public MeshInfo() { handle = new EntityHandleUUID(); vertexs = new List <OMVR.Vertex>(); indices = new List <int>(); scale = OMV.Vector3.One; faceCenter = OMV.Vector3.Zero; }
// IEqualityComparer.GetHashCode public override int GetHashCode(EntityHandle obj) { int ret = 0; EntityHandleUUID objU = obj as EntityHandleUUID; if (objU != null) { ret = objU._uuid.GetHashCode(); } return(ret); }
// IEqualityComparer.Equals public override bool Equals(EntityHandle x, EntityHandle y) { bool ret = false; EntityHandleUUID xU = x as EntityHandleUUID; EntityHandleUUID yU = y as EntityHandleUUID; if (xU != null && yU != null) { ret = xU._uuid.CompareTo(yU._uuid) == 0; } return(ret); }
// Create a new MeshInfo with a copy of what is in another MeshInfo. // Note that we need to do a deep'ish copy since the values of the // vertices may be modified in the copy. // OMVR.Vertex and OMV.Vextor3 are structs so they are copied. public MeshInfo(MeshInfo other) { handle = new EntityHandleUUID(); vertexs = other.vertexs.ConvertAll(v => { OMVR.Vertex newV = new OMVR.Vertex(); newV.Position = v.Position; newV.Normal = v.Normal; newV.TexCoord = v.TexCoord; return(newV); }); // vertexs = new List<OMVR.Vertex>(other.vertexs); indices = new List <int>(other.indices); scale = new OMV.Vector3(other.scale); faceCenter = new OMV.Vector3(other.faceCenter); }
// IComparable public override int CompareTo(object obj) { int ret = 0; EntityHandleUUID other = obj as EntityHandleUUID; if (other == null) { throw new ArgumentException("CompareTo in EntityHandle: other type not EntityHandle"); } if (this._uuid != other._uuid) { string thisOne = this._uuid.ToString(); string otherOne = this._uuid.ToString(); ret = thisOne.CompareTo(otherOne); } return(ret); }
public MaterialInfo(OMVR.Face face, OMV.Primitive.TextureEntryFace defaultTexture) { handle = new EntityHandleUUID(); faceTexture = face.TextureFace; if (faceTexture == null) { faceTexture = defaultTexture; } textureID = faceTexture.TextureID; if (faceTexture.RGBA.A != 1f) { fullAlpha = true; } RGBA = faceTexture.RGBA; bump = faceTexture.Bump; glow = faceTexture.Glow; shiny = faceTexture.Shiny; twoSided = ConvOAR.Globals.parms.P <bool>("DoubleSided"); }
private Promise <DisplayableRenderable> MeshFromPrimSculptData(SceneObjectGroup sog, SceneObjectPart sop, OMV.Primitive prim, IAssetFetcher assetFetcher, OMVR.DetailLevel lod) { return(new Promise <DisplayableRenderable>((resolve, reject) => { // Get the asset that the sculpty is built on EntityHandleUUID texHandle = new EntityHandleUUID(prim.Sculpt.SculptTexture); assetFetcher.FetchTexture(texHandle) .Then((bm) => { OMVR.FacetedMesh fMesh = _mesher.GenerateFacetedSculptMesh(prim, bm.Image.ExportBitmap(), lod); DisplayableRenderable dr = ConvertFacetedMeshToDisplayable(assetFetcher, fMesh, prim.Textures.DefaultTexture, prim.Scale); BHash drHash = dr.GetBHash(); DisplayableRenderable realDR = assetFetcher.GetRenderable(drHash, () => { return dr; }); BConverterOS.LogBProgress("{0} MeshFromPrimSculptData. numFaces={1}, numGenedMeshed={2}", _logHeader, fMesh.Faces.Count, ((RenderableMeshGroup)realDR).meshes.Count); resolve(realDR); }, (e) => { ConvOAR.Globals.log.ErrorFormat("{0} MeshFromPrimSculptData: Rejected FetchTexture: {1}: {2}", _logHeader, texHandle, e); reject(null); }); })); }
private Promise <DisplayableRenderable> MeshFromPrimMeshData(SceneObjectGroup sog, SceneObjectPart sop, OMV.Primitive prim, IAssetFetcher assetFetcher, OMVR.DetailLevel lod) { EntityHandleUUID meshHandle = new EntityHandleUUID(prim.Sculpt.SculptTexture); return(new Promise <DisplayableRenderable>((resolve, reject) => { assetFetcher.FetchRawAsset(meshHandle) .Then(meshBytes => { // OMVA.AssetMesh meshAsset = new OMVA.AssetMesh(prim.ID, meshBytes); // if (OMVR.FacetedMesh.TryDecodeFromAsset(prim, meshAsset, lod, out fMesh)) { OMVR.FacetedMesh fMesh = null; try { fMesh = _mesher.GenerateFacetedMeshMesh(prim, meshBytes); } catch (Exception e) { ConvOAR.Globals.log.ErrorFormat("{0} Exception in GenerateFacetedMeshMesh: {1}", _logHeader, e); } if (fMesh != null) { DisplayableRenderable dr = ConvertFacetedMeshToDisplayable(assetFetcher, fMesh, prim.Textures.DefaultTexture, prim.Scale); // Don't know the hash of the DisplayableRenderable until after it has been created. // Now use the hash to see if this has already been done. // If this DisplayableRenderable has already been built, use the other one and throw this away. BHash drHash = dr.GetBHash(); DisplayableRenderable realDR = assetFetcher.GetRenderable(drHash, () => { return dr; }); resolve(realDR); } else { reject(new Exception("MeshFromPrimMeshData: could not decode mesh information from asset. ID=" + prim.ID.ToString())); } }, e => { ConvOAR.Globals.log.ErrorFormat("{0} MeshFromPrimMeshData: exception: {1}", _logHeader, e); reject(e); }); })); }
// Create a mesh for the terrain of the current scene public static BInstance CreateTerrainMesh( Scene scene, PrimToMesh assetMesher, IAssetFetcher assetFetcher) { ITerrainChannel terrainDef = scene.Heightmap; int XSize = terrainDef.Width; int YSize = terrainDef.Height; float[,] heightMap = new float[XSize, YSize]; if (ConvOAR.Globals.parms.P <bool>("HalfRezTerrain")) { ConvOAR.Globals.log.DebugFormat("{0}: CreateTerrainMesh. creating half sized terrain sized <{1},{2}>", LogHeader, XSize / 2, YSize / 2); // Half resolution mesh that approximates the heightmap heightMap = new float[XSize / 2, YSize / 2]; for (int xx = 0; xx < XSize; xx += 2) { for (int yy = 0; yy < YSize; yy += 2) { float here = terrainDef.GetHeightAtXYZ(xx + 0, yy + 0, 26); float ln = terrainDef.GetHeightAtXYZ(xx + 1, yy + 0, 26); float ll = terrainDef.GetHeightAtXYZ(xx + 0, yy + 1, 26); float lr = terrainDef.GetHeightAtXYZ(xx + 1, yy + 1, 26); heightMap[xx / 2, yy / 2] = (here + ln + ll + lr) / 4; } } } else { ConvOAR.Globals.log.DebugFormat("{0}: CreateTerrainMesh. creating terrain sized <{1},{2}>", LogHeader, XSize / 2, YSize / 2); for (int xx = 0; xx < XSize; xx++) { for (int yy = 0; yy < YSize; yy++) { heightMap[xx, yy] = terrainDef.GetHeightAtXYZ(xx, yy, 26); } } } // Number found in RegionSettings.cs as DEFAULT_TERRAIN_TEXTURE_3 OMV.UUID convoarID = new OMV.UUID(ConvOAR.Globals.parms.P <string>("ConvoarID")); OMV.UUID defaultTextureID = new OMV.UUID("179cdabd-398a-9b6b-1391-4dc333ba321f"); OMV.Primitive.TextureEntryFace terrainFace = new OMV.Primitive.TextureEntryFace(null); terrainFace.TextureID = defaultTextureID; EntityHandleUUID terrainTextureHandle = new EntityHandleUUID(); MaterialInfo terrainMaterialInfo = new MaterialInfo(terrainFace); if (ConvOAR.Globals.parms.P <bool>("CreateTerrainSplat")) { // Use the OpenSim maptile generator to create a texture for the terrain var terrainRenderer = new TexturedMapTileRenderer(); Nini.Config.IConfigSource config = new Nini.Config.IniConfigSource(); terrainRenderer.Initialise(scene, config); var mapbmp = new Bitmap(terrainDef.Width, terrainDef.Height, System.Drawing.Imaging.PixelFormat.Format24bppRgb); terrainRenderer.TerrainToBitmap(mapbmp); // Place the newly created image into the Displayable caches ImageInfo terrainImageInfo = new ImageInfo(); terrainImageInfo.handle = terrainTextureHandle; terrainImageInfo.image = mapbmp; terrainImageInfo.resizable = false; // terrain image resolution is not reduced assetFetcher.Images.Add(new BHashULong(terrainTextureHandle.GetHashCode()), terrainTextureHandle, terrainImageInfo); // Store the new image into the asset system so it can be read later. assetFetcher.StoreTextureImage(terrainTextureHandle, scene.Name + " Terrain", convoarID, mapbmp); // Link this image to the material terrainFace.TextureID = terrainTextureHandle.GetUUID(); } else { // Use the default texture code for terrain terrainTextureHandle = new EntityHandleUUID(defaultTextureID); BHash terrainHash = new BHashULong(defaultTextureID.GetHashCode()); assetFetcher.GetImageInfo(terrainHash, () => { ImageInfo terrainImageInfo = new ImageInfo(); terrainImageInfo.handle = terrainTextureHandle; assetFetcher.FetchTextureAsImage(terrainTextureHandle) .Then(img => { terrainImageInfo.image = img; }); return(terrainImageInfo); }); } // The above has created a MaterialInfo for the terrain texture ConvOAR.Globals.log.DebugFormat("{0}: CreateTerrainMesh. calling MeshFromHeightMap", LogHeader); DisplayableRenderable terrainDisplayable = assetMesher.MeshFromHeightMap(heightMap, terrainDef.Width, terrainDef.Height, assetFetcher, terrainFace); BInstance terrainInstance = new BInstance(); Displayable terrainDisp = new Displayable(terrainDisplayable); terrainDisp.name = "Terrain"; terrainDisp.baseUUID = OMV.UUID.Random(); terrainInstance.Representation = terrainDisp; return(terrainInstance); }
private RenderableMesh ConvertFaceToRenderableMesh(OMVR.Face face, IAssetFetcher assetFetcher, OMV.Primitive.TextureEntryFace defaultTexture, OMV.Vector3 primScale) { RenderableMesh rmesh = new RenderableMesh(); rmesh.num = face.ID; // Copy one face's mesh imformation from the FacetedMesh into a MeshInfo MeshInfo meshInfo = new MeshInfo { vertexs = new List <OMVR.Vertex>(face.Vertices), indices = face.Indices.ConvertAll(ii => (int)ii), faceCenter = face.Center, scale = primScale }; BConverterOS.LogBProgress("{0} ConvertFaceToRenderableMesh: faceId={1}, numVert={2}, numInd={3}", _logHeader, face.ID, meshInfo.vertexs.Count, meshInfo.indices.Count); if (!ConvOAR.Globals.parms.P <bool>("DisplayTimeScaling")) { if (ScaleMeshes(meshInfo, primScale)) { BConverterOS.LogBProgress("{0} ConvertFaceToRenderableMesh: scaled mesh to {1}", _logHeader, primScale); } meshInfo.scale = OMV.Vector3.One; } // Find or create the MaterialInfo for this face. MaterialInfo matInfo = new MaterialInfo(face, defaultTexture); if (matInfo.textureID != null && matInfo.textureID != OMV.UUID.Zero && matInfo.textureID != OMV.Primitive.TextureEntry.WHITE_TEXTURE) { // Textures/images use the UUID from OpenSim and the hash is just the hash of the UUID EntityHandleUUID textureHandle = new EntityHandleUUID((OMV.UUID)matInfo.textureID); BHash textureHash = new BHashULong(textureHandle.GetUUID().GetHashCode()); ImageInfo lookupImageInfo = assetFetcher.GetImageInfo(textureHash, () => { // The image is not in the cache yet so create an ImageInfo entry for it // Note that image gets the same UUID as the OpenSim texture ImageInfo imageInfo = new ImageInfo(textureHandle); assetFetcher.FetchTextureAsImage(textureHandle) .Then(img => { imageInfo.SetImage(img); }) .Catch(e => { // Failure getting the image ConvOAR.Globals.log.ErrorFormat("{0} Failure fetching texture. id={1}. {2}", _logHeader, matInfo.textureID, e); // Create a simple, single color image to fill in for the missing image var fillInImage = new Bitmap(32, 32, System.Drawing.Imaging.PixelFormat.Format32bppArgb); Color theColor = Color.FromArgb(128, 202, 213, 170); // 0x80CAB5AA for (int xx = 0; xx < 32; xx++) { for (int yy = 0; yy < 32; yy++) { fillInImage.SetPixel(xx, yy, theColor); } } imageInfo.SetImage(fillInImage); }); imageInfo.imageIdentifier = (OMV.UUID)matInfo.textureID; BConverterOS.LogBProgress("{0} ConvertFaceToRenderableMesh: create ImageInfo. hash={1}, id={2}", _logHeader, textureHash, imageInfo.handle); return(imageInfo); }); matInfo.image = lookupImageInfo; // Update the UV information for the texture mapping BConverterOS.LogBProgress("{0} ConvertFaceToRenderableMesh: Converting tex coords using {1} texture", _logHeader, face.TextureFace == null ? "default" : "face"); _mesher.TransformTexCoords(meshInfo.vertexs, meshInfo.faceCenter, face.TextureFace == null ? defaultTexture : face.TextureFace, primScale); } // See that the material is in the cache MaterialInfo lookupMatInfo = assetFetcher.GetMaterialInfo(matInfo.GetBHash(), () => { return(matInfo); }); rmesh.material = lookupMatInfo; // See that the mesh is in the cache MeshInfo lookupMeshInfo = assetFetcher.GetMeshInfo(meshInfo.GetBHash(true), () => { return(meshInfo); }); rmesh.mesh = lookupMeshInfo; if (lookupMeshInfo.indices.Count == 0) // DEBUG DEBUG { ConvOAR.Globals.log.ErrorFormat("{0} indices count of zero. rmesh={1}", _logHeader, rmesh.ToString()); } // DEBUG DEBUG BConverterOS.LogBProgress("{0} ConvertFaceToRenderableMesh: rmesh.mesh={1}, rmesh.material={2}", _logHeader, rmesh.mesh, rmesh.material); return(rmesh); }