mirror of
https://github.com/justasabc/UnityOpenSimClient.git
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1265 lines
42 KiB
C#
1265 lines
42 KiB
C#
//
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// Radegast Metaverse Client
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// Copyright (c) 2009-2013, Radegast Development Team
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// All rights reserved.
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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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//
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// * Redistributions of source code must retain the above copyright notice,
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// 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 application "Radegast", nor the names of its
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// contributors may be used to endorse or promote products derived from
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// this software without specific prior CreateReflectionTexture permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
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// AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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// DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
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// FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
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// DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
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// SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
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// CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
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// OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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// $Id: RenderingHelpers.cs 1136 2011-09-05 22:45:11Z latifer $
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//
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using System;
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using System.Collections.Generic;
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using System.Collections;
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using System.Linq;
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using System.Text;
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using System.IO;
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using System.IO.Compression;
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using System.Xml;
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using System.Threading;
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using OpenTK.Graphics.OpenGL;
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using System.Runtime.InteropServices;
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using System.Drawing;
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using System.Drawing.Imaging;
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using OpenMetaverse;
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using OpenMetaverse.Rendering;
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namespace Radegast.Rendering
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{
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[StructLayout(LayoutKind.Sequential)]
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public struct Color4b
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{
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public byte R;
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public byte G;
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public byte B;
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public byte A;
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}
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[StructLayout(LayoutKind.Explicit)]
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public struct ColorVertex
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{
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[FieldOffset(0)]
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public Vertex Vertex;
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[FieldOffset(32)]
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public Color4b Color;
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public static int Size = 36;
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}
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public class TextureInfo
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{
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public System.Drawing.Image Texture;
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public int TexturePointer;
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public bool HasAlpha;
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public bool FullAlpha;
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public bool IsMask;
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public bool IsInvisible;
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public UUID TextureID;
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public bool FetchFailed;
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}
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public class TextureLoadItem
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{
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public FaceData Data;
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public Primitive Prim;
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public Primitive.TextureEntryFace TeFace;
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public byte[] TextureData = null;
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public byte[] TGAData = null;
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public bool LoadAssetFromCache = false;
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public OpenMetaverse.ImageType ImageType = OpenMetaverse.ImageType.Normal;
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public string BakeName = string.Empty;
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public UUID AvatarID = UUID.Zero;
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}
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public enum RenderPass
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{
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Picking,
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Simple,
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Alpha,
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Invisible
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}
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public enum SceneObjectType
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{
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None,
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Primitive,
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Avatar,
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}
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/// <summary>
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/// Base class for all scene objects
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/// </summary>
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public abstract class SceneObject : IComparable, IDisposable
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{
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#region Public fields
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/// <summary>Interpolated local position of the object</summary>
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public Vector3 InterpolatedPosition;
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/// <summary>Interpolated local rotation of the object/summary>
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public Quaternion InterpolatedRotation;
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/// <summary>Rendered position of the object in the region</summary>
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public Vector3 RenderPosition;
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/// <summary>Rendered rotationm of the object in the region</summary>
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public Quaternion RenderRotation;
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/// <summary>Per frame calculated square of the distance from camera</summary>
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public float DistanceSquared;
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/// <summary>Bounding volume of the object</summary>
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public BoundingVolume BoundingVolume;
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/// <summary>Was the sim position and distance from camera calculated during this frame</summary>
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public bool PositionCalculated;
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/// <summary>Scene object type</summary>
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public SceneObjectType Type = SceneObjectType.None;
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/// <summary>Libomv primitive</summary>
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public virtual Primitive BasePrim { get; set; }
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/// <summary>Were initial initialization tasks done</summary>
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public bool Initialized;
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/// <summary>Is this object disposed</summary>
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public bool IsDisposed = false;
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public int AlphaQueryID = -1;
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public int SimpleQueryID = -1;
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public bool HasAlphaFaces;
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public bool HasSimpleFaces;
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public bool HasInvisibleFaces;
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#endregion Public fields
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uint previousParent = uint.MaxValue;
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/// <summary>
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/// Cleanup resources used
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/// </summary>
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public virtual void Dispose()
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{
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IsDisposed = true;
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}
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/// <summary>
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/// Task performed the fist time object is set for rendering
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/// </summary>
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public virtual void Initialize()
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{
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RenderPosition = InterpolatedPosition = BasePrim.Position;
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RenderRotation = InterpolatedRotation = BasePrim.Rotation;
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Initialized = true;
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}
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/// <summary>
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/// Perform per frame tasks
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/// </summary>
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/// <param name="time">Time since the last call (last frame time in seconds)</param>
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public virtual void Step(float time)
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{
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if (BasePrim == null) return;
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// Don't interpolate when parent changes (sit/stand link/unlink)
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if (previousParent != BasePrim.ParentID)
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{
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previousParent = BasePrim.ParentID;
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InterpolatedPosition = BasePrim.Position;
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InterpolatedRotation = BasePrim.Rotation;
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return;
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}
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// Linear velocity and acceleration
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if (BasePrim.Velocity != Vector3.Zero)
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{
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BasePrim.Position = InterpolatedPosition = BasePrim.Position + BasePrim.Velocity * time
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* 0.98f * Login.Client.Network.CurrentSim.Stats.Dilation; //hack: replace RadegastInstance
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BasePrim.Velocity += BasePrim.Acceleration * time;
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}
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else if (InterpolatedPosition != BasePrim.Position)
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{
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InterpolatedPosition = RHelp.Smoothed1stOrder(InterpolatedPosition, BasePrim.Position, time);
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}
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// Angular velocity (target omega)
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if (BasePrim.AngularVelocity != Vector3.Zero)
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{
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Vector3 angVel = BasePrim.AngularVelocity;
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float angle = time * angVel.Length();
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Quaternion dQ = Quaternion.CreateFromAxisAngle(angVel, angle);
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InterpolatedRotation = dQ * InterpolatedRotation;
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}
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else if (InterpolatedRotation != BasePrim.Rotation && !(this is RenderAvatar))
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{
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InterpolatedRotation = Quaternion.Slerp(InterpolatedRotation, BasePrim.Rotation, time * 10f);
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if (1f - Math.Abs(Quaternion.Dot(InterpolatedRotation, BasePrim.Rotation)) < 0.0001)
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InterpolatedRotation = BasePrim.Rotation;
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}
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else
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{
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InterpolatedRotation = BasePrim.Rotation;
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}
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}
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/// <summary>
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/// Render scene object
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/// </summary>
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/// <param name="pass">Which pass are we currently in</param>
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/// <param name="pickingID">ID used to identify which object was picked</param>
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/// <param name="scene">Main scene renderer</param>
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/// <param name="time">Time it took to render the last frame</param>
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public virtual void Render(RenderPass pass, int pickingID, SceneWindow scene, float time)
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{
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}
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/// <summary>
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/// Implementation of the IComparable interface
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/// used for sorting by distance
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/// </summary>
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/// <param name="other">Object we are comparing to</param>
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/// <returns>Result of the comparison</returns>
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public virtual int CompareTo(object other)
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{
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SceneObject o = (SceneObject)other;
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if (this.DistanceSquared < o.DistanceSquared)
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return -1;
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else if (this.DistanceSquared > o.DistanceSquared)
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return 1;
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else
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return 0;
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}
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#region Occlusion queries
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public void StartQuery(RenderPass pass)
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{
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//if (!RenderSettings.OcclusionCullingEnabled) return; //hack
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if (pass == RenderPass.Simple)
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{
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StartSimpleQuery();
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}
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else if (pass == RenderPass.Alpha)
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{
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StartAlphaQuery();
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}
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}
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public void EndQuery(RenderPass pass)
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{
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//if (!RenderSettings.OcclusionCullingEnabled) return; //hack
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if (pass == RenderPass.Simple)
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{
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EndSimpleQuery();
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}
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else if (pass == RenderPass.Alpha)
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{
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EndAlphaQuery();
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}
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}
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public void StartAlphaQuery()
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{//hack
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//if (!RenderSettings.OcclusionCullingEnabled) return;
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// if (AlphaQueryID == -1)
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// {
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// Compat.GenQueries(out AlphaQueryID);
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// }
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// if (AlphaQueryID > 0)
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// {
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// Compat.BeginQuery(QueryTarget.SamplesPassed, AlphaQueryID);
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// }
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}
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public void EndAlphaQuery()
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{//hack
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// if (!RenderSettings.OcclusionCullingEnabled) return;
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//
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// if (AlphaQueryID > 0)
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// {
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// Compat.EndQuery(QueryTarget.SamplesPassed);
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// }
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}
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public void StartSimpleQuery()
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{//hack
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// if (!RenderSettings.OcclusionCullingEnabled) return;
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//
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// if (SimpleQueryID == -1)
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// {
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// Compat.GenQueries(out SimpleQueryID);
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// }
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// if (SimpleQueryID > 0)
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// {
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// Compat.BeginQuery(QueryTarget.SamplesPassed, SimpleQueryID);
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// }
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}
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public void EndSimpleQuery()
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{//hack
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// if (!RenderSettings.OcclusionCullingEnabled) return;
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//
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// if (SimpleQueryID > 0)
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// {
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// Compat.EndQuery(QueryTarget.SamplesPassed);
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// }
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}
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public bool Occluded()
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{//hack
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// if (!RenderSettings.OcclusionCullingEnabled) return false;
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//
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// if (HasInvisibleFaces) return false;
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//
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// if ((SimpleQueryID == -1 && AlphaQueryID == -1))
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// {
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// return false;
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// }
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//
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// if ((!HasAlphaFaces && !HasSimpleFaces)) return true;
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//
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// int samples = 1;
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// if (HasSimpleFaces && SimpleQueryID > 0)
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// {
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// Compat.GetQueryObject(SimpleQueryID, GetQueryObjectParam.QueryResult, out samples);
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// }
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// if (HasSimpleFaces && samples > 0)
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// {
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// return false;
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// }
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//
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// samples = 1;
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// if (HasAlphaFaces && AlphaQueryID > 0)
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// {
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// Compat.GetQueryObject(AlphaQueryID, GetQueryObjectParam.QueryResult, out samples);
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// }
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// if (HasAlphaFaces && samples > 0)
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// {
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// return false;
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// }
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//
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return true;
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}
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#endregion Occlusion queries
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}
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public static class RHelp
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{
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public static readonly Vector3 InvalidPosition = new Vector3(99999f, 99999f, 99999f);
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static float t1 = 0.075f;
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static float t2 = t1 / 5.7f;
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public static Vector3 Smoothed1stOrder(Vector3 curPos, Vector3 targetPos, float lastFrameTime)
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{
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int numIterations = (int)(lastFrameTime * 100);
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do
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{
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curPos += (targetPos - curPos) * t1;
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numIterations--;
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}
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while (numIterations > 0);
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if (Vector3.DistanceSquared(curPos, targetPos) < 0.00001f)
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{
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curPos = targetPos;
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}
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return curPos;
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}
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public static Vector3 Smoothed2ndOrder(Vector3 curPos, Vector3 targetPos, ref Vector3 accel, float lastFrameTime)
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{
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int numIterations = (int)(lastFrameTime * 100);
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do
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{
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accel += (targetPos - accel - curPos) * t1;
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curPos += accel * t2;
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numIterations--;
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}
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while (numIterations > 0);
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if (Vector3.DistanceSquared(curPos, targetPos) < 0.00001f)
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{
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curPos = targetPos;
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}
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return curPos;
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}
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public static OpenTK.Vector2 TKVector3(Vector2 v)
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{
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return new OpenTK.Vector2(v.X, v.Y);
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}
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public static OpenTK.Vector3 TKVector3(Vector3 v)
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{
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return new OpenTK.Vector3(v.X, v.Y, v.Z);
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}
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public static OpenTK.Vector4 TKVector3(Vector4 v)
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{
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return new OpenTK.Vector4(v.X, v.Y, v.Z, v.W);
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}
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public static Vector2 OMVVector2(OpenTK.Vector2 v)
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{
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return new Vector2(v.X, v.Y);
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}
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public static Vector3 OMVVector3(OpenTK.Vector3 v)
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{
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return new Vector3(v.X, v.Y, v.Z);
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}
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public static Vector4 OMVVector4(OpenTK.Vector4 v)
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{
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return new Vector4(v.X, v.Y, v.Z, v.W);
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}
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public static Color WinColor(OpenTK.Graphics.Color4 color)
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{
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return Color.FromArgb((int)(color.A * 255), (int)(color.R * 255), (int)(color.G * 255), (int)(color.B * 255));
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}
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public static Color WinColor(Color4 color)
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{
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return Color.FromArgb((int)(color.A * 255), (int)(color.R * 255), (int)(color.G * 255), (int)(color.B * 255));
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}
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public static int NextPow2(int start)
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{
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int pow = 1;
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while (pow < start) pow *= 2;
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return pow;
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}
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#region Cached image save and load
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public static readonly string RAD_IMG_MAGIC = "radegast_img";
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public static bool LoadCachedImage(UUID textureID, out byte[] tgaData, out bool hasAlpha, out bool fullAlpha, out bool isMask)
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{
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tgaData = null;
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hasAlpha = fullAlpha = isMask = false;
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try
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{
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string fname = System.IO.Path.Combine(Login.Client.Settings.ASSET_CACHE_DIR, string.Format("{0}.rzi", textureID));
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//string fname = System.IO.Path.Combine(".", string.Format("{0}.rzi", textureID));
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using (var f = File.Open(fname, FileMode.Open, FileAccess.Read, FileShare.Read))
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{
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byte[] header = new byte[36];
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int i = 0;
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f.Read(header, 0, header.Length);
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// check if the file is starting with magic string
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if (RAD_IMG_MAGIC != Utils.BytesToString(header, 0, RAD_IMG_MAGIC.Length))
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return false;
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i += RAD_IMG_MAGIC.Length;
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if (header[i++] != 1) // check version
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return false;
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hasAlpha = header[i++] == 1;
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fullAlpha = header[i++] == 1;
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isMask = header[i++] == 1;
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int uncompressedSize = Utils.BytesToInt(header, i);
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i += 4;
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textureID = new UUID(header, i);
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i += 16;
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tgaData = new byte[uncompressedSize];
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using (var compressed = new DeflateStream(f, CompressionMode.Decompress))
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{
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int read = 0;
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while ((read = compressed.Read(tgaData, read, uncompressedSize - read)) > 0) ;
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}
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}
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return true;
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}
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catch (FileNotFoundException) { }
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catch (Exception ex)
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{
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Logger.DebugLog(string.Format("Failed to load radegast cache file {0}: {1}", textureID, ex.Message));
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}
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return false;
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}
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public static bool SaveCachedImage(byte[] tgaData, UUID textureID, bool hasAlpha, bool fullAlpha, bool isMask)
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{
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try
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{
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string fname = System.IO.Path.Combine(Login.Client.Settings.ASSET_CACHE_DIR, string.Format("{0}.rzi", textureID));
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//string fname = System.IO.Path.Combine(".", string.Format("{0}.rzi", textureID));
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using (var f = File.Open(fname, FileMode.Create, FileAccess.Write, FileShare.None))
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{
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int i = 0;
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// magic header
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f.Write(Utils.StringToBytes(RAD_IMG_MAGIC), 0, RAD_IMG_MAGIC.Length);
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i += RAD_IMG_MAGIC.Length;
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// version
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f.WriteByte((byte)1);
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i++;
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// texture info
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f.WriteByte(hasAlpha ? (byte)1 : (byte)0);
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f.WriteByte(fullAlpha ? (byte)1 : (byte)0);
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f.WriteByte(isMask ? (byte)1 : (byte)0);
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i += 3;
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// texture size
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byte[] uncompressedSize = Utils.IntToBytes(tgaData.Length);
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f.Write(uncompressedSize, 0, uncompressedSize.Length);
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i += uncompressedSize.Length;
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// texture id
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byte[] id = new byte[16];
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textureID.ToBytes(id, 0);
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f.Write(id, 0, 16);
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i += 16;
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// compressed texture data
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using (var compressed = new DeflateStream(f, CompressionMode.Compress))
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{
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compressed.Write(tgaData, 0, tgaData.Length);
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}
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}
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return true;
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}
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catch (Exception ex)
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{
|
|
Logger.DebugLog(string.Format("Failed to save radegast cache file {0}: {1}", textureID, ex.Message));
|
|
return false;
|
|
}
|
|
}
|
|
#endregion Cached image save and load
|
|
|
|
#region Static vertices and indices for a cube (used for bounding box drawing)
|
|
/**********************************************
|
|
5 --- 4
|
|
/| /|
|
|
1 --- 0 |
|
|
| 6 --| 7
|
|
|/ |/
|
|
2 --- 3
|
|
***********************************************/
|
|
public static readonly float[] CubeVertices = new float[]
|
|
{
|
|
0.5f, 0.5f, 0.5f, // 0
|
|
-0.5f, 0.5f, 0.5f, // 1
|
|
-0.5f, -0.5f, 0.5f, // 2
|
|
0.5f, -0.5f, 0.5f, // 3
|
|
0.5f, 0.5f, -0.5f, // 4
|
|
-0.5f, 0.5f, -0.5f, // 5
|
|
-0.5f, -0.5f, -0.5f, // 6
|
|
0.5f, -0.5f, -0.5f // 7
|
|
};
|
|
|
|
public static readonly ushort[] CubeIndices = new ushort[]
|
|
{
|
|
0, 1, 2, 3, // Front Face
|
|
4, 5, 6, 7, // Back Face
|
|
1, 2, 6, 5, // Left Face
|
|
0, 3, 7, 4, // Right Face
|
|
0, 1, 5, 4, // Top Face
|
|
2, 3, 7, 6 // Bottom Face
|
|
};
|
|
#endregion Static vertices and indices for a cube (used for bounding box drawing)
|
|
|
|
public static int GLLoadImage(Bitmap bitmap, bool hasAlpha)
|
|
{
|
|
return GLLoadImage(bitmap, hasAlpha, true);
|
|
}
|
|
|
|
public static int GLLoadImage(Bitmap bitmap, bool hasAlpha, bool useMipmap)
|
|
{
|
|
//useMipmap = useMipmap && RenderSettings.HasMipmap;
|
|
int ret = -1;
|
|
GL.GenTextures(1, out ret);
|
|
GL.BindTexture(TextureTarget.Texture2D, ret);
|
|
|
|
Rectangle rectangle = new Rectangle(0, 0, bitmap.Width, bitmap.Height);
|
|
|
|
BitmapData bitmapData =
|
|
bitmap.LockBits(
|
|
rectangle,
|
|
ImageLockMode.ReadOnly,
|
|
hasAlpha ? System.Drawing.Imaging.PixelFormat.Format32bppArgb : System.Drawing.Imaging.PixelFormat.Format24bppRgb);
|
|
|
|
GL.TexImage2D(
|
|
TextureTarget.Texture2D,
|
|
0,
|
|
hasAlpha ? PixelInternalFormat.Rgba : PixelInternalFormat.Rgb8,
|
|
bitmap.Width,
|
|
bitmap.Height,
|
|
0,
|
|
hasAlpha ? OpenTK.Graphics.OpenGL.PixelFormat.Bgra : OpenTK.Graphics.OpenGL.PixelFormat.Bgr,
|
|
PixelType.UnsignedByte,
|
|
bitmapData.Scan0);
|
|
|
|
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Linear);
|
|
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (int)TextureWrapMode.Repeat);
|
|
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (int)TextureWrapMode.Repeat);
|
|
if (useMipmap)
|
|
{
|
|
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.LinearMipmapLinear);
|
|
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.GenerateMipmap, 1);
|
|
GL.GenerateMipmap(GenerateMipmapTarget.Texture2D);
|
|
}
|
|
else
|
|
{
|
|
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Linear);
|
|
}
|
|
|
|
bitmap.UnlockBits(bitmapData);
|
|
return ret;
|
|
}
|
|
|
|
public static void Draw2DBox(float x, float y, float width, float height, float depth)
|
|
{
|
|
GL.Begin(BeginMode.Quads);
|
|
{
|
|
GL.TexCoord2(0, 1);
|
|
GL.Vertex3(x, y, depth);
|
|
GL.TexCoord2(1, 1);
|
|
GL.Vertex3(x + width, y, depth);
|
|
GL.TexCoord2(1, 0);
|
|
GL.Vertex3(x + width, y + height, depth);
|
|
GL.TexCoord2(0, 0);
|
|
GL.Vertex3(x, y + height, depth);
|
|
}
|
|
GL.End();
|
|
}
|
|
|
|
public static void ResetMaterial()
|
|
{
|
|
GL.Material(MaterialFace.FrontAndBack, MaterialParameter.Ambient, new float[] { 0.2f, 0.2f, 0.2f, 1.0f });
|
|
GL.Material(MaterialFace.FrontAndBack, MaterialParameter.Diffuse, new float[] { 0.8f, 0.8f, 0.8f, 1.0f });
|
|
GL.Material(MaterialFace.FrontAndBack, MaterialParameter.Specular, new float[] { 0f, 0f, 0f, 1.0f });
|
|
GL.Material(MaterialFace.FrontAndBack, MaterialParameter.Emission, new float[] { 0f, 0f, 0f, 1.0f });
|
|
GL.Material(MaterialFace.FrontAndBack, MaterialParameter.Shininess, 0f);
|
|
//ShaderProgram.Stop();
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Represents camera object
|
|
/// </summary>
|
|
public class Camera
|
|
{
|
|
/// <summary>
|
|
/// Indicates that there was manual camera movement, stop tracking objects
|
|
/// </summary>
|
|
public bool Manual;
|
|
Vector3 mPosition;
|
|
Vector3 mFocalPoint;
|
|
bool mModified;
|
|
|
|
/// <summary>Camera position</summary>
|
|
public Vector3 Position
|
|
{
|
|
get
|
|
{
|
|
return mPosition;
|
|
}
|
|
|
|
set
|
|
{
|
|
if (mPosition != value)
|
|
{
|
|
mPosition = value;
|
|
Modify();
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>Camera target</summary>
|
|
public Vector3 FocalPoint
|
|
{
|
|
get
|
|
{
|
|
return mFocalPoint;
|
|
}
|
|
|
|
set
|
|
{
|
|
if (mFocalPoint != value)
|
|
{
|
|
mFocalPoint = value;
|
|
Modify();
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>Zoom level</summary>
|
|
public float Zoom;
|
|
/// <summary>Draw distance</summary>
|
|
public float Far;
|
|
/// <summary>Has camera been modified</summary>
|
|
public bool Modified { get { return mModified; } set { mModified = value; } }
|
|
|
|
public float TimeToTarget = 0f;
|
|
|
|
public Vector3 RenderPosition;
|
|
public Vector3 RenderFocalPoint;
|
|
|
|
void Modify()
|
|
{
|
|
mModified = true;
|
|
}
|
|
|
|
public void Step(float time)
|
|
{
|
|
if (RenderPosition != Position)
|
|
{
|
|
RenderPosition = RHelp.Smoothed1stOrder(RenderPosition, Position, time);
|
|
Modified = true;
|
|
}
|
|
if (RenderFocalPoint != FocalPoint)
|
|
{
|
|
RenderFocalPoint = RHelp.Smoothed1stOrder(RenderFocalPoint, FocalPoint, time);
|
|
Modified = true;
|
|
}
|
|
}
|
|
|
|
#if OBSOLETE_CODE
|
|
[Obsolete("Use Step(), left in here for reference")]
|
|
public void Step2(float time)
|
|
{
|
|
TimeToTarget -= time;
|
|
if (TimeToTarget <= time)
|
|
{
|
|
EndMove();
|
|
return;
|
|
}
|
|
|
|
mModified = true;
|
|
|
|
float pctElapsed = time / TimeToTarget;
|
|
|
|
if (RenderPosition != Position)
|
|
{
|
|
float distance = Vector3.Distance(RenderPosition, Position);
|
|
RenderPosition = Vector3.Lerp(RenderPosition, Position, distance * pctElapsed);
|
|
}
|
|
|
|
if (RenderFocalPoint != FocalPoint)
|
|
{
|
|
RenderFocalPoint = Interpolate(RenderFocalPoint, FocalPoint, pctElapsed);
|
|
}
|
|
}
|
|
|
|
Vector3 Interpolate(Vector3 start, Vector3 end, float fraction)
|
|
{
|
|
float distance = Vector3.Distance(start, end);
|
|
Vector3 direction = end - start;
|
|
return start + direction * fraction;
|
|
}
|
|
|
|
public void EndMove()
|
|
{
|
|
mModified = true;
|
|
TimeToTarget = 0;
|
|
RenderPosition = Position;
|
|
RenderFocalPoint = FocalPoint;
|
|
}
|
|
#endif
|
|
|
|
public void Pan(float deltaX, float deltaY)
|
|
{
|
|
Manual = true;
|
|
Vector3 direction = Position - FocalPoint;
|
|
direction.Normalize();
|
|
Vector3 vy = direction % Vector3.UnitZ;
|
|
Vector3 vx = vy % direction;
|
|
Vector3 vxy = vx * deltaY + vy * deltaX;
|
|
Position += vxy;
|
|
FocalPoint += vxy;
|
|
}
|
|
|
|
public void Rotate(float delta, bool horizontal)
|
|
{
|
|
Manual = true;
|
|
Vector3 direction = Position - FocalPoint;
|
|
if (horizontal)
|
|
{
|
|
Position = FocalPoint + direction * new Quaternion(0f, 0f, (float)Math.Sin(delta), (float)Math.Cos(delta));
|
|
}
|
|
else
|
|
{
|
|
Position = FocalPoint + direction * Quaternion.CreateFromAxisAngle(direction % Vector3.UnitZ, delta);
|
|
}
|
|
}
|
|
|
|
public void MoveToTarget(float delta)
|
|
{
|
|
Manual = true;
|
|
Position += (Position - FocalPoint) * delta;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sets the world in perspective of the camera
|
|
/// </summary>
|
|
public void LookAt()
|
|
{
|
|
OpenTK.Matrix4 lookAt = OpenTK.Matrix4.LookAt(
|
|
RenderPosition.X, RenderPosition.Y, RenderPosition.Z,
|
|
RenderFocalPoint.X, RenderFocalPoint.Y, RenderFocalPoint.Z,
|
|
0f, 0f, 1f);
|
|
GL.MultMatrix(ref lookAt);
|
|
}
|
|
}
|
|
|
|
public static class MeshToOBJ
|
|
{
|
|
public static bool MeshesToOBJ(Dictionary<uint, FacetedMesh> meshes, string filename)
|
|
{
|
|
StringBuilder obj = new StringBuilder();
|
|
StringBuilder mtl = new StringBuilder();
|
|
|
|
FileInfo objFileInfo = new FileInfo(filename);
|
|
|
|
string mtlFilename = objFileInfo.FullName.Substring(objFileInfo.DirectoryName.Length + 1,
|
|
objFileInfo.FullName.Length - (objFileInfo.DirectoryName.Length + 1) - 4) + ".mtl";
|
|
|
|
obj.AppendLine("# Created by libprimrender");
|
|
obj.AppendLine("mtllib ./" + mtlFilename);
|
|
obj.AppendLine();
|
|
|
|
mtl.AppendLine("# Created by libprimrender");
|
|
mtl.AppendLine();
|
|
|
|
int primNr = 0;
|
|
foreach (FacetedMesh mesh in meshes.Values)
|
|
{
|
|
for (int j = 0; j < mesh.Faces.Count; j++)
|
|
{
|
|
Face face = mesh.Faces[j];
|
|
|
|
if (face.Vertices.Count > 2)
|
|
{
|
|
string mtlName = String.Format("material{0}-{1}", primNr, face.ID);
|
|
Primitive.TextureEntryFace tex = face.TextureFace;
|
|
string texName = tex.TextureID.ToString() + ".tga";
|
|
|
|
// FIXME: Convert the source to TGA (if needed) and copy to the destination
|
|
|
|
float shiny = 0.00f;
|
|
switch (tex.Shiny)
|
|
{
|
|
case Shininess.High:
|
|
shiny = 1.00f;
|
|
break;
|
|
case Shininess.Medium:
|
|
shiny = 0.66f;
|
|
break;
|
|
case Shininess.Low:
|
|
shiny = 0.33f;
|
|
break;
|
|
}
|
|
|
|
obj.AppendFormat("g face{0}-{1}{2}", primNr, face.ID, Environment.NewLine);
|
|
|
|
mtl.AppendLine("newmtl " + mtlName);
|
|
mtl.AppendFormat("Ka {0} {1} {2}{3}", tex.RGBA.R, tex.RGBA.G, tex.RGBA.B, Environment.NewLine);
|
|
mtl.AppendFormat("Kd {0} {1} {2}{3}", tex.RGBA.R, tex.RGBA.G, tex.RGBA.B, Environment.NewLine);
|
|
//mtl.AppendFormat("Ks {0} {1} {2}{3}");
|
|
mtl.AppendLine("Tr " + tex.RGBA.A);
|
|
mtl.AppendLine("Ns " + shiny);
|
|
mtl.AppendLine("illum 1");
|
|
if (tex.TextureID != UUID.Zero && tex.TextureID != Primitive.TextureEntry.WHITE_TEXTURE)
|
|
mtl.AppendLine("map_Kd ./" + texName);
|
|
mtl.AppendLine();
|
|
|
|
// Write the vertices, texture coordinates, and vertex normals for this side
|
|
for (int k = 0; k < face.Vertices.Count; k++)
|
|
{
|
|
Vertex vertex = face.Vertices[k];
|
|
|
|
#region Vertex
|
|
|
|
Vector3 pos = vertex.Position;
|
|
|
|
// Apply scaling
|
|
pos *= mesh.Prim.Scale;
|
|
|
|
// Apply rotation
|
|
pos *= mesh.Prim.Rotation;
|
|
|
|
// The root prim position is sim-relative, while child prim positions are
|
|
// parent-relative. We want to apply parent-relative translations but not
|
|
// sim-relative ones
|
|
if (mesh.Prim.ParentID != 0)
|
|
pos += mesh.Prim.Position;
|
|
|
|
obj.AppendFormat("v {0} {1} {2}{3}", pos.X, pos.Y, pos.Z, Environment.NewLine);
|
|
|
|
#endregion Vertex
|
|
|
|
#region Texture Coord
|
|
|
|
obj.AppendFormat("vt {0} {1}{2}", vertex.TexCoord.X, vertex.TexCoord.Y,
|
|
Environment.NewLine);
|
|
|
|
#endregion Texture Coord
|
|
|
|
#region Vertex Normal
|
|
|
|
// HACK: Sometimes normals are getting set to <NaN,NaN,NaN>
|
|
if (!Single.IsNaN(vertex.Normal.X) && !Single.IsNaN(vertex.Normal.Y) && !Single.IsNaN(vertex.Normal.Z))
|
|
obj.AppendFormat("vn {0} {1} {2}{3}", vertex.Normal.X, vertex.Normal.Y, vertex.Normal.Z,
|
|
Environment.NewLine);
|
|
else
|
|
obj.AppendLine("vn 0.0 1.0 0.0");
|
|
|
|
#endregion Vertex Normal
|
|
}
|
|
|
|
obj.AppendFormat("# {0} vertices{1}", face.Vertices.Count, Environment.NewLine);
|
|
obj.AppendLine();
|
|
obj.AppendLine("usemtl " + mtlName);
|
|
|
|
#region Elements
|
|
|
|
// Write all of the faces (triangles) for this side
|
|
for (int k = 0; k < face.Indices.Count / 3; k++)
|
|
{
|
|
obj.AppendFormat("f -{0}/-{0}/-{0} -{1}/-{1}/-{1} -{2}/-{2}/-{2}{3}",
|
|
face.Vertices.Count - face.Indices[k * 3 + 0],
|
|
face.Vertices.Count - face.Indices[k * 3 + 1],
|
|
face.Vertices.Count - face.Indices[k * 3 + 2],
|
|
Environment.NewLine);
|
|
}
|
|
|
|
obj.AppendFormat("# {0} elements{1}", face.Indices.Count / 3, Environment.NewLine);
|
|
obj.AppendLine();
|
|
|
|
#endregion Elements
|
|
}
|
|
}
|
|
primNr++;
|
|
}
|
|
|
|
try
|
|
{
|
|
File.WriteAllText(filename, obj.ToString());
|
|
File.WriteAllText(mtlFilename, mtl.ToString());
|
|
}
|
|
catch (Exception)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
}
|
|
|
|
public static class Math3D
|
|
{
|
|
// Column-major:
|
|
// | 0 4 8 12 |
|
|
// | 1 5 9 13 |
|
|
// | 2 6 10 14 |
|
|
// | 3 7 11 15 |
|
|
|
|
public static float[] CreateTranslationMatrix(Vector3 v)
|
|
{
|
|
float[] mat = new float[16];
|
|
|
|
mat[12] = v.X;
|
|
mat[13] = v.Y;
|
|
mat[14] = v.Z;
|
|
mat[0] = mat[5] = mat[10] = mat[15] = 1;
|
|
|
|
return mat;
|
|
}
|
|
|
|
public static float[] CreateRotationMatrix(Quaternion q)
|
|
{
|
|
float[] mat = new float[16];
|
|
|
|
// Transpose the quaternion (don't ask me why)
|
|
q.X = q.X * -1f;
|
|
q.Y = q.Y * -1f;
|
|
q.Z = q.Z * -1f;
|
|
|
|
float x2 = q.X + q.X;
|
|
float y2 = q.Y + q.Y;
|
|
float z2 = q.Z + q.Z;
|
|
float xx = q.X * x2;
|
|
float xy = q.X * y2;
|
|
float xz = q.X * z2;
|
|
float yy = q.Y * y2;
|
|
float yz = q.Y * z2;
|
|
float zz = q.Z * z2;
|
|
float wx = q.W * x2;
|
|
float wy = q.W * y2;
|
|
float wz = q.W * z2;
|
|
|
|
mat[0] = 1.0f - (yy + zz);
|
|
mat[1] = xy - wz;
|
|
mat[2] = xz + wy;
|
|
mat[3] = 0.0f;
|
|
|
|
mat[4] = xy + wz;
|
|
mat[5] = 1.0f - (xx + zz);
|
|
mat[6] = yz - wx;
|
|
mat[7] = 0.0f;
|
|
|
|
mat[8] = xz - wy;
|
|
mat[9] = yz + wx;
|
|
mat[10] = 1.0f - (xx + yy);
|
|
mat[11] = 0.0f;
|
|
|
|
mat[12] = 0.0f;
|
|
mat[13] = 0.0f;
|
|
mat[14] = 0.0f;
|
|
mat[15] = 1.0f;
|
|
|
|
return mat;
|
|
}
|
|
|
|
public static float[] CreateSRTMatrix(Vector3 scale, Quaternion q, Vector3 pos)
|
|
{
|
|
float[] mat = new float[16];
|
|
|
|
// Transpose the quaternion (don't ask me why)
|
|
q.X = q.X * -1f;
|
|
q.Y = q.Y * -1f;
|
|
q.Z = q.Z * -1f;
|
|
|
|
float x2 = q.X + q.X;
|
|
float y2 = q.Y + q.Y;
|
|
float z2 = q.Z + q.Z;
|
|
float xx = q.X * x2;
|
|
float xy = q.X * y2;
|
|
float xz = q.X * z2;
|
|
float yy = q.Y * y2;
|
|
float yz = q.Y * z2;
|
|
float zz = q.Z * z2;
|
|
float wx = q.W * x2;
|
|
float wy = q.W * y2;
|
|
float wz = q.W * z2;
|
|
|
|
mat[0] = (1.0f - (yy + zz)) * scale.X;
|
|
mat[1] = (xy - wz) * scale.X;
|
|
mat[2] = (xz + wy) * scale.X;
|
|
mat[3] = 0.0f;
|
|
|
|
mat[4] = (xy + wz) * scale.Y;
|
|
mat[5] = (1.0f - (xx + zz)) * scale.Y;
|
|
mat[6] = (yz - wx) * scale.Y;
|
|
mat[7] = 0.0f;
|
|
|
|
mat[8] = (xz - wy) * scale.Z;
|
|
mat[9] = (yz + wx) * scale.Z;
|
|
mat[10] = (1.0f - (xx + yy)) * scale.Z;
|
|
mat[11] = 0.0f;
|
|
|
|
//Positional parts
|
|
mat[12] = pos.X;
|
|
mat[13] = pos.Y;
|
|
mat[14] = pos.Z;
|
|
mat[15] = 1.0f;
|
|
|
|
return mat;
|
|
}
|
|
|
|
|
|
public static float[] CreateScaleMatrix(Vector3 v)
|
|
{
|
|
float[] mat = new float[16];
|
|
|
|
mat[0] = v.X;
|
|
mat[5] = v.Y;
|
|
mat[10] = v.Z;
|
|
mat[15] = 1;
|
|
|
|
return mat;
|
|
}
|
|
|
|
public static float[] Lerp(float[] matrix1, float[] matrix2, float amount)
|
|
{
|
|
|
|
float[] lerp = new float[16];
|
|
//Probably not doing this as a loop is cheaper(unrolling)
|
|
//also for performance we probably should not create new objects
|
|
// but meh.
|
|
for (int x = 0; x < 16; x++)
|
|
{
|
|
lerp[x] = matrix1[x] + ((matrix2[x] - matrix1[x]) * amount);
|
|
}
|
|
|
|
return lerp;
|
|
}
|
|
|
|
|
|
public static bool GluProject(OpenTK.Vector3 objPos, OpenTK.Matrix4 modelMatrix, OpenTK.Matrix4 projMatrix, int[] viewport, out OpenTK.Vector3 screenPos)
|
|
{
|
|
OpenTK.Vector4 _in;
|
|
OpenTK.Vector4 _out;
|
|
|
|
_in.X = objPos.X;
|
|
_in.Y = objPos.Y;
|
|
_in.Z = objPos.Z;
|
|
_in.W = 1.0f;
|
|
|
|
_out = OpenTK.Vector4.Transform(_in, modelMatrix);
|
|
_in = OpenTK.Vector4.Transform(_out, projMatrix);
|
|
|
|
if (_in.W <= 0.0)
|
|
{
|
|
screenPos = OpenTK.Vector3.Zero;
|
|
return false;
|
|
}
|
|
|
|
_in.X /= _in.W;
|
|
_in.Y /= _in.W;
|
|
_in.Z /= _in.W;
|
|
/* Map x, y and z to range 0-1 */
|
|
_in.X = _in.X * 0.5f + 0.5f;
|
|
_in.Y = _in.Y * 0.5f + 0.5f;
|
|
_in.Z = _in.Z * 0.5f + 0.5f;
|
|
|
|
/* Map x,y to viewport */
|
|
_in.X = _in.X * viewport[2] + viewport[0];
|
|
_in.Y = _in.Y * viewport[3] + viewport[1];
|
|
|
|
screenPos.X = _in.X;
|
|
screenPos.Y = _in.Y;
|
|
screenPos.Z = _in.Z;
|
|
|
|
return true;
|
|
}
|
|
|
|
public static bool GluUnProject(float winx, float winy, float winz, OpenTK.Matrix4 modelMatrix, OpenTK.Matrix4 projMatrix, int[] viewport, out OpenTK.Vector3 pos)
|
|
{
|
|
OpenTK.Matrix4 finalMatrix;
|
|
OpenTK.Vector4 _in;
|
|
OpenTK.Vector4 _out;
|
|
|
|
finalMatrix = OpenTK.Matrix4.Mult(modelMatrix, projMatrix);
|
|
|
|
finalMatrix.Invert();
|
|
|
|
_in.X = winx;
|
|
_in.Y = winy;
|
|
_in.Z = winz;
|
|
_in.W = 1.0f;
|
|
|
|
/* Map x and y from window coordinates */
|
|
_in.X = (_in.X - viewport[0]) / viewport[2];
|
|
_in.Y = (_in.Y - viewport[1]) / viewport[3];
|
|
|
|
pos = OpenTK.Vector3.Zero;
|
|
|
|
/* Map to range -1 to 1 */
|
|
_in.X = _in.X * 2 - 1;
|
|
_in.Y = _in.Y * 2 - 1;
|
|
_in.Z = _in.Z * 2 - 1;
|
|
|
|
//__gluMultMatrixVecd(finalMatrix, _in, _out);
|
|
// check if this works:
|
|
_out = OpenTK.Vector4.Transform(_in, finalMatrix);
|
|
|
|
if (_out.W == 0.0f)
|
|
return false;
|
|
_out.X /= _out.W;
|
|
_out.Y /= _out.W;
|
|
_out.Z /= _out.W;
|
|
pos.X = _out.X;
|
|
pos.Y = _out.Y;
|
|
pos.Z = _out.Z;
|
|
return true;
|
|
}
|
|
|
|
public static double[] AbovePlane(double height)
|
|
{
|
|
return new double[] { 0, 0, 1, -height };
|
|
}
|
|
|
|
public static double[] BelowPlane(double height)
|
|
{
|
|
return new double[] { 0, 0, -1, height };
|
|
}
|
|
}
|
|
|
|
/*
|
|
* Helper classs for reading the static VFS file, call
|
|
* staticVFS.readVFSheaders() with the path to the static_data.db2 and static_index.db2 files
|
|
* and it will pass and dump in to openmetaverse_data for you
|
|
* This should only be needed to be used if LL update the static VFS in order to refresh our data
|
|
*/
|
|
|
|
class VFSblock
|
|
{
|
|
public int mLocation;
|
|
public int mLength;
|
|
public int mAccessTime;
|
|
public UUID mFileID;
|
|
public int mSize;
|
|
public AssetType mAssetType;
|
|
|
|
public int readblock(byte[] blockdata, int offset)
|
|
{
|
|
|
|
BitPack input = new BitPack(blockdata, offset);
|
|
mLocation = input.UnpackInt();
|
|
mLength = input.UnpackInt();
|
|
mAccessTime = input.UnpackInt();
|
|
mFileID = input.UnpackUUID();
|
|
int filetype = input.UnpackShort();
|
|
mAssetType = (AssetType)filetype;
|
|
mSize = input.UnpackInt();
|
|
offset += 34;
|
|
|
|
Logger.Log(String.Format("Found header for {0} type {1} length {2} at {3}", mFileID, mAssetType, mSize, mLocation), Helpers.LogLevel.Info);
|
|
|
|
return offset;
|
|
}
|
|
|
|
}
|
|
|
|
public class staticVFS
|
|
{
|
|
public static void readVFSheaders(string datafile, string indexfile)
|
|
{
|
|
FileStream datastream;
|
|
FileStream indexstream;
|
|
|
|
datastream = File.Open(datafile, FileMode.Open);
|
|
indexstream = File.Open(indexfile, FileMode.Open);
|
|
|
|
int offset = 0;
|
|
|
|
byte[] blockdata = new byte[indexstream.Length];
|
|
indexstream.Read(blockdata, 0, (int)indexstream.Length);
|
|
|
|
while (offset < indexstream.Length)
|
|
{
|
|
VFSblock block = new VFSblock();
|
|
offset = block.readblock(blockdata, offset);
|
|
|
|
FileStream writer = File.Open(OpenMetaverse.Settings.RESOURCE_DIR + System.IO.Path.DirectorySeparatorChar + block.mFileID.ToString(), FileMode.Create);
|
|
byte[] data = new byte[block.mSize];
|
|
datastream.Seek(block.mLocation, SeekOrigin.Begin);
|
|
datastream.Read(data, 0, block.mSize);
|
|
writer.Write(data, 0, block.mSize);
|
|
writer.Close();
|
|
}
|
|
|
|
}
|
|
}
|
|
} |