Files
opensim/OpenSim/Region/Physics/Meshing/Meshmerizer.cs
UbitUmarov 5986b4ee39 add mesh cache expire on region startup. Expires will be relative to
previus expire (assumed done only once at startup). File 'cntr' on cache
 folder stores time. Deleting it will force a skip on expire. Default time
 is 48hours before previus startup to account for failed ones etc.
2012-10-13 22:30:34 +01:00

761 lines
32 KiB
C#

/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* 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.
* * Neither the name of the OpenSimulator Project nor the
* names of its contributors may 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 CONTRIBUTORS 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.
*/
//#define SPAM
using System;
using System.Collections.Generic;
using OpenSim.Framework;
using OpenSim.Region.Physics.Manager;
using OpenMetaverse;
using OpenMetaverse.StructuredData;
using System.Drawing;
using System.Drawing.Imaging;
using System.IO.Compression;
using PrimMesher;
using log4net;
using Nini.Config;
using System.Reflection;
using System.IO;
using ComponentAce.Compression.Libs.zlib;
namespace OpenSim.Region.Physics.Meshing
{
public class MeshmerizerPlugin : IMeshingPlugin
{
public MeshmerizerPlugin()
{
}
public string GetName()
{
return "Meshmerizer";
}
public IMesher GetMesher(IConfigSource config)
{
return new Meshmerizer(config);
}
}
public class Meshmerizer : IMesher
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
// Setting baseDir to a path will enable the dumping of raw files
// raw files can be imported by blender so a visual inspection of the results can be done
#if SPAM
const string baseDir = "rawFiles";
#else
private const string baseDir = null; //"rawFiles";
#endif
private bool cacheSculptMaps = true;
private string decodedSculptMapPath = null;
private bool useMeshiesPhysicsMesh = false;
private float minSizeForComplexMesh = 0.2f; // prims with all dimensions smaller than this will have a bounding box mesh
private Dictionary<ulong, Mesh> m_uniqueMeshes = new Dictionary<ulong, Mesh>();
public Meshmerizer(IConfigSource config)
{
IConfig start_config = config.Configs["Startup"];
IConfig mesh_config = config.Configs["Mesh"];
decodedSculptMapPath = start_config.GetString("DecodedSculptMapPath","j2kDecodeCache");
cacheSculptMaps = start_config.GetBoolean("CacheSculptMaps", cacheSculptMaps);
if(mesh_config != null)
useMeshiesPhysicsMesh = mesh_config.GetBoolean("UseMeshiesPhysicsMesh", useMeshiesPhysicsMesh);
try
{
if (!Directory.Exists(decodedSculptMapPath))
Directory.CreateDirectory(decodedSculptMapPath);
}
catch (Exception e)
{
m_log.WarnFormat("[SCULPT]: Unable to create {0} directory: ", decodedSculptMapPath, e.Message);
}
}
/// <summary>
/// creates a simple box mesh of the specified size. This mesh is of very low vertex count and may
/// be useful as a backup proxy when level of detail is not needed or when more complex meshes fail
/// for some reason
/// </summary>
/// <param name="minX"></param>
/// <param name="maxX"></param>
/// <param name="minY"></param>
/// <param name="maxY"></param>
/// <param name="minZ"></param>
/// <param name="maxZ"></param>
/// <returns></returns>
private static Mesh CreateSimpleBoxMesh(float minX, float maxX, float minY, float maxY, float minZ, float maxZ)
{
Mesh box = new Mesh();
List<Vertex> vertices = new List<Vertex>();
// bottom
vertices.Add(new Vertex(minX, maxY, minZ));
vertices.Add(new Vertex(maxX, maxY, minZ));
vertices.Add(new Vertex(maxX, minY, minZ));
vertices.Add(new Vertex(minX, minY, minZ));
box.Add(new Triangle(vertices[0], vertices[1], vertices[2]));
box.Add(new Triangle(vertices[0], vertices[2], vertices[3]));
// top
vertices.Add(new Vertex(maxX, maxY, maxZ));
vertices.Add(new Vertex(minX, maxY, maxZ));
vertices.Add(new Vertex(minX, minY, maxZ));
vertices.Add(new Vertex(maxX, minY, maxZ));
box.Add(new Triangle(vertices[4], vertices[5], vertices[6]));
box.Add(new Triangle(vertices[4], vertices[6], vertices[7]));
// sides
box.Add(new Triangle(vertices[5], vertices[0], vertices[3]));
box.Add(new Triangle(vertices[5], vertices[3], vertices[6]));
box.Add(new Triangle(vertices[1], vertices[0], vertices[5]));
box.Add(new Triangle(vertices[1], vertices[5], vertices[4]));
box.Add(new Triangle(vertices[7], vertices[1], vertices[4]));
box.Add(new Triangle(vertices[7], vertices[2], vertices[1]));
box.Add(new Triangle(vertices[3], vertices[2], vertices[7]));
box.Add(new Triangle(vertices[3], vertices[7], vertices[6]));
return box;
}
/// <summary>
/// Creates a simple bounding box mesh for a complex input mesh
/// </summary>
/// <param name="meshIn"></param>
/// <returns></returns>
private static Mesh CreateBoundingBoxMesh(Mesh meshIn)
{
float minX = float.MaxValue;
float maxX = float.MinValue;
float minY = float.MaxValue;
float maxY = float.MinValue;
float minZ = float.MaxValue;
float maxZ = float.MinValue;
foreach (Vector3 v in meshIn.getVertexList())
{
if (v.X < minX) minX = v.X;
if (v.Y < minY) minY = v.Y;
if (v.Z < minZ) minZ = v.Z;
if (v.X > maxX) maxX = v.X;
if (v.Y > maxY) maxY = v.Y;
if (v.Z > maxZ) maxZ = v.Z;
}
return CreateSimpleBoxMesh(minX, maxX, minY, maxY, minZ, maxZ);
}
private void ReportPrimError(string message, string primName, PrimMesh primMesh)
{
m_log.Error(message);
m_log.Error("\nPrim Name: " + primName);
m_log.Error("****** PrimMesh Parameters ******\n" + primMesh.ParamsToDisplayString());
}
/// <summary>
/// Add a submesh to an existing list of coords and faces.
/// </summary>
/// <param name="subMeshData"></param>
/// <param name="size">Size of entire object</param>
/// <param name="coords"></param>
/// <param name="faces"></param>
private void AddSubMesh(OSDMap subMeshData, Vector3 size, List<Coord> coords, List<Face> faces)
{
// Console.WriteLine("subMeshMap for {0} - {1}", primName, Util.GetFormattedXml((OSD)subMeshMap));
// As per http://wiki.secondlife.com/wiki/Mesh/Mesh_Asset_Format, some Mesh Level
// of Detail Blocks (maps) contain just a NoGeometry key to signal there is no
// geometry for this submesh.
if (subMeshData.ContainsKey("NoGeometry") && ((OSDBoolean)subMeshData["NoGeometry"]))
return;
OpenMetaverse.Vector3 posMax = ((OSDMap)subMeshData["PositionDomain"])["Max"].AsVector3();
OpenMetaverse.Vector3 posMin = ((OSDMap)subMeshData["PositionDomain"])["Min"].AsVector3();
ushort faceIndexOffset = (ushort)coords.Count;
byte[] posBytes = subMeshData["Position"].AsBinary();
for (int i = 0; i < posBytes.Length; i += 6)
{
ushort uX = Utils.BytesToUInt16(posBytes, i);
ushort uY = Utils.BytesToUInt16(posBytes, i + 2);
ushort uZ = Utils.BytesToUInt16(posBytes, i + 4);
Coord c = new Coord(
Utils.UInt16ToFloat(uX, posMin.X, posMax.X) * size.X,
Utils.UInt16ToFloat(uY, posMin.Y, posMax.Y) * size.Y,
Utils.UInt16ToFloat(uZ, posMin.Z, posMax.Z) * size.Z);
coords.Add(c);
}
byte[] triangleBytes = subMeshData["TriangleList"].AsBinary();
for (int i = 0; i < triangleBytes.Length; i += 6)
{
ushort v1 = (ushort)(Utils.BytesToUInt16(triangleBytes, i) + faceIndexOffset);
ushort v2 = (ushort)(Utils.BytesToUInt16(triangleBytes, i + 2) + faceIndexOffset);
ushort v3 = (ushort)(Utils.BytesToUInt16(triangleBytes, i + 4) + faceIndexOffset);
Face f = new Face(v1, v2, v3);
faces.Add(f);
}
}
/// <summary>
/// Create a physics mesh from data that comes with the prim. The actual data used depends on the prim type.
/// </summary>
/// <param name="primName"></param>
/// <param name="primShape"></param>
/// <param name="size"></param>
/// <param name="lod"></param>
/// <returns></returns>
private Mesh CreateMeshFromPrimMesher(string primName, PrimitiveBaseShape primShape, Vector3 size, float lod)
{
// m_log.DebugFormat(
// "[MESH]: Creating physics proxy for {0}, shape {1}",
// primName, (OpenMetaverse.SculptType)primShape.SculptType);
List<Coord> coords;
List<Face> faces;
if (primShape.SculptEntry)
{
if (((OpenMetaverse.SculptType)primShape.SculptType) == SculptType.Mesh)
{
if (!useMeshiesPhysicsMesh)
return null;
if (!GenerateCoordsAndFacesFromPrimMeshData(primName, primShape, size, out coords, out faces))
return null;
}
else
{
if (!GenerateCoordsAndFacesFromPrimSculptData(primName, primShape, size, lod, out coords, out faces))
return null;
}
}
else
{
if (!GenerateCoordsAndFacesFromPrimShapeData(primName, primShape, size, lod, out coords, out faces))
return null;
}
// Remove the reference to any JPEG2000 sculpt data so it can be GCed
primShape.SculptData = Utils.EmptyBytes;
int numCoords = coords.Count;
int numFaces = faces.Count;
// Create the list of vertices
List<Vertex> vertices = new List<Vertex>();
for (int i = 0; i < numCoords; i++)
{
Coord c = coords[i];
vertices.Add(new Vertex(c.X, c.Y, c.Z));
}
Mesh mesh = new Mesh();
// Add the corresponding triangles to the mesh
for (int i = 0; i < numFaces; i++)
{
Face f = faces[i];
mesh.Add(new Triangle(vertices[f.v1], vertices[f.v2], vertices[f.v3]));
}
return mesh;
}
/// <summary>
/// Generate the co-ords and faces necessary to construct a mesh from the mesh data the accompanies a prim.
/// </summary>
/// <param name="primName"></param>
/// <param name="primShape"></param>
/// <param name="size"></param>
/// <param name="coords">Coords are added to this list by the method.</param>
/// <param name="faces">Faces are added to this list by the method.</param>
/// <returns>true if coords and faces were successfully generated, false if not</returns>
private bool GenerateCoordsAndFacesFromPrimMeshData(
string primName, PrimitiveBaseShape primShape, Vector3 size, out List<Coord> coords, out List<Face> faces)
{
// m_log.DebugFormat("[MESH]: experimental mesh proxy generation for {0}", primName);
coords = new List<Coord>();
faces = new List<Face>();
OSD meshOsd = null;
if (primShape.SculptData.Length <= 0)
{
// m_log.ErrorFormat("[MESH]: asset data for {0} is zero length", primName);
return false;
}
long start = 0;
using (MemoryStream data = new MemoryStream(primShape.SculptData))
{
try
{
OSD osd = OSDParser.DeserializeLLSDBinary(data);
if (osd is OSDMap)
meshOsd = (OSDMap)osd;
else
{
m_log.Warn("[Mesh}: unable to cast mesh asset to OSDMap");
return false;
}
}
catch (Exception e)
{
m_log.Error("[MESH]: Exception deserializing mesh asset header:" + e.ToString());
}
start = data.Position;
}
if (meshOsd is OSDMap)
{
OSDMap physicsParms = null;
OSDMap map = (OSDMap)meshOsd;
if (map.ContainsKey("physics_shape"))
physicsParms = (OSDMap)map["physics_shape"]; // old asset format
else if (map.ContainsKey("physics_mesh"))
physicsParms = (OSDMap)map["physics_mesh"]; // new asset format
if (physicsParms == null)
{
m_log.WarnFormat("[MESH]: No recognized physics mesh found in mesh asset for {0}", primName);
return false;
}
int physOffset = physicsParms["offset"].AsInteger() + (int)start;
int physSize = physicsParms["size"].AsInteger();
if (physOffset < 0 || physSize == 0)
return false; // no mesh data in asset
OSD decodedMeshOsd = new OSD();
byte[] meshBytes = new byte[physSize];
System.Buffer.BlockCopy(primShape.SculptData, physOffset, meshBytes, 0, physSize);
// byte[] decompressed = new byte[physSize * 5];
try
{
using (MemoryStream inMs = new MemoryStream(meshBytes))
{
using (MemoryStream outMs = new MemoryStream())
{
using (ZOutputStream zOut = new ZOutputStream(outMs))
{
byte[] readBuffer = new byte[2048];
int readLen = 0;
while ((readLen = inMs.Read(readBuffer, 0, readBuffer.Length)) > 0)
{
zOut.Write(readBuffer, 0, readLen);
}
zOut.Flush();
outMs.Seek(0, SeekOrigin.Begin);
byte[] decompressedBuf = outMs.GetBuffer();
decodedMeshOsd = OSDParser.DeserializeLLSDBinary(decompressedBuf);
}
}
}
}
catch (Exception e)
{
m_log.Error("[MESH]: exception decoding physical mesh: " + e.ToString());
return false;
}
OSDArray decodedMeshOsdArray = null;
// physics_shape is an array of OSDMaps, one for each submesh
if (decodedMeshOsd is OSDArray)
{
// Console.WriteLine("decodedMeshOsd for {0} - {1}", primName, Util.GetFormattedXml(decodedMeshOsd));
decodedMeshOsdArray = (OSDArray)decodedMeshOsd;
foreach (OSD subMeshOsd in decodedMeshOsdArray)
{
if (subMeshOsd is OSDMap)
AddSubMesh(subMeshOsd as OSDMap, size, coords, faces);
}
}
}
return true;
}
/// <summary>
/// Generate the co-ords and faces necessary to construct a mesh from the sculpt data the accompanies a prim.
/// </summary>
/// <param name="primName"></param>
/// <param name="primShape"></param>
/// <param name="size"></param>
/// <param name="lod"></param>
/// <param name="coords">Coords are added to this list by the method.</param>
/// <param name="faces">Faces are added to this list by the method.</param>
/// <returns>true if coords and faces were successfully generated, false if not</returns>
private bool GenerateCoordsAndFacesFromPrimSculptData(
string primName, PrimitiveBaseShape primShape, Vector3 size, float lod, out List<Coord> coords, out List<Face> faces)
{
coords = new List<Coord>();
faces = new List<Face>();
PrimMesher.SculptMesh sculptMesh;
Image idata = null;
string decodedSculptFileName = "";
if (cacheSculptMaps && primShape.SculptTexture != UUID.Zero)
{
decodedSculptFileName = System.IO.Path.Combine(decodedSculptMapPath, "smap_" + primShape.SculptTexture.ToString());
try
{
if (File.Exists(decodedSculptFileName))
{
idata = Image.FromFile(decodedSculptFileName);
}
}
catch (Exception e)
{
m_log.Error("[SCULPT]: unable to load cached sculpt map " + decodedSculptFileName + " " + e.Message);
}
//if (idata != null)
// m_log.Debug("[SCULPT]: loaded cached map asset for map ID: " + primShape.SculptTexture.ToString());
}
if (idata == null)
{
if (primShape.SculptData == null || primShape.SculptData.Length == 0)
return false;
try
{
OpenMetaverse.Imaging.ManagedImage unusedData;
OpenMetaverse.Imaging.OpenJPEG.DecodeToImage(primShape.SculptData, out unusedData, out idata);
if (idata == null)
{
// In some cases it seems that the decode can return a null bitmap without throwing
// an exception
m_log.WarnFormat("[PHYSICS]: OpenJPEG decoded sculpt data for {0} to a null bitmap. Ignoring.", primName);
return false;
}
unusedData = null;
//idata = CSJ2K.J2kImage.FromBytes(primShape.SculptData);
if (cacheSculptMaps)
{
try { idata.Save(decodedSculptFileName, ImageFormat.MemoryBmp); }
catch (Exception e) { m_log.Error("[SCULPT]: unable to cache sculpt map " + decodedSculptFileName + " " + e.Message); }
}
}
catch (DllNotFoundException)
{
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!");
return false;
}
catch (IndexOutOfRangeException)
{
m_log.Error("[PHYSICS]: OpenJpeg was unable to decode this. Physics Proxy generation failed");
return false;
}
catch (Exception ex)
{
m_log.Error("[PHYSICS]: Unable to generate a Sculpty physics proxy. Sculpty texture decode failed: " + ex.Message);
return false;
}
}
PrimMesher.SculptMesh.SculptType sculptType;
switch ((OpenMetaverse.SculptType)primShape.SculptType)
{
case OpenMetaverse.SculptType.Cylinder:
sculptType = PrimMesher.SculptMesh.SculptType.cylinder;
break;
case OpenMetaverse.SculptType.Plane:
sculptType = PrimMesher.SculptMesh.SculptType.plane;
break;
case OpenMetaverse.SculptType.Torus:
sculptType = PrimMesher.SculptMesh.SculptType.torus;
break;
case OpenMetaverse.SculptType.Sphere:
sculptType = PrimMesher.SculptMesh.SculptType.sphere;
break;
default:
sculptType = PrimMesher.SculptMesh.SculptType.plane;
break;
}
bool mirror = ((primShape.SculptType & 128) != 0);
bool invert = ((primShape.SculptType & 64) != 0);
sculptMesh = new PrimMesher.SculptMesh((Bitmap)idata, sculptType, (int)lod, false, mirror, invert);
idata.Dispose();
sculptMesh.DumpRaw(baseDir, primName, "primMesh");
sculptMesh.Scale(size.X, size.Y, size.Z);
coords = sculptMesh.coords;
faces = sculptMesh.faces;
return true;
}
/// <summary>
/// Generate the co-ords and faces necessary to construct a mesh from the shape data the accompanies a prim.
/// </summary>
/// <param name="primName"></param>
/// <param name="primShape"></param>
/// <param name="size"></param>
/// <param name="coords">Coords are added to this list by the method.</param>
/// <param name="faces">Faces are added to this list by the method.</param>
/// <returns>true if coords and faces were successfully generated, false if not</returns>
private bool GenerateCoordsAndFacesFromPrimShapeData(
string primName, PrimitiveBaseShape primShape, Vector3 size, float lod, out List<Coord> coords, out List<Face> faces)
{
PrimMesh primMesh;
coords = new List<Coord>();
faces = new List<Face>();
float pathShearX = primShape.PathShearX < 128 ? (float)primShape.PathShearX * 0.01f : (float)(primShape.PathShearX - 256) * 0.01f;
float pathShearY = primShape.PathShearY < 128 ? (float)primShape.PathShearY * 0.01f : (float)(primShape.PathShearY - 256) * 0.01f;
float pathBegin = (float)primShape.PathBegin * 2.0e-5f;
float pathEnd = 1.0f - (float)primShape.PathEnd * 2.0e-5f;
float pathScaleX = (float)(primShape.PathScaleX - 100) * 0.01f;
float pathScaleY = (float)(primShape.PathScaleY - 100) * 0.01f;
float profileBegin = (float)primShape.ProfileBegin * 2.0e-5f;
float profileEnd = 1.0f - (float)primShape.ProfileEnd * 2.0e-5f;
float profileHollow = (float)primShape.ProfileHollow * 2.0e-5f;
if (profileHollow > 0.95f)
profileHollow = 0.95f;
int sides = 4;
LevelOfDetail iLOD = (LevelOfDetail)lod;
if ((primShape.ProfileCurve & 0x07) == (byte)ProfileShape.EquilateralTriangle)
sides = 3;
else if ((primShape.ProfileCurve & 0x07) == (byte)ProfileShape.Circle)
{
switch (iLOD)
{
case LevelOfDetail.High: sides = 24; break;
case LevelOfDetail.Medium: sides = 12; break;
case LevelOfDetail.Low: sides = 6; break;
case LevelOfDetail.VeryLow: sides = 3; break;
default: sides = 24; break;
}
}
else if ((primShape.ProfileCurve & 0x07) == (byte)ProfileShape.HalfCircle)
{ // half circle, prim is a sphere
switch (iLOD)
{
case LevelOfDetail.High: sides = 24; break;
case LevelOfDetail.Medium: sides = 12; break;
case LevelOfDetail.Low: sides = 6; break;
case LevelOfDetail.VeryLow: sides = 3; break;
default: sides = 24; break;
}
profileBegin = 0.5f * profileBegin + 0.5f;
profileEnd = 0.5f * profileEnd + 0.5f;
}
int hollowSides = sides;
if (primShape.HollowShape == HollowShape.Circle)
{
switch (iLOD)
{
case LevelOfDetail.High: hollowSides = 24; break;
case LevelOfDetail.Medium: hollowSides = 12; break;
case LevelOfDetail.Low: hollowSides = 6; break;
case LevelOfDetail.VeryLow: hollowSides = 3; break;
default: hollowSides = 24; break;
}
}
else if (primShape.HollowShape == HollowShape.Square)
hollowSides = 4;
else if (primShape.HollowShape == HollowShape.Triangle)
hollowSides = 3;
primMesh = new PrimMesh(sides, profileBegin, profileEnd, profileHollow, hollowSides);
if (primMesh.errorMessage != null)
if (primMesh.errorMessage.Length > 0)
m_log.Error("[ERROR] " + primMesh.errorMessage);
primMesh.topShearX = pathShearX;
primMesh.topShearY = pathShearY;
primMesh.pathCutBegin = pathBegin;
primMesh.pathCutEnd = pathEnd;
if (primShape.PathCurve == (byte)Extrusion.Straight || primShape.PathCurve == (byte) Extrusion.Flexible)
{
primMesh.twistBegin = primShape.PathTwistBegin * 18 / 10;
primMesh.twistEnd = primShape.PathTwist * 18 / 10;
primMesh.taperX = pathScaleX;
primMesh.taperY = pathScaleY;
if (profileBegin < 0.0f || profileBegin >= profileEnd || profileEnd > 1.0f)
{
ReportPrimError("*** CORRUPT PRIM!! ***", primName, primMesh);
if (profileBegin < 0.0f) profileBegin = 0.0f;
if (profileEnd > 1.0f) profileEnd = 1.0f;
}
#if SPAM
m_log.Debug("****** PrimMesh Parameters (Linear) ******\n" + primMesh.ParamsToDisplayString());
#endif
try
{
primMesh.ExtrudeLinear();
}
catch (Exception ex)
{
ReportPrimError("Extrusion failure: exception: " + ex.ToString(), primName, primMesh);
return false;
}
}
else
{
primMesh.holeSizeX = (200 - primShape.PathScaleX) * 0.01f;
primMesh.holeSizeY = (200 - primShape.PathScaleY) * 0.01f;
primMesh.radius = 0.01f * primShape.PathRadiusOffset;
primMesh.revolutions = 1.0f + 0.015f * primShape.PathRevolutions;
primMesh.skew = 0.01f * primShape.PathSkew;
primMesh.twistBegin = primShape.PathTwistBegin * 36 / 10;
primMesh.twistEnd = primShape.PathTwist * 36 / 10;
primMesh.taperX = primShape.PathTaperX * 0.01f;
primMesh.taperY = primShape.PathTaperY * 0.01f;
if (profileBegin < 0.0f || profileBegin >= profileEnd || profileEnd > 1.0f)
{
ReportPrimError("*** CORRUPT PRIM!! ***", primName, primMesh);
if (profileBegin < 0.0f) profileBegin = 0.0f;
if (profileEnd > 1.0f) profileEnd = 1.0f;
}
#if SPAM
m_log.Debug("****** PrimMesh Parameters (Circular) ******\n" + primMesh.ParamsToDisplayString());
#endif
try
{
primMesh.ExtrudeCircular();
}
catch (Exception ex)
{
ReportPrimError("Extrusion failure: exception: " + ex.ToString(), primName, primMesh);
return false;
}
}
primMesh.DumpRaw(baseDir, primName, "primMesh");
primMesh.Scale(size.X, size.Y, size.Z);
coords = primMesh.coords;
faces = primMesh.faces;
return true;
}
public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod)
{
return CreateMesh(primName, primShape, size, lod, false);
}
public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical, bool convex, bool forOde)
{
return CreateMesh(primName, primShape, size, lod, false);
}
public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical)
{
#if SPAM
m_log.DebugFormat("[MESH]: Creating mesh for {0}", primName);
#endif
Mesh mesh = null;
ulong key = 0;
// If this mesh has been created already, return it instead of creating another copy
// For large regions with 100k+ prims and hundreds of copies of each, this can save a GB or more of memory
key = primShape.GetMeshKey(size, lod);
if (m_uniqueMeshes.TryGetValue(key, out mesh))
return mesh;
if (size.X < 0.01f) size.X = 0.01f;
if (size.Y < 0.01f) size.Y = 0.01f;
if (size.Z < 0.01f) size.Z = 0.01f;
mesh = CreateMeshFromPrimMesher(primName, primShape, size, lod);
if (mesh != null)
{
if ((!isPhysical) && size.X < minSizeForComplexMesh && size.Y < minSizeForComplexMesh && size.Z < minSizeForComplexMesh)
{
#if SPAM
m_log.Debug("Meshmerizer: prim " + primName + " has a size of " + size.ToString() + " which is below threshold of " +
minSizeForComplexMesh.ToString() + " - creating simple bounding box");
#endif
mesh = CreateBoundingBoxMesh(mesh);
mesh.DumpRaw(baseDir, primName, "Z extruded");
}
// trim the vertex and triangle lists to free up memory
mesh.TrimExcess();
m_uniqueMeshes.Add(key, mesh);
}
return mesh;
}
public IMesh GetMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical, bool convex)
{
return null;
}
public void ReleaseMesh(IMesh imesh) { }
public void ExpireReleaseMeshs() { }
public void ExpireFileCache() { }
}
}