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 }); }
public GroupDisplayData LoadFromXML(string xmlData, GroupLoader.LoaderParams parms) { SceneObjectGroup sog = SceneXmlLoader.DeserializeGroupFromXml2(xmlData); return(GroupDisplayDataFromSOG(UUID.Zero, parms, sog, null, string.Empty, null)); }