corrade-vassal – Rev 16
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/* Copyright (c) 2008 Robert Adams
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * The name of the copyright holder may not be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
/*
* Portions of this code are:
* Copyright (c) Contributors, http://idealistviewer.org
* The basic logic of the extrusion code is based on the Idealist viewer code.
* The Idealist viewer is licensed under the three clause BSD license.
*/
/*
* MeshmerizerR class implments OpenMetaverse.Rendering.IRendering interface
* using PrimMesher (http://forge.opensimulator.org/projects/primmesher).
*/
using System;
using System.Collections.Generic;
using System.Drawing;
using System.Text;
using OMV = OpenMetaverse;
using OMVR = OpenMetaverse.Rendering;
namespace OpenMetaverse.Rendering
{
/// <summary>
/// Meshing code based on the Idealist Viewer (20081213).
/// </summary>
[RendererName("MeshmerizerR")]
public class MeshmerizerR : OMVR.IRendering
{
/// <summary>
/// Generates a basic mesh structure from a primitive
/// </summary>
/// <param name="prim">Primitive to generate the mesh from</param>
/// <param name="lod">Level of detail to generate the mesh at</param>
/// <returns>The generated mesh or null on failure</returns>
public OMVR.SimpleMesh GenerateSimpleMesh(OMV.Primitive prim, OMVR.DetailLevel lod)
{
PrimMesher.PrimMesh newPrim = GeneratePrimMesh(prim, lod, false);
if (newPrim == null)
return null;
SimpleMesh mesh = new SimpleMesh();
mesh.Path = new Path();
mesh.Prim = prim;
mesh.Profile = new Profile();
mesh.Vertices = new List<Vertex>(newPrim.coords.Count);
for (int i = 0; i < newPrim.coords.Count; i++)
{
PrimMesher.Coord c = newPrim.coords[i];
mesh.Vertices.Add(new Vertex { Position = new Vector3(c.X, c.Y, c.Z) });
}
mesh.Indices = new List<ushort>(newPrim.faces.Count * 3);
for (int i = 0; i < newPrim.faces.Count; i++)
{
PrimMesher.Face face = newPrim.faces[i];
mesh.Indices.Add((ushort)face.v1);
mesh.Indices.Add((ushort)face.v2);
mesh.Indices.Add((ushort)face.v3);
}
return mesh;
}
/// <summary>
/// Generates a basic mesh structure from a sculpted primitive
/// </summary>
/// <param name="prim">Sculpted primitive to generate the mesh from</param>
/// <param name="sculptTexture">Sculpt texture</param>
/// <param name="lod">Level of detail to generate the mesh at</param>
/// <returns>The generated mesh or null on failure</returns>
public OMVR.SimpleMesh GenerateSimpleSculptMesh(OMV.Primitive prim, System.Drawing.Bitmap sculptTexture, OMVR.DetailLevel lod)
{
OMVR.FacetedMesh faceted = GenerateFacetedSculptMesh(prim, sculptTexture, lod);
if (faceted != null && faceted.Faces.Count == 1)
{
Face face = faceted.Faces[0];
SimpleMesh mesh = new SimpleMesh();
mesh.Indices = face.Indices;
mesh.Vertices = face.Vertices;
mesh.Path = faceted.Path;
mesh.Prim = prim;
mesh.Profile = faceted.Profile;
mesh.Vertices = face.Vertices;
return mesh;
}
return null;
}
/// <summary>
/// Generates a a series of faces, each face containing a mesh and
/// metadata
/// </summary>
/// <param name="prim">Primitive to generate the mesh from</param>
/// <param name="lod">Level of detail to generate the mesh at</param>
/// <returns>The generated mesh</returns >
public OMVR.FacetedMesh GenerateFacetedMesh(OMV.Primitive prim, OMVR.DetailLevel lod)
{
bool isSphere = ((OMV.ProfileCurve)(prim.PrimData.profileCurve & 0x07) == OMV.ProfileCurve.HalfCircle);
PrimMesher.PrimMesh newPrim = GeneratePrimMesh(prim, lod, true);
if (newPrim == null)
return null;
// copy the vertex information into OMVR.IRendering structures
OMVR.FacetedMesh omvrmesh = new OMVR.FacetedMesh();
omvrmesh.Faces = new List<OMVR.Face>();
omvrmesh.Prim = prim;
omvrmesh.Profile = new OMVR.Profile();
omvrmesh.Profile.Faces = new List<OMVR.ProfileFace>();
omvrmesh.Profile.Positions = new List<OMV.Vector3>();
omvrmesh.Path = new OMVR.Path();
omvrmesh.Path.Points = new List<OMVR.PathPoint>();
var indexer = newPrim.GetVertexIndexer();
for (int i = 0; i < indexer.numPrimFaces; i++)
{
OMVR.Face oface = new OMVR.Face();
oface.Vertices = new List<OMVR.Vertex>();
oface.Indices = new List<ushort>();
oface.TextureFace = prim.Textures.GetFace((uint)i);
for (int j = 0; j < indexer.viewerVertices[i].Count; j++)
{
var vert = new OMVR.Vertex();
var m = indexer.viewerVertices[i][j];
vert.Position = new Vector3(m.v.X, m.v.Y, m.v.Z);
vert.Normal = new Vector3(m.n.X, m.n.Y, m.n.Z);
vert.TexCoord = new OMV.Vector2(m.uv.U, 1.0f - m.uv.V);
oface.Vertices.Add(vert);
}
for (int j = 0; j < indexer.viewerPolygons[i].Count; j++)
{
var p = indexer.viewerPolygons[i][j];
// Skip "degenerate faces" where the same vertex appears twice in the same tri
if (p.v1 == p.v2 || p.v1 == p.v2 || p.v2 == p.v3) continue;
oface.Indices.Add((ushort)p.v1);
oface.Indices.Add((ushort)p.v2);
oface.Indices.Add((ushort)p.v3);
}
omvrmesh.Faces.Add(oface);
}
return omvrmesh;
}
/// <summary>
/// Create a sculpty faceted mesh. The actual scuplt texture is fetched and passed to this
/// routine since all the context for finding teh texture is elsewhere.
/// </summary>
/// <returns>The faceted mesh or null if can't do it</returns>
public OMVR.FacetedMesh GenerateFacetedSculptMesh(OMV.Primitive prim, System.Drawing.Bitmap scupltTexture, OMVR.DetailLevel lod)
{
PrimMesher.SculptMesh.SculptType smSculptType;
switch (prim.Sculpt.Type)
{
case OpenMetaverse.SculptType.Cylinder:
smSculptType = PrimMesher.SculptMesh.SculptType.cylinder;
break;
case OpenMetaverse.SculptType.Plane:
smSculptType = PrimMesher.SculptMesh.SculptType.plane;
break;
case OpenMetaverse.SculptType.Sphere:
smSculptType = PrimMesher.SculptMesh.SculptType.sphere;
break;
case OpenMetaverse.SculptType.Torus:
smSculptType = PrimMesher.SculptMesh.SculptType.torus;
break;
default:
smSculptType = PrimMesher.SculptMesh.SculptType.plane;
break;
}
// The lod for sculpties is the resolution of the texture passed.
// The first guess is 1:1 then lower resolutions after that
// int mesherLod = (int)Math.Sqrt(scupltTexture.Width * scupltTexture.Height);
int mesherLod = 32; // number used in Idealist viewer
switch (lod)
{
case OMVR.DetailLevel.Highest:
break;
case OMVR.DetailLevel.High:
break;
case OMVR.DetailLevel.Medium:
mesherLod /= 2;
break;
case OMVR.DetailLevel.Low:
mesherLod /= 4;
break;
}
PrimMesher.SculptMesh newMesh =
new PrimMesher.SculptMesh(scupltTexture, smSculptType, mesherLod, true, prim.Sculpt.Mirror, prim.Sculpt.Invert);
int numPrimFaces = 1; // a scuplty has only one face
// copy the vertex information into OMVR.IRendering structures
OMVR.FacetedMesh omvrmesh = new OMVR.FacetedMesh();
omvrmesh.Faces = new List<OMVR.Face>();
omvrmesh.Prim = prim;
omvrmesh.Profile = new OMVR.Profile();
omvrmesh.Profile.Faces = new List<OMVR.ProfileFace>();
omvrmesh.Profile.Positions = new List<OMV.Vector3>();
omvrmesh.Path = new OMVR.Path();
omvrmesh.Path.Points = new List<OMVR.PathPoint>();
Dictionary<OMVR.Vertex, int> vertexAccount = new Dictionary<OMVR.Vertex, int>();
for (int ii = 0; ii < numPrimFaces; ii++)
{
vertexAccount.Clear();
OMVR.Face oface = new OMVR.Face();
oface.Vertices = new List<OMVR.Vertex>();
oface.Indices = new List<ushort>();
oface.TextureFace = prim.Textures.GetFace((uint)ii);
int faceVertices = newMesh.coords.Count;
OMVR.Vertex vert;
for (int j = 0; j < faceVertices; j++)
{
vert = new OMVR.Vertex();
vert.Position = new Vector3(newMesh.coords[j].X, newMesh.coords[j].Y, newMesh.coords[j].Z);
vert.Normal = new Vector3(newMesh.normals[j].X, newMesh.normals[j].Y, newMesh.normals[j].Z);
vert.TexCoord = new Vector2(newMesh.uvs[j].U, newMesh.uvs[j].V);
oface.Vertices.Add(vert);
}
for (int j = 0; j < newMesh.faces.Count; j++)
{
oface.Indices.Add((ushort)newMesh.faces[j].v1);
oface.Indices.Add((ushort)newMesh.faces[j].v2);
oface.Indices.Add((ushort)newMesh.faces[j].v3);
}
if (faceVertices > 0)
{
oface.TextureFace = prim.Textures.FaceTextures[ii];
if (oface.TextureFace == null)
{
oface.TextureFace = prim.Textures.DefaultTexture;
}
oface.ID = ii;
omvrmesh.Faces.Add(oface);
}
}
return omvrmesh;
}
/// <summary>
/// Apply texture coordinate modifications from a
/// <seealso cref="TextureEntryFace"/> to a list of vertices
/// </summary>
/// <param name="vertices">Vertex list to modify texture coordinates for</param>
/// <param name="center">Center-point of the face</param>
/// <param name="teFace">Face texture parameters</param>
public void TransformTexCoords(List<OMVR.Vertex> vertices, OMV.Vector3 center, OMV.Primitive.TextureEntryFace teFace, Vector3 primScale)
{
// compute trig stuff up front
float cosineAngle = (float)Math.Cos(teFace.Rotation);
float sinAngle = (float)Math.Sin(teFace.Rotation);
for (int ii = 0; ii < vertices.Count; ii++)
{
// tex coord comes to us as a number between zero and one
// transform about the center of the texture
OMVR.Vertex vert = vertices[ii];
// aply planar tranforms to the UV first if applicable
if (teFace.TexMapType == MappingType.Planar)
{
Vector3 binormal;
float d = Vector3.Dot(vert.Normal, Vector3.UnitX);
if (d >= 0.5f || d <= -0.5f)
{
binormal = Vector3.UnitY;
if (vert.Normal.X < 0f) binormal *= -1;
}
else
{
binormal = Vector3.UnitX;
if (vert.Normal.Y > 0f) binormal *= -1;
}
Vector3 tangent = binormal % vert.Normal;
Vector3 scaledPos = vert.Position * primScale;
vert.TexCoord.X = 1f + (Vector3.Dot(binormal, scaledPos) * 2f - 0.5f);
vert.TexCoord.Y = -(Vector3.Dot(tangent, scaledPos) * 2f - 0.5f);
}
float repeatU = teFace.RepeatU;
float repeatV = teFace.RepeatV;
float tX = vert.TexCoord.X - 0.5f;
float tY = vert.TexCoord.Y - 0.5f;
vert.TexCoord.X = (tX * cosineAngle + tY * sinAngle) * repeatU + teFace.OffsetU + 0.5f;
vert.TexCoord.Y = (-tX * sinAngle + tY * cosineAngle) * repeatV + teFace.OffsetV + 0.5f;
vertices[ii] = vert;
}
return;
}
private PrimMesher.PrimMesh GeneratePrimMesh(Primitive prim, DetailLevel lod, bool viewerMode)
{
OMV.Primitive.ConstructionData primData = prim.PrimData;
int sides = 4;
int hollowsides = 4;
float profileBegin = primData.ProfileBegin;
float profileEnd = primData.ProfileEnd;
bool isSphere = false;
if ((OMV.ProfileCurve)(primData.profileCurve & 0x07) == OMV.ProfileCurve.Circle)
{
switch (lod)
{
case OMVR.DetailLevel.Low:
sides = 6;
break;
case OMVR.DetailLevel.Medium:
sides = 12;
break;
default:
sides = 24;
break;
}
}
else if ((OMV.ProfileCurve)(primData.profileCurve & 0x07) == OMV.ProfileCurve.EqualTriangle)
sides = 3;
else if ((OMV.ProfileCurve)(primData.profileCurve & 0x07) == OMV.ProfileCurve.HalfCircle)
{
// half circle, prim is a sphere
isSphere = true;
switch (lod)
{
case OMVR.DetailLevel.Low:
sides = 6;
break;
case OMVR.DetailLevel.Medium:
sides = 12;
break;
default:
sides = 24;
break;
}
profileBegin = 0.5f * profileBegin + 0.5f;
profileEnd = 0.5f * profileEnd + 0.5f;
}
if ((OMV.HoleType)primData.ProfileHole == OMV.HoleType.Same)
hollowsides = sides;
else if ((OMV.HoleType)primData.ProfileHole == OMV.HoleType.Circle)
{
switch (lod)
{
case OMVR.DetailLevel.Low:
hollowsides = 6;
break;
case OMVR.DetailLevel.Medium:
hollowsides = 12;
break;
default:
hollowsides = 24;
break;
}
}
else if ((OMV.HoleType)primData.ProfileHole == OMV.HoleType.Triangle)
hollowsides = 3;
PrimMesher.PrimMesh newPrim = new PrimMesher.PrimMesh(sides, profileBegin, profileEnd, (float)primData.ProfileHollow, hollowsides);
newPrim.viewerMode = viewerMode;
newPrim.sphereMode = isSphere;
newPrim.holeSizeX = primData.PathScaleX;
newPrim.holeSizeY = primData.PathScaleY;
newPrim.pathCutBegin = primData.PathBegin;
newPrim.pathCutEnd = primData.PathEnd;
newPrim.topShearX = primData.PathShearX;
newPrim.topShearY = primData.PathShearY;
newPrim.radius = primData.PathRadiusOffset;
newPrim.revolutions = primData.PathRevolutions;
newPrim.skew = primData.PathSkew;
switch (lod)
{
case OMVR.DetailLevel.Low:
newPrim.stepsPerRevolution = 6;
break;
case OMVR.DetailLevel.Medium:
newPrim.stepsPerRevolution = 12;
break;
default:
newPrim.stepsPerRevolution = 24;
break;
}
if ((primData.PathCurve == OMV.PathCurve.Line) || (primData.PathCurve == OMV.PathCurve.Flexible))
{
newPrim.taperX = 1.0f - primData.PathScaleX;
newPrim.taperY = 1.0f - primData.PathScaleY;
newPrim.twistBegin = (int)(180 * primData.PathTwistBegin);
newPrim.twistEnd = (int)(180 * primData.PathTwist);
newPrim.ExtrudeLinear();
}
else
{
newPrim.taperX = primData.PathTaperX;
newPrim.taperY = primData.PathTaperY;
newPrim.twistBegin = (int)(360 * primData.PathTwistBegin);
newPrim.twistEnd = (int)(360 * primData.PathTwist);
newPrim.ExtrudeCircular();
}
return newPrim;
}
/// <summary>
/// Method for generating mesh Face from a heightmap
/// </summary>
/// <param name="zMap">Two dimension array of floats containing height information</param>
/// <param name="xBegin">Starting value for X</param>
/// <param name="xEnd">Max value for X</param>
/// <param name="yBegin">Starting value for Y</param>
/// <param name="yEnd">Max value of Y</param>
/// <returns></returns>
public OMVR.Face TerrainMesh(float[,] zMap, float xBegin, float xEnd, float yBegin, float yEnd)
{
PrimMesher.SculptMesh newMesh = new PrimMesher.SculptMesh(zMap, xBegin, xEnd, yBegin, yEnd, true);
OMVR.Face terrain = new OMVR.Face();
int faceVertices = newMesh.coords.Count;
terrain.Vertices = new List<Vertex>(faceVertices);
terrain.Indices = new List<ushort>(newMesh.faces.Count * 3);
for (int j = 0; j < faceVertices; j++)
{
var vert = new OMVR.Vertex();
vert.Position = new Vector3(newMesh.coords[j].X, newMesh.coords[j].Y, newMesh.coords[j].Z);
vert.Normal = new Vector3(newMesh.normals[j].X, newMesh.normals[j].Y, newMesh.normals[j].Z);
vert.TexCoord = new Vector2(newMesh.uvs[j].U, newMesh.uvs[j].V);
terrain.Vertices.Add(vert);
}
for (int j = 0; j < newMesh.faces.Count; j++)
{
terrain.Indices.Add((ushort)newMesh.faces[j].v1);
terrain.Indices.Add((ushort)newMesh.faces[j].v2);
terrain.Indices.Add((ushort)newMesh.faces[j].v3);
}
return terrain;
}
}
}