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- /*
- * 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)
- {
- // XXX: At the moment we can not log here since ODEPrim, for instance, ends up triggering this
- // method twice - once before it has loaded sculpt data from the asset service and once afterwards.
- // The first time will always call with unloaded SculptData if this needs to be uploaded.
- // 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)
- {
- #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;
- }
- }
- }
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