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221 lines
7.2 KiB
C#
221 lines
7.2 KiB
C#
/*
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* Copyright (c) Contributors
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Collections.Generic;
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using System.Text;
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using System.IO;
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using System.Drawing;
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using System.Drawing.Imaging;
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namespace PrimMesher
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{
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public class SculptMesh
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{
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public List<Coord> coords;
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public List<Face> faces;
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public enum SculptType { sphere = 1, torus = 2, plane = 3, cylinder = 4 };
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public SculptMesh(Bitmap sculptBitmap, SculptType sculptType, int lod, bool mirror, bool invert)
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{
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if (mirror)
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invert = !invert;
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SculptMap smap = new SculptMap(sculptBitmap, lod);
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List<List<Coord>> rows = smap.ToRows(mirror);
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_SculptMesh(rows, sculptType, invert);
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}
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private void _SculptMesh(List<List<Coord>> rows, SculptType sculptType, bool invert)
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{
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coords = new List<Coord>();
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faces = new List<Face>();
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sculptType = (SculptType)(((int)sculptType) & 0x07);
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int width = rows[0].Count;
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int p1, p2, p3, p4;
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int imageX, imageY;
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if (sculptType != SculptType.plane)
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{
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if (rows.Count % 2 == 0)
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{
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for (int rowNdx = 0; rowNdx < rows.Count; rowNdx++)
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rows[rowNdx].Add(rows[rowNdx][0]);
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}
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else
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{
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int lastIndex = rows[0].Count - 1;
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for (int i = 0; i < rows.Count; i++)
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rows[i][0] = rows[i][lastIndex];
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}
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}
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Coord topPole = rows[0][width / 2];
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Coord bottomPole = rows[rows.Count - 1][width / 2];
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if (sculptType == SculptType.sphere)
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{
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if (rows.Count % 2 == 0)
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{
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int count = rows[0].Count;
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List<Coord> topPoleRow = new List<Coord>(count);
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List<Coord> bottomPoleRow = new List<Coord>(count);
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for (int i = 0; i < count; i++)
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{
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topPoleRow.Add(topPole);
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bottomPoleRow.Add(bottomPole);
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}
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rows.Insert(0, topPoleRow);
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rows.Add(bottomPoleRow);
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}
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else
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{
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int count = rows[0].Count;
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List<Coord> topPoleRow = rows[0];
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List<Coord> bottomPoleRow = rows[rows.Count - 1];
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for (int i = 0; i < count; i++)
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{
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topPoleRow[i] = topPole;
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bottomPoleRow[i] = bottomPole;
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}
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}
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}
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if (sculptType == SculptType.torus)
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rows.Add(rows[0]);
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int coordsDown = rows.Count;
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int coordsAcross = rows[0].Count;
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float widthUnit = 1.0f / (coordsAcross - 1);
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float heightUnit = 1.0f / (coordsDown - 1);
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for (imageY = 0; imageY < coordsDown; imageY++)
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{
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int rowOffset = imageY * coordsAcross;
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for (imageX = 0; imageX < coordsAcross; imageX++)
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{
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/*
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* p1-----p2
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* | \ f2 |
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* | \ |
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* | f1 \|
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* p3-----p4
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*/
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p4 = rowOffset + imageX;
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p3 = p4 - 1;
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p2 = p4 - coordsAcross;
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p1 = p3 - coordsAcross;
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this.coords.Add(rows[imageY][imageX]);
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if (imageY > 0 && imageX > 0)
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{
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Face f1, f2;
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if (invert)
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{
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f1 = new Face(p1, p4, p3);
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f2 = new Face(p1, p2, p4);
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}
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else
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{
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f1 = new Face(p1, p3, p4);
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f2 = new Face(p1, p4, p2);
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}
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this.faces.Add(f1);
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this.faces.Add(f2);
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}
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}
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}
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}
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/// <summary>
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/// Duplicates a SculptMesh object. All object properties are copied by value, including lists.
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/// </summary>
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/// <returns></returns>
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public SculptMesh Copy()
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{
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return new SculptMesh(this);
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}
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public SculptMesh(SculptMesh sm)
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{
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coords = new List<Coord>(sm.coords);
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faces = new List<Face>(sm.faces);
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}
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public void Scale(float x, float y, float z)
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{
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int i;
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int numVerts = this.coords.Count;
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Coord m = new Coord(x, y, z);
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for (i = 0; i < numVerts; i++)
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this.coords[i] *= m;
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}
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public void DumpRaw(String path, String name, String title)
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{
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if (path == null)
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return;
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String fileName = name + "_" + title + ".raw";
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String completePath = System.IO.Path.Combine(path, fileName);
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StreamWriter sw = new StreamWriter(completePath);
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for (int i = 0; i < this.faces.Count; i++)
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{
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string s = this.coords[this.faces[i].v1].ToString();
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s += " " + this.coords[this.faces[i].v2].ToString();
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s += " " + this.coords[this.faces[i].v3].ToString();
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sw.WriteLine(s);
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}
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sw.Close();
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}
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}
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}
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