowCoords = new List<Coord>(); List<Coord> hollowNormals = new List<Coord>(); List<float> hollowUs = new List<float>(); if (calcVertexNormals) { this.outerCoordIndices = new List<int>(); this.hollowCoordIndices = new List<int>(); this.cut1CoordIndices = new List<int>(); this.cut2CoordIndices = new List<int>(); } bool hasHollow = (hollow > 0.0f); bool hasProfileCut = (profileStart > 0.0f || profileEnd < 1.0f); AngleList angles = new AngleList(); AngleList hollowAngles = new AngleList(); float xScale = 0.5f; float yScale = 0.5f; if (sides == 4) // corners of a square are sqrt(2) from center { xScale = 0.707f; yScale = 0.707f; } float startAngle = profileStart * twoPi; float stopAngle = profileEnd * twoPi; try { angles.makeAngles(sides, startAngle, stopAngle); } catch (Exception ex) { errorMessage = "makeAngles failed: Exception: " + ex.ToString() + "\nsides: " + sides.ToString() + " startAngle: " + startAngle.ToString() + " stopAngle: " + stopAngle.ToString(); return; } this.numOuterVerts = angles.angles.Count; // flag to create as few triangles as possible for 3 or 4 side profile bool simpleFace = (sides < 5 && !hasHollow && !hasProfileCut); if (hasHollow) { if (sides == hollowSides) hollowAngles = angles; else { try { hollowAngles.makeAngles(hollowSides, startAngle, stopAngle); } catch (Exception ex) { errorMessage = "makeAngles failed: Exception: " + ex.ToString() + "\nsides: " + sides.ToString() + " startAngle: " + startAngle.ToString() + " stopAngle: " + stopAngle.ToString(); return; } } this.numHollowVerts = hollowAngles.angles.Count; } else if (!simpleFace) { this.coords.Add(center); //hasCenter = true; if (this.calcVertexNormals) this.vertexNormals.Add(new Coord(0.0f, 0.0f, 1.0f)); this.us.Add(0.0f); } float z = 0.0f; Angle angle; Coord newVert = new Coord(); if (hasHollow && hollowSides != sides) { int numHollowAngles = hollowAngles.angles.Count; for (int i = 0; i < numHollowAngles; i++) { angle = hollowAngles.angles[i]; newVert.X = hollow * xScale * angle.X; newVert.Y = hollow * yScale * angle.Y; newVert.Z = z; hollowCoords.Add(newVert); if (this.calcVertexNormals) { if (hollowSides < 5) hollowNormals.Add(hollowAngles.normals[i].Invert()); else hollowNormals.Add(new Coord(-angle.X, -angle.Y, 0.0f)); hollowUs.Add(angle.angle * hollow); } } } int index = 0; int numAngles = angles.angles.Count; for (int i = 0; i < numAngles; i++) { angle = angles.angles[i]; newVert.X = angle.X * xScale; newVert.Y = angle.Y * yScale; newVert.Z = z; this.coords.Add(newVert); if (this.calcVertexNormals) { this.outerCoordIndices.Add(this.coords.Count - 1); if (sides < 5) { this.vertexNormals.Add(angles.normals[i]); float u = angle.angle; this.us.Add(u); } else { this.vertexNormals.Add(new Coord(angle.X, angle.Y, 0.0f)); this.us.Add(angle.angle); } } if (hasHollow) { if (hollowSides == sides) { newVert.X *= hollow; newVert.Y *= hollow; newVert.Z = z; hollowCoords.Add(newVert); if (this.calcVertexNormals) { if (sides < 5) { hollowNormals.Add(angles.normals[i].Invert()); } else hollowNormals.Add(new Coord(-angle.X, -angle.Y, 0.0f)); hollowUs.Add(angle.angle * hollow); } } } else if (!simpleFace && createFaces && angle.angle > 0.0001f) { Face newFace = new Face(); newFace.v1 = 0; newFace.v2 = index; newFace.v3 = index + 1; this.faces.Add(newFace); } index += 1; } if (hasHollow) { hollowCoords.Reverse(); if (this.calcVertexNormals) { hollowNormals.Reverse(); hollowUs.Reverse(); } if (createFaces) { //int numOuterVerts = this.coords.Count; //numOuterVerts = this.coords.Count; //int numHollowVerts = hollowCoords.Count; int numTotalVerts = this.numOuterVerts + this.numHollowVerts; if (this.numOuterVerts == this.numHollowVerts) { Face newFace = new Face(); for (int coordIndex = 0; coordIndex < this.numOuterVerts - 1; coordIndex++) { newFace.v1 = coordIndex; newFace.v2 = coordIndex + 1; newFace.v3 = numTotalVerts - coordIndex - 1; this.faces.Add(newFace); newFace.v1 = coordIndex + 1; newFace.v2 = numTotalVerts - coordIndex - 2; newFace.v3 = numTotalVerts - coordIndex - 1; this.faces.Add(newFace); } } else { if (this.numOuterVerts < this.numHollowVerts) { Face newFace = new Face(); int j = 0; // j is the index for outer vertices int maxJ = this.numOuterVerts - 1; for (int i = 0; i < this.numHollowVerts; i++) // i is the index for inner vertices { if (j < maxJ) if (angles.angles[j + 1].angle - hollowAngles.angles[i].angle < hollowAngles.angles[i].angle - angles.angles[j].angle + 0.000001f) { newFace.v1 = numTotalVerts - i - 1; newFace.v2 = j; newFace.v3 = j + 1; this.faces.Add(newFace); j += 1; } newFace.v1 = j; newFace.v2 = numTotalVerts - i - 2; newFace.v3 = numTotalVerts - i - 1; this.faces.Add(newFace); } } else // numHollowVerts < numOuterVerts { Face newFace = new Face(); int j = 0; // j is the index for inner vertices int maxJ = this.numHollowVerts - 1; for (int i = 0; i < this.numOuterVerts; i++) { if (j < maxJ) if (hollowAngles.angles[j + 1].angle - angles.angles[i].angle < angles.angles[i].angle - hollowAngles.angles[j].angle + 0.000001f) { newFace.v1 = i; newFace.v2 = numTotalVerts - j - 2; newFace.v3 = numTotalVerts - j - 1; this.faces.Add(newFace); j += 1; } newFace.v1 = numTotalVerts - j - 1; newFace.v2 = i; newFace.v3 = i + 1; this.faces.Add(newFace); } } } } if (calcVertexNormals) { foreach (Coord hc in hollowCoords) { this.coords.Add(hc); hollowCoordIndices.Add(this.coords.Count - 1); } } else this.coords.AddRange(hollowCoords); if (this.calcVertexNormals) { this.vertexNormals.AddRange(hollowNormals); this.us.AddRange(hollowUs); } } if (simpleFace && createFaces) { if (sides == 3) this.faces.Add(new Face(0, 1, 2)); else if (sides == 4) { this.faces.Add(new Face(0, 1, 2)); this.faces.Add(new Face(0, 2, 3)); } } if (calcVertexNormals && hasProfileCut) { if (hasHollow) { int lastOuterVertIndex = this.numOuterVerts - 1; this.cut1CoordIndices.Add(0); this.cut1CoordIndices.Add(this.coords.Count - 1); this.cut2CoordIndices.Add(lastOuterVertIndex + 1); this.cut2CoordIndices.Add(lastOuterVertIndex); this.cutNormal1.X = this.coords[0].Y - this.coords[this.coords.Count - 1].Y; this.cutNormal1.Y = -(this.coords[0].X - this.coords[this.coords.Count - 1].X); this.cutNormal2.X = this.coords[lastOuterVertIndex + 1].Y - this.coords[lastOuterVertIndex].Y; this.cutNormal2.Y = -(this.coords[lastOuterVertIndex + 1].X - this.coords[lastOuterVertIndex].X); } else { this.cutNormal1.X = this.vertexNormals[1].Y; this.cutNormal1.Y = -this.vertexNormals[1].X; this.cutNormal2.X = -this.vertexNormals[this.vertexNormals.Count - 2].Y; this.cutNormal2.Y = this.vertexNormals[this.vertexNormals.Count - 2].X; } this.cutNormal1.Normalize(); this.cutNormal2.Normalize(); } this.MakeFaceUVs(); hollowCoords = null; hollowNormals = null; hollowUs = null; if (calcVertexNormals) { // calculate prim face numbers // face number order is top, outer, hollow, bottom, start cut, end cut // I know it's ugly but so is the whole concept of prim face numbers int faceNum = 1; // start with outer faces int startVert = hasProfileCut && !hasHollow ? 1 : 0; if (startVert > 0) this.faceNumbers.Add(-1); for (int i = 0; i < this.numOuterVerts - 1; i++) this.faceNumbers.Add(sides < 5 ? faceNum++ : faceNum); //if (!hasHollow && !hasProfileCut) // this.bottomFaceNumber = faceNum++; this.faceNumbers.Add(hasProfileCut ? -1 : faceNum++); if (sides > 4 && (hasHollow || hasProfileCut)) faceNum++; if (hasHollow) { for (int i = 0; i < this.numHollowVerts; i++) this.faceNumbers.Add(faceNum); faceNum++; } //if (hasProfileCut || hasHollow) // this.bottomFaceNumber = faceNum++; this.bottomFaceNumber = faceNum++; if (hasHollow && hasProfileCut) this.faceNumbers.Add(faceNum++); for (int i = 0; i < this.faceNumbers.Count; i++) if (this.faceNumbers[i] == -1) this.faceNumbers[i] = faceNum++; this.numPrimFaces = faceNum; } }
/// <summary> /// Extrudes a profile along a path. /// </summary> public void Extrude(PathType pathType) { this.coords = new List<Coord>(); this.faces = new List<Face>(); if (this.viewerMode) { this.viewerFaces = new List<ViewerFace>(); this.calcVertexNormals = true; } if (this.calcVertexNormals) this.normals = new List<Coord>(); int steps = 1; float length = this.pathCutEnd - this.pathCutBegin; normalsProcessed = false; if (this.viewerMode && this.sides == 3) { // prisms don't taper well so add some vertical resolution // other prims may benefit from this but just do prisms for now if (Math.Abs(this.taperX) > 0.01 || Math.Abs(this.taperY) > 0.01) steps = (int)(steps * 4.5 * length); } float twistBegin = this.twistBegin / 360.0f * twoPi; float twistEnd = this.twistEnd / 360.0f * twoPi; float twistTotal = twistEnd - twistBegin; float twistTotalAbs = Math.Abs(twistTotal); if (twistTotalAbs > 0.01f) steps += (int)(twistTotalAbs * 3.66); // dahlia's magic number float hollow = this.hollow; // sanity checks float initialProfileRot = 0.0f; if (pathType == PathType.Circular) { if (this.sides == 3) { initialProfileRot = (float)Math.PI; if (this.hollowSides == 4) { if (hollow > 0.7f) hollow = 0.7f; hollow *= 0.707f; } else hollow *= 0.5f; } else if (this.sides == 4) { initialProfileRot = 0.25f * (float)Math.PI; if (this.hollowSides != 4) hollow *= 0.707f; } else if (this.sides > 4) { initialProfileRot = (float)Math.PI; if (this.hollowSides == 4) { if (hollow > 0.7f) hollow = 0.7f; hollow /= 0.7f; } } } else { if (this.sides == 3) { if (this.hollowSides == 4) { if (hollow > 0.7f) hollow = 0.7f; hollow *= 0.707f; } else hollow *= 0.5f; } else if (this.sides == 4) { initialProfileRot = 1.25f * (float)Math.PI; if (this.hollowSides != 4) hollow *= 0.707f; } else if (this.sides == 24 && this.hollowSides == 4) hollow *= 1.414f; } Profile profile = new Profile(this.sides, this.profileStart, this.profileEnd, hollow, this.hollowSides, true, calcVertexNormals); this.errorMessage = profile.errorMessage; this.numPrimFaces = profile.numPrimFaces; int cut1Vert = -1; int cut2Vert = -1; if (hasProfileCut) { cut1Vert = hasHollow ? profile.coords.Count - 1 : 0; cut2Vert = hasHollow ? profile.numOuterVerts - 1 : profile.numOuterVerts; } if (initialProfileRot != 0.0f) { profile.AddRot(new Quat(new Coord(0.0f, 0.0f, 1.0f), initialProfileRot)); if (viewerMode) profile.MakeFaceUVs(); } Coord lastCutNormal1 = new Coord(); Coord lastCutNormal2 = new Coord(); float lastV = 1.0f; Path path = new Path(); path.twistBegin = twistBegin; path.twistEnd = twistEnd; path.topShearX = topShearX; path.topShearY = topShearY; path.pathCutBegin = pathCutBegin; path.pathCutEnd = pathCutEnd; path.dimpleBegin = dimpleBegin; path.dimpleEnd = dimpleEnd; path.skew = skew; path.holeSizeX = holeSizeX; path.holeSizeY = holeSizeY; path.taperX = taperX; path.taperY = taperY; path.radius = radius; path.revolutions = revolutions; path.stepsPerRevolution = stepsPerRevolution; path.Create(pathType, steps); bool needEndFaces = false; if (pathType == PathType.Circular) { needEndFaces = false; if (this.pathCutBegin != 0.0f || this.pathCutEnd != 1.0f) needEndFaces = true; else if (this.taperX != 0.0f || this.taperY != 0.0f) needEndFaces = true; else if (this.skew != 0.0f) needEndFaces = true; else if (twistTotal != 0.0f) needEndFaces = true; else if (this.radius != 0.0f) needEndFaces = true; } else needEndFaces = true; for (int nodeIndex = 0; nodeIndex < path.pathNodes.Count; nodeIndex++) { PathNode node = path.pathNodes[nodeIndex]; Profile newLayer = profile.Copy(); newLayer.Scale(node.xScale, node.yScale); newLayer.AddRot(node.rotation); newLayer.AddPos(node.position); if (needEndFaces && nodeIndex == 0) { newLayer.FlipNormals(); // add the top faces to the viewerFaces list here if (this.viewerMode) { Coord faceNormal = newLayer.faceNormal; ViewerFace newViewerFace = new ViewerFace(profile.bottomFaceNumber); int numFaces = newLayer.faces.Count; List<Face> faces = newLayer.faces; for (int i = 0; i < numFaces; i++) { Face face = faces[i]; newViewerFace.v1 = newLayer.coords[face.v1]; newViewerFace.v2 = newLayer.coords[face.v2]; newViewerFace.v3 = newLayer.coords[face.v3]; newViewerFace.coordIndex1 = face.v1; newViewerFace.coordIndex2 = face.v2; newViewerFace.coordIndex3 = face.v3; newViewerFace.n1 = faceNormal; newViewerFace.n2 = faceNormal; newViewerFace.n3 = faceNormal; newViewerFace.uv1 = newLayer.faceUVs[face.v1]; newViewerFace.uv2 = newLayer.faceUVs[face.v2]; newViewerFace.uv3 = newLayer.faceUVs[face.v3]; this.viewerFaces.Add(newViewerFace); } } } // if (nodeIndex == 0) // append this layer int coordsLen = this.coords.Count; newLayer.AddValue2FaceVertexIndices(coordsLen); this.coords.AddRange(newLayer.coords); if (this.calcVertexNormals) { newLayer.AddValue2FaceNormalIndices(this.normals.Count); this.normals.AddRange(newLayer.vertexNormals); } if (node.percentOfPath < this.pathCutBegin + 0.01f || node.percentOfPath > this.pathCutEnd - 0.01f) this.faces.AddRange(newLayer.faces); // fill faces between layers int numVerts = newLayer.coords.Count; Face newFace = new Face(); if (nodeIndex > 0) { int startVert = coordsLen + 1; int endVert = this.coords.Count; if (sides < 5 || this.hasProfileCut || hollow > 0.0f) startVert--; for (int i = startVert; i < endVert; i++) { int iNext = i + 1; if (i == endVert - 1) iNext = startVert; int whichVert = i - startVert; newFace.v1 = i; newFace.v2 = i - numVerts; newFace.v3 = iNext - numVerts; this.faces.Add(newFace); newFace.v2 = iNext - numVerts; newFace.v3 = iNext; this.faces.Add(newFace); if (this.viewerMode) { // add the side faces to the list of viewerFaces here int primFaceNum = profile.faceNumbers[whichVert]; if (!needEndFaces) primFaceNum -= 1; ViewerFace newViewerFace1 = new ViewerFace(primFaceNum); ViewerFace newViewerFace2 = new ViewerFace(primFaceNum); float u1 = newLayer.us[whichVert]; float u2 = 1.0f; if (whichVert < newLayer.us.Count - 1) u2 = newLayer.us[whichVert + 1]; if (whichVert == cut1Vert || whichVert == cut2Vert) { u1 = 0.0f; u2 = 1.0f; } else if (sides < 5) { if (whichVert < profile.numOuterVerts) { // boxes and prisms have one texture face per side of the prim, so the U values have to be scaled // to reflect the entire texture width u1 *= sides; u2 *= sides; u2 -= (int)u1; u1 -= (int)u1; if (u2 < 0.1f) u2 = 1.0f; } else if (whichVert > profile.coords.Count - profile.numHollowVerts - 1) { u1 *= 2.0f; u2 *= 2.0f; } } newViewerFace1.uv1.U = u1; newViewerFace1.uv2.U = u1; newViewerFace1.uv3.U = u2; newViewerFace1.uv1.V = 1.0f - node.percentOfPath; newViewerFace1.uv2.V = lastV; newViewerFace1.uv3.V = lastV; newViewerFace2.uv1.U = u1; newViewerFace2.uv2.U = u2; newViewerFace2.uv3.U = u2; newViewerFace2.uv1.V = 1.0f - node.percentOfPath; newViewerFace2.uv2.V = lastV; newViewerFace2.uv3.V = 1.0f - node.percentOfPath; newViewerFace1.v1 = this.coords[i]; newViewerFace1.v2 = this.coords[i - numVerts]; newViewerFace1.v3 = this.coords[iNext - numVerts]; newViewerFace2.v1 = this.coords[i]; newViewerFace2.v2 = this.coords[iNext - numVerts]; newViewerFace2.v3 = this.coords[iNext]; newViewerFace1.coordIndex1 = i; newViewerFace1.coordIndex2 = i - numVerts; newViewerFace1.coordIndex3 = iNext - numVerts; newViewerFace2.coordIndex1 = i; newViewerFace2.coordIndex2 = iNext - numVerts; newViewerFace2.coordIndex3 = iNext; // profile cut faces if (whichVert == cut1Vert) { newViewerFace1.n1 = newLayer.cutNormal1; newViewerFace1.n2 = newViewerFace1.n3 = lastCutNormal1; newViewerFace2.n1 = newViewerFace2.n3 = newLayer.cutNormal1; newViewerFace2.n2 = lastCutNormal1; } else if (whichVert == cut2Vert) { newViewerFace1.n1 = newLayer.cutNormal2; newViewerFace1.n2 = newViewerFace1.n3 = lastCutNormal2; newViewerFace2.n1 = newViewerFace2.n3 = newLayer.cutNormal2; newViewerFace2.n2 = lastCutNormal2; } else // outer and hollow faces { if ((sides < 5 && whichVert < newLayer.numOuterVerts) || (hollowSides < 5 && whichVert >= newLayer.numOuterVerts)) { // looks terrible when path is twisted... need vertex normals here newViewerFace1.CalcSurfaceNormal(); newViewerFace2.CalcSurfaceNormal(); } else { newViewerFace1.n1 = this.normals[i]; newViewerFace1.n2 = this.normals[i - numVerts]; newViewerFace1.n3 = this.normals[iNext - numVerts]; newViewerFace2.n1 = this.normals[i]; newViewerFace2.n2 = this.normals[iNext - numVerts]; newViewerFace2.n3 = this.normals[iNext]; } } this.viewerFaces.Add(newViewerFace1); this.viewerFaces.Add(newViewerFace2); } } } lastCutNormal1 = newLayer.cutNormal1; lastCutNormal2 = newLayer.cutNormal2; lastV = 1.0f - node.percentOfPath; if (needEndFaces && nodeIndex == path.pathNodes.Count - 1 && viewerMode) { // add the top faces to the viewerFaces list here Coord faceNormal = newLayer.faceNormal; ViewerFace newViewerFace = new ViewerFace(); newViewerFace.primFaceNumber = 0; int numFaces = newLayer.faces.Count; List<Face> faces = newLayer.faces; for (int i = 0; i < numFaces; i++) { Face face = faces[i]; newViewerFace.v1 = newLayer.coords[face.v1 - coordsLen]; newViewerFace.v2 = newLayer.coords[face.v2 - coordsLen]; newViewerFace.v3 = newLayer.coords[face.v3 - coordsLen]; newViewerFace.coordIndex1 = face.v1 - coordsLen; newViewerFace.coordIndex2 = face.v2 - coordsLen; newViewerFace.coordIndex3 = face.v3 - coordsLen; newViewerFace.n1 = faceNormal; newViewerFace.n2 = faceNormal; newViewerFace.n3 = faceNormal; newViewerFace.uv1 = newLayer.faceUVs[face.v1 - coordsLen]; newViewerFace.uv2 = newLayer.faceUVs[face.v2 - coordsLen]; newViewerFace.uv3 = newLayer.faceUVs[face.v3 - coordsLen]; this.viewerFaces.Add(newViewerFace); } } } // for (int nodeIndex = 0; nodeIndex < path.pathNodes.Count; nodeIndex++) }
private Coord SurfaceNormal(Face face) { return SurfaceNormal(this.coords[face.v1], this.coords[face.v2], this.coords[face.v3]); }
private void _SculptMesh(List<List<Coord>> rows, SculptType sculptType, bool viewerMode, bool mirror, bool invert) { coords = new List<Coord>(); faces = new List<Face>(); normals = new List<Coord>(); uvs = new List<UVCoord>(); sculptType = (SculptType) (((int) sculptType) & 0x07); if (mirror) invert = !invert; viewerFaces = new List<ViewerFace>(); int width = rows[0].Count; int p1, p2, p3, p4; int imageX, imageY; if (sculptType != SculptType.plane) { if (rows.Count%2 == 0) { foreach (List<Coord> t in rows) t.Add(t[0]); } else { int lastIndex = rows[0].Count - 1; foreach (List<Coord> t in rows) t[0] = t[lastIndex]; } } Coord topPole = rows[0][width/2]; Coord bottomPole = rows[rows.Count - 1][width/2]; if (sculptType == SculptType.sphere) { if (rows.Count%2 == 0) { int count = rows[0].Count; List<Coord> topPoleRow = new List<Coord>(count); List<Coord> bottomPoleRow = new List<Coord>(count); for (int i = 0; i < count; i++) { topPoleRow.Add(topPole); bottomPoleRow.Add(bottomPole); } rows.Insert(0, topPoleRow); rows.Add(bottomPoleRow); } else { int count = rows[0].Count; List<Coord> topPoleRow = rows[0]; List<Coord> bottomPoleRow = rows[rows.Count - 1]; for (int i = 0; i < count; i++) { topPoleRow[i] = topPole; bottomPoleRow[i] = bottomPole; } } } if (sculptType == SculptType.torus) rows.Add(rows[0]); int coordsDown = rows.Count; int coordsAcross = rows[0].Count; float widthUnit = 1.0f/(coordsAcross - 1); float heightUnit = 1.0f/(coordsDown - 1); for (imageY = 0; imageY < coordsDown; imageY++) { int rowOffset = imageY*coordsAcross; for (imageX = 0; imageX < coordsAcross; imageX++) { /* * p1-----p2 * | \ f2 | * | \ | * | f1 \| * p3-----p4 */ p4 = rowOffset + imageX; p3 = p4 - 1; p2 = p4 - coordsAcross; p1 = p3 - coordsAcross; this.coords.Add(rows[imageY][imageX]); if (viewerMode) { this.normals.Add(new Coord()); this.uvs.Add(new UVCoord(widthUnit*imageX, heightUnit*imageY)); } if (imageY > 0 && imageX > 0) { Face f1, f2; if (viewerMode) { if (invert) { f1 = new Face(p1, p4, p3, p1, p4, p3) {uv1 = p1, uv2 = p4, uv3 = p3}; f2 = new Face(p1, p2, p4, p1, p2, p4) {uv1 = p1, uv2 = p2, uv3 = p4}; } else { f1 = new Face(p1, p3, p4, p1, p3, p4) {uv1 = p1, uv2 = p3, uv3 = p4}; f2 = new Face(p1, p4, p2, p1, p4, p2) {uv1 = p1, uv2 = p4, uv3 = p2}; } } else { if (invert) { f1 = new Face(p1, p4, p3); f2 = new Face(p1, p2, p4); } else { f1 = new Face(p1, p3, p4); f2 = new Face(p1, p4, p2); } } this.faces.Add(f1); this.faces.Add(f2); } } } if (viewerMode) calcVertexNormals(sculptType, coordsAcross, coordsDown); }
/// <summary> /// ** Experimental ** May disappear from future versions ** not recommeneded for use in applications /// Construct a sculpt mesh from a 2D array of floats /// </summary> /// <param name = "zMap"></param> /// <param name = "xBegin"></param> /// <param name = "xEnd"></param> /// <param name = "yBegin"></param> /// <param name = "yEnd"></param> /// <param name = "viewerMode"></param> public SculptMesh(float[,] zMap, float xBegin, float xEnd, float yBegin, float yEnd, bool viewerMode) { float xStep, yStep; float uStep, vStep; int numYElements = zMap.GetLength(0); int numXElements = zMap.GetLength(1); try { xStep = (xEnd - xBegin)/(numXElements - 1); yStep = (yEnd - yBegin)/(numYElements - 1); uStep = 1.0f/(numXElements - 1); vStep = 1.0f/(numYElements - 1); } catch (DivideByZeroException) { return; } coords = new List<Coord>(); faces = new List<Face>(); normals = new List<Coord>(); uvs = new List<UVCoord>(); viewerFaces = new List<ViewerFace>(); int p1, p2, p3, p4; int x, y; int xStart = 0, yStart = 0; for (y = yStart; y < numYElements; y++) { int rowOffset = y*numXElements; for (x = xStart; x < numXElements; x++) { /* * p1-----p2 * | \ f2 | * | \ | * | f1 \| * p3-----p4 */ p4 = rowOffset + x; p3 = p4 - 1; p2 = p4 - numXElements; p1 = p3 - numXElements; Coord c = new Coord(xBegin + x*xStep, yBegin + y*yStep, zMap[y, x]); this.coords.Add(c); if (viewerMode) { this.normals.Add(new Coord()); this.uvs.Add(new UVCoord(uStep*x, 1.0f - vStep*y)); } if (y > 0 && x > 0) { Face f1, f2; if (viewerMode) { f1 = new Face(p1, p4, p3, p1, p4, p3) {uv1 = p1, uv2 = p4, uv3 = p3}; f2 = new Face(p1, p2, p4, p1, p2, p4) {uv1 = p1, uv2 = p2, uv3 = p4}; } else { f1 = new Face(p1, p4, p3); f2 = new Face(p1, p2, p4); } this.faces.Add(f1); this.faces.Add(f2); } } } if (viewerMode) calcVertexNormals(SculptType.plane, numXElements, numYElements); }
/// <summary> /// Add a submesh to an existing list of coords and faces. /// </summary> /// <param name="subMeshData"></param> /// <param name="size">Size of entire object</param> /// <param name="coords"></param> /// <param name="faces"></param> private void AddSubMesh(OSDMap subMeshData, List<Coord> coords, List<Face> faces) { // Console.WriteLine("subMeshMap for {0} - {1}", primName, Util.GetFormattedXml((OSD)subMeshMap)); // As per http://wiki.secondlife.com/wiki/Mesh/Mesh_Asset_Format, some Mesh Level // of Detail Blocks (maps) contain just a NoGeometry key to signal there is no // geometry for this submesh. if (subMeshData.ContainsKey("NoGeometry") && ((OSDBoolean)subMeshData["NoGeometry"])) return; OpenMetaverse.Vector3 posMax; OpenMetaverse.Vector3 posMin; if (subMeshData.ContainsKey("PositionDomain")) { posMax = ((OSDMap)subMeshData["PositionDomain"])["Max"].AsVector3(); posMin = ((OSDMap)subMeshData["PositionDomain"])["Min"].AsVector3(); } else { posMax = new Vector3(0.5f, 0.5f, 0.5f); posMin = new Vector3(-0.5f, -0.5f, -0.5f); } ushort faceIndexOffset = (ushort)coords.Count; byte[] posBytes = subMeshData["Position"].AsBinary(); for (int i = 0; i < posBytes.Length; i += 6) { ushort uX = Utils.BytesToUInt16(posBytes, i); ushort uY = Utils.BytesToUInt16(posBytes, i + 2); ushort uZ = Utils.BytesToUInt16(posBytes, i + 4); Coord c = new Coord( Utils.UInt16ToFloat(uX, posMin.X, posMax.X), Utils.UInt16ToFloat(uY, posMin.Y, posMax.Y), Utils.UInt16ToFloat(uZ, posMin.Z, posMax.Z)); coords.Add(c); } byte[] triangleBytes = subMeshData["TriangleList"].AsBinary(); for (int i = 0; i < triangleBytes.Length; i += 6) { ushort v1 = (ushort)(Utils.BytesToUInt16(triangleBytes, i) + faceIndexOffset); ushort v2 = (ushort)(Utils.BytesToUInt16(triangleBytes, i + 2) + faceIndexOffset); ushort v3 = (ushort)(Utils.BytesToUInt16(triangleBytes, i + 4) + faceIndexOffset); Face f = new Face(v1, v2, v3); faces.Add(f); } }
/// <summary> /// Generate the co-ords and faces necessary to construct a mesh from the mesh data the accompanies a prim. /// </summary> /// <param name="primName"></param> /// <param name="primShape"></param> /// <param name="size"></param> /// <param name="coords">Coords are added to this list by the method.</param> /// <param name="faces">Faces are added to this list by the method.</param> /// <returns>true if coords and faces were successfully generated, false if not</returns> private bool GenerateCoordsAndFacesFromPrimMeshData( string primName, PrimitiveBaseShape primShape, out List<Coord> coords, out List<Face> faces, bool convex) { // m_log.DebugFormat("[MESH]: experimental mesh proxy generation for {0}", primName); bool usemesh = false; coords = new List<Coord>(); faces = new List<Face>(); OSD meshOsd = null; if (primShape.SculptData.Length <= 0) { // m_log.InfoFormat("[MESH]: asset data for {0} is zero length", primName); return false; } long start = 0; using (MemoryStream data = new MemoryStream(primShape.SculptData)) { try { OSD osd = OSDParser.DeserializeLLSDBinary(data); if (osd is OSDMap) meshOsd = (OSDMap)osd; else { m_log.Warn("[Mesh}: unable to cast mesh asset to OSDMap"); return false; } } catch (Exception e) { m_log.Error("[MESH]: Exception deserializing mesh asset header:" + e.ToString()); } start = data.Position; } if (meshOsd is OSDMap) { OSDMap physicsParms = null; OSDMap map = (OSDMap)meshOsd; if (!convex) { if (map.ContainsKey("physics_shape")) physicsParms = (OSDMap)map["physics_shape"]; // old asset format else if (map.ContainsKey("physics_mesh")) physicsParms = (OSDMap)map["physics_mesh"]; // new asset format if (physicsParms != null) usemesh = true; } if(!usemesh && (map.ContainsKey("physics_convex"))) physicsParms = (OSDMap)map["physics_convex"]; if (physicsParms == null) { m_log.Warn("[MESH]: unknown mesh type"); return false; } int physOffset = physicsParms["offset"].AsInteger() + (int)start; int physSize = physicsParms["size"].AsInteger(); if (physOffset < 0 || physSize == 0) return false; // no mesh data in asset OSD decodedMeshOsd = new OSD(); byte[] meshBytes = new byte[physSize]; System.Buffer.BlockCopy(primShape.SculptData, physOffset, meshBytes, 0, physSize); try { using (MemoryStream inMs = new MemoryStream(meshBytes)) { using (MemoryStream outMs = new MemoryStream()) { using (DeflateStream decompressionStream = new DeflateStream(inMs, CompressionMode.Decompress)) { byte[] readBuffer = new byte[2048]; inMs.Read(readBuffer, 0, 2); // skip first 2 bytes in header int readLen = 0; while ((readLen = decompressionStream.Read(readBuffer, 0, readBuffer.Length)) > 0) outMs.Write(readBuffer, 0, readLen); outMs.Flush(); outMs.Seek(0, SeekOrigin.Begin); byte[] decompressedBuf = outMs.GetBuffer(); decodedMeshOsd = OSDParser.DeserializeLLSDBinary(decompressedBuf); } } } } catch (Exception e) { m_log.Error("[MESH]: exception decoding physical mesh prim " + primName +" : " + e.ToString()); return false; } if (usemesh) { OSDArray decodedMeshOsdArray = null; // physics_shape is an array of OSDMaps, one for each submesh if (decodedMeshOsd is OSDArray) { // Console.WriteLine("decodedMeshOsd for {0} - {1}", primName, Util.GetFormattedXml(decodedMeshOsd)); decodedMeshOsdArray = (OSDArray)decodedMeshOsd; foreach (OSD subMeshOsd in decodedMeshOsdArray) { if (subMeshOsd is OSDMap) AddSubMesh(subMeshOsd as OSDMap, coords, faces); } } } else { OSDMap cmap = (OSDMap)decodedMeshOsd; if (cmap == null) return false; byte[] data; List<float3> vs = new List<float3>(); PHullResult hullr = new PHullResult(); float3 f3; Coord c; Face f; Vector3 range; Vector3 min; const float invMaxU16 = 1.0f / 65535f; int t1; int t2; int t3; int i; int nverts; int nindexs; if (cmap.ContainsKey("Max")) range = cmap["Max"].AsVector3(); else range = new Vector3(0.5f, 0.5f, 0.5f); if (cmap.ContainsKey("Min")) min = cmap["Min"].AsVector3(); else min = new Vector3(-0.5f, -0.5f, -0.5f); range = range - min; range *= invMaxU16; if (!convex && cmap.ContainsKey("HullList") && cmap.ContainsKey("Positions")) { List<int> hsizes = new List<int>(); int totalpoints = 0; data = cmap["HullList"].AsBinary(); for (i = 0; i < data.Length; i++) { t1 = data[i]; if (t1 == 0) t1 = 256; totalpoints += t1; hsizes.Add(t1); } data = cmap["Positions"].AsBinary(); int ptr = 0; int vertsoffset = 0; if (totalpoints == data.Length / 6) // 2 bytes per coord, 3 coords per point { foreach (int hullsize in hsizes) { for (i = 0; i < hullsize; i++ ) { t1 = data[ptr++]; t1 += data[ptr++] << 8; t2 = data[ptr++]; t2 += data[ptr++] << 8; t3 = data[ptr++]; t3 += data[ptr++] << 8; f3 = new float3((t1 * range.X + min.X), (t2 * range.Y + min.Y), (t3 * range.Z + min.Z)); vs.Add(f3); } if(hullsize <3) { vs.Clear(); continue; } if (hullsize <5) { foreach (float3 point in vs) { c.X = point.x; c.Y = point.y; c.Z = point.z; coords.Add(c); } f = new Face(vertsoffset, vertsoffset + 1, vertsoffset + 2); faces.Add(f); if (hullsize == 4) { // not sure about orientation.. f = new Face(vertsoffset, vertsoffset + 2, vertsoffset + 3); faces.Add(f); f = new Face(vertsoffset, vertsoffset + 3, vertsoffset + 1); faces.Add(f); f = new Face(vertsoffset + 3, vertsoffset + 2, vertsoffset + 1); faces.Add(f); } vertsoffset += vs.Count; vs.Clear(); continue; } if (!HullUtils.ComputeHull(vs, ref hullr, 0, 0.0f)) { vs.Clear(); continue; } nverts = hullr.Vertices.Count; nindexs = hullr.Indices.Count; if (nindexs % 3 != 0) { vs.Clear(); continue; } for (i = 0; i < nverts; i++) { c.X = hullr.Vertices[i].x; c.Y = hullr.Vertices[i].y; c.Z = hullr.Vertices[i].z; coords.Add(c); } for (i = 0; i < nindexs; i += 3) { t1 = hullr.Indices[i]; if (t1 > nverts) break; t2 = hullr.Indices[i + 1]; if (t2 > nverts) break; t3 = hullr.Indices[i + 2]; if (t3 > nverts) break; f = new Face(vertsoffset + t1, vertsoffset + t2, vertsoffset + t3); faces.Add(f); } vertsoffset += nverts; vs.Clear(); } } if (coords.Count > 0 && faces.Count > 0) return true; } vs.Clear(); if (cmap.ContainsKey("BoundingVerts")) { data = cmap["BoundingVerts"].AsBinary(); for (i = 0; i < data.Length; ) { t1 = data[i++]; t1 += data[i++] << 8; t2 = data[i++]; t2 += data[i++] << 8; t3 = data[i++]; t3 += data[i++] << 8; f3 = new float3((t1 * range.X + min.X), (t2 * range.Y + min.Y), (t3 * range.Z + min.Z)); vs.Add(f3); } if (vs.Count < 3) { vs.Clear(); return false; } if (vs.Count < 5) { foreach (float3 point in vs) { c.X = point.x; c.Y = point.y; c.Z = point.z; coords.Add(c); } f = new Face(0, 1, 2); faces.Add(f); if (vs.Count == 4) { f = new Face(0, 2, 3); faces.Add(f); f = new Face(0, 3, 1); faces.Add(f); f = new Face( 3, 2, 1); faces.Add(f); } vs.Clear(); return true; } if (!HullUtils.ComputeHull(vs, ref hullr, 0, 0.0f)) return false; nverts = hullr.Vertices.Count; nindexs = hullr.Indices.Count; if (nindexs % 3 != 0) return false; for (i = 0; i < nverts; i++) { c.X = hullr.Vertices[i].x; c.Y = hullr.Vertices[i].y; c.Z = hullr.Vertices[i].z; coords.Add(c); } for (i = 0; i < nindexs; i += 3) { t1 = hullr.Indices[i]; if (t1 > nverts) break; t2 = hullr.Indices[i + 1]; if (t2 > nverts) break; t3 = hullr.Indices[i + 2]; if (t3 > nverts) break; f = new Face(t1, t2, t3); faces.Add(f); } if (coords.Count > 0 && faces.Count > 0) return true; } else return false; } } return true; }
/// <summary> /// Extrudes a profile along a straight line path. Used for prim types box, cylinder, and prism. /// </summary> public void ExtrudeLinear() { this.coords = new List<Coord>(); this.faces = new List<Face>(); if (this.viewerMode) { this.viewerFaces = new List<ViewerFace>(); this.calcVertexNormals = true; } if (this.calcVertexNormals) this.normals = new List<Coord>(); int step = 0; int steps = 1; float length = this.pathCutEnd - this.pathCutBegin; normalsProcessed = false; if (this.viewerMode && this.sides == 3) { // prisms don't taper well so add some vertical resolution // other prims may benefit from this but just do prisms for now if (Math.Abs(this.taperX) > 0.01 || Math.Abs(this.taperY) > 0.01) steps = (int)(steps * 4.5 * length); } float twistBegin = this.twistBegin / 360.0f * twoPi; float twistEnd = this.twistEnd / 360.0f * twoPi; float twistTotal = twistEnd - twistBegin; float twistTotalAbs = Math.Abs(twistTotal); if (twistTotalAbs > 0.01f) steps += (int)(twistTotalAbs * 3.66); // dahlia's magic number float start = -0.5f; float stepSize = length / (float)steps; float percentOfPathMultiplier = stepSize; float xProfileScale = 1.0f; float yProfileScale = 1.0f; float xOffset = 0.0f; float yOffset = 0.0f; float zOffset = start; float xOffsetStepIncrement = this.topShearX / steps; float yOffsetStepIncrement = this.topShearY / steps; float percentOfPath = this.pathCutBegin; zOffset += percentOfPath; float hollow = this.hollow; // sanity checks float initialProfileRot = 0.0f; if (this.sides == 3) { if (this.hollowSides == 4) { if (hollow > 0.7f) hollow = 0.7f; hollow *= 0.707f; } else hollow *= 0.5f; } else if (this.sides == 4) { initialProfileRot = 1.25f * (float)Math.PI; if (this.hollowSides != 4) hollow *= 0.707f; } else if (this.sides == 24 && this.hollowSides == 4) hollow *= 1.414f; Profile profile = new Profile(this.sides, this.profileStart, this.profileEnd, hollow, this.hollowSides, true, calcVertexNormals); this.errorMessage = profile.errorMessage; this.numPrimFaces = profile.numPrimFaces; int cut1Vert = -1; int cut2Vert = -1; if (hasProfileCut) { cut1Vert = hasHollow ? profile.coords.Count - 1 : 0; cut2Vert = hasHollow ? profile.numOuterVerts - 1 : profile.numOuterVerts; } if (initialProfileRot != 0.0f) { profile.AddRot(new Quat(new Coord(0.0f, 0.0f, 1.0f), initialProfileRot)); if (viewerMode) profile.MakeFaceUVs(); } Coord lastCutNormal1 = new Coord(); Coord lastCutNormal2 = new Coord(); float lastV = 1.0f; bool done = false; while (!done) { Profile newLayer = profile.Copy(); if (this.taperX == 0.0f) xProfileScale = 1.0f; else if (this.taperX > 0.0f) xProfileScale = 1.0f - percentOfPath * this.taperX; else xProfileScale = 1.0f + (1.0f - percentOfPath) * this.taperX; if (this.taperY == 0.0f) yProfileScale = 1.0f; else if (this.taperY > 0.0f) yProfileScale = 1.0f - percentOfPath * this.taperY; else yProfileScale = 1.0f + (1.0f - percentOfPath) * this.taperY; if (xProfileScale != 1.0f || yProfileScale != 1.0f) newLayer.Scale(xProfileScale, yProfileScale); float twist = twistBegin + twistTotal * percentOfPath; if (twist != 0.0f) newLayer.AddRot(new Quat(new Coord(0.0f, 0.0f, 1.0f), twist)); newLayer.AddPos(xOffset, yOffset, zOffset); if (step == 0) { newLayer.FlipNormals(); // add the top faces to the viewerFaces list here if (this.viewerMode) { Coord faceNormal = newLayer.faceNormal; ViewerFace newViewerFace = new ViewerFace(profile.bottomFaceNumber); int numFaces = newLayer.faces.Count; List<Face> faces = newLayer.faces; for (int i = 0; i < numFaces; i++) { Face face = faces[i]; newViewerFace.v1 = newLayer.coords[face.v1]; newViewerFace.v2 = newLayer.coords[face.v2]; newViewerFace.v3 = newLayer.coords[face.v3]; newViewerFace.coordIndex1 = face.v1; newViewerFace.coordIndex2 = face.v2; newViewerFace.coordIndex3 = face.v3; newViewerFace.n1 = faceNormal; newViewerFace.n2 = faceNormal; newViewerFace.n3 = faceNormal; newViewerFace.uv1 = newLayer.faceUVs[face.v1]; newViewerFace.uv2 = newLayer.faceUVs[face.v2]; newViewerFace.uv3 = newLayer.faceUVs[face.v3]; this.viewerFaces.Add(newViewerFace); } } } // append this layer int coordsLen = this.coords.Count; int lastCoordsLen = coordsLen; newLayer.AddValue2FaceVertexIndices(coordsLen); this.coords.AddRange(newLayer.coords); if (this.calcVertexNormals) { newLayer.AddValue2FaceNormalIndices(this.normals.Count); this.normals.AddRange(newLayer.vertexNormals); } if (percentOfPath < this.pathCutBegin + 0.01f || percentOfPath > this.pathCutEnd - 0.01f) this.faces.AddRange(newLayer.faces); // fill faces between layers int numVerts = newLayer.coords.Count; Face newFace = new Face(); if (step > 0) { int startVert = coordsLen + 1; int endVert = this.coords.Count; if (sides < 5 || this.hasProfileCut || hollow > 0.0f) startVert--; for (int i = startVert; i < endVert; i++) { int iNext = i + 1; if (i == endVert - 1) iNext = startVert; int whichVert = i - startVert; //int whichVert2 = i - lastCoordsLen; newFace.v1 = i; newFace.v2 = i - numVerts; newFace.v3 = iNext - numVerts; this.faces.Add(newFace); newFace.v2 = iNext - numVerts; newFace.v3 = iNext; this.faces.Add(newFace); if (this.viewerMode) { // add the side faces to the list of viewerFaces here //int primFaceNum = 1; //if (whichVert >= sides) // primFaceNum = 2; int primFaceNum = profile.faceNumbers[whichVert]; ViewerFace newViewerFace1 = new ViewerFace(primFaceNum); ViewerFace newViewerFace2 = new ViewerFace(primFaceNum); float u1 = newLayer.us[whichVert]; float u2 = 1.0f; if (whichVert < newLayer.us.Count - 1) u2 = newLayer.us[whichVert + 1]; if (whichVert == cut1Vert || whichVert == cut2Vert) { u1 = 0.0f; u2 = 1.0f; } else if (sides < 5) { // boxes and prisms have one texture face per side of the prim, so the U values have to be scaled // to reflect the entire texture width u1 *= sides; u2 *= sides; u2 -= (int)u1; u1 -= (int)u1; if (u2 < 0.1f) u2 = 1.0f; //newViewerFace2.primFaceNumber = newViewerFace1.primFaceNumber = whichVert + 1; } newViewerFace1.uv1.U = u1; newViewerFace1.uv2.U = u1; newViewerFace1.uv3.U = u2; newViewerFace1.uv1.V = 1.0f - percentOfPath; newViewerFace1.uv2.V = lastV; newViewerFace1.uv3.V = lastV; newViewerFace2.uv1.U = u1; newViewerFace2.uv2.U = u2; newViewerFace2.uv3.U = u2; newViewerFace2.uv1.V = 1.0f - percentOfPath; newViewerFace2.uv2.V = lastV; newViewerFace2.uv3.V = 1.0f - percentOfPath; newViewerFace1.v1 = this.coords[i]; newViewerFace1.v2 = this.coords[i - numVerts]; newViewerFace1.v3 = this.coords[iNext - numVerts]; newViewerFace2.v1 = this.coords[i]; newViewerFace2.v2 = this.coords[iNext - numVerts]; newViewerFace2.v3 = this.coords[iNext]; newViewerFace1.coordIndex1 = i; newViewerFace1.coordIndex2 = i - numVerts; newViewerFace1.coordIndex3 = iNext - numVerts; newViewerFace2.coordIndex1 = i; newViewerFace2.coordIndex2 = iNext - numVerts; newViewerFace2.coordIndex3 = iNext; // profile cut faces if (whichVert == cut1Vert) { newViewerFace1.n1 = newLayer.cutNormal1; newViewerFace1.n2 = newViewerFace1.n3 = lastCutNormal1; newViewerFace2.n1 = newViewerFace2.n3 = newLayer.cutNormal1; newViewerFace2.n2 = lastCutNormal1; } else if (whichVert == cut2Vert) { newViewerFace1.n1 = newLayer.cutNormal2; newViewerFace1.n2 = newViewerFace1.n3 = lastCutNormal2; newViewerFace2.n1 = newViewerFace2.n3 = newLayer.cutNormal2; newViewerFace2.n2 = lastCutNormal2; } else // outer and hollow faces { if ((sides < 5 && whichVert < newLayer.numOuterVerts) || (hollowSides < 5 && whichVert >= newLayer.numOuterVerts)) { newViewerFace1.CalcSurfaceNormal(); newViewerFace2.CalcSurfaceNormal(); } else { newViewerFace1.n1 = this.normals[i]; newViewerFace1.n2 = this.normals[i - numVerts]; newViewerFace1.n3 = this.normals[iNext - numVerts]; newViewerFace2.n1 = this.normals[i]; newViewerFace2.n2 = this.normals[iNext - numVerts]; newViewerFace2.n3 = this.normals[iNext]; } } //newViewerFace2.primFaceNumber = newViewerFace1.primFaceNumber = newLayer.faceNumbers[whichVert]; this.viewerFaces.Add(newViewerFace1); this.viewerFaces.Add(newViewerFace2); } } } lastCutNormal1 = newLayer.cutNormal1; lastCutNormal2 = newLayer.cutNormal2; lastV = 1.0f - percentOfPath; // calc the step for the next iteration of the loop if (step < steps) { step += 1; percentOfPath += percentOfPathMultiplier; xOffset += xOffsetStepIncrement; yOffset += yOffsetStepIncrement; zOffset += stepSize; if (percentOfPath > this.pathCutEnd) done = true; } else done = true; if (done && viewerMode) { // add the top faces to the viewerFaces list here Coord faceNormal = newLayer.faceNormal; ViewerFace newViewerFace = new ViewerFace(); newViewerFace.primFaceNumber = 0; int numFaces = newLayer.faces.Count; List<Face> faces = newLayer.faces; for (int i = 0; i < numFaces; i++) { Face face = faces[i]; newViewerFace.v1 = newLayer.coords[face.v1 - coordsLen]; newViewerFace.v2 = newLayer.coords[face.v2 - coordsLen]; newViewerFace.v3 = newLayer.coords[face.v3 - coordsLen]; newViewerFace.coordIndex1 = face.v1 - coordsLen; newViewerFace.coordIndex2 = face.v2 - coordsLen; newViewerFace.coordIndex3 = face.v3 - coordsLen; newViewerFace.n1 = faceNormal; newViewerFace.n2 = faceNormal; newViewerFace.n3 = faceNormal; newViewerFace.uv1 = newLayer.faceUVs[face.v1 - coordsLen]; newViewerFace.uv2 = newLayer.faceUVs[face.v2 - coordsLen]; newViewerFace.uv3 = newLayer.faceUVs[face.v3 - coordsLen]; this.viewerFaces.Add(newViewerFace); } } } }
/// <summary> /// Extrude a profile into a circular path prim mesh. Used for prim types torus, tube, and ring. /// </summary> public void ExtrudeCircular() { this.coords = new List<Coord>(); this.faces = new List<Face>(); if (this.viewerMode) { this.viewerFaces = new List<ViewerFace>(); this.calcVertexNormals = true; } if (this.calcVertexNormals) this.normals = new List<Coord>(); int step = 0; int steps = 24; normalsProcessed = false; float twistBegin = this.twistBegin / 360.0f * twoPi; float twistEnd = this.twistEnd / 360.0f * twoPi; float twistTotal = twistEnd - twistBegin; // if the profile has a lot of twist, add more layers otherwise the layers may overlap // and the resulting mesh may be quite inaccurate. This method is arbitrary and doesn't // accurately match the viewer float twistTotalAbs = Math.Abs(twistTotal); if (twistTotalAbs > 0.01f) { if (twistTotalAbs > Math.PI * 1.5f) steps *= 2; if (twistTotalAbs > Math.PI * 3.0f) steps *= 2; } float yPathScale = this.holeSizeY * 0.5f; float pathLength = this.pathCutEnd - this.pathCutBegin; float totalSkew = this.skew * 2.0f * pathLength; float skewStart = this.pathCutBegin * 2.0f * this.skew - this.skew; float xOffsetTopShearXFactor = this.topShearX * (0.25f + 0.5f * (0.5f - this.holeSizeY)); float yShearCompensation = 1.0f + Math.Abs(this.topShearY) * 0.25f; // It's not quite clear what pushY (Y top shear) does, but subtracting it from the start and end // angles appears to approximate it's effects on path cut. Likewise, adding it to the angle used // to calculate the sine for generating the path radius appears to approximate it's effects there // too, but there are some subtle differences in the radius which are noticeable as the prim size // increases and it may affect megaprims quite a bit. The effect of the Y top shear parameter on // the meshes generated with this technique appear nearly identical in shape to the same prims when // displayed by the viewer. float startAngle = (twoPi * this.pathCutBegin * this.revolutions) - this.topShearY * 0.9f; float endAngle = (twoPi * this.pathCutEnd * this.revolutions) - this.topShearY * 0.9f; float stepSize = twoPi / this.stepsPerRevolution; step = (int)(startAngle / stepSize); int firstStep = step; float angle = startAngle; float hollow = this.hollow; // sanity checks float initialProfileRot = 0.0f; if (this.sides == 3) { initialProfileRot = (float)Math.PI; if (this.hollowSides == 4) { if (hollow > 0.7f) hollow = 0.7f; hollow *= 0.707f; } else hollow *= 0.5f; } else if (this.sides == 4) { initialProfileRot = 0.25f * (float)Math.PI; if (this.hollowSides != 4) hollow *= 0.707f; } else if (this.sides > 4) { initialProfileRot = (float)Math.PI; if (this.hollowSides == 4) { if (hollow > 0.7f) hollow = 0.7f; hollow /= 0.7f; } } bool needEndFaces = false; if (this.pathCutBegin != 0.0f || this.pathCutEnd != 1.0f) needEndFaces = true; else if (this.taperX != 0.0f || this.taperY != 0.0f) needEndFaces = true; else if (this.skew != 0.0f) needEndFaces = true; else if (twistTotal != 0.0f) needEndFaces = true; else if (this.radius != 0.0f) needEndFaces = true; Profile profile = new Profile(this.sides, this.profileStart, this.profileEnd, hollow, this.hollowSides, needEndFaces, calcVertexNormals); this.errorMessage = profile.errorMessage; this.numPrimFaces = profile.numPrimFaces; int cut1Vert = -1; int cut2Vert = -1; if (hasProfileCut) { cut1Vert = hasHollow ? profile.coords.Count - 1 : 0; cut2Vert = hasHollow ? profile.numOuterVerts - 1 : profile.numOuterVerts; } if (initialProfileRot != 0.0f) { profile.AddRot(new Quat(new Coord(0.0f, 0.0f, 1.0f), initialProfileRot)); if (viewerMode) profile.MakeFaceUVs(); } Coord lastCutNormal1 = new Coord(); Coord lastCutNormal2 = new Coord(); float lastV = 1.0f; bool done = false; while (!done) // loop through the length of the path and add the layers { bool isEndLayer = false; if (angle <= startAngle + .01f || angle >= endAngle - .01f) isEndLayer = true; Profile newLayer = profile.Copy(); float xProfileScale = (1.0f - Math.Abs(this.skew)) * this.holeSizeX; float yProfileScale = this.holeSizeY; float percentOfPath = angle / (twoPi * this.revolutions); float percentOfAngles = (angle - startAngle) / (endAngle - startAngle); if (this.taperX > 0.01f) xProfileScale *= 1.0f - percentOfPath * this.taperX; else if (this.taperX < -0.01f) xProfileScale *= 1.0f + (1.0f - percentOfPath) * this.taperX; if (this.taperY > 0.01f) yProfileScale *= 1.0f - percentOfPath * this.taperY; else if (this.taperY < -0.01f) yProfileScale *= 1.0f + (1.0f - percentOfPath) * this.taperY; if (xProfileScale != 1.0f || yProfileScale != 1.0f) newLayer.Scale(xProfileScale, yProfileScale); float radiusScale = 1.0f; if (this.radius > 0.001f) radiusScale = 1.0f - this.radius * percentOfPath; else if (this.radius < 0.001f) radiusScale = 1.0f + this.radius * (1.0f - percentOfPath); float twist = twistBegin + twistTotal * percentOfPath; float xOffset = 0.5f * (skewStart + totalSkew * percentOfAngles); xOffset += (float)Math.Sin(angle) * xOffsetTopShearXFactor; float yOffset = yShearCompensation * (float)Math.Cos(angle) * (0.5f - yPathScale) * radiusScale; float zOffset = (float)Math.Sin(angle + this.topShearY) * (0.5f - yPathScale) * radiusScale; // next apply twist rotation to the profile layer if (twistTotal != 0.0f || twistBegin != 0.0f) newLayer.AddRot(new Quat(new Coord(0.0f, 0.0f, 1.0f), twist)); // now orient the rotation of the profile layer relative to it's position on the path // adding taperY to the angle used to generate the quat appears to approximate the viewer newLayer.AddRot(new Quat(new Coord(1.0f, 0.0f, 0.0f), angle + this.topShearY)); newLayer.AddPos(xOffset, yOffset, zOffset); if (isEndLayer && angle <= startAngle + .01f) { newLayer.FlipNormals(); // add the top faces to the viewerFaces list here if (this.viewerMode && needEndFaces) { Coord faceNormal = newLayer.faceNormal; ViewerFace newViewerFace = new ViewerFace(); newViewerFace.primFaceNumber = 0; foreach (Face face in newLayer.faces) { newViewerFace.v1 = newLayer.coords[face.v1]; newViewerFace.v2 = newLayer.coords[face.v2]; newViewerFace.v3 = newLayer.coords[face.v3]; newViewerFace.coordIndex1 = face.v1; newViewerFace.coordIndex2 = face.v2; newViewerFace.coordIndex3 = face.v3; newViewerFace.n1 = faceNormal; newViewerFace.n2 = faceNormal; newViewerFace.n3 = faceNormal; newViewerFace.uv1 = newLayer.faceUVs[face.v1]; newViewerFace.uv2 = newLayer.faceUVs[face.v2]; newViewerFace.uv3 = newLayer.faceUVs[face.v3]; this.viewerFaces.Add(newViewerFace); } } } // append the layer and fill in the sides int coordsLen = this.coords.Count; newLayer.AddValue2FaceVertexIndices(coordsLen); this.coords.AddRange(newLayer.coords); if (this.calcVertexNormals) { newLayer.AddValue2FaceNormalIndices(this.normals.Count); this.normals.AddRange(newLayer.vertexNormals); } if (isEndLayer) this.faces.AddRange(newLayer.faces); // fill faces between layers int numVerts = newLayer.coords.Count; Face newFace = new Face(); if (step > firstStep) { int startVert = coordsLen + 1; int endVert = this.coords.Count; if (sides < 5 || this.hasProfileCut || hollow > 0.0f) startVert--; for (int i = startVert; i < endVert; i++) { int iNext = i + 1; if (i == endVert - 1) iNext = startVert; int whichVert = i - startVert; newFace.v1 = i; newFace.v2 = i - numVerts; newFace.v3 = iNext - numVerts; this.faces.Add(newFace); newFace.v2 = iNext - numVerts; newFace.v3 = iNext; this.faces.Add(newFace); if (this.viewerMode) { int primFaceNumber = profile.faceNumbers[whichVert]; if (!needEndFaces) primFaceNumber -= 1; // add the side faces to the list of viewerFaces here ViewerFace newViewerFace1 = new ViewerFace(primFaceNumber); ViewerFace newViewerFace2 = new ViewerFace(primFaceNumber); float u1 = newLayer.us[whichVert]; float u2 = 1.0f; if (whichVert < newLayer.us.Count - 1) u2 = newLayer.us[whichVert + 1]; if (whichVert == cut1Vert || whichVert == cut2Vert) { u1 = 0.0f; u2 = 1.0f; } else if (sides < 5) { // boxes and prisms have one texture face per side of the prim, so the U values have to be scaled // to reflect the entire texture width u1 *= sides; u2 *= sides; u2 -= (int)u1; u1 -= (int)u1; if (u2 < 0.1f) u2 = 1.0f; //newViewerFace2.primFaceNumber = newViewerFace1.primFaceNumber = whichVert + 1; } newViewerFace1.uv1.U = u1; newViewerFace1.uv2.U = u1; newViewerFace1.uv3.U = u2; newViewerFace1.uv1.V = 1.0f - percentOfPath; newViewerFace1.uv2.V = lastV; newViewerFace1.uv3.V = lastV; newViewerFace2.uv1.U = u1; newViewerFace2.uv2.U = u2; newViewerFace2.uv3.U = u2; newViewerFace2.uv1.V = 1.0f - percentOfPath; newViewerFace2.uv2.V = lastV; newViewerFace2.uv3.V = 1.0f - percentOfPath; newViewerFace1.v1 = this.coords[i]; newViewerFace1.v2 = this.coords[i - numVerts]; newViewerFace1.v3 = this.coords[iNext - numVerts]; newViewerFace2.v1 = this.coords[i]; newViewerFace2.v2 = this.coords[iNext - numVerts]; newViewerFace2.v3 = this.coords[iNext]; newViewerFace1.coordIndex1 = i; newViewerFace1.coordIndex2 = i - numVerts; newViewerFace1.coordIndex3 = iNext - numVerts; newViewerFace2.coordIndex1 = i; newViewerFace2.coordIndex2 = iNext - numVerts; newViewerFace2.coordIndex3 = iNext; // profile cut faces if (whichVert == cut1Vert) { newViewerFace1.n1 = newLayer.cutNormal1; newViewerFace1.n2 = newViewerFace1.n3 = lastCutNormal1; newViewerFace2.n1 = newViewerFace2.n3 = newLayer.cutNormal1; newViewerFace2.n2 = lastCutNormal1; } else if (whichVert == cut2Vert) { newViewerFace1.n1 = newLayer.cutNormal2; newViewerFace1.n2 = newViewerFace1.n3 = lastCutNormal2; newViewerFace2.n1 = newViewerFace2.n3 = newLayer.cutNormal2; newViewerFace2.n2 = lastCutNormal2; } else // periphery faces { if (sides < 5 && whichVert < newLayer.numOuterVerts) { newViewerFace1.n1 = this.normals[i]; newViewerFace1.n2 = this.normals[i - numVerts]; newViewerFace1.n3 = this.normals[i - numVerts]; newViewerFace2.n1 = this.normals[i]; newViewerFace2.n2 = this.normals[i - numVerts]; newViewerFace2.n3 = this.normals[i]; } else if (hollowSides < 5 && whichVert >= newLayer.numOuterVerts) { newViewerFace1.n1 = this.normals[iNext]; newViewerFace1.n2 = this.normals[iNext - numVerts]; newViewerFace1.n3 = this.normals[iNext - numVerts]; newViewerFace2.n1 = this.normals[iNext]; newViewerFace2.n2 = this.normals[iNext - numVerts]; newViewerFace2.n3 = this.normals[iNext]; } else { newViewerFace1.n1 = this.normals[i]; newViewerFace1.n2 = this.normals[i - numVerts]; newViewerFace1.n3 = this.normals[iNext - numVerts]; newViewerFace2.n1 = this.normals[i]; newViewerFace2.n2 = this.normals[iNext - numVerts]; newViewerFace2.n3 = this.normals[iNext]; } } //newViewerFace1.primFaceNumber = newViewerFace2.primFaceNumber = newLayer.faceNumbers[whichVert]; this.viewerFaces.Add(newViewerFace1); this.viewerFaces.Add(newViewerFace2); } } } lastCutNormal1 = newLayer.cutNormal1; lastCutNormal2 = newLayer.cutNormal2; lastV = 1.0f - percentOfPath; // calculate terms for next iteration // calculate the angle for the next iteration of the loop if (angle >= endAngle - 0.01) done = true; else { step += 1; angle = stepSize * step; if (angle > endAngle) angle = endAngle; } if (done && viewerMode && needEndFaces) { // add the bottom faces to the viewerFaces list here Coord faceNormal = newLayer.faceNormal; ViewerFace newViewerFace = new ViewerFace(); //newViewerFace.primFaceNumber = newLayer.bottomFaceNumber + 1; newViewerFace.primFaceNumber = newLayer.bottomFaceNumber; foreach (Face face in newLayer.faces) { newViewerFace.v1 = newLayer.coords[face.v1 - coordsLen]; newViewerFace.v2 = newLayer.coords[face.v2 - coordsLen]; newViewerFace.v3 = newLayer.coords[face.v3 - coordsLen]; newViewerFace.coordIndex1 = face.v1 - coordsLen; newViewerFace.coordIndex2 = face.v2 - coordsLen; newViewerFace.coordIndex3 = face.v3 - coordsLen; newViewerFace.n1 = faceNormal; newViewerFace.n2 = faceNormal; newViewerFace.n3 = faceNormal; newViewerFace.uv1 = newLayer.faceUVs[face.v1 - coordsLen]; newViewerFace.uv2 = newLayer.faceUVs[face.v2 - coordsLen]; newViewerFace.uv3 = newLayer.faceUVs[face.v3 - coordsLen]; this.viewerFaces.Add(newViewerFace); } } } }
public Profile(int sides, float profileStart, float profileEnd, float hollow, int hollowSides, bool hasProfileCut, bool createFaces) { const float halfSqr2 = 0.7071067811866f; this.coords = new List<Coord>(); this.faces = new List<Face>(); List<Coord> hollowCoords = new List<Coord>(); bool hasHollow = (hollow > 0.0f); AngleList angles = new AngleList(); AngleList hollowAngles = new AngleList(); float xScale = 0.5f; float yScale = 0.5f; if (sides == 4) // corners of a square are sqrt(2) from center { xScale = halfSqr2; yScale = halfSqr2; } float startAngle = profileStart * twoPi; float stopAngle = profileEnd * twoPi; try { angles.makeAngles(sides, startAngle, stopAngle,hasProfileCut); } catch (Exception ex) { errorMessage = "makeAngles failed: Exception: " + ex.ToString() + "\nsides: " + sides.ToString() + " startAngle: " + startAngle.ToString() + " stopAngle: " + stopAngle.ToString(); return; } this.numOuterVerts = angles.angles.Count; Angle angle; Coord newVert = new Coord(); // flag to create as few triangles as possible for 3 or 4 side profile bool simpleFace = (sides < 5 && !hasHollow && !hasProfileCut); if (hasHollow) { if (sides == hollowSides) hollowAngles = angles; else { try { hollowAngles.makeAngles(hollowSides, startAngle, stopAngle, hasProfileCut); } catch (Exception ex) { errorMessage = "makeAngles failed: Exception: " + ex.ToString() + "\nsides: " + sides.ToString() + " startAngle: " + startAngle.ToString() + " stopAngle: " + stopAngle.ToString(); return; } int numHollowAngles = hollowAngles.angles.Count; for (int i = 0; i < numHollowAngles; i++) { angle = hollowAngles.angles[i]; newVert.X = hollow * xScale * angle.X; newVert.Y = hollow * yScale * angle.Y; newVert.Z = 0.0f; hollowCoords.Add(newVert); } } this.numHollowVerts = hollowAngles.angles.Count; } else if (!simpleFace) { Coord center = new Coord(0.0f, 0.0f, 0.0f); this.coords.Add(center); } int numAngles = angles.angles.Count; bool hollowsame = (hasHollow && hollowSides == sides); for (int i = 0; i < numAngles; i++) { angle = angles.angles[i]; newVert.X = angle.X * xScale; newVert.Y = angle.Y * yScale; newVert.Z = 0.0f; this.coords.Add(newVert); if (hollowsame) { newVert.X *= hollow; newVert.Y *= hollow; hollowCoords.Add(newVert); } } if (hasHollow) { hollowCoords.Reverse(); this.coords.AddRange(hollowCoords); if (createFaces) { int numTotalVerts = this.numOuterVerts + this.numHollowVerts; if (this.numOuterVerts == this.numHollowVerts) { Face newFace = new Face(); for (int coordIndex = 0; coordIndex < this.numOuterVerts - 1; coordIndex++) { newFace.v1 = coordIndex; newFace.v2 = coordIndex + 1; newFace.v3 = numTotalVerts - coordIndex - 1; this.faces.Add(newFace); newFace.v1 = coordIndex + 1; newFace.v2 = numTotalVerts - coordIndex - 2; newFace.v3 = numTotalVerts - coordIndex - 1; this.faces.Add(newFace); } if (!hasProfileCut) { newFace.v1 = this.numOuterVerts - 1; newFace.v2 = 0; newFace.v3 = this.numOuterVerts; this.faces.Add(newFace); newFace.v1 = 0; newFace.v2 = numTotalVerts - 1; newFace.v3 = this.numOuterVerts; this.faces.Add(newFace); } } else if (this.numOuterVerts < this.numHollowVerts) { Face newFace = new Face(); int j = 0; // j is the index for outer vertices int i; int maxJ = this.numOuterVerts - 1; float curHollowAngle = 0; for (i = 0; i < this.numHollowVerts; i++) // i is the index for inner vertices { curHollowAngle = hollowAngles.angles[i].angle; if (j < maxJ) { if (angles.angles[j + 1].angle - curHollowAngle < curHollowAngle - angles.angles[j].angle + 0.000001f) { newFace.v1 = numTotalVerts - i - 1; newFace.v2 = j; newFace.v3 = j + 1; this.faces.Add(newFace); j++; } } else { if (1.0f - curHollowAngle < curHollowAngle - angles.angles[j].angle + 0.000001f) break; } newFace.v1 = j; newFace.v2 = numTotalVerts - i - 2; newFace.v3 = numTotalVerts - i - 1; this.faces.Add(newFace); } if (!hasProfileCut) { if (i == this.numHollowVerts) { newFace.v1 = numTotalVerts - this.numHollowVerts; newFace.v2 = maxJ; newFace.v3 = 0; this.faces.Add(newFace); } else { if (1.0f - curHollowAngle < curHollowAngle - angles.angles[maxJ].angle + 0.000001f) { newFace.v1 = numTotalVerts - i - 1; newFace.v2 = maxJ; newFace.v3 = 0; this.faces.Add(newFace); } for (; i < this.numHollowVerts - 1; i++) { newFace.v1 = 0; newFace.v2 = numTotalVerts - i - 2; newFace.v3 = numTotalVerts - i - 1; this.faces.Add(newFace); } } newFace.v1 = 0; newFace.v2 = numTotalVerts - this.numHollowVerts; newFace.v3 = numTotalVerts - 1; this.faces.Add(newFace); } } else // numHollowVerts < numOuterVerts { Face newFace = new Face(); int j = 0; // j is the index for inner vertices int maxJ = this.numHollowVerts - 1; for (int i = 0; i < this.numOuterVerts; i++) { if (j < maxJ) if (hollowAngles.angles[j + 1].angle - angles.angles[i].angle < angles.angles[i].angle - hollowAngles.angles[j].angle + 0.000001f) { newFace.v1 = i; newFace.v2 = numTotalVerts - j - 2; newFace.v3 = numTotalVerts - j - 1; this.faces.Add(newFace); j += 1; } newFace.v1 = numTotalVerts - j - 1; newFace.v2 = i; newFace.v3 = i + 1; this.faces.Add(newFace); } if (!hasProfileCut) { int i = this.numOuterVerts - 1; if (hollowAngles.angles[0].angle - angles.angles[i].angle < angles.angles[i].angle - hollowAngles.angles[maxJ].angle + 0.000001f) { newFace.v1 = 0; newFace.v2 = numTotalVerts - maxJ - 1; newFace.v3 = numTotalVerts - 1; this.faces.Add(newFace); } newFace.v1 = numTotalVerts - maxJ - 1; newFace.v2 = i; newFace.v3 = 0; this.faces.Add(newFace); } } } } else if (createFaces) { if (simpleFace) { if (sides == 3) this.faces.Add(new Face(0, 1, 2)); else if (sides == 4) { this.faces.Add(new Face(0, 1, 2)); this.faces.Add(new Face(0, 2, 3)); } } else { for (int i = 1; i < numAngles ; i++) { Face newFace = new Face(); newFace.v1 = 0; newFace.v2 = i; newFace.v3 = i + 1; this.faces.Add(newFace); } if (!hasProfileCut) { Face newFace = new Face(); newFace.v1 = 0; newFace.v2 = numAngles; newFace.v3 = 1; this.faces.Add(newFace); } } } hollowCoords = null; }
private Mesh CreateMeshFromPrimMesher(string primName, PrimitiveBaseShape primShape, Vector3 size, float lod, ulong key) { PrimMesh primMesh; SculptMesh sculptMesh; List<Coord> coords = new List<Coord>(); List<Face> faces = new List<Face>(); Image idata = null; string decodedSculptFileName = ""; if (primShape.SculptEntry) { if (((SculptType) primShape.SculptType) == SculptType.Mesh) { if (!useMeshiesPhysicsMesh) return null; MainConsole.Instance.Debug("[MESH]: experimental mesh proxy generation"); OSD meshOsd = null; if (primShape.SculptData == null || primShape.SculptData.Length <= 0) { MainConsole.Instance.Error("[MESH]: asset data is zero length"); return null; } long start = 0; using (MemoryStream data = new MemoryStream(primShape.SculptData)) { try { meshOsd = OSDParser.DeserializeLLSDBinary(data); } catch (Exception e) { MainConsole.Instance.Error("[MESH]: Exception deserializing mesh asset header:" + e); } start = data.Position; } if (meshOsd is OSDMap) { OSDMap map = (OSDMap) meshOsd; OSDMap physicsParms = new OSDMap(); if (map.ContainsKey("physics_cached")) { OSD cachedMeshMap = map["physics_cached"]; // cached data from Aurora Mesh cachedMesh = new Mesh(key); cachedMesh.Deserialize(cachedMeshMap); cachedMesh.WasCached = true; return cachedMesh;//Return here, we found all of the info right here } if (map.ContainsKey("physics_shape")) physicsParms = (OSDMap)map["physics_shape"]; // old asset format if (physicsParms.Count == 0 && map.ContainsKey("physics_mesh")) physicsParms = (OSDMap)map["physics_mesh"]; // new asset format if (physicsParms.Count == 0 && map.ContainsKey("physics_convex")) // convex hull format, which we can't read, so instead // read the highest lod that exists, and use it instead physicsParms = (OSDMap)map["high_lod"]; int physOffset = physicsParms["offset"].AsInteger() + (int) start; int physSize = physicsParms["size"].AsInteger(); if (physOffset < 0 || physSize == 0) return null; // no mesh data in asset OSD decodedMeshOsd = new OSD(); byte[] meshBytes = new byte[physSize]; Buffer.BlockCopy(primShape.SculptData, physOffset, meshBytes, 0, physSize); try { using (MemoryStream inMs = new MemoryStream(meshBytes)) { using (MemoryStream outMs = new MemoryStream()) { using (ZOutputStream zOut = new ZOutputStream(outMs)) { byte[] readBuffer = new byte[2048]; int readLen = 0; while ((readLen = inMs.Read(readBuffer, 0, readBuffer.Length)) > 0) { zOut.Write(readBuffer, 0, readLen); } zOut.Flush(); outMs.Seek(0, SeekOrigin.Begin); byte[] decompressedBuf = outMs.GetBuffer(); decodedMeshOsd = OSDParser.DeserializeLLSDBinary(decompressedBuf); } } } } catch (Exception e) { MainConsole.Instance.Error("[MESH]: exception decoding physical mesh: " + e); return null; } OSDArray decodedMeshOsdArray = null; // physics_shape is an array of OSDMaps, one for each submesh if (decodedMeshOsd is OSDArray) { decodedMeshOsdArray = (OSDArray) decodedMeshOsd; foreach (OSD subMeshOsd in decodedMeshOsdArray) { if (subMeshOsd is OSDMap) { OSDMap subMeshMap = (OSDMap) subMeshOsd; // As per http://wiki.secondlife.com/wiki/Mesh/Mesh_Asset_Format, some Mesh Level // of Detail Blocks (maps) contain just a NoGeometry key to signal there is no // geometry for this submesh. if (subMeshMap.ContainsKey("NoGeometry") && (subMeshMap["NoGeometry"])) continue; Vector3 posMax = new Vector3(0.5f, 0.5f, 0.5f); Vector3 posMin = new Vector3(-0.5f, -0.5f, -0.5f); if (subMeshMap.ContainsKey("PositionDomain"))//Optional, so leave the max and min values otherwise { posMax = ((OSDMap)subMeshMap["PositionDomain"])["Max"].AsVector3(); posMin = ((OSDMap)subMeshMap["PositionDomain"])["Min"].AsVector3(); } ushort faceIndexOffset = (ushort) coords.Count; byte[] posBytes = subMeshMap["Position"].AsBinary(); for (int i = 0; i < posBytes.Length; i += 6) { ushort uX = Utils.BytesToUInt16(posBytes, i); ushort uY = Utils.BytesToUInt16(posBytes, i + 2); ushort uZ = Utils.BytesToUInt16(posBytes, i + 4); Coord c = new Coord( Utils.UInt16ToFloat(uX, posMin.X, posMax.X)*size.X, Utils.UInt16ToFloat(uY, posMin.Y, posMax.Y)*size.Y, Utils.UInt16ToFloat(uZ, posMin.Z, posMax.Z)*size.Z); coords.Add(c); } byte[] triangleBytes = subMeshMap["TriangleList"].AsBinary(); for (int i = 0; i < triangleBytes.Length; i += 6) { ushort v1 = (ushort) (Utils.BytesToUInt16(triangleBytes, i) + faceIndexOffset); ushort v2 = (ushort) (Utils.BytesToUInt16(triangleBytes, i + 2) + faceIndexOffset); ushort v3 = (ushort) (Utils.BytesToUInt16(triangleBytes, i + 4) + faceIndexOffset); Face f = new Face(v1, v2, v3); faces.Add(f); } } } } } } else { if (cacheSculptMaps && primShape.SculptTexture != UUID.Zero) { decodedSculptFileName = Path.Combine(decodedSculptMapPath, "smap_" + primShape.SculptTexture.ToString()); try { if (File.Exists(decodedSculptFileName)) { idata = Image.FromFile(decodedSculptFileName); } } catch (Exception e) { MainConsole.Instance.Error("[SCULPT]: unable to load cached sculpt map " + decodedSculptFileName + " " + e); } //if (idata != null) // MainConsole.Instance.Debug("[SCULPT]: loaded cached map asset for map ID: " + primShape.SculptTexture.ToString()); } if (idata == null) { if (primShape.SculptData == null || primShape.SculptData.Length == 0) return null; try { ManagedImage unusedData; OpenJPEG.DecodeToImage(primShape.SculptData, out unusedData, out idata); unusedData = null; if (cacheSculptMaps && idata != null) { try { idata.Save(decodedSculptFileName, ImageFormat.MemoryBmp); } catch (Exception e) { MainConsole.Instance.Error("[SCULPT]: unable to cache sculpt map " + decodedSculptFileName + " " + e); } } } catch (DllNotFoundException) { MainConsole.Instance.Error( "[PHYSICS]: OpenJpeg is not installed correctly on this system. Physics Proxy generation failed. Often times this is because of an old version of GLIBC. You must have version 2.4 or above!"); return null; } catch (IndexOutOfRangeException) { MainConsole.Instance.Error("[PHYSICS]: OpenJpeg was unable to decode this. Physics Proxy generation failed"); return null; } catch (Exception ex) { MainConsole.Instance.Error( "[PHYSICS]: Unable to generate a Sculpty physics proxy. Sculpty texture decode failed: " + ex); return null; } } SculptMesh.SculptType sculptType; switch ((SculptType) primShape.SculptType) { case SculptType.Cylinder: sculptType = SculptMesh.SculptType.cylinder; break; case SculptType.Plane: sculptType = SculptMesh.SculptType.plane; break; case SculptType.Torus: sculptType = SculptMesh.SculptType.torus; break; case SculptType.Sphere: sculptType = SculptMesh.SculptType.sphere; break; default: sculptType = SculptMesh.SculptType.plane; break; } bool mirror = ((primShape.SculptType & 128) != 0); bool invert = ((primShape.SculptType & 64) != 0); if (idata == null) return null; sculptMesh = new SculptMesh((Bitmap) idata, sculptType, (int) lod, false, mirror, invert); idata.Dispose(); idata = null; sculptMesh.DumpRaw(baseDir, primName, "primMesh"); sculptMesh.Scale(size.X, size.Y, size.Z); coords = sculptMesh.coords; faces = sculptMesh.faces; } } else { float pathShearX = primShape.PathShearX < 128 ? primShape.PathShearX*0.01f : (primShape.PathShearX - 256)*0.01f; float pathShearY = primShape.PathShearY < 128 ? primShape.PathShearY*0.01f : (primShape.PathShearY - 256)*0.01f; float pathBegin = primShape.PathBegin*2.0e-5f; float pathEnd = 1.0f - primShape.PathEnd*2.0e-5f; float pathScaleX = (primShape.PathScaleX - 100)*0.01f; float pathScaleY = (primShape.PathScaleY - 100)*0.01f; float profileBegin = primShape.ProfileBegin*2.0e-5f; float profileEnd = 1.0f - primShape.ProfileEnd*2.0e-5f; float profileHollow = primShape.ProfileHollow*2.0e-5f; if (profileHollow > 0.95f) { if (profileHollow > 0.99f) profileHollow = 0.99f; float sizeX = primShape.Scale.X - (primShape.Scale.X*profileHollow); if (sizeX < 0.1f) //If its > 0.1, its fine to mesh at the small hollow profileHollow = 0.95f + (sizeX/2); //Scale the rest by how large the size of the prim is } 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 = new PrimMesh(sides, profileBegin, profileEnd, profileHollow, hollowSides); if (primMesh.errorMessage != null) if (primMesh.errorMessage.Length > 0) MainConsole.Instance.Error("[ERROR] " + primMesh.errorMessage); primMesh.topShearX = pathShearX; primMesh.topShearY = pathShearY; primMesh.pathCutBegin = pathBegin; primMesh.pathCutEnd = pathEnd; if (primShape.PathCurve == (byte) Extrusion.Straight || primShape.PathCurve == (byte) Extrusion.Flexible) { primMesh.twistBegin = primShape.PathTwistBegin*18/10; primMesh.twistEnd = primShape.PathTwist*18/10; primMesh.taperX = pathScaleX; primMesh.taperY = pathScaleY; if (profileBegin < 0.0f || profileBegin >= profileEnd || profileEnd > 1.0f) { ReportPrimError("*** CORRUPT PRIM!! ***", primName, primMesh); if (profileBegin < 0.0f) profileBegin = 0.0f; if (profileEnd > 1.0f) profileEnd = 1.0f; } #if SPAM MainConsole.Instance.Debug("****** PrimMesh Parameters (Linear) ******\n" + primMesh.ParamsToDisplayString()); #endif try { primMesh.Extrude(primShape.PathCurve == (byte) Extrusion.Straight ? PathType.Linear : PathType.Flexible); } catch (Exception ex) { ReportPrimError("Extrusion failure: exception: " + ex, primName, primMesh); 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; if (profileBegin < 0.0f || profileBegin >= profileEnd || profileEnd > 1.0f) { ReportPrimError("*** CORRUPT PRIM!! ***", primName, primMesh); if (profileBegin < 0.0f) profileBegin = 0.0f; if (profileEnd > 1.0f) profileEnd = 1.0f; } #if SPAM MainConsole.Instance.Debug("****** PrimMesh Parameters (Circular) ******\n" + primMesh.ParamsToDisplayString()); #endif try { primMesh.Extrude(PathType.Circular); } catch (Exception ex) { ReportPrimError("Extrusion failure: exception: " + ex, primName, primMesh); return null; } } primMesh.DumpRaw(baseDir, primName, "primMesh"); primMesh.Scale(size.X, size.Y, size.Z); coords = primMesh.coords; faces = primMesh.faces; primMesh = null; } int numCoords = coords.Count; int numFaces = faces.Count; // Create the list of vertices List<Vertex> vertices = new List<Vertex>(); for (int i = 0; i < numCoords; i++) { Coord c = coords[i]; vertices.Add(new Vertex(c.X, c.Y, c.Z)); } Mesh mesh = new Mesh(key); // Add the corresponding triangles to the mesh for (int i = 0; i < numFaces; i++) { Face f = faces[i]; mesh.Add(new Triangle(vertices[f.v1], vertices[f.v2], vertices[f.v3])); } coords.Clear(); faces.Clear(); coords = null; faces = null; return mesh; }
/// <summary> /// Extrudes a profile along a path. /// </summary> public void Extrude(PathType pathType) { bool needEndFaces = false; this.coords = new List<Coord>(); this.faces = new List<Face>(); int steps = 1; float length = this.pathCutEnd - this.pathCutBegin; this.hasProfileCut = this.profileEnd - this.profileStart < 0.9999f; this.hasHollow = (this.hollow > 0.001f); float twistBegin = this.twistBegin / 360.0f * twoPi; float twistEnd = this.twistEnd / 360.0f * twoPi; float twistTotal = twistEnd - twistBegin; float twistTotalAbs = Math.Abs(twistTotal); if (twistTotalAbs > 0.01f) steps += (int)(twistTotalAbs * 3.66); // dahlia's magic number float hollow = this.hollow; if (pathType == PathType.Circular) { needEndFaces = false; if (this.pathCutBegin != 0.0f || this.pathCutEnd != 1.0f) needEndFaces = true; else if (this.taperX != 0.0f || this.taperY != 0.0f) needEndFaces = true; else if (this.skew != 0.0f) needEndFaces = true; else if (twistTotal != 0.0f) needEndFaces = true; else if (this.radius != 0.0f) needEndFaces = true; } else needEndFaces = true; // sanity checks float initialProfileRot = 0.0f; if (pathType == PathType.Circular) { if (this.sides == 3) { initialProfileRot = (float)Math.PI; if (this.hollowSides == 4) { if (hollow > 0.7f) hollow = 0.7f; hollow *= 0.707f; } else hollow *= 0.5f; } else if (this.sides == 4) { initialProfileRot = 0.25f * (float)Math.PI; if (this.hollowSides != 4) hollow *= 0.707f; } else if (this.sides > 4) { initialProfileRot = (float)Math.PI; if (this.hollowSides == 4) { if (hollow > 0.7f) hollow = 0.7f; hollow /= 0.7f; } } } else { if (this.sides == 3) { if (this.hollowSides == 4) { if (hollow > 0.7f) hollow = 0.7f; hollow *= 0.707f; } else hollow *= 0.5f; } else if (this.sides == 4) { initialProfileRot = 1.25f * (float)Math.PI; if (this.hollowSides != 4) hollow *= 0.707f; } else if (this.sides == 24 && this.hollowSides == 4) hollow *= 1.414f; } Profile profile = new Profile(this.sides, this.profileStart, this.profileEnd, hollow, this.hollowSides, this.hasProfileCut,true); this.errorMessage = profile.errorMessage; this.numPrimFaces = profile.numPrimFaces; if (initialProfileRot != 0.0f) { profile.AddRot(new Quat(new Coord(0.0f, 0.0f, 1.0f), initialProfileRot)); } float thisV = 0.0f; float lastV = 0.0f; Path path = new Path(); path.twistBegin = twistBegin; path.twistEnd = twistEnd; path.topShearX = topShearX; path.topShearY = topShearY; path.pathCutBegin = pathCutBegin; path.pathCutEnd = pathCutEnd; path.dimpleBegin = dimpleBegin; path.dimpleEnd = dimpleEnd; path.skew = skew; path.holeSizeX = holeSizeX; path.holeSizeY = holeSizeY; path.taperX = taperX; path.taperY = taperY; path.radius = radius; path.revolutions = revolutions; path.stepsPerRevolution = stepsPerRevolution; path.Create(pathType, steps); int lastNode = path.pathNodes.Count -1; for (int nodeIndex = 0; nodeIndex < path.pathNodes.Count; nodeIndex++) { PathNode node = path.pathNodes[nodeIndex]; Profile newLayer = profile.Copy(); newLayer.Scale(node.xScale, node.yScale); newLayer.AddRot(node.rotation); newLayer.AddPos(node.position); if (needEndFaces && nodeIndex == 0) { newLayer.FlipNormals(); } // if (nodeIndex == 0) // append this layer int coordsLen = this.coords.Count; newLayer.AddValue2FaceVertexIndices(coordsLen); this.coords.AddRange(newLayer.coords); if (needEndFaces) { if (nodeIndex == 0) this.faces.AddRange(newLayer.faces); else if (nodeIndex == lastNode) { if (node.xScale > 1e-6 && node.yScale > 1e-6) this.faces.AddRange(newLayer.faces); } } // fill faces between layers int numVerts = newLayer.coords.Count; Face newFace1 = new Face(); Face newFace2 = new Face(); thisV = 1.0f - node.percentOfPath; if (nodeIndex > 0) { int startVert = coordsLen; int endVert = this.coords.Count; if (!this.hasProfileCut) { int i = startVert; for (int l = 0; l < profile.numOuterVerts - 1; l++) { newFace1.v1 = i; newFace1.v2 = i - numVerts; newFace1.v3 = i + 1; this.faces.Add(newFace1); newFace2.v1 = i + 1; newFace2.v2 = i - numVerts; newFace2.v3 = i + 1 - numVerts; this.faces.Add(newFace2); i++; } newFace1.v1 = i; newFace1.v2 = i - numVerts; newFace1.v3 = startVert; this.faces.Add(newFace1); newFace2.v1 = startVert; newFace2.v2 = i - numVerts; newFace2.v3 = startVert - numVerts; this.faces.Add(newFace2); if (this.hasHollow) { startVert = ++i; for (int l = 0; l < profile.numHollowVerts - 1; l++) { newFace1.v1 = i; newFace1.v2 = i - numVerts; newFace1.v3 = i + 1; this.faces.Add(newFace1); newFace2.v1 = i + 1; newFace2.v2 = i - numVerts; newFace2.v3 = i + 1 - numVerts; this.faces.Add(newFace2); i++; } newFace1.v1 = i; newFace1.v2 = i - numVerts; newFace1.v3 = startVert; this.faces.Add(newFace1); newFace2.v1 = startVert; newFace2.v2 = i - numVerts; newFace2.v3 = startVert - numVerts; this.faces.Add(newFace2); } } else { for (int i = startVert; i < endVert; i++) { int iNext = i + 1; if (i == endVert - 1) iNext = startVert; newFace1.v1 = i; newFace1.v2 = i - numVerts; newFace1.v3 = iNext; this.faces.Add(newFace1); newFace2.v1 = iNext; newFace2.v2 = i - numVerts; newFace2.v3 = iNext - numVerts; this.faces.Add(newFace2); } } } lastV = thisV; } // for (int nodeIndex = 0; nodeIndex < path.pathNodes.Count; nodeIndex++) }
private Mesh CreateMeshFromPrimMesher(string primName, PrimitiveBaseShape primShape, Vector3 size, float lod) { PrimMesh primMesh; PrimMesher.SculptMesh sculptMesh; List<Coord> coords = new List<Coord>(); List<Face> faces = new List<Face>(); Image idata = null; string decodedSculptFileName = ""; if (primShape.SculptEntry) { if (((OpenMetaverse.SculptType)primShape.SculptType) == SculptType.Mesh) { if (!useMeshiesPhysicsMesh) return null; m_log.Debug("[MESH]: experimental mesh proxy generation"); OSD meshOsd; if (primShape.SculptData.Length <= 0) { m_log.Error("[MESH]: asset data is zero length"); return null; } long start = 0; using (MemoryStream data = new MemoryStream(primShape.SculptData)) { meshOsd = (OSDMap)OSDParser.DeserializeLLSDBinary(data); start = data.Position; } if (meshOsd is OSDMap) { OSDMap map = (OSDMap)meshOsd; OSDMap physicsParms = (OSDMap)map["physics_shape"]; int physOffset = physicsParms["offset"].AsInteger() + (int)start; int physSize = physicsParms["size"].AsInteger(); if (physOffset < 0 || physSize == 0) return null; // no mesh data in asset OSD decodedMeshOsd = new OSD(); byte[] meshBytes = new byte[physSize]; System.Buffer.BlockCopy(primShape.SculptData, physOffset, meshBytes, 0, physSize); byte[] decompressed = new byte[physSize * 5]; try { using (MemoryStream inMs = new MemoryStream(meshBytes)) { using (MemoryStream outMs = new MemoryStream()) { using (ZOutputStream zOut = new ZOutputStream(outMs)) { byte[] readBuffer = new byte[2048]; int readLen = 0; while ((readLen = inMs.Read(readBuffer, 0, readBuffer.Length)) > 0) { zOut.Write(readBuffer, 0, readLen); } zOut.Flush(); outMs.Seek(0, SeekOrigin.Begin); byte[] decompressedBuf = outMs.GetBuffer(); decodedMeshOsd = OSDParser.DeserializeLLSDBinary(decompressedBuf); } } } } catch (Exception e) { m_log.Error("[MESH]: exception decoding physical mesh: " + e.ToString()); return null; } OSDArray decodedMeshOsdArray = null; // physics_shape is an array of OSDMaps, one for each submesh if (decodedMeshOsd is OSDArray) { decodedMeshOsdArray = (OSDArray)decodedMeshOsd; foreach (OSD subMeshOsd in decodedMeshOsdArray) { if (subMeshOsd is OSDMap) { OSDMap subMeshMap = (OSDMap)subMeshOsd; OpenMetaverse.Vector3 posMax = ((OSDMap)subMeshMap["PositionDomain"])["Max"].AsVector3(); OpenMetaverse.Vector3 posMin = ((OSDMap)subMeshMap["PositionDomain"])["Min"].AsVector3(); ushort faceIndexOffset = (ushort)coords.Count; byte[] posBytes = subMeshMap["Position"].AsBinary(); for (int i = 0; i < posBytes.Length; i += 6) { ushort uX = Utils.BytesToUInt16(posBytes, i); ushort uY = Utils.BytesToUInt16(posBytes, i + 2); ushort uZ = Utils.BytesToUInt16(posBytes, i + 4); Coord c = new Coord( Utils.UInt16ToFloat(uX, posMin.X, posMax.X) * size.X, Utils.UInt16ToFloat(uY, posMin.Y, posMax.Y) * size.Y, Utils.UInt16ToFloat(uZ, posMin.Z, posMax.Z) * size.Z); coords.Add(c); } byte[] triangleBytes = subMeshMap["TriangleList"].AsBinary(); for (int i = 0; i < triangleBytes.Length; i += 6) { ushort v1 = (ushort)(Utils.BytesToUInt16(triangleBytes, i) + faceIndexOffset); ushort v2 = (ushort)(Utils.BytesToUInt16(triangleBytes, i + 2) + faceIndexOffset); ushort v3 = (ushort)(Utils.BytesToUInt16(triangleBytes, i + 4) + faceIndexOffset); Face f = new Face(v1, v2, v3); faces.Add(f); } } } } } } else { if (cacheSculptMaps && primShape.SculptTexture != UUID.Zero) { decodedSculptFileName = System.IO.Path.Combine(decodedSculptMapPath, "smap_" + primShape.SculptTexture.ToString()); try { if (File.Exists(decodedSculptFileName)) { idata = Image.FromFile(decodedSculptFileName); } } catch (Exception e) { m_log.Error("[SCULPT]: unable to load cached sculpt map " + decodedSculptFileName + " " + e.Message); } //if (idata != null) // m_log.Debug("[SCULPT]: loaded cached map asset for map ID: " + primShape.SculptTexture.ToString()); } if (idata == null) { if (primShape.SculptData == null || primShape.SculptData.Length == 0) return null; try { OpenMetaverse.Imaging.ManagedImage unusedData; OpenMetaverse.Imaging.OpenJPEG.DecodeToImage(primShape.SculptData, out unusedData, out idata); unusedData = null; //idata = CSJ2K.J2kImage.FromBytes(primShape.SculptData); if (cacheSculptMaps && idata != null) { try { idata.Save(decodedSculptFileName, ImageFormat.MemoryBmp); } catch (Exception e) { m_log.Error("[SCULPT]: unable to cache sculpt map " + decodedSculptFileName + " " + e.Message); } } } catch (DllNotFoundException) { m_log.Error("[PHYSICS]: OpenJpeg is not installed correctly on this system. Physics Proxy generation failed. Often times this is because of an old version of GLIBC. You must have version 2.4 or above!"); return null; } catch (IndexOutOfRangeException) { m_log.Error("[PHYSICS]: OpenJpeg was unable to decode this. Physics Proxy generation failed"); return null; } catch (Exception ex) { m_log.Error("[PHYSICS]: Unable to generate a Sculpty physics proxy. Sculpty texture decode failed: " + ex.Message); return null; } } PrimMesher.SculptMesh.SculptType sculptType; switch ((OpenMetaverse.SculptType)primShape.SculptType) { case OpenMetaverse.SculptType.Cylinder: sculptType = PrimMesher.SculptMesh.SculptType.cylinder; break; case OpenMetaverse.SculptType.Plane: sculptType = PrimMesher.SculptMesh.SculptType.plane; break; case OpenMetaverse.SculptType.Torus: sculptType = PrimMesher.SculptMesh.SculptType.torus; break; case OpenMetaverse.SculptType.Sphere: sculptType = PrimMesher.SculptMesh.SculptType.sphere; break; default: sculptType = PrimMesher.SculptMesh.SculptType.plane; break; } bool mirror = ((primShape.SculptType & 128) != 0); bool invert = ((primShape.SculptType & 64) != 0); sculptMesh = new PrimMesher.SculptMesh((Bitmap)idata, sculptType, (int)lod, false, mirror, invert); idata.Dispose(); sculptMesh.DumpRaw(baseDir, primName, "primMesh"); sculptMesh.Scale(size.X, size.Y, size.Z); coords = sculptMesh.coords; faces = sculptMesh.faces; } } else { 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; if (profileHollow > 0.95f) profileHollow = 0.95f; 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 = new PrimMesh(sides, profileBegin, profileEnd, profileHollow, hollowSides); if (primMesh.errorMessage != null) if (primMesh.errorMessage.Length > 0) m_log.Error("[ERROR] " + primMesh.errorMessage); primMesh.topShearX = pathShearX; primMesh.topShearY = pathShearY; primMesh.pathCutBegin = pathBegin; primMesh.pathCutEnd = pathEnd; if (primShape.PathCurve == (byte)Extrusion.Straight || primShape.PathCurve == (byte) Extrusion.Flexible) { primMesh.twistBegin = primShape.PathTwistBegin * 18 / 10; primMesh.twistEnd = primShape.PathTwist * 18 / 10; primMesh.taperX = pathScaleX; primMesh.taperY = pathScaleY; if (profileBegin < 0.0f || profileBegin >= profileEnd || profileEnd > 1.0f) { ReportPrimError("*** CORRUPT PRIM!! ***", primName, primMesh); if (profileBegin < 0.0f) profileBegin = 0.0f; if (profileEnd > 1.0f) profileEnd = 1.0f; } #if SPAM m_log.Debug("****** PrimMesh Parameters (Linear) ******\n" + primMesh.ParamsToDisplayString()); #endif try { primMesh.ExtrudeLinear(); } catch (Exception ex) { ReportPrimError("Extrusion failure: exception: " + ex.ToString(), primName, primMesh); 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; if (profileBegin < 0.0f || profileBegin >= profileEnd || profileEnd > 1.0f) { ReportPrimError("*** CORRUPT PRIM!! ***", primName, primMesh); if (profileBegin < 0.0f) profileBegin = 0.0f; if (profileEnd > 1.0f) profileEnd = 1.0f; } #if SPAM m_log.Debug("****** PrimMesh Parameters (Circular) ******\n" + primMesh.ParamsToDisplayString()); #endif try { primMesh.ExtrudeCircular(); } catch (Exception ex) { ReportPrimError("Extrusion failure: exception: " + ex.ToString(), primName, primMesh); return null; } } primMesh.DumpRaw(baseDir, primName, "primMesh"); primMesh.Scale(size.X, size.Y, size.Z); coords = primMesh.coords; faces = primMesh.faces; } // Remove the reference to any JPEG2000 sculpt data so it can be GCed primShape.SculptData = Utils.EmptyBytes; int numCoords = coords.Count; int numFaces = faces.Count; // Create the list of vertices List<Vertex> vertices = new List<Vertex>(); for (int i = 0; i < numCoords; i++) { Coord c = coords[i]; vertices.Add(new Vertex(c.X, c.Y, c.Z)); } Mesh mesh = new Mesh(); // Add the corresponding triangles to the mesh for (int i = 0; i < numFaces; i++) { Face f = faces[i]; mesh.Add(new Triangle(vertices[f.v1], vertices[f.v2], vertices[f.v3])); } return mesh; }
/// <summary> /// Add a submesh to an existing list of coords and faces. /// </summary> /// <param name="subMeshData"></param> /// <param name="size">Size of entire object</param> /// <param name="coords"></param> /// <param name="faces"></param> private void AddSubMesh(OSDMap subMeshData, Vector3 size, List<Coord> coords, List<Face> faces) { // Console.WriteLine("subMeshMap for {0} - {1}", primName, Util.GetFormattedXml((OSD)subMeshMap)); // As per http://wiki.secondlife.com/wiki/Mesh/Mesh_Asset_Format, some Mesh Level // of Detail Blocks (maps) contain just a NoGeometry key to signal there is no // geometry for this submesh. if (subMeshData.ContainsKey("NoGeometry") && ((OSDBoolean)subMeshData["NoGeometry"])) return; OpenMetaverse.Vector3 posMax = ((OSDMap)subMeshData["PositionDomain"])["Max"].AsVector3(); OpenMetaverse.Vector3 posMin = ((OSDMap)subMeshData["PositionDomain"])["Min"].AsVector3(); ushort faceIndexOffset = (ushort)coords.Count; byte[] posBytes = subMeshData["Position"].AsBinary(); ExtractCoordsFrom16BitPositions(size, coords, ref posMax, ref posMin, posBytes, 0, int.MaxValue); byte[] triangleBytes = subMeshData["TriangleList"].AsBinary(); for (int i = 0; i < triangleBytes.Length; i += 6) { ushort v1 = (ushort)(Utils.BytesToUInt16(triangleBytes, i) + faceIndexOffset); ushort v2 = (ushort)(Utils.BytesToUInt16(triangleBytes, i + 2) + faceIndexOffset); ushort v3 = (ushort)(Utils.BytesToUInt16(triangleBytes, i + 4) + faceIndexOffset); Face f = new Face(v1, v2, v3); faces.Add(f); } }
void _SculptMesh(Bitmap sculptBitmap, SculptType sculptType, int lod, bool viewerMode, bool mirror, bool invert) { coords = new List<Coord>(); faces = new List<Face>(); normals = new List<Coord>(); uvs = new List<UVCoord>(); sculptType = (SculptType)(((int)sculptType) & 0x07); if (mirror) if (sculptType == SculptType.plane) invert = !invert; float sourceScaleFactor = (float)(lod) / (float)Math.Sqrt(sculptBitmap.Width * sculptBitmap.Height); int scale = (int)(1.0f / sourceScaleFactor); if (scale < 1) scale = 1; List<List<Coord>> rows = bitmap2Coords(sculptBitmap, scale, mirror); viewerFaces = new List<ViewerFace>(); int width = sculptBitmap.Width / scale; // int height = sculptBitmap.Height / scale; int p1, p2, p3, p4; int imageX, imageY; if (sculptType != SculptType.plane) { for (int rowNdx = 0; rowNdx < rows.Count; rowNdx++) rows[rowNdx].Add(rows[rowNdx][0]); } Coord topPole = rows[0][width / 2]; Coord bottomPole = rows[rows.Count - 1][width / 2]; if (sculptType == SculptType.sphere) { int count = rows[0].Count; List<Coord> topPoleRow = new List<Coord>(count); List<Coord> bottomPoleRow = new List<Coord>(count); for (int i = 0; i < count; i++) { topPoleRow.Add(topPole); bottomPoleRow.Add(bottomPole); } rows.Insert(0, topPoleRow); rows.Add(bottomPoleRow); } else if (sculptType == SculptType.torus) rows.Add(rows[0]); int coordsDown = rows.Count; int coordsAcross = rows[0].Count; float widthUnit = 1.0f / (coordsAcross - 1); float heightUnit = 1.0f / (coordsDown - 1); for (imageY = 0; imageY < coordsDown; imageY++) { int rowOffset = imageY * coordsAcross; for (imageX = 0; imageX < coordsAcross; imageX++) { /* * p1-----p2 * | \ f2 | * | \ | * | f1 \| * p3-----p4 */ p4 = rowOffset + imageX; p3 = p4 - 1; p2 = p4 - coordsAcross; p1 = p3 - coordsAcross; this.coords.Add(rows[imageY][imageX]); if (viewerMode) { this.normals.Add(new Coord()); this.uvs.Add(new UVCoord(widthUnit * imageX, heightUnit * imageY)); } if (imageY > 0 && imageX > 0) { Face f1, f2; if (viewerMode) { if (invert) { f1 = new Face(p1, p4, p3, p1, p4, p3); f1.uv1 = p1; f1.uv2 = p4; f1.uv3 = p3; f2 = new Face(p1, p2, p4, p1, p2, p4); f2.uv1 = p1; f2.uv2 = p2; f2.uv3 = p4; } else { f1 = new Face(p1, p3, p4, p1, p3, p4); f1.uv1 = p1; f1.uv2 = p3; f1.uv3 = p4; f2 = new Face(p1, p4, p2, p1, p4, p2); f2.uv1 = p1; f2.uv2 = p4; f2.uv3 = p2; } } else { if (invert) { f1 = new Face(p1, p4, p3); f2 = new Face(p1, p2, p4); } else { f1 = new Face(p1, p3, p4); f2 = new Face(p1, p4, p2); } } this.faces.Add(f1); this.faces.Add(f2); } } } if (viewerMode) calcVertexNormals(sculptType, coordsAcross, coordsDown); }
private void _SculptMesh(List<List<Coord>> rows, SculptType sculptType, bool invert) { coords = new List<Coord>(); faces = new List<Face>(); sculptType = (SculptType)(((int)sculptType) & 0x07); int width = rows[0].Count; int p1, p2, p3, p4; int imageX, imageY; if (sculptType != SculptType.plane) { if (rows.Count % 2 == 0) { for (int rowNdx = 0; rowNdx < rows.Count; rowNdx++) rows[rowNdx].Add(rows[rowNdx][0]); } else { int lastIndex = rows[0].Count - 1; for (int i = 0; i < rows.Count; i++) rows[i][0] = rows[i][lastIndex]; } } Coord topPole = rows[0][width / 2]; Coord bottomPole = rows[rows.Count - 1][width / 2]; if (sculptType == SculptType.sphere) { if (rows.Count % 2 == 0) { int count = rows[0].Count; List<Coord> topPoleRow = new List<Coord>(count); List<Coord> bottomPoleRow = new List<Coord>(count); for (int i = 0; i < count; i++) { topPoleRow.Add(topPole); bottomPoleRow.Add(bottomPole); } rows.Insert(0, topPoleRow); rows.Add(bottomPoleRow); } else { int count = rows[0].Count; List<Coord> topPoleRow = rows[0]; List<Coord> bottomPoleRow = rows[rows.Count - 1]; for (int i = 0; i < count; i++) { topPoleRow[i] = topPole; bottomPoleRow[i] = bottomPole; } } } if (sculptType == SculptType.torus) rows.Add(rows[0]); int coordsDown = rows.Count; int coordsAcross = rows[0].Count; float widthUnit = 1.0f / (coordsAcross - 1); float heightUnit = 1.0f / (coordsDown - 1); for (imageY = 0; imageY < coordsDown; imageY++) { int rowOffset = imageY * coordsAcross; for (imageX = 0; imageX < coordsAcross; imageX++) { /* * p1-----p2 * | \ f2 | * | \ | * | f1 \| * p3-----p4 */ p4 = rowOffset + imageX; p3 = p4 - 1; p2 = p4 - coordsAcross; p1 = p3 - coordsAcross; this.coords.Add(rows[imageY][imageX]); if (imageY > 0 && imageX > 0) { Face f1, f2; if (invert) { f1 = new Face(p1, p4, p3); f2 = new Face(p1, p2, p4); } else { f1 = new Face(p1, p3, p4); f2 = new Face(p1, p4, p2); } this.faces.Add(f1); this.faces.Add(f2); } } } }