private void CreatePrim(WarpRenderer renderer, SceneObjectPart prim, bool useTextures) { const float MIN_SIZE = 2f; if ((PCode)prim.Shape.PCode != PCode.Prim) { return; } if (prim.Scale.LengthSquared() < MIN_SIZE * MIN_SIZE) { return; } FacetedMesh renderMesh = null; Primitive omvPrim = prim.Shape.ToOmvPrimitive(prim.OffsetPosition, prim.RotationOffset); if (m_renderMeshes) { if (omvPrim.Sculpt != null && omvPrim.Sculpt.SculptTexture != UUID.Zero) { // Try fetchinng the asset byte[] sculptAsset = m_scene.AssetService.GetData(omvPrim.Sculpt.SculptTexture.ToString()); if (sculptAsset != null) { // Is it a mesh? if (omvPrim.Sculpt.Type == SculptType.Mesh) { AssetMesh meshAsset = new AssetMesh(omvPrim.Sculpt.SculptTexture, sculptAsset); FacetedMesh.TryDecodeFromAsset(omvPrim, meshAsset, DetailLevel.Highest, out renderMesh); meshAsset = null; } else // It's sculptie { IJ2KDecoder imgDecoder = m_scene.RequestModuleInterface <IJ2KDecoder>(); if (imgDecoder != null) { Image sculpt = imgDecoder.DecodeToImage(sculptAsset); if (sculpt != null) { renderMesh = m_primMesher.GenerateFacetedSculptMesh(omvPrim, (Bitmap)sculpt, DetailLevel.Medium); sculpt.Dispose(); } } } } } } // If not a mesh or sculptie, try the regular mesher if (renderMesh == null) { renderMesh = m_primMesher.GenerateFacetedMesh(omvPrim, DetailLevel.Medium); } if (renderMesh == null) { return; } warp_Vector primPos = ConvertVector(prim.GetWorldPosition()); warp_Quaternion primRot = ConvertQuaternion(prim.RotationOffset); warp_Matrix m = warp_Matrix.quaternionMatrix(primRot); if (prim.ParentID != 0) { SceneObjectGroup group = m_scene.SceneGraph.GetGroupByPrim(prim.LocalId); if (group != null) { m.transform(warp_Matrix.quaternionMatrix(ConvertQuaternion(group.RootPart.RotationOffset))); } } warp_Vector primScale = ConvertVector(prim.Scale); string primID = prim.UUID.ToString(); // Create the prim faces // TODO: Implement the useTextures flag behavior for (int i = 0; i < renderMesh.Faces.Count; i++) { Face face = renderMesh.Faces[i]; string meshName = primID + "-Face-" + i.ToString(); // Avoid adding duplicate meshes to the scene if (renderer.Scene.objectData.ContainsKey(meshName)) { continue; } warp_Object faceObj = new warp_Object(face.Vertices.Count, face.Indices.Count / 3); for (int j = 0; j < face.Vertices.Count; j++) { Vertex v = face.Vertices[j]; warp_Vector pos = ConvertVector(v.Position); warp_Vector norm = ConvertVector(v.Normal); if (prim.Shape.SculptTexture == UUID.Zero) { norm = norm.reverse(); } warp_Vertex vert = new warp_Vertex(pos, norm, v.TexCoord.X, v.TexCoord.Y); faceObj.addVertex(vert); } for (int j = 0; j < face.Indices.Count; j += 3) { faceObj.addTriangle( face.Indices[j + 0], face.Indices[j + 1], face.Indices[j + 2]); } Primitive.TextureEntryFace teFace = prim.Shape.Textures.GetFace((uint)i); Color4 faceColor = GetFaceColor(teFace); string materialName = String.Empty; if (m_texturePrims && prim.Scale.LengthSquared() > m_texturePrimSize * m_texturePrimSize) { materialName = GetOrCreateMaterial(renderer, faceColor, teFace.TextureID); } else { materialName = GetOrCreateMaterial(renderer, faceColor); } faceObj.transform(m); faceObj.setPos(primPos); faceObj.scaleSelf(primScale.x, primScale.y, primScale.z); renderer.Scene.addObject(meshName, faceObj); renderer.SetObjectMaterial(meshName, materialName); } }
private void CreatePrim(WarpRenderer renderer, SceneObjectPart prim) { if ((PCode)prim.Shape.PCode != PCode.Prim) { return; } Vector3 ppos = prim.GetWorldPosition(); if (ppos.Z < m_renderMinHeight || ppos.Z > m_renderMaxHeight) { return; } warp_Vector primPos = ConvertVector(ppos); warp_Quaternion primRot = ConvertQuaternion(prim.GetWorldRotation()); warp_Matrix m = warp_Matrix.quaternionMatrix(primRot); float screenFactor = renderer.Scene.EstimateBoxProjectedArea(primPos, ConvertVector(prim.Scale), m); if (screenFactor < 0) { return; } int p2 = (int)(-(float)Math.Log(screenFactor) * 1.442695f * 0.5 - 1); if (p2 < 0) { p2 = 0; } else if (p2 > 3) { p2 = 3; } DetailLevel lod = (DetailLevel)(3 - p2); FacetedMesh renderMesh = null; Primitive omvPrim = prim.Shape.ToOmvPrimitive(prim.OffsetPosition, prim.RotationOffset); if (m_renderMeshes) { if (omvPrim.Sculpt != null && omvPrim.Sculpt.SculptTexture != UUID.Zero) { // Try fetchinng the asset byte[] sculptAsset = m_scene.AssetService.GetData(omvPrim.Sculpt.SculptTexture.ToString()); if (sculptAsset != null) { // Is it a mesh? if (omvPrim.Sculpt.Type == SculptType.Mesh) { AssetMesh meshAsset = new AssetMesh(omvPrim.Sculpt.SculptTexture, sculptAsset); FacetedMesh.TryDecodeFromAsset(omvPrim, meshAsset, lod, out renderMesh); meshAsset = null; } else // It's sculptie { if (m_imgDecoder != null) { Image sculpt = m_imgDecoder.DecodeToImage(sculptAsset); if (sculpt != null) { renderMesh = m_primMesher.GenerateFacetedSculptMesh(omvPrim, (Bitmap)sculpt, lod); sculpt.Dispose(); } } } } } } // If not a mesh or sculptie, try the regular mesher if (renderMesh == null) { renderMesh = m_primMesher.GenerateFacetedMesh(omvPrim, lod); } if (renderMesh == null) { return; } string primID = prim.UUID.ToString(); // Create the prim faces // TODO: Implement the useTextures flag behavior for (int i = 0; i < renderMesh.Faces.Count; i++) { Face face = renderMesh.Faces[i]; string meshName = primID + i.ToString(); // Avoid adding duplicate meshes to the scene if (renderer.Scene.objectData.ContainsKey(meshName)) { continue; } warp_Object faceObj = new warp_Object(); Primitive.TextureEntryFace teFace = prim.Shape.Textures.GetFace((uint)i); Color4 faceColor = teFace.RGBA; if (faceColor.A == 0) { continue; } string materialName = String.Empty; if (m_texturePrims) { // if(lod > DetailLevel.Low) { // materialName = GetOrCreateMaterial(renderer, faceColor, teFace.TextureID, lod == DetailLevel.Low); materialName = GetOrCreateMaterial(renderer, faceColor, teFace.TextureID, false); if (String.IsNullOrEmpty(materialName)) { continue; } int c = renderer.Scene.material(materialName).getColor(); if ((c & warp_Color.MASKALPHA) == 0) { continue; } } } else { materialName = GetOrCreateMaterial(renderer, faceColor); } if (renderer.Scene.material(materialName).getTexture() == null) { // uv map details dont not matter for color; for (int j = 0; j < face.Vertices.Count; j++) { Vertex v = face.Vertices[j]; warp_Vector pos = ConvertVector(v.Position); warp_Vertex vert = new warp_Vertex(pos, v.TexCoord.X, v.TexCoord.Y); faceObj.addVertex(vert); } } else { float tu; float tv; float offsetu = teFace.OffsetU + 0.5f; float offsetv = teFace.OffsetV + 0.5f; float scaleu = teFace.RepeatU; float scalev = teFace.RepeatV; float rotation = teFace.Rotation; float rc = 0; float rs = 0; if (rotation != 0) { rc = (float)Math.Cos(rotation); rs = (float)Math.Sin(rotation); } for (int j = 0; j < face.Vertices.Count; j++) { warp_Vertex vert; Vertex v = face.Vertices[j]; warp_Vector pos = ConvertVector(v.Position); if (teFace.TexMapType == MappingType.Planar) { UVPlanarMap(v, prim.Scale, out tu, out tv); } else { tu = v.TexCoord.X - 0.5f; tv = 0.5f - v.TexCoord.Y; } if (rotation != 0) { float tur = tu * rc - tv * rs; float tvr = tu * rs + tv * rc; tur *= scaleu; tur += offsetu; tvr *= scalev; tvr += offsetv; vert = new warp_Vertex(pos, tur, tvr); } else { tu *= scaleu; tu += offsetu; tv *= scalev; tv += offsetv; vert = new warp_Vertex(pos, tu, tv); } faceObj.addVertex(vert); } } for (int j = 0; j < face.Indices.Count; j += 3) { faceObj.addTriangle( face.Indices[j + 0], face.Indices[j + 1], face.Indices[j + 2]); } faceObj.scaleSelf(prim.Scale.X, prim.Scale.Z, prim.Scale.Y); faceObj.transform(m); faceObj.setPos(primPos); renderer.Scene.addObject(meshName, faceObj); renderer.SetObjectMaterial(meshName, materialName); } }
private void CreatePrim(WarpRenderer renderer, SceneObjectPart prim, bool useTextures) { const float MIN_SIZE = 2f; if ((PCode)prim.Shape.PCode != PCode.Prim) { return; } if (prim.Scale.LengthSquared() < MIN_SIZE * MIN_SIZE) { return; } Primitive omvPrim = prim.Shape.ToOmvPrimitive(prim.OffsetPosition, prim.RotationOffset); FacetedMesh renderMesh = m_primMesher.GenerateFacetedMesh(omvPrim, DetailLevel.Medium); if (renderMesh == null) { return; } warp_Vector primPos = ConvertVector(prim.GetWorldPosition()); warp_Quaternion primRot = ConvertQuaternion(prim.RotationOffset); warp_Matrix m = warp_Matrix.quaternionMatrix(primRot); if (prim.ParentID != 0) { SceneObjectGroup group = m_scene.SceneGraph.GetGroupByPrim(prim.LocalId); if (group != null) { m.transform(warp_Matrix.quaternionMatrix(ConvertQuaternion(group.RootPart.RotationOffset))); } } warp_Vector primScale = ConvertVector(prim.Scale); string primID = prim.UUID.ToString(); // Create the prim faces // TODO: Implement the useTextures flag behavior for (int i = 0; i < renderMesh.Faces.Count; i++) { Face face = renderMesh.Faces[i]; string meshName = primID + "-Face-" + i.ToString(); // Avoid adding duplicate meshes to the scene if (renderer.Scene.objectData.ContainsKey(meshName)) { continue; } warp_Object faceObj = new warp_Object(face.Vertices.Count, face.Indices.Count / 3); for (int j = 0; j < face.Vertices.Count; j++) { Vertex v = face.Vertices[j]; warp_Vector pos = ConvertVector(v.Position); warp_Vector norm = ConvertVector(v.Normal); if (prim.Shape.SculptTexture == UUID.Zero) { norm = norm.reverse(); } warp_Vertex vert = new warp_Vertex(pos, norm, v.TexCoord.X, v.TexCoord.Y); faceObj.addVertex(vert); } for (int j = 0; j < face.Indices.Count; j += 3) { faceObj.addTriangle( face.Indices[j + 0], face.Indices[j + 1], face.Indices[j + 2]); } Primitive.TextureEntryFace teFace = prim.Shape.Textures.GetFace((uint)i); Color4 faceColor = GetFaceColor(teFace); string materialName = GetOrCreateMaterial(renderer, faceColor); faceObj.transform(m); faceObj.setPos(primPos); faceObj.scaleSelf(primScale.x, primScale.y, primScale.z); renderer.Scene.addObject(meshName, faceObj); renderer.SetObjectMaterial(meshName, materialName); } }
private void CreatePrim(WarpRenderer renderer, ISceneChildEntity prim) { try { const float MIN_SIZE = 2f; if ((PCode)prim.Shape.PCode != PCode.Prim) { return; } if (prim.Scale.LengthSquared() < MIN_SIZE * MIN_SIZE) { return; } Primitive omvPrim = prim.Shape.ToOmvPrimitive(prim.OffsetPosition, prim.GetRotationOffset()); FacetedMesh renderMesh = null; // Are we dealing with a sculptie or mesh? if (omvPrim.Sculpt != null && omvPrim.Sculpt.SculptTexture != UUID.Zero) { // Try fetchinng the asset byte[] sculptAsset = m_scene.AssetService.GetData(omvPrim.Sculpt.SculptTexture.ToString()); if (sculptAsset != null) { // Is it a mesh? if (omvPrim.Sculpt.Type == SculptType.Mesh) { AssetMesh meshAsset = new AssetMesh(omvPrim.Sculpt.SculptTexture, sculptAsset); FacetedMesh.TryDecodeFromAsset(omvPrim, meshAsset, DetailLevel.Highest, out renderMesh); meshAsset = null; } else // It's sculptie { Image sculpt = m_imgDecoder.DecodeToImage(sculptAsset); if (sculpt != null) { renderMesh = m_primMesher.GenerateFacetedSculptMesh(omvPrim, (Bitmap)sculpt, DetailLevel.Medium); sculpt.Dispose(); } } } } else // Prim { renderMesh = m_primMesher.GenerateFacetedMesh(omvPrim, DetailLevel.Medium); } if (renderMesh == null) { return; } warp_Vector primPos = ConvertVector(prim.GetWorldPosition()); warp_Quaternion primRot = ConvertQuaternion(prim.GetRotationOffset()); warp_Matrix m = warp_Matrix.quaternionMatrix(primRot); if (prim.ParentID != 0) { ISceneEntity group = m_scene.GetGroupByPrim(prim.LocalId); if (group != null) { m.transform(warp_Matrix.quaternionMatrix(ConvertQuaternion(group.RootChild.GetRotationOffset()))); } } warp_Vector primScale = ConvertVector(prim.Scale); string primID = prim.UUID.ToString(); // Create the prim faces for (int i = 0; i < renderMesh.Faces.Count; i++) { Face face = renderMesh.Faces[i]; string meshName = primID + "-Face-" + i.ToString(); warp_Object faceObj = new warp_Object(face.Vertices.Count, face.Indices.Count / 3); foreach (Vertex v in face.Vertices) { warp_Vector pos = ConvertVector(v.Position); warp_Vector norm = ConvertVector(v.Normal); if (prim.Shape.SculptTexture == UUID.Zero) { norm = norm.reverse(); } warp_Vertex vert = new warp_Vertex(pos, norm, v.TexCoord.X, v.TexCoord.Y); faceObj.addVertex(vert); } for (int j = 0; j < face.Indices.Count;) { faceObj.addTriangle( face.Indices[j++], face.Indices[j++], face.Indices[j++]); } Primitive.TextureEntryFace teFace = prim.Shape.Textures.GetFace((uint)i); string materialName; Color4 faceColor = GetFaceColor(teFace); if (m_texturePrims && prim.Scale.LengthSquared() > 48 * 48) { materialName = GetOrCreateMaterial(renderer, faceColor, teFace.TextureID); } else { materialName = GetOrCreateMaterial(renderer, faceColor); } faceObj.transform(m); faceObj.setPos(primPos); faceObj.scaleSelf(primScale.x, primScale.y, primScale.z); renderer.Scene.addObject(meshName, faceObj); renderer.SetObjectMaterial(meshName, materialName); } renderMesh.Faces.Clear(); renderMesh = null; } catch (Exception ex) { MainConsole.Instance.Warn("[Warp3D]: Exception creating prim, " + ex); } }