Files
opensim/OpenSim/Region/Physics/Meshing/SculptMesh.cs
Dahlia Trimble fdd2388331 Update meshing code to sync with current PrimMesher.cs on forge.
Migrate sculpt meshing code to primMesher version. This should result in more accurate physical sculpted prim proxies.
Remove much obsolete code from Region/Physics/Meshing
2008-11-29 11:02:14 +00:00

344 lines
12 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 OpenSim 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 List<ViewerFace> viewerFaces;
public List<Coord> normals;
public List<UVCoord> uvs;
public enum SculptType { sphere = 1, torus = 2, plane = 3, cylinder = 4 };
private const float pixScale = 0.00390625f; // 1.0 / 256
private Bitmap ScaleImage(Bitmap srcImage, float scale)
{
int sourceWidth = srcImage.Width;
int sourceHeight = srcImage.Height;
int sourceX = 0;
int sourceY = 0;
int destX = 0;
int destY = 0;
int destWidth = (int)(sourceWidth * scale);
int destHeight = (int)(sourceHeight * scale);
Bitmap scaledImage = new Bitmap(destWidth, destHeight,
PixelFormat.Format24bppRgb);
scaledImage.SetResolution(srcImage.HorizontalResolution,
srcImage.VerticalResolution);
Graphics grPhoto = Graphics.FromImage(scaledImage);
grPhoto.InterpolationMode = System.Drawing.Drawing2D.InterpolationMode.Bilinear;
grPhoto.DrawImage(srcImage,
new Rectangle(destX, destY, destWidth, destHeight),
new Rectangle(sourceX, sourceY, sourceWidth, sourceHeight),
GraphicsUnit.Pixel);
grPhoto.Dispose();
return scaledImage;
}
public SculptMesh SculptMeshFromFile(string fileName, SculptType sculptType, int lod, bool viewerMode)
{
Bitmap bitmap = (Bitmap)Bitmap.FromFile(fileName);
SculptMesh sculptMesh = new SculptMesh(bitmap, sculptType, lod, viewerMode);
bitmap.Dispose();
return sculptMesh;
}
public SculptMesh(Bitmap sculptBitmap, SculptType sculptType, int lod, bool viewerMode)
{
coords = new List<Coord>();
faces = new List<Face>();
normals = new List<Coord>();
uvs = new List<UVCoord>();
float sourceScaleFactor = (float)lod / (float)Math.Max(sculptBitmap.Width, sculptBitmap.Height);
bool scaleSourceImage = sourceScaleFactor < 1.0f ? true : false;
Bitmap bitmap;
if (scaleSourceImage)
bitmap = ScaleImage(sculptBitmap, sourceScaleFactor);
else
bitmap = sculptBitmap;
viewerFaces = new List<ViewerFace>();
int width = bitmap.Width;
int height = bitmap.Height;
float widthUnit = 1.0f / width;
float heightUnit = 1.0f / (height - 1);
int p1, p2, p3, p4;
Color color;
float x, y, z;
int imageX, imageY;
if (sculptType == SculptType.sphere)
{ // average the top and bottom row pixel values so the resulting vertices appear to converge
int lastRow = height - 1;
int r1 = 0, g1 = 0, b1 = 0;
int r2 = 0, g2 = 0, b2 = 0;
for (imageX = 0; imageX < width; imageX++)
{
Color c1 = bitmap.GetPixel(imageX, 0);
Color c2 = bitmap.GetPixel(imageX, lastRow);
r1 += c1.R;
g1 += c1.G;
b1 += c1.B;
r2 += c2.R;
g2 += c2.G;
b2 += c2.B;
}
Color newC1 = Color.FromArgb(r1 / width, g1 / width, b1 / width);
Color newC2 = Color.FromArgb(r2 / width, g2 / width, b2 / width);
for (imageX = 0; imageX < width; imageX++)
{
bitmap.SetPixel(imageX, 0, newC1);
bitmap.SetPixel(imageX, lastRow, newC2);
}
}
int pixelsAcross = sculptType == SculptType.plane ? width : width + 1;
int pixelsDown = sculptType == SculptType.sphere || sculptType == SculptType.cylinder ? height + 1 : height;
for (imageY = 0; imageY < pixelsDown; imageY++)
{
int rowOffset = imageY * width;
for (imageX = 0; imageX < pixelsAcross; imageX++)
{
/*
* p1-----p2
* | \ f2 |
* | \ |
* | f1 \|
* p3-----p4
*/
if (imageX < width)
{
p4 = rowOffset + imageX;
p3 = p4 - 1;
}
else
{
p4 = rowOffset; // wrap around to beginning
p3 = rowOffset + imageX - 1;
}
p2 = p4 - width;
p1 = p3 - width;
color = bitmap.GetPixel(imageX == width ? 0 : imageX, imageY == height ? height - 1 : imageY);
x = (color.R - 128) * pixScale;
y = (color.G - 128) * pixScale;
z = (color.B - 128) * pixScale;
Coord c = new Coord(x, y, z);
this.coords.Add(c);
if (viewerMode)
{
this.normals.Add(new Coord());
this.uvs.Add(new UVCoord(widthUnit * imageX, heightUnit * imageY));
}
if (imageY > 0 && imageX > 0)
{
Face f1, f2;
if (viewerMode)
{
f1 = new Face(p1, p3, p4, p1, p3, p4);
f1.uv1 = p1;
f1.uv2 = p3;
f1.uv3 = p4;
f2 = new Face(p1, p4, p2, p1, p4, p2);
f2.uv1 = p1;
f2.uv2 = p4;
f2.uv3 = p2;
}
else
{
f1 = new Face(p1, p3, p4);
f2 = new Face(p1, p4, p2);
}
this.faces.Add(f1);
this.faces.Add(f2);
}
}
}
if (scaleSourceImage)
bitmap.Dispose();
if (viewerMode)
{ // compute vertex normals by summing all the surface normals of all the triangles sharing
// each vertex and then normalizing
int numFaces = this.faces.Count;
for (int i = 0; i < numFaces; i++)
{
Face face = this.faces[i];
Coord surfaceNormal = face.SurfaceNormal(this.coords);
this.normals[face.v1] += surfaceNormal;
this.normals[face.v2] += surfaceNormal;
this.normals[face.v3] += surfaceNormal;
}
int numCoords = this.coords.Count;
for (int i = 0; i < numCoords; i++)
this.coords[i].Normalize();
if (sculptType != SculptType.plane)
{ // blend the vertex normals at the cylinder seam
pixelsAcross = width + 1;
for (imageY = 0; imageY < height; imageY++)
{
int rowOffset = imageY * pixelsAcross;
this.normals[rowOffset] = this.normals[rowOffset + width - 1] = (this.normals[rowOffset] + this.normals[rowOffset + width - 1]).Normalize();
}
}
foreach (Face face in this.faces)
{
ViewerFace vf = new ViewerFace(0);
vf.v1 = this.coords[face.v1];
vf.v2 = this.coords[face.v2];
vf.v3 = this.coords[face.v3];
vf.n1 = this.normals[face.n1];
vf.n2 = this.normals[face.n2];
vf.n3 = this.normals[face.n3];
vf.uv1 = this.uvs[face.uv1];
vf.uv2 = this.uvs[face.uv2];
vf.uv3 = this.uvs[face.uv3];
this.viewerFaces.Add(vf);
}
}
}
public void AddRot(Quat q)
{
int i;
int numVerts = this.coords.Count;
for (i = 0; i < numVerts; i++)
this.coords[i] *= q;
if (this.viewerFaces != null)
{
int numViewerFaces = this.viewerFaces.Count;
for (i = 0; i < numViewerFaces; i++)
{
ViewerFace v = this.viewerFaces[i];
v.v1 *= q;
v.v2 *= q;
v.v3 *= q;
v.n1 *= q;
v.n2 *= q;
v.n3 *= q;
this.viewerFaces[i] = v;
}
}
}
public void Scale(float x, float y, float z)
{
int i;
int numVerts = this.coords.Count;
//Coord vert;
Coord m = new Coord(x, y, z);
for (i = 0; i < numVerts; i++)
this.coords[i] *= m;
if (this.viewerFaces != null)
{
int numViewerFaces = this.viewerFaces.Count;
for (i = 0; i < numViewerFaces; i++)
{
ViewerFace v = this.viewerFaces[i];
v.v1 *= m;
v.v2 *= m;
v.v3 *= m;
this.viewerFaces[i] = v;
}
}
}
public void DumpRaw(String path, String name, String title)
{
if (path == null)
return;
String fileName = name + "_" + title + ".raw";
String completePath = 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();
}
}
}