FacetedMesh MeshPrim(Primitive prim) { FacetedMesh mesh = null; if (prim.Sculpt == null || prim.Sculpt.SculptTexture == UUID.Zero) { mesh = Mesher.GenerateFacetedMesh(prim, DetailLevel.Highest); } else if (prim.Sculpt.Type != SculptType.Mesh) { Image img = null; if (LoadTexture(prim.Sculpt.SculptTexture, ref img, true)) { mesh = Mesher.GenerateFacetedSculptMesh(prim, (Bitmap)img, DetailLevel.Highest); } } else { var gotMesh = new System.Threading.AutoResetEvent(false); Client.Assets.RequestMesh(prim.Sculpt.SculptTexture, (success, meshAsset) => { if (!success || !FacetedMesh.TryDecodeFromAsset(prim, meshAsset, DetailLevel.Highest, out mesh)) { Logger.Log("Failed to fetch or decode the mesh asset", Helpers.LogLevel.Warning, Client); } gotMesh.Set(); }); gotMesh.WaitOne(20 * 1000, false); } return(mesh); }
void Objects_OnObjectUpdate(object sender, PrimEventArgs e) { //leave tree out temporarily. Radegast doesn't implement tree rendering yet. if (e.Prim.PrimData.PCode != PCode.Prim) { Debug.Log("Receive " + e.Prim.PrimData.PCode.ToString()); return; } FacetedMesh mesh = null; //FIXME : need to update prims? if (objects.ContainsKey(e.Prim.LocalID)) { Debug.Log("receive prim with LocalID " + e.Prim.LocalID.ToString() + " again!"); return; } if (e.Prim.Sculpt != null) { //leave sculpt prim out temporarily } else { mesh = R.GenerateFacetedMesh(e.Prim, DetailLevel.Highest); lock (newPrims) { newPrims[e.Prim.LocalID] = mesh; } foreach (Face face in mesh.Faces) { DownloadTexture(face.TextureFace.TextureID); } } }
/// <summary> /// Creates a faceted mesh from a primitive. /// </summary> /// <param name="Client">the client to use for meshing</param> /// <param name="primitive">the primitive to convert</param> /// <param name="mesher">the mesher to use</param> /// <param name="facetedMesh">a reference to an output facted mesh object</param> /// <param name="millisecondsTimeout">the services timeout</param> /// <returns>true if the mesh could be created successfully</returns> public static bool MakeFacetedMesh(GridClient Client, Primitive primitive, MeshmerizerR mesher, ref FacetedMesh facetedMesh, uint millisecondsTimeout) { if (primitive.Sculpt == null || primitive.Sculpt.SculptTexture.Equals(UUID.Zero)) { facetedMesh = mesher.GenerateFacetedMesh(primitive, DetailLevel.Highest); return(true); } if (!primitive.Sculpt.Type.Equals(SculptType.Mesh)) { byte[] assetData = null; switch (!Client.Assets.Cache.HasAsset(primitive.Sculpt.SculptTexture)) { case true: Locks.ClientInstanceAssetsLock.EnterReadLock(); var ImageDownloadedEvent = new ManualResetEventSlim(false); Client.Assets.RequestImage(primitive.Sculpt.SculptTexture, (state, args) => { if (!state.Equals(TextureRequestState.Finished)) { return; } assetData = args.AssetData; ImageDownloadedEvent.Set(); }); if (!ImageDownloadedEvent.Wait((int)millisecondsTimeout)) { Locks.ClientInstanceAssetsLock.ExitReadLock(); return(false); } Locks.ClientInstanceAssetsLock.ExitReadLock(); break; default: assetData = Client.Assets.Cache.GetCachedAssetBytes(primitive.Sculpt.SculptTexture); break; } Image image; ManagedImage managedImage; switch (!OpenJPEG.DecodeToImage(assetData, out managedImage)) { case true: return(false); default: if ((managedImage.Channels & ManagedImage.ImageChannels.Alpha) != 0) { managedImage.ConvertChannels(managedImage.Channels & ~ManagedImage.ImageChannels.Alpha); } image = LoadTGAClass.LoadTGA(new MemoryStream(managedImage.ExportTGA())); break; } facetedMesh = mesher.GenerateFacetedSculptMesh(primitive, (Bitmap)image, DetailLevel.Highest); return(true); } FacetedMesh localFacetedMesh = null; var MeshDownloadedEvent = new ManualResetEventSlim(false); Locks.ClientInstanceAssetsLock.EnterReadLock(); Client.Assets.RequestMesh(primitive.Sculpt.SculptTexture, (success, meshAsset) => { FacetedMesh.TryDecodeFromAsset(primitive, meshAsset, DetailLevel.Highest, out localFacetedMesh); MeshDownloadedEvent.Set(); }); if (!MeshDownloadedEvent.Wait((int)millisecondsTimeout)) { Locks.ClientInstanceAssetsLock.ExitReadLock(); return(false); } Locks.ClientInstanceAssetsLock.ExitReadLock(); switch (localFacetedMesh != null) { case true: facetedMesh = localFacetedMesh; return(true); default: return(false); } }
private void UpdatePrimBlocking(Primitive prim) { FacetedMesh mesh = null; FacetedMesh existingMesh = null; lock (Prims) { if (Prims.ContainsKey(prim.LocalID)) { existingMesh = Prims[prim.LocalID]; } } if (prim.Textures == null) { return; } try { if (prim.Sculpt != null && prim.Sculpt.SculptTexture != UUID.Zero) { if (prim.Sculpt.Type != SculptType.Mesh) { // Regular sculptie Image img = null; if (!LoadTexture(prim.Sculpt.SculptTexture, ref img, true)) { return; } mesh = renderer.GenerateFacetedSculptMesh(prim, (Bitmap)img, DetailLevel.Highest); } else { // Mesh AutoResetEvent gotMesh = new AutoResetEvent(false); bool meshSuccess = false; Client.Assets.RequestMesh(prim.Sculpt.SculptTexture, (success, meshAsset) => { if (!success || !FacetedMesh.TryDecodeFromAsset(prim, meshAsset, DetailLevel.Highest, out mesh)) { Logger.Log("Failed to fetch or decode the mesh asset", Helpers.LogLevel.Warning, Client); } else { meshSuccess = true; } gotMesh.Set(); }); if (!gotMesh.WaitOne(20 * 1000, false)) { return; } if (!meshSuccess) { return; } } } else { mesh = renderer.GenerateFacetedMesh(prim, DetailLevel.Highest); } } catch { return; } // Create a FaceData struct for each face that stores the 3D data // in a OpenGL friendly format for (int j = 0; j < mesh.Faces.Count; j++) { Face face = mesh.Faces[j]; FaceData data = new FaceData { Vertices = new float[face.Vertices.Count * 3], Normals = new float[face.Vertices.Count * 3] }; // Vertices for this face for (int k = 0; k < face.Vertices.Count; k++) { data.Vertices[k * 3 + 0] = face.Vertices[k].Position.X; data.Vertices[k * 3 + 1] = face.Vertices[k].Position.Y; data.Vertices[k * 3 + 2] = face.Vertices[k].Position.Z; data.Normals[k * 3 + 0] = face.Vertices[k].Normal.X; data.Normals[k * 3 + 1] = face.Vertices[k].Normal.Y; data.Normals[k * 3 + 2] = face.Vertices[k].Normal.Z; } // Indices for this face data.Indices = face.Indices.ToArray(); // Texture transform for this face Primitive.TextureEntryFace teFace = prim.Textures.GetFace((uint)j); renderer.TransformTexCoords(face.Vertices, face.Center, teFace, prim.Scale); // Texcoords for this face data.TexCoords = new float[face.Vertices.Count * 2]; for (int k = 0; k < face.Vertices.Count; k++) { data.TexCoords[k * 2 + 0] = face.Vertices[k].TexCoord.X; data.TexCoords[k * 2 + 1] = face.Vertices[k].TexCoord.Y; } // Set the UserData for this face to our FaceData struct face.UserData = data; mesh.Faces[j] = face; if (existingMesh != null && j < existingMesh.Faces.Count && existingMesh.Faces[j].TextureFace.TextureID == teFace.TextureID && ((FaceData)existingMesh.Faces[j].UserData).TextureInfo.TexturePointer != 0 ) { FaceData existingData = (FaceData)existingMesh.Faces[j].UserData; data.TextureInfo.TexturePointer = existingData.TextureInfo.TexturePointer; } else { var textureItem = new TextureLoadItem() { Data = data, Prim = prim, TeFace = teFace }; PendingTextures.Enqueue(textureItem); } } lock (Prims) { Prims[prim.LocalID] = mesh; } SafeInvalidate(); }
public PrimDisplayData ExtractPrimMesh(SceneObjectPart part, GroupLoader.LoaderParams parms, HashSet <UUID> fullPermTextures) { Primitive prim = part.Shape.ToOmvPrimitive(part.OffsetPosition, part.RotationOffset); //always generate at scale 1.0 and export the true scale for each part prim.Scale = new Vector3(1, 1, 1); FacetedMesh mesh; try { if (prim.Sculpt != null && prim.Sculpt.SculptTexture != UUID.Zero) { if (prim.Sculpt.Type != SculptType.Mesh) { // Regular sculptie Image img = null; if (!LoadTexture(prim.Sculpt.SculptTexture, ref img, true)) { return(null); } mesh = _renderer.GenerateFacetedSculptMesh(prim, (Bitmap)img, DetailLevel.Highest); img.Dispose(); } else { // Mesh var meshAsset = _stratus.RequestAssetSync(prim.Sculpt.SculptTexture); if (!FacetedMesh.TryDecodeFromAsset(prim, new OpenMetaverse.Assets.AssetMesh(prim.Sculpt.SculptTexture, meshAsset.Data), DetailLevel.Highest, out mesh)) { return(null); } } } else { mesh = _renderer.GenerateFacetedMesh(prim, DetailLevel.Highest); } } catch { return(null); } // Create a FaceData struct for each face that stores the 3D data // in a OpenGL friendly format for (int j = 0; j < mesh.Faces.Count; j++) { Face face = mesh.Faces[j]; PrimFace.FaceData data = new PrimFace.FaceData(); // Vertices for this face data.Vertices = new float[face.Vertices.Count * 3]; data.Normals = new float[face.Vertices.Count * 3]; for (int k = 0; k < face.Vertices.Count; k++) { data.Vertices[k * 3 + 0] = face.Vertices[k].Position.X; data.Vertices[k * 3 + 1] = face.Vertices[k].Position.Y; data.Vertices[k * 3 + 2] = face.Vertices[k].Position.Z; data.Normals[k * 3 + 0] = face.Vertices[k].Normal.X; data.Normals[k * 3 + 1] = face.Vertices[k].Normal.Y; data.Normals[k * 3 + 2] = face.Vertices[k].Normal.Z; } // Indices for this face data.Indices = face.Indices.ToArray(); // Texture transform for this face Primitive.TextureEntryFace teFace = prim.Textures.GetFace((uint)j); //not sure where this bug is coming from, but in order for sculpt textures //to line up, we need to flip V here if (prim.Sculpt != null && prim.Sculpt.Type != SculptType.None && prim.Sculpt.Type != SculptType.Mesh) { teFace.RepeatV *= -1.0f; } _renderer.TransformTexCoords(face.Vertices, face.Center, teFace, prim.Scale); // Texcoords for this face data.TexCoords = new float[face.Vertices.Count * 2]; for (int k = 0; k < face.Vertices.Count; k++) { data.TexCoords[k * 2 + 0] = face.Vertices[k].TexCoord.X; data.TexCoords[k * 2 + 1] = face.Vertices[k].TexCoord.Y; } if (((parms.Checks & LoaderChecks.TexturesMustBeFullPerm) != 0)) { if (teFace.TextureID != UUID.Zero && !fullPermTextures.Contains(teFace.TextureID)) { teFace.TextureID = UUID.Zero; } } //store the actual texture data.TextureInfo = new PrimFace.TextureInfo { TextureID = teFace.TextureID }; // Set the UserData for this face to our FaceData struct face.UserData = data; mesh.Faces[j] = face; } var pos = part.IsRootPart() ? part.RawGroupPosition : part.OffsetPosition; return(new PrimDisplayData { Mesh = mesh, IsRootPrim = part.IsRootPart(), OffsetPosition = pos, OffsetRotation = part.RotationOffset, Scale = part.Scale, ShapeHash = _objectHasher.GetMeshShapeHash(part.Shape), MaterialHash = _objectHasher.GetMeshMaterialHash(prim), LinkNum = part.LinkNum }); }