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- /*
- * 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.
- */
- // to build without references to System.Drawing, comment this out
- #define SYSTEM_DRAWING
- using System;
- using System.Collections.Generic;
- using System.Text;
- using System.IO;
- #if SYSTEM_DRAWING
- using System.Drawing;
- using System.Drawing.Imaging;
- #endif
- 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 };
- #if SYSTEM_DRAWING
- 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(string fileName, int sculptType, int lod, int viewerMode, int mirror, int invert)
- {
- Bitmap bitmap = (Bitmap)Bitmap.FromFile(fileName);
- _SculptMesh(bitmap, (SculptType)sculptType, lod, viewerMode != 0, mirror != 0, invert != 0);
- bitmap.Dispose();
- }
- #endif
- /// <summary>
- /// ** Experimental ** May disappear from future versions ** not recommeneded for use in applications
- /// Construct a sculpt mesh from a 2D array of floats
- /// </summary>
- /// <param name="zMap"></param>
- /// <param name="xBegin"></param>
- /// <param name="xEnd"></param>
- /// <param name="yBegin"></param>
- /// <param name="yEnd"></param>
- /// <param name="viewerMode"></param>
- public SculptMesh(float[,] zMap, float xBegin, float xEnd, float yBegin, float yEnd, bool viewerMode)
- {
- float xStep, yStep;
- float uStep, vStep;
- int numYElements = zMap.GetLength(0);
- int numXElements = zMap.GetLength(1);
- try
- {
- xStep = (xEnd - xBegin) / (float)(numXElements - 1);
- yStep = (yEnd - yBegin) / (float)(numYElements - 1);
- uStep = 1.0f / (numXElements - 1);
- vStep = 1.0f / (numYElements - 1);
- }
- catch (DivideByZeroException)
- {
- return;
- }
- coords = new List<Coord>();
- faces = new List<Face>();
- normals = new List<Coord>();
- uvs = new List<UVCoord>();
- viewerFaces = new List<ViewerFace>();
- int p1, p2, p3, p4;
- int x, y;
- int xStart = 0, yStart = 0;
- for (y = yStart; y < numYElements; y++)
- {
- int rowOffset = y * numXElements;
- for (x = xStart; x < numXElements; x++)
- {
- /*
- * p1-----p2
- * | \ f2 |
- * | \ |
- * | f1 \|
- * p3-----p4
- */
- p4 = rowOffset + x;
- p3 = p4 - 1;
- p2 = p4 - numXElements;
- p1 = p3 - numXElements;
- Coord c = new Coord(xBegin + x * xStep, yBegin + y * yStep, zMap[y, x]);
- this.coords.Add(c);
- if (viewerMode)
- {
- this.normals.Add(new Coord());
- this.uvs.Add(new UVCoord(uStep * x, 1.0f - vStep * y));
- }
- if (y > 0 && x > 0)
- {
- Face f1, f2;
- if (viewerMode)
- {
- f1 = new Face(p1, p4, p3, p1, p4, p3);
- f1.uv1 = p1;
- f1.uv2 = p4;
- f1.uv3 = p3;
- f2 = new Face(p1, p2, p4, p1, p2, p4);
- f2.uv1 = p1;
- f2.uv2 = p2;
- f2.uv3 = p4;
- }
- else
- {
- f1 = new Face(p1, p4, p3);
- f2 = new Face(p1, p2, p4);
- }
- this.faces.Add(f1);
- this.faces.Add(f2);
- }
- }
- }
- if (viewerMode)
- calcVertexNormals(SculptType.plane, numXElements, numYElements);
- }
- #if SYSTEM_DRAWING
- public SculptMesh(Bitmap sculptBitmap, SculptType sculptType, int lod, bool viewerMode)
- {
- _SculptMesh(sculptBitmap, sculptType, lod, viewerMode, false, false);
- }
- public SculptMesh(Bitmap sculptBitmap, SculptType sculptType, int lod, bool viewerMode, bool mirror, bool invert)
- {
- _SculptMesh(sculptBitmap, sculptType, lod, viewerMode, mirror, invert);
- }
- #endif
- public SculptMesh(List<List<Coord>> rows, SculptType sculptType, bool viewerMode, bool mirror, bool invert)
- {
- _SculptMesh(rows, sculptType, viewerMode, mirror, invert);
- }
- #if SYSTEM_DRAWING
- /// <summary>
- /// converts a bitmap to a list of lists of coords, while scaling the image.
- /// the scaling is done in floating point so as to allow for reduced vertex position
- /// quantization as the position will be averaged between pixel values. this routine will
- /// likely fail if the bitmap width and height are not powers of 2.
- /// </summary>
- /// <param name="bitmap"></param>
- /// <param name="scale"></param>
- /// <param name="mirror"></param>
- /// <returns></returns>
- private List<List<Coord>> bitmap2Coords(Bitmap bitmap, int scale, bool mirror)
- {
- int numRows = bitmap.Height / scale;
- int numCols = bitmap.Width / scale;
- List<List<Coord>> rows = new List<List<Coord>>(numRows);
- float pixScale = 1.0f / (scale * scale);
- pixScale /= 255;
- int imageX, imageY = 0;
- int rowNdx, colNdx;
- for (rowNdx = 0; rowNdx < numRows; rowNdx++)
- {
- List<Coord> row = new List<Coord>(numCols);
- for (colNdx = 0; colNdx < numCols; colNdx++)
- {
- imageX = colNdx * scale;
- int imageYStart = rowNdx * scale;
- int imageYEnd = imageYStart + scale;
- int imageXEnd = imageX + scale;
- float rSum = 0.0f;
- float gSum = 0.0f;
- float bSum = 0.0f;
- for (; imageX < imageXEnd; imageX++)
- {
- for (imageY = imageYStart; imageY < imageYEnd; imageY++)
- {
- Color c = bitmap.GetPixel(imageX, imageY);
- if (c.A != 255)
- {
- bitmap.SetPixel(imageX, imageY, Color.FromArgb(255, c.R, c.G, c.B));
- c = bitmap.GetPixel(imageX, imageY);
- }
- rSum += c.R;
- gSum += c.G;
- bSum += c.B;
- }
- }
- if (mirror)
- row.Add(new Coord(-(rSum * pixScale - 0.5f), gSum * pixScale - 0.5f, bSum * pixScale - 0.5f));
- else
- row.Add(new Coord(rSum * pixScale - 0.5f, gSum * pixScale - 0.5f, bSum * pixScale - 0.5f));
- }
- rows.Add(row);
- }
- return rows;
- }
- private List<List<Coord>> bitmap2CoordsSampled(Bitmap bitmap, int scale, bool mirror)
- {
- int numRows = bitmap.Height / scale;
- int numCols = bitmap.Width / scale;
- List<List<Coord>> rows = new List<List<Coord>>(numRows);
- float pixScale = 1.0f / 256.0f;
- int imageX, imageY = 0;
- int rowNdx, colNdx;
- for (rowNdx = 0; rowNdx <= numRows; rowNdx++)
- {
- List<Coord> row = new List<Coord>(numCols);
- imageY = rowNdx * scale;
- if (rowNdx == numRows) imageY--;
- for (colNdx = 0; colNdx <= numCols; colNdx++)
- {
- imageX = colNdx * scale;
- if (colNdx == numCols) imageX--;
- Color c = bitmap.GetPixel(imageX, imageY);
- if (c.A != 255)
- {
- bitmap.SetPixel(imageX, imageY, Color.FromArgb(255, c.R, c.G, c.B));
- c = bitmap.GetPixel(imageX, imageY);
- }
- if (mirror)
- row.Add(new Coord(-(c.R * pixScale - 0.5f), c.G * pixScale - 0.5f, c.B * pixScale - 0.5f));
- else
- row.Add(new Coord(c.R * pixScale - 0.5f, c.G * pixScale - 0.5f, c.B * pixScale - 0.5f));
- }
- rows.Add(row);
- }
- return rows;
- }
- void _SculptMesh(Bitmap sculptBitmap, SculptType sculptType, int lod, bool viewerMode, bool mirror, bool invert)
- {
- _SculptMesh(new SculptMap(sculptBitmap, lod).ToRows(mirror), sculptType, viewerMode, mirror, invert);
- }
- #endif
- void _SculptMesh(List<List<Coord>> rows, SculptType sculptType, bool viewerMode, bool mirror, bool invert)
- {
- coords = new List<Coord>();
- faces = new List<Face>();
- normals = new List<Coord>();
- uvs = new List<UVCoord>();
- sculptType = (SculptType)(((int)sculptType) & 0x07);
- if (mirror)
- invert = !invert;
- viewerFaces = new List<ViewerFace>();
- 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;
- // int lastColumn = coordsAcross - 1;
- 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 (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)
- {
- if (invert)
- {
- f1 = new Face(p1, p4, p3, p1, p4, p3);
- f1.uv1 = p1;
- f1.uv2 = p4;
- f1.uv3 = p3;
- f2 = new Face(p1, p2, p4, p1, p2, p4);
- f2.uv1 = p1;
- f2.uv2 = p2;
- f2.uv3 = p4;
- }
- else
- {
- 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
- {
- 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);
- }
- }
- }
- if (viewerMode)
- calcVertexNormals(sculptType, coordsAcross, coordsDown);
- }
- /// <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);
- viewerFaces = new List<ViewerFace>(sm.viewerFaces);
- normals = new List<Coord>(sm.normals);
- uvs = new List<UVCoord>(sm.uvs);
- }
- private void calcVertexNormals(SculptType sculptType, int xSize, int ySize)
- { // 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.n1] += surfaceNormal;
- this.normals[face.n2] += surfaceNormal;
- this.normals[face.n3] += surfaceNormal;
- }
- int numNormals = this.normals.Count;
- for (int i = 0; i < numNormals; i++)
- this.normals[i] = this.normals[i].Normalize();
- if (sculptType != SculptType.plane)
- { // blend the vertex normals at the cylinder seam
- for (int y = 0; y < ySize; y++)
- {
- int rowOffset = y * xSize;
- this.normals[rowOffset] = this.normals[rowOffset + xSize - 1] = (this.normals[rowOffset] + this.normals[rowOffset + xSize - 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.coordIndex1 = face.v1;
- vf.coordIndex2 = face.v2;
- vf.coordIndex3 = 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);
- }
- }
- /// <summary>
- /// Adds a value to each XYZ vertex coordinate in the mesh
- /// </summary>
- /// <param name="x"></param>
- /// <param name="y"></param>
- /// <param name="z"></param>
- public void AddPos(float x, float y, float z)
- {
- int i;
- int numVerts = this.coords.Count;
- Coord vert;
- for (i = 0; i < numVerts; i++)
- {
- vert = this.coords[i];
- vert.X += x;
- vert.Y += y;
- vert.Z += z;
- this.coords[i] = vert;
- }
- if (this.viewerFaces != null)
- {
- int numViewerFaces = this.viewerFaces.Count;
- for (i = 0; i < numViewerFaces; i++)
- {
- ViewerFace v = this.viewerFaces[i];
- v.AddPos(x, y, z);
- this.viewerFaces[i] = v;
- }
- }
- }
- /// <summary>
- /// Rotates the mesh
- /// </summary>
- /// <param name="q"></param>
- public void AddRot(Quat q)
- {
- int i;
- int numVerts = this.coords.Count;
- for (i = 0; i < numVerts; i++)
- this.coords[i] *= q;
- int numNormals = this.normals.Count;
- for (i = 0; i < numNormals; i++)
- this.normals[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 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 = 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();
- }
- }
- }
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