Files
opensim/OpenSim/Region/PhysicsModules/ubOdeMeshing/SculptMesh.cs
2015-09-12 21:38:26 +01:00

221 lines
7.2 KiB
C#

/*
* Copyright (c) Contributors
* 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.
*/
using System;
using System.Collections.Generic;
using System.Text;
using System.IO;
using System.Drawing;
using System.Drawing.Imaging;
namespace PrimMesher
{
public class SculptMesh
{
public List<Coord> coords;
public List<Face> faces;
public enum SculptType { sphere = 1, torus = 2, plane = 3, cylinder = 4 };
public SculptMesh(Bitmap sculptBitmap, SculptType sculptType, int lod, bool mirror, bool invert)
{
if (mirror)
invert = !invert;
SculptMap smap = new SculptMap(sculptBitmap, lod);
List<List<Coord>> rows = smap.ToRows(mirror);
_SculptMesh(rows, sculptType, invert);
}
private void _SculptMesh(List<List<Coord>> rows, SculptType sculptType, bool invert)
{
coords = new List<Coord>();
faces = new List<Face>();
sculptType = (SculptType)(((int)sculptType) & 0x07);
int width = rows[0].Count;
int p1, p2, p3, p4;
int imageX, imageY;
if (sculptType != SculptType.plane)
{
if (rows.Count % 2 == 0)
{
for (int rowNdx = 0; rowNdx < rows.Count; rowNdx++)
rows[rowNdx].Add(rows[rowNdx][0]);
}
else
{
int lastIndex = rows[0].Count - 1;
for (int i = 0; i < rows.Count; i++)
rows[i][0] = rows[i][lastIndex];
}
}
Coord topPole = rows[0][width / 2];
Coord bottomPole = rows[rows.Count - 1][width / 2];
if (sculptType == SculptType.sphere)
{
if (rows.Count % 2 == 0)
{
int count = rows[0].Count;
List<Coord> topPoleRow = new List<Coord>(count);
List<Coord> bottomPoleRow = new List<Coord>(count);
for (int i = 0; i < count; i++)
{
topPoleRow.Add(topPole);
bottomPoleRow.Add(bottomPole);
}
rows.Insert(0, topPoleRow);
rows.Add(bottomPoleRow);
}
else
{
int count = rows[0].Count;
List<Coord> topPoleRow = rows[0];
List<Coord> bottomPoleRow = rows[rows.Count - 1];
for (int i = 0; i < count; i++)
{
topPoleRow[i] = topPole;
bottomPoleRow[i] = bottomPole;
}
}
}
if (sculptType == SculptType.torus)
rows.Add(rows[0]);
int coordsDown = rows.Count;
int coordsAcross = rows[0].Count;
float widthUnit = 1.0f / (coordsAcross - 1);
float heightUnit = 1.0f / (coordsDown - 1);
for (imageY = 0; imageY < coordsDown; imageY++)
{
int rowOffset = imageY * coordsAcross;
for (imageX = 0; imageX < coordsAcross; imageX++)
{
/*
* p1-----p2
* | \ f2 |
* | \ |
* | f1 \|
* p3-----p4
*/
p4 = rowOffset + imageX;
p3 = p4 - 1;
p2 = p4 - coordsAcross;
p1 = p3 - coordsAcross;
this.coords.Add(rows[imageY][imageX]);
if (imageY > 0 && imageX > 0)
{
Face f1, f2;
if (invert)
{
f1 = new Face(p1, p4, p3);
f2 = new Face(p1, p2, p4);
}
else
{
f1 = new Face(p1, p3, p4);
f2 = new Face(p1, p4, p2);
}
this.faces.Add(f1);
this.faces.Add(f2);
}
}
}
}
/// <summary>
/// Duplicates a SculptMesh object. All object properties are copied by value, including lists.
/// </summary>
/// <returns></returns>
public SculptMesh Copy()
{
return new SculptMesh(this);
}
public SculptMesh(SculptMesh sm)
{
coords = new List<Coord>(sm.coords);
faces = new List<Face>(sm.faces);
}
public void Scale(float x, float y, float z)
{
int i;
int numVerts = this.coords.Count;
Coord m = new Coord(x, y, z);
for (i = 0; i < numVerts; i++)
this.coords[i] *= m;
}
public void DumpRaw(String path, String name, String title)
{
if (path == null)
return;
String fileName = name + "_" + title + ".raw";
String completePath = System.IO.Path.Combine(path, fileName);
StreamWriter sw = new StreamWriter(completePath);
for (int i = 0; i < this.faces.Count; i++)
{
string s = this.coords[this.faces[i].v1].ToString();
s += " " + this.coords[this.faces[i].v2].ToString();
s += " " + this.coords[this.faces[i].v3].ToString();
sw.WriteLine(s);
}
sw.Close();
}
}
}