clockwerk-opensim – Blame information for rev 1
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1 | vero | 1 | /* |
2 | * Copyright (c) Contributors, http://opensimulator.org/ |
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3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. |
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4 | * |
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5 | * Redistribution and use in source and binary forms, with or without |
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6 | * modification, are permitted provided that the following conditions are met: |
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7 | * * Redistributions of source code must retain the above copyright |
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8 | * notice, this list of conditions and the following disclaimer. |
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9 | * * Redistributions in binary form must reproduce the above copyright |
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10 | * notice, this list of conditions and the following disclaimer in the |
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11 | * documentation and/or other materials provided with the distribution. |
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12 | * * Neither the name of the OpenSimulator Project nor the |
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13 | * names of its contributors may be used to endorse or promote products |
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14 | * derived from this software without specific prior written permission. |
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15 | * |
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16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY |
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17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED |
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18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE |
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19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY |
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20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES |
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21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; |
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22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND |
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23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
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24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS |
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25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
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26 | */ |
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27 | //#define SPAM |
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28 | |||
29 | using System; |
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30 | using System.Collections.Generic; |
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31 | using OpenSim.Framework; |
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32 | using OpenSim.Region.Physics.Manager; |
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33 | using OpenMetaverse; |
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34 | using OpenMetaverse.StructuredData; |
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35 | using System.Drawing; |
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36 | using System.Drawing.Imaging; |
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37 | using System.IO.Compression; |
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38 | using PrimMesher; |
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39 | using log4net; |
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40 | using Nini.Config; |
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41 | using System.Reflection; |
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42 | using System.IO; |
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43 | |||
44 | namespace OpenSim.Region.Physics.Meshing |
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45 | { |
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46 | public class MeshmerizerPlugin : IMeshingPlugin |
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47 | { |
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48 | public MeshmerizerPlugin() |
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49 | { |
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50 | } |
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51 | |||
52 | public string GetName() |
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53 | { |
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54 | return "Meshmerizer"; |
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55 | } |
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56 | |||
57 | public IMesher GetMesher(IConfigSource config) |
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58 | { |
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59 | return new Meshmerizer(config); |
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60 | } |
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61 | } |
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62 | |||
63 | public class Meshmerizer : IMesher |
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64 | { |
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65 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); |
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66 | private static string LogHeader = "[MESH]"; |
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67 | |||
68 | // Setting baseDir to a path will enable the dumping of raw files |
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69 | // raw files can be imported by blender so a visual inspection of the results can be done |
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70 | #if SPAM |
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71 | const string baseDir = "rawFiles"; |
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72 | #else |
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73 | private const string baseDir = null; //"rawFiles"; |
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74 | #endif |
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75 | // If 'true', lots of DEBUG logging of asset parsing details |
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76 | private bool debugDetail = false; |
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77 | |||
78 | private bool cacheSculptMaps = true; |
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79 | private string decodedSculptMapPath = null; |
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80 | private bool useMeshiesPhysicsMesh = false; |
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81 | |||
82 | private float minSizeForComplexMesh = 0.2f; // prims with all dimensions smaller than this will have a bounding box mesh |
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83 | |||
84 | private List<List<Vector3>> mConvexHulls = null; |
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85 | private List<Vector3> mBoundingHull = null; |
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86 | |||
87 | private Dictionary<ulong, Mesh> m_uniqueMeshes = new Dictionary<ulong, Mesh>(); |
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88 | |||
89 | public Meshmerizer(IConfigSource config) |
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90 | { |
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91 | IConfig start_config = config.Configs["Startup"]; |
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92 | IConfig mesh_config = config.Configs["Mesh"]; |
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93 | |||
94 | decodedSculptMapPath = start_config.GetString("DecodedSculptMapPath","j2kDecodeCache"); |
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95 | cacheSculptMaps = start_config.GetBoolean("CacheSculptMaps", cacheSculptMaps); |
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96 | if (mesh_config != null) |
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97 | { |
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98 | useMeshiesPhysicsMesh = mesh_config.GetBoolean("UseMeshiesPhysicsMesh", useMeshiesPhysicsMesh); |
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99 | debugDetail = mesh_config.GetBoolean("LogMeshDetails", debugDetail); |
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100 | } |
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101 | |||
102 | try |
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103 | { |
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104 | if (!Directory.Exists(decodedSculptMapPath)) |
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105 | Directory.CreateDirectory(decodedSculptMapPath); |
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106 | } |
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107 | catch (Exception e) |
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108 | { |
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109 | m_log.WarnFormat("[SCULPT]: Unable to create {0} directory: ", decodedSculptMapPath, e.Message); |
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110 | } |
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111 | } |
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112 | |||
113 | /// <summary> |
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114 | /// creates a simple box mesh of the specified size. This mesh is of very low vertex count and may |
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115 | /// be useful as a backup proxy when level of detail is not needed or when more complex meshes fail |
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116 | /// for some reason |
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117 | /// </summary> |
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118 | /// <param name="minX"></param> |
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119 | /// <param name="maxX"></param> |
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120 | /// <param name="minY"></param> |
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121 | /// <param name="maxY"></param> |
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122 | /// <param name="minZ"></param> |
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123 | /// <param name="maxZ"></param> |
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124 | /// <returns></returns> |
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125 | private static Mesh CreateSimpleBoxMesh(float minX, float maxX, float minY, float maxY, float minZ, float maxZ) |
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126 | { |
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127 | Mesh box = new Mesh(); |
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128 | List<Vertex> vertices = new List<Vertex>(); |
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129 | // bottom |
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130 | |||
131 | vertices.Add(new Vertex(minX, maxY, minZ)); |
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132 | vertices.Add(new Vertex(maxX, maxY, minZ)); |
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133 | vertices.Add(new Vertex(maxX, minY, minZ)); |
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134 | vertices.Add(new Vertex(minX, minY, minZ)); |
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135 | |||
136 | box.Add(new Triangle(vertices[0], vertices[1], vertices[2])); |
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137 | box.Add(new Triangle(vertices[0], vertices[2], vertices[3])); |
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138 | |||
139 | // top |
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140 | |||
141 | vertices.Add(new Vertex(maxX, maxY, maxZ)); |
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142 | vertices.Add(new Vertex(minX, maxY, maxZ)); |
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143 | vertices.Add(new Vertex(minX, minY, maxZ)); |
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144 | vertices.Add(new Vertex(maxX, minY, maxZ)); |
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145 | |||
146 | box.Add(new Triangle(vertices[4], vertices[5], vertices[6])); |
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147 | box.Add(new Triangle(vertices[4], vertices[6], vertices[7])); |
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148 | |||
149 | // sides |
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150 | |||
151 | box.Add(new Triangle(vertices[5], vertices[0], vertices[3])); |
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152 | box.Add(new Triangle(vertices[5], vertices[3], vertices[6])); |
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153 | |||
154 | box.Add(new Triangle(vertices[1], vertices[0], vertices[5])); |
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155 | box.Add(new Triangle(vertices[1], vertices[5], vertices[4])); |
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156 | |||
157 | box.Add(new Triangle(vertices[7], vertices[1], vertices[4])); |
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158 | box.Add(new Triangle(vertices[7], vertices[2], vertices[1])); |
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159 | |||
160 | box.Add(new Triangle(vertices[3], vertices[2], vertices[7])); |
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161 | box.Add(new Triangle(vertices[3], vertices[7], vertices[6])); |
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162 | |||
163 | return box; |
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164 | } |
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165 | |||
166 | /// <summary> |
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167 | /// Creates a simple bounding box mesh for a complex input mesh |
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168 | /// </summary> |
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169 | /// <param name="meshIn"></param> |
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170 | /// <returns></returns> |
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171 | private static Mesh CreateBoundingBoxMesh(Mesh meshIn) |
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172 | { |
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173 | float minX = float.MaxValue; |
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174 | float maxX = float.MinValue; |
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175 | float minY = float.MaxValue; |
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176 | float maxY = float.MinValue; |
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177 | float minZ = float.MaxValue; |
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178 | float maxZ = float.MinValue; |
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179 | |||
180 | foreach (Vector3 v in meshIn.getVertexList()) |
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181 | { |
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182 | if (v.X < minX) minX = v.X; |
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183 | if (v.Y < minY) minY = v.Y; |
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184 | if (v.Z < minZ) minZ = v.Z; |
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185 | |||
186 | if (v.X > maxX) maxX = v.X; |
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187 | if (v.Y > maxY) maxY = v.Y; |
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188 | if (v.Z > maxZ) maxZ = v.Z; |
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189 | } |
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190 | |||
191 | return CreateSimpleBoxMesh(minX, maxX, minY, maxY, minZ, maxZ); |
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192 | } |
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193 | |||
194 | private void ReportPrimError(string message, string primName, PrimMesh primMesh) |
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195 | { |
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196 | m_log.Error(message); |
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197 | m_log.Error("\nPrim Name: " + primName); |
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198 | m_log.Error("****** PrimMesh Parameters ******\n" + primMesh.ParamsToDisplayString()); |
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199 | } |
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200 | |||
201 | /// <summary> |
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202 | /// Add a submesh to an existing list of coords and faces. |
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203 | /// </summary> |
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204 | /// <param name="subMeshData"></param> |
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205 | /// <param name="size">Size of entire object</param> |
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206 | /// <param name="coords"></param> |
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207 | /// <param name="faces"></param> |
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208 | private void AddSubMesh(OSDMap subMeshData, Vector3 size, List<Coord> coords, List<Face> faces) |
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209 | { |
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210 | // Console.WriteLine("subMeshMap for {0} - {1}", primName, Util.GetFormattedXml((OSD)subMeshMap)); |
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211 | |||
212 | // As per http://wiki.secondlife.com/wiki/Mesh/Mesh_Asset_Format, some Mesh Level |
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213 | // of Detail Blocks (maps) contain just a NoGeometry key to signal there is no |
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214 | // geometry for this submesh. |
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215 | if (subMeshData.ContainsKey("NoGeometry") && ((OSDBoolean)subMeshData["NoGeometry"])) |
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216 | return; |
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217 | |||
218 | OpenMetaverse.Vector3 posMax = ((OSDMap)subMeshData["PositionDomain"])["Max"].AsVector3(); |
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219 | OpenMetaverse.Vector3 posMin = ((OSDMap)subMeshData["PositionDomain"])["Min"].AsVector3(); |
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220 | ushort faceIndexOffset = (ushort)coords.Count; |
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221 | |||
222 | byte[] posBytes = subMeshData["Position"].AsBinary(); |
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223 | for (int i = 0; i < posBytes.Length; i += 6) |
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224 | { |
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225 | ushort uX = Utils.BytesToUInt16(posBytes, i); |
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226 | ushort uY = Utils.BytesToUInt16(posBytes, i + 2); |
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227 | ushort uZ = Utils.BytesToUInt16(posBytes, i + 4); |
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228 | |||
229 | Coord c = new Coord( |
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230 | Utils.UInt16ToFloat(uX, posMin.X, posMax.X) * size.X, |
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231 | Utils.UInt16ToFloat(uY, posMin.Y, posMax.Y) * size.Y, |
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232 | Utils.UInt16ToFloat(uZ, posMin.Z, posMax.Z) * size.Z); |
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233 | |||
234 | coords.Add(c); |
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235 | } |
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236 | |||
237 | byte[] triangleBytes = subMeshData["TriangleList"].AsBinary(); |
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238 | for (int i = 0; i < triangleBytes.Length; i += 6) |
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239 | { |
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240 | ushort v1 = (ushort)(Utils.BytesToUInt16(triangleBytes, i) + faceIndexOffset); |
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241 | ushort v2 = (ushort)(Utils.BytesToUInt16(triangleBytes, i + 2) + faceIndexOffset); |
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242 | ushort v3 = (ushort)(Utils.BytesToUInt16(triangleBytes, i + 4) + faceIndexOffset); |
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243 | Face f = new Face(v1, v2, v3); |
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244 | faces.Add(f); |
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245 | } |
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246 | } |
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247 | |||
248 | /// <summary> |
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249 | /// Create a physics mesh from data that comes with the prim. The actual data used depends on the prim type. |
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250 | /// </summary> |
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251 | /// <param name="primName"></param> |
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252 | /// <param name="primShape"></param> |
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253 | /// <param name="size"></param> |
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254 | /// <param name="lod"></param> |
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255 | /// <returns></returns> |
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256 | private Mesh CreateMeshFromPrimMesher(string primName, PrimitiveBaseShape primShape, Vector3 size, float lod) |
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257 | { |
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258 | // m_log.DebugFormat( |
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259 | // "[MESH]: Creating physics proxy for {0}, shape {1}", |
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260 | // primName, (OpenMetaverse.SculptType)primShape.SculptType); |
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261 | |||
262 | List<Coord> coords; |
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263 | List<Face> faces; |
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264 | |||
265 | if (primShape.SculptEntry) |
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266 | { |
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267 | if (((OpenMetaverse.SculptType)primShape.SculptType) == SculptType.Mesh) |
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268 | { |
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269 | if (!useMeshiesPhysicsMesh) |
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270 | return null; |
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271 | |||
272 | if (!GenerateCoordsAndFacesFromPrimMeshData(primName, primShape, size, out coords, out faces)) |
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273 | return null; |
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274 | } |
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275 | else |
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276 | { |
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277 | if (!GenerateCoordsAndFacesFromPrimSculptData(primName, primShape, size, lod, out coords, out faces)) |
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278 | return null; |
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279 | } |
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280 | } |
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281 | else |
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282 | { |
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283 | if (!GenerateCoordsAndFacesFromPrimShapeData(primName, primShape, size, lod, out coords, out faces)) |
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284 | return null; |
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285 | } |
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286 | |||
287 | // Remove the reference to any JPEG2000 sculpt data so it can be GCed |
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288 | primShape.SculptData = Utils.EmptyBytes; |
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289 | |||
290 | int numCoords = coords.Count; |
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291 | int numFaces = faces.Count; |
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292 | |||
293 | // Create the list of vertices |
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294 | List<Vertex> vertices = new List<Vertex>(); |
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295 | for (int i = 0; i < numCoords; i++) |
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296 | { |
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297 | Coord c = coords[i]; |
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298 | vertices.Add(new Vertex(c.X, c.Y, c.Z)); |
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299 | } |
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300 | |||
301 | Mesh mesh = new Mesh(); |
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302 | // Add the corresponding triangles to the mesh |
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303 | for (int i = 0; i < numFaces; i++) |
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304 | { |
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305 | Face f = faces[i]; |
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306 | mesh.Add(new Triangle(vertices[f.v1], vertices[f.v2], vertices[f.v3])); |
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307 | } |
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308 | |||
309 | return mesh; |
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310 | } |
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311 | |||
312 | /// <summary> |
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313 | /// Generate the co-ords and faces necessary to construct a mesh from the mesh data the accompanies a prim. |
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314 | /// </summary> |
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315 | /// <param name="primName"></param> |
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316 | /// <param name="primShape"></param> |
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317 | /// <param name="size"></param> |
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318 | /// <param name="coords">Coords are added to this list by the method.</param> |
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319 | /// <param name="faces">Faces are added to this list by the method.</param> |
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320 | /// <returns>true if coords and faces were successfully generated, false if not</returns> |
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321 | private bool GenerateCoordsAndFacesFromPrimMeshData( |
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322 | string primName, PrimitiveBaseShape primShape, Vector3 size, out List<Coord> coords, out List<Face> faces) |
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323 | { |
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324 | // m_log.DebugFormat("[MESH]: experimental mesh proxy generation for {0}", primName); |
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325 | |||
326 | coords = new List<Coord>(); |
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327 | faces = new List<Face>(); |
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328 | OSD meshOsd = null; |
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329 | |||
330 | mConvexHulls = null; |
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331 | mBoundingHull = null; |
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332 | |||
333 | if (primShape.SculptData.Length <= 0) |
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334 | { |
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335 | // XXX: At the moment we can not log here since ODEPrim, for instance, ends up triggering this |
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336 | // method twice - once before it has loaded sculpt data from the asset service and once afterwards. |
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337 | // The first time will always call with unloaded SculptData if this needs to be uploaded. |
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338 | // m_log.ErrorFormat("[MESH]: asset data for {0} is zero length", primName); |
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339 | return false; |
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340 | } |
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341 | |||
342 | long start = 0; |
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343 | using (MemoryStream data = new MemoryStream(primShape.SculptData)) |
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344 | { |
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345 | try |
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346 | { |
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347 | OSD osd = OSDParser.DeserializeLLSDBinary(data); |
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348 | if (osd is OSDMap) |
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349 | meshOsd = (OSDMap)osd; |
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350 | else |
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351 | { |
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352 | m_log.Warn("[Mesh}: unable to cast mesh asset to OSDMap"); |
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353 | return false; |
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354 | } |
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355 | } |
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356 | catch (Exception e) |
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357 | { |
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358 | m_log.Error("[MESH]: Exception deserializing mesh asset header:" + e.ToString()); |
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359 | } |
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360 | |||
361 | start = data.Position; |
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362 | } |
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363 | |||
364 | if (meshOsd is OSDMap) |
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365 | { |
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366 | OSDMap physicsParms = null; |
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367 | OSDMap map = (OSDMap)meshOsd; |
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368 | if (map.ContainsKey("physics_shape")) |
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369 | { |
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370 | physicsParms = (OSDMap)map["physics_shape"]; // old asset format |
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371 | if (debugDetail) m_log.DebugFormat("{0} prim='{1}': using 'physics_shape' mesh data", LogHeader, primName); |
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372 | } |
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373 | else if (map.ContainsKey("physics_mesh")) |
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374 | { |
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375 | physicsParms = (OSDMap)map["physics_mesh"]; // new asset format |
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376 | if (debugDetail) m_log.DebugFormat("{0} prim='{1}':using 'physics_mesh' mesh data", LogHeader, primName); |
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377 | } |
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378 | else if (map.ContainsKey("medium_lod")) |
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379 | { |
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380 | physicsParms = (OSDMap)map["medium_lod"]; // if no physics mesh, try to fall back to medium LOD display mesh |
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381 | if (debugDetail) m_log.DebugFormat("{0} prim='{1}':using 'medium_lod' mesh data", LogHeader, primName); |
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382 | } |
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383 | else if (map.ContainsKey("high_lod")) |
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384 | { |
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385 | physicsParms = (OSDMap)map["high_lod"]; // if all else fails, use highest LOD display mesh and hope it works :) |
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386 | if (debugDetail) m_log.DebugFormat("{0} prim='{1}':using 'high_lod' mesh data", LogHeader, primName); |
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387 | } |
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388 | |||
389 | if (map.ContainsKey("physics_convex")) |
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390 | { // pull this out also in case physics engine can use it |
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391 | OSD convexBlockOsd = null; |
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392 | try |
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393 | { |
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394 | OSDMap convexBlock = (OSDMap)map["physics_convex"]; |
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395 | { |
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396 | int convexOffset = convexBlock["offset"].AsInteger() + (int)start; |
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397 | int convexSize = convexBlock["size"].AsInteger(); |
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398 | |||
399 | byte[] convexBytes = new byte[convexSize]; |
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400 | |||
401 | System.Buffer.BlockCopy(primShape.SculptData, convexOffset, convexBytes, 0, convexSize); |
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402 | |||
403 | try |
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404 | { |
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405 | convexBlockOsd = DecompressOsd(convexBytes); |
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406 | } |
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407 | catch (Exception e) |
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408 | { |
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409 | m_log.ErrorFormat("{0} prim='{1}': exception decoding convex block: {2}", LogHeader, primName, e); |
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410 | //return false; |
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411 | } |
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412 | } |
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413 | |||
414 | if (convexBlockOsd != null && convexBlockOsd is OSDMap) |
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415 | { |
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416 | convexBlock = convexBlockOsd as OSDMap; |
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417 | |||
418 | if (debugDetail) |
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419 | { |
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420 | string keys = LogHeader + " keys found in convexBlock: "; |
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421 | foreach (KeyValuePair<string, OSD> kvp in convexBlock) |
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422 | keys += "'" + kvp.Key + "' "; |
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423 | m_log.Debug(keys); |
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424 | } |
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425 | |||
426 | Vector3 min = new Vector3(-0.5f, -0.5f, -0.5f); |
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427 | if (convexBlock.ContainsKey("Min")) min = convexBlock["Min"].AsVector3(); |
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428 | Vector3 max = new Vector3(0.5f, 0.5f, 0.5f); |
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429 | if (convexBlock.ContainsKey("Max")) max = convexBlock["Max"].AsVector3(); |
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430 | |||
431 | List<Vector3> boundingHull = null; |
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432 | |||
433 | if (convexBlock.ContainsKey("BoundingVerts")) |
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434 | { |
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435 | byte[] boundingVertsBytes = convexBlock["BoundingVerts"].AsBinary(); |
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436 | boundingHull = new List<Vector3>(); |
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437 | for (int i = 0; i < boundingVertsBytes.Length; ) |
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438 | { |
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439 | ushort uX = Utils.BytesToUInt16(boundingVertsBytes, i); i += 2; |
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440 | ushort uY = Utils.BytesToUInt16(boundingVertsBytes, i); i += 2; |
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441 | ushort uZ = Utils.BytesToUInt16(boundingVertsBytes, i); i += 2; |
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442 | |||
443 | Vector3 pos = new Vector3( |
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444 | Utils.UInt16ToFloat(uX, min.X, max.X), |
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445 | Utils.UInt16ToFloat(uY, min.Y, max.Y), |
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446 | Utils.UInt16ToFloat(uZ, min.Z, max.Z) |
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447 | ); |
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448 | |||
449 | boundingHull.Add(pos); |
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450 | } |
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451 | |||
452 | mBoundingHull = boundingHull; |
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453 | if (debugDetail) m_log.DebugFormat("{0} prim='{1}': parsed bounding hull. nVerts={2}", LogHeader, primName, mBoundingHull.Count); |
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454 | } |
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455 | |||
456 | if (convexBlock.ContainsKey("HullList")) |
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457 | { |
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458 | byte[] hullList = convexBlock["HullList"].AsBinary(); |
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459 | |||
460 | byte[] posBytes = convexBlock["Positions"].AsBinary(); |
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461 | |||
462 | List<List<Vector3>> hulls = new List<List<Vector3>>(); |
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463 | int posNdx = 0; |
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464 | |||
465 | foreach (byte cnt in hullList) |
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466 | { |
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467 | int count = cnt == 0 ? 256 : cnt; |
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468 | List<Vector3> hull = new List<Vector3>(); |
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469 | |||
470 | for (int i = 0; i < count; i++) |
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471 | { |
||
472 | ushort uX = Utils.BytesToUInt16(posBytes, posNdx); posNdx += 2; |
||
473 | ushort uY = Utils.BytesToUInt16(posBytes, posNdx); posNdx += 2; |
||
474 | ushort uZ = Utils.BytesToUInt16(posBytes, posNdx); posNdx += 2; |
||
475 | |||
476 | Vector3 pos = new Vector3( |
||
477 | Utils.UInt16ToFloat(uX, min.X, max.X), |
||
478 | Utils.UInt16ToFloat(uY, min.Y, max.Y), |
||
479 | Utils.UInt16ToFloat(uZ, min.Z, max.Z) |
||
480 | ); |
||
481 | |||
482 | hull.Add(pos); |
||
483 | } |
||
484 | |||
485 | hulls.Add(hull); |
||
486 | } |
||
487 | |||
488 | mConvexHulls = hulls; |
||
489 | if (debugDetail) m_log.DebugFormat("{0} prim='{1}': parsed hulls. nHulls={2}", LogHeader, primName, mConvexHulls.Count); |
||
490 | } |
||
491 | else |
||
492 | { |
||
493 | if (debugDetail) m_log.DebugFormat("{0} prim='{1}' has physics_convex but no HullList", LogHeader, primName); |
||
494 | } |
||
495 | } |
||
496 | } |
||
497 | catch (Exception e) |
||
498 | { |
||
499 | m_log.WarnFormat("{0} exception decoding convex block: {1}", LogHeader, e); |
||
500 | } |
||
501 | } |
||
502 | |||
503 | if (physicsParms == null) |
||
504 | { |
||
505 | m_log.WarnFormat("[MESH]: No recognized physics mesh found in mesh asset for {0}", primName); |
||
506 | return false; |
||
507 | } |
||
508 | |||
509 | int physOffset = physicsParms["offset"].AsInteger() + (int)start; |
||
510 | int physSize = physicsParms["size"].AsInteger(); |
||
511 | |||
512 | if (physOffset < 0 || physSize == 0) |
||
513 | return false; // no mesh data in asset |
||
514 | |||
515 | OSD decodedMeshOsd = new OSD(); |
||
516 | byte[] meshBytes = new byte[physSize]; |
||
517 | System.Buffer.BlockCopy(primShape.SculptData, physOffset, meshBytes, 0, physSize); |
||
518 | // byte[] decompressed = new byte[physSize * 5]; |
||
519 | try |
||
520 | { |
||
521 | decodedMeshOsd = DecompressOsd(meshBytes); |
||
522 | } |
||
523 | catch (Exception e) |
||
524 | { |
||
525 | m_log.ErrorFormat("{0} prim='{1}': exception decoding physical mesh: {2}", LogHeader, primName, e); |
||
526 | return false; |
||
527 | } |
||
528 | |||
529 | OSDArray decodedMeshOsdArray = null; |
||
530 | |||
531 | // physics_shape is an array of OSDMaps, one for each submesh |
||
532 | if (decodedMeshOsd is OSDArray) |
||
533 | { |
||
534 | // Console.WriteLine("decodedMeshOsd for {0} - {1}", primName, Util.GetFormattedXml(decodedMeshOsd)); |
||
535 | |||
536 | decodedMeshOsdArray = (OSDArray)decodedMeshOsd; |
||
537 | foreach (OSD subMeshOsd in decodedMeshOsdArray) |
||
538 | { |
||
539 | if (subMeshOsd is OSDMap) |
||
540 | AddSubMesh(subMeshOsd as OSDMap, size, coords, faces); |
||
541 | } |
||
542 | if (debugDetail) |
||
543 | m_log.DebugFormat("{0} {1}: mesh decoded. offset={2}, size={3}, nCoords={4}, nFaces={5}", |
||
544 | LogHeader, primName, physOffset, physSize, coords.Count, faces.Count); |
||
545 | } |
||
546 | } |
||
547 | |||
548 | return true; |
||
549 | } |
||
550 | |||
551 | /// <summary> |
||
552 | /// decompresses a gzipped OSD object |
||
553 | /// </summary> |
||
554 | /// <param name="decodedOsd"></param> the OSD object |
||
555 | /// <param name="meshBytes"></param> |
||
556 | /// <returns></returns> |
||
557 | private static OSD DecompressOsd(byte[] meshBytes) |
||
558 | { |
||
559 | OSD decodedOsd = null; |
||
560 | |||
561 | using (MemoryStream inMs = new MemoryStream(meshBytes)) |
||
562 | { |
||
563 | using (MemoryStream outMs = new MemoryStream()) |
||
564 | { |
||
565 | using (DeflateStream decompressionStream = new DeflateStream(inMs, CompressionMode.Decompress)) |
||
566 | { |
||
567 | byte[] readBuffer = new byte[2048]; |
||
568 | inMs.Read(readBuffer, 0, 2); // skip first 2 bytes in header |
||
569 | int readLen = 0; |
||
570 | |||
571 | while ((readLen = decompressionStream.Read(readBuffer, 0, readBuffer.Length)) > 0) |
||
572 | outMs.Write(readBuffer, 0, readLen); |
||
573 | |||
574 | outMs.Flush(); |
||
575 | |||
576 | outMs.Seek(0, SeekOrigin.Begin); |
||
577 | |||
578 | byte[] decompressedBuf = outMs.GetBuffer(); |
||
579 | |||
580 | decodedOsd = OSDParser.DeserializeLLSDBinary(decompressedBuf); |
||
581 | } |
||
582 | } |
||
583 | } |
||
584 | return decodedOsd; |
||
585 | } |
||
586 | |||
587 | /// <summary> |
||
588 | /// Generate the co-ords and faces necessary to construct a mesh from the sculpt data the accompanies a prim. |
||
589 | /// </summary> |
||
590 | /// <param name="primName"></param> |
||
591 | /// <param name="primShape"></param> |
||
592 | /// <param name="size"></param> |
||
593 | /// <param name="lod"></param> |
||
594 | /// <param name="coords">Coords are added to this list by the method.</param> |
||
595 | /// <param name="faces">Faces are added to this list by the method.</param> |
||
596 | /// <returns>true if coords and faces were successfully generated, false if not</returns> |
||
597 | private bool GenerateCoordsAndFacesFromPrimSculptData( |
||
598 | string primName, PrimitiveBaseShape primShape, Vector3 size, float lod, out List<Coord> coords, out List<Face> faces) |
||
599 | { |
||
600 | coords = new List<Coord>(); |
||
601 | faces = new List<Face>(); |
||
602 | PrimMesher.SculptMesh sculptMesh; |
||
603 | Image idata = null; |
||
604 | string decodedSculptFileName = ""; |
||
605 | |||
606 | if (cacheSculptMaps && primShape.SculptTexture != UUID.Zero) |
||
607 | { |
||
608 | decodedSculptFileName = System.IO.Path.Combine(decodedSculptMapPath, "smap_" + primShape.SculptTexture.ToString()); |
||
609 | try |
||
610 | { |
||
611 | if (File.Exists(decodedSculptFileName)) |
||
612 | { |
||
613 | idata = Image.FromFile(decodedSculptFileName); |
||
614 | } |
||
615 | } |
||
616 | catch (Exception e) |
||
617 | { |
||
618 | m_log.Error("[SCULPT]: unable to load cached sculpt map " + decodedSculptFileName + " " + e.Message); |
||
619 | |||
620 | } |
||
621 | //if (idata != null) |
||
622 | // m_log.Debug("[SCULPT]: loaded cached map asset for map ID: " + primShape.SculptTexture.ToString()); |
||
623 | } |
||
624 | |||
625 | if (idata == null) |
||
626 | { |
||
627 | if (primShape.SculptData == null || primShape.SculptData.Length == 0) |
||
628 | return false; |
||
629 | |||
630 | try |
||
631 | { |
||
632 | OpenMetaverse.Imaging.ManagedImage managedImage; |
||
633 | |||
634 | OpenMetaverse.Imaging.OpenJPEG.DecodeToImage(primShape.SculptData, out managedImage); |
||
635 | |||
636 | if (managedImage == null) |
||
637 | { |
||
638 | // In some cases it seems that the decode can return a null bitmap without throwing |
||
639 | // an exception |
||
640 | m_log.WarnFormat("[PHYSICS]: OpenJPEG decoded sculpt data for {0} to a null bitmap. Ignoring.", primName); |
||
641 | |||
642 | return false; |
||
643 | } |
||
644 | |||
645 | if ((managedImage.Channels & OpenMetaverse.Imaging.ManagedImage.ImageChannels.Alpha) != 0) |
||
646 | managedImage.ConvertChannels(managedImage.Channels & ~OpenMetaverse.Imaging.ManagedImage.ImageChannels.Alpha); |
||
647 | |||
648 | Bitmap imgData = OpenMetaverse.Imaging.LoadTGAClass.LoadTGA(new MemoryStream(managedImage.ExportTGA())); |
||
649 | idata = (Image)imgData; |
||
650 | managedImage = null; |
||
651 | |||
652 | if (cacheSculptMaps) |
||
653 | { |
||
654 | try { idata.Save(decodedSculptFileName, ImageFormat.MemoryBmp); } |
||
655 | catch (Exception e) { m_log.Error("[SCULPT]: unable to cache sculpt map " + decodedSculptFileName + " " + e.Message); } |
||
656 | } |
||
657 | } |
||
658 | catch (DllNotFoundException) |
||
659 | { |
||
660 | 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!"); |
||
661 | return false; |
||
662 | } |
||
663 | catch (IndexOutOfRangeException) |
||
664 | { |
||
665 | m_log.Error("[PHYSICS]: OpenJpeg was unable to decode this. Physics Proxy generation failed"); |
||
666 | return false; |
||
667 | } |
||
668 | catch (Exception ex) |
||
669 | { |
||
670 | m_log.Error("[PHYSICS]: Unable to generate a Sculpty physics proxy. Sculpty texture decode failed: " + ex.Message); |
||
671 | return false; |
||
672 | } |
||
673 | } |
||
674 | |||
675 | PrimMesher.SculptMesh.SculptType sculptType; |
||
676 | switch ((OpenMetaverse.SculptType)primShape.SculptType) |
||
677 | { |
||
678 | case OpenMetaverse.SculptType.Cylinder: |
||
679 | sculptType = PrimMesher.SculptMesh.SculptType.cylinder; |
||
680 | break; |
||
681 | case OpenMetaverse.SculptType.Plane: |
||
682 | sculptType = PrimMesher.SculptMesh.SculptType.plane; |
||
683 | break; |
||
684 | case OpenMetaverse.SculptType.Torus: |
||
685 | sculptType = PrimMesher.SculptMesh.SculptType.torus; |
||
686 | break; |
||
687 | case OpenMetaverse.SculptType.Sphere: |
||
688 | sculptType = PrimMesher.SculptMesh.SculptType.sphere; |
||
689 | break; |
||
690 | default: |
||
691 | sculptType = PrimMesher.SculptMesh.SculptType.plane; |
||
692 | break; |
||
693 | } |
||
694 | |||
695 | bool mirror = ((primShape.SculptType & 128) != 0); |
||
696 | bool invert = ((primShape.SculptType & 64) != 0); |
||
697 | |||
698 | sculptMesh = new PrimMesher.SculptMesh((Bitmap)idata, sculptType, (int)lod, false, mirror, invert); |
||
699 | |||
700 | idata.Dispose(); |
||
701 | |||
702 | sculptMesh.DumpRaw(baseDir, primName, "primMesh"); |
||
703 | |||
704 | sculptMesh.Scale(size.X, size.Y, size.Z); |
||
705 | |||
706 | coords = sculptMesh.coords; |
||
707 | faces = sculptMesh.faces; |
||
708 | |||
709 | return true; |
||
710 | } |
||
711 | |||
712 | /// <summary> |
||
713 | /// Generate the co-ords and faces necessary to construct a mesh from the shape data the accompanies a prim. |
||
714 | /// </summary> |
||
715 | /// <param name="primName"></param> |
||
716 | /// <param name="primShape"></param> |
||
717 | /// <param name="size"></param> |
||
718 | /// <param name="coords">Coords are added to this list by the method.</param> |
||
719 | /// <param name="faces">Faces are added to this list by the method.</param> |
||
720 | /// <returns>true if coords and faces were successfully generated, false if not</returns> |
||
721 | private bool GenerateCoordsAndFacesFromPrimShapeData( |
||
722 | string primName, PrimitiveBaseShape primShape, Vector3 size, float lod, out List<Coord> coords, out List<Face> faces) |
||
723 | { |
||
724 | PrimMesh primMesh; |
||
725 | coords = new List<Coord>(); |
||
726 | faces = new List<Face>(); |
||
727 | |||
728 | float pathShearX = primShape.PathShearX < 128 ? (float)primShape.PathShearX * 0.01f : (float)(primShape.PathShearX - 256) * 0.01f; |
||
729 | float pathShearY = primShape.PathShearY < 128 ? (float)primShape.PathShearY * 0.01f : (float)(primShape.PathShearY - 256) * 0.01f; |
||
730 | float pathBegin = (float)primShape.PathBegin * 2.0e-5f; |
||
731 | float pathEnd = 1.0f - (float)primShape.PathEnd * 2.0e-5f; |
||
732 | float pathScaleX = (float)(primShape.PathScaleX - 100) * 0.01f; |
||
733 | float pathScaleY = (float)(primShape.PathScaleY - 100) * 0.01f; |
||
734 | |||
735 | float profileBegin = (float)primShape.ProfileBegin * 2.0e-5f; |
||
736 | float profileEnd = 1.0f - (float)primShape.ProfileEnd * 2.0e-5f; |
||
737 | float profileHollow = (float)primShape.ProfileHollow * 2.0e-5f; |
||
738 | if (profileHollow > 0.95f) |
||
739 | profileHollow = 0.95f; |
||
740 | |||
741 | int sides = 4; |
||
742 | LevelOfDetail iLOD = (LevelOfDetail)lod; |
||
743 | if ((primShape.ProfileCurve & 0x07) == (byte)ProfileShape.EquilateralTriangle) |
||
744 | sides = 3; |
||
745 | else if ((primShape.ProfileCurve & 0x07) == (byte)ProfileShape.Circle) |
||
746 | { |
||
747 | switch (iLOD) |
||
748 | { |
||
749 | case LevelOfDetail.High: sides = 24; break; |
||
750 | case LevelOfDetail.Medium: sides = 12; break; |
||
751 | case LevelOfDetail.Low: sides = 6; break; |
||
752 | case LevelOfDetail.VeryLow: sides = 3; break; |
||
753 | default: sides = 24; break; |
||
754 | } |
||
755 | } |
||
756 | else if ((primShape.ProfileCurve & 0x07) == (byte)ProfileShape.HalfCircle) |
||
757 | { // half circle, prim is a sphere |
||
758 | switch (iLOD) |
||
759 | { |
||
760 | case LevelOfDetail.High: sides = 24; break; |
||
761 | case LevelOfDetail.Medium: sides = 12; break; |
||
762 | case LevelOfDetail.Low: sides = 6; break; |
||
763 | case LevelOfDetail.VeryLow: sides = 3; break; |
||
764 | default: sides = 24; break; |
||
765 | } |
||
766 | |||
767 | profileBegin = 0.5f * profileBegin + 0.5f; |
||
768 | profileEnd = 0.5f * profileEnd + 0.5f; |
||
769 | } |
||
770 | |||
771 | int hollowSides = sides; |
||
772 | if (primShape.HollowShape == HollowShape.Circle) |
||
773 | { |
||
774 | switch (iLOD) |
||
775 | { |
||
776 | case LevelOfDetail.High: hollowSides = 24; break; |
||
777 | case LevelOfDetail.Medium: hollowSides = 12; break; |
||
778 | case LevelOfDetail.Low: hollowSides = 6; break; |
||
779 | case LevelOfDetail.VeryLow: hollowSides = 3; break; |
||
780 | default: hollowSides = 24; break; |
||
781 | } |
||
782 | } |
||
783 | else if (primShape.HollowShape == HollowShape.Square) |
||
784 | hollowSides = 4; |
||
785 | else if (primShape.HollowShape == HollowShape.Triangle) |
||
786 | hollowSides = 3; |
||
787 | |||
788 | primMesh = new PrimMesh(sides, profileBegin, profileEnd, profileHollow, hollowSides); |
||
789 | |||
790 | if (primMesh.errorMessage != null) |
||
791 | if (primMesh.errorMessage.Length > 0) |
||
792 | m_log.Error("[ERROR] " + primMesh.errorMessage); |
||
793 | |||
794 | primMesh.topShearX = pathShearX; |
||
795 | primMesh.topShearY = pathShearY; |
||
796 | primMesh.pathCutBegin = pathBegin; |
||
797 | primMesh.pathCutEnd = pathEnd; |
||
798 | |||
799 | if (primShape.PathCurve == (byte)Extrusion.Straight || primShape.PathCurve == (byte) Extrusion.Flexible) |
||
800 | { |
||
801 | primMesh.twistBegin = primShape.PathTwistBegin * 18 / 10; |
||
802 | primMesh.twistEnd = primShape.PathTwist * 18 / 10; |
||
803 | primMesh.taperX = pathScaleX; |
||
804 | primMesh.taperY = pathScaleY; |
||
805 | |||
806 | if (profileBegin < 0.0f || profileBegin >= profileEnd || profileEnd > 1.0f) |
||
807 | { |
||
808 | ReportPrimError("*** CORRUPT PRIM!! ***", primName, primMesh); |
||
809 | if (profileBegin < 0.0f) profileBegin = 0.0f; |
||
810 | if (profileEnd > 1.0f) profileEnd = 1.0f; |
||
811 | } |
||
812 | #if SPAM |
||
813 | m_log.Debug("****** PrimMesh Parameters (Linear) ******\n" + primMesh.ParamsToDisplayString()); |
||
814 | #endif |
||
815 | try |
||
816 | { |
||
817 | primMesh.ExtrudeLinear(); |
||
818 | } |
||
819 | catch (Exception ex) |
||
820 | { |
||
821 | ReportPrimError("Extrusion failure: exception: " + ex.ToString(), primName, primMesh); |
||
822 | return false; |
||
823 | } |
||
824 | } |
||
825 | else |
||
826 | { |
||
827 | primMesh.holeSizeX = (200 - primShape.PathScaleX) * 0.01f; |
||
828 | primMesh.holeSizeY = (200 - primShape.PathScaleY) * 0.01f; |
||
829 | primMesh.radius = 0.01f * primShape.PathRadiusOffset; |
||
830 | primMesh.revolutions = 1.0f + 0.015f * primShape.PathRevolutions; |
||
831 | primMesh.skew = 0.01f * primShape.PathSkew; |
||
832 | primMesh.twistBegin = primShape.PathTwistBegin * 36 / 10; |
||
833 | primMesh.twistEnd = primShape.PathTwist * 36 / 10; |
||
834 | primMesh.taperX = primShape.PathTaperX * 0.01f; |
||
835 | primMesh.taperY = primShape.PathTaperY * 0.01f; |
||
836 | |||
837 | if (profileBegin < 0.0f || profileBegin >= profileEnd || profileEnd > 1.0f) |
||
838 | { |
||
839 | ReportPrimError("*** CORRUPT PRIM!! ***", primName, primMesh); |
||
840 | if (profileBegin < 0.0f) profileBegin = 0.0f; |
||
841 | if (profileEnd > 1.0f) profileEnd = 1.0f; |
||
842 | } |
||
843 | #if SPAM |
||
844 | m_log.Debug("****** PrimMesh Parameters (Circular) ******\n" + primMesh.ParamsToDisplayString()); |
||
845 | #endif |
||
846 | try |
||
847 | { |
||
848 | primMesh.ExtrudeCircular(); |
||
849 | } |
||
850 | catch (Exception ex) |
||
851 | { |
||
852 | ReportPrimError("Extrusion failure: exception: " + ex.ToString(), primName, primMesh); |
||
853 | return false; |
||
854 | } |
||
855 | } |
||
856 | |||
857 | primMesh.DumpRaw(baseDir, primName, "primMesh"); |
||
858 | |||
859 | primMesh.Scale(size.X, size.Y, size.Z); |
||
860 | |||
861 | coords = primMesh.coords; |
||
862 | faces = primMesh.faces; |
||
863 | |||
864 | return true; |
||
865 | } |
||
866 | |||
867 | /// <summary> |
||
868 | /// temporary prototype code - please do not use until the interface has been finalized! |
||
869 | /// </summary> |
||
870 | /// <param name="size">value to scale the hull points by</param> |
||
871 | /// <returns>a list of vertices in the bounding hull if it exists and has been successfully decoded, otherwise null</returns> |
||
872 | public List<Vector3> GetBoundingHull(Vector3 size) |
||
873 | { |
||
874 | if (mBoundingHull == null) |
||
875 | return null; |
||
876 | |||
877 | List<Vector3> verts = new List<Vector3>(); |
||
878 | foreach (var vert in mBoundingHull) |
||
879 | verts.Add(vert * size); |
||
880 | |||
881 | return verts; |
||
882 | } |
||
883 | |||
884 | /// <summary> |
||
885 | /// temporary prototype code - please do not use until the interface has been finalized! |
||
886 | /// </summary> |
||
887 | /// <param name="size">value to scale the hull points by</param> |
||
888 | /// <returns>a list of hulls if they exist and have been successfully decoded, otherwise null</returns> |
||
889 | public List<List<Vector3>> GetConvexHulls(Vector3 size) |
||
890 | { |
||
891 | if (mConvexHulls == null) |
||
892 | return null; |
||
893 | |||
894 | List<List<Vector3>> hulls = new List<List<Vector3>>(); |
||
895 | foreach (var hull in mConvexHulls) |
||
896 | { |
||
897 | List<Vector3> verts = new List<Vector3>(); |
||
898 | foreach (var vert in hull) |
||
899 | verts.Add(vert * size); |
||
900 | hulls.Add(verts); |
||
901 | } |
||
902 | |||
903 | return hulls; |
||
904 | } |
||
905 | |||
906 | public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod) |
||
907 | { |
||
908 | return CreateMesh(primName, primShape, size, lod, false, true); |
||
909 | } |
||
910 | |||
911 | public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical) |
||
912 | { |
||
913 | return CreateMesh(primName, primShape, size, lod, isPhysical, true); |
||
914 | } |
||
915 | |||
916 | public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical, bool shouldCache) |
||
917 | { |
||
918 | #if SPAM |
||
919 | m_log.DebugFormat("[MESH]: Creating mesh for {0}", primName); |
||
920 | #endif |
||
921 | |||
922 | Mesh mesh = null; |
||
923 | ulong key = 0; |
||
924 | |||
925 | // If this mesh has been created already, return it instead of creating another copy |
||
926 | // For large regions with 100k+ prims and hundreds of copies of each, this can save a GB or more of memory |
||
927 | if (shouldCache) |
||
928 | { |
||
929 | key = primShape.GetMeshKey(size, lod); |
||
930 | if (m_uniqueMeshes.TryGetValue(key, out mesh)) |
||
931 | return mesh; |
||
932 | } |
||
933 | |||
934 | if (size.X < 0.01f) size.X = 0.01f; |
||
935 | if (size.Y < 0.01f) size.Y = 0.01f; |
||
936 | if (size.Z < 0.01f) size.Z = 0.01f; |
||
937 | |||
938 | mesh = CreateMeshFromPrimMesher(primName, primShape, size, lod); |
||
939 | |||
940 | if (mesh != null) |
||
941 | { |
||
942 | if ((!isPhysical) && size.X < minSizeForComplexMesh && size.Y < minSizeForComplexMesh && size.Z < minSizeForComplexMesh) |
||
943 | { |
||
944 | #if SPAM |
||
945 | m_log.Debug("Meshmerizer: prim " + primName + " has a size of " + size.ToString() + " which is below threshold of " + |
||
946 | minSizeForComplexMesh.ToString() + " - creating simple bounding box"); |
||
947 | #endif |
||
948 | mesh = CreateBoundingBoxMesh(mesh); |
||
949 | mesh.DumpRaw(baseDir, primName, "Z extruded"); |
||
950 | } |
||
951 | |||
952 | // trim the vertex and triangle lists to free up memory |
||
953 | mesh.TrimExcess(); |
||
954 | |||
955 | if (shouldCache) |
||
956 | { |
||
957 | m_uniqueMeshes.Add(key, mesh); |
||
958 | } |
||
959 | } |
||
960 | |||
961 | return mesh; |
||
962 | } |
||
963 | } |
||
964 | } |