mirror of
https://github.com/Misterblue/convoar.git
synced 2026-08-14 00:57:55 +00:00
Include MesherizerR.cs in CommonEntites as it is not included inthe
libOpenMetaverse dll used in OpenSimulator.
This commit is contained in:
@@ -40,9 +40,6 @@
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<Reference Include="OpenMetaverse">
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<HintPath>..\libs\OpenMetaverse.dll</HintPath>
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</Reference>
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<Reference Include="OpenMetaverse.Rendering.Meshmerizer">
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<HintPath>..\libs\OpenMetaverse.Rendering.Meshmerizer.dll</HintPath>
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</Reference>
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<Reference Include="OpenMetaverse.StructuredData">
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<HintPath>..\libs\OpenMetaverse.StructuredData.dll</HintPath>
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</Reference>
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@@ -116,6 +113,7 @@
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<Compile Include="ImageInfo.cs" />
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<Compile Include="MaterialInfo.cs" />
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<Compile Include="MeshInfo.cs" />
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<Compile Include="MeshmerizerR.cs" />
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<Compile Include="PersistRules.cs" />
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<Compile Include="PrimToMesh.cs" />
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<Compile Include="Properties\AssemblyInfo.cs" />
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@@ -131,4 +129,4 @@
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<None Include="packages.config" />
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</ItemGroup>
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<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
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</Project>
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</Project>
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@@ -0,0 +1,880 @@
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/* Copyright (c) 2008 Robert Adams
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * The name of the copyright holder may not be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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/*
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* Portions of this code are:
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* Copyright (c) Contributors, http://idealistviewer.org
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* The basic logic of the extrusion code is based on the Idealist viewer code.
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* The Idealist viewer is licensed under the three clause BSD license.
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*/
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/*
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* MeshmerizerR class implments OpenMetaverse.Rendering.IRendering interface
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* using PrimMesher (http://forge.opensimulator.org/projects/primmesher).
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*/
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.IO.Compression;
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using System.Drawing;
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using System.Text;
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using OMV = OpenMetaverse;
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using OpenMetaverse.StructuredData;
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using OMVR = OpenMetaverse.Rendering;
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namespace OpenMetaverse.Rendering
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{
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/// <summary>
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/// Meshing code based on the Idealist Viewer (20081213).
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/// </summary>
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[RendererName("MeshmerizerR")]
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public class MeshmerizerR : OMVR.IRendering
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{
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/// <summary>
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/// Generates a basic mesh structure from a primitive
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/// A 'SimpleMesh' is just the prim's overall shape with no material information.
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/// </summary>
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/// <param name="prim">Primitive to generate the mesh from</param>
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/// <param name="lod">Level of detail to generate the mesh at</param>
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/// <returns>The generated mesh or null on failure</returns>
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public OMVR.SimpleMesh GenerateSimpleMesh(OMV.Primitive prim, OMVR.DetailLevel lod)
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{
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PrimMesher.PrimMesh newPrim = GeneratePrimMesh(prim, lod, false);
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if (newPrim == null)
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return null;
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SimpleMesh mesh = new SimpleMesh();
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mesh.Path = new Path();
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mesh.Prim = prim;
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mesh.Profile = new Profile();
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mesh.Vertices = new List<Vertex>(newPrim.coords.Count);
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for (int i = 0; i < newPrim.coords.Count; i++)
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{
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PrimMesher.Coord c = newPrim.coords[i];
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mesh.Vertices.Add(new Vertex { Position = new Vector3(c.X, c.Y, c.Z) });
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}
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mesh.Indices = new List<ushort>(newPrim.faces.Count * 3);
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for (int i = 0; i < newPrim.faces.Count; i++)
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{
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PrimMesher.Face face = newPrim.faces[i];
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mesh.Indices.Add((ushort)face.v1);
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mesh.Indices.Add((ushort)face.v2);
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mesh.Indices.Add((ushort)face.v3);
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}
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return mesh;
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}
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/// <summary>
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/// Generates a basic mesh structure from a sculpted primitive.
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/// 'SimpleMesh's have a single mesh and no faces or material information.
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/// </summary>
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/// <param name="prim">Sculpted primitive to generate the mesh from</param>
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/// <param name="sculptTexture">Sculpt texture</param>
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/// <param name="lod">Level of detail to generate the mesh at</param>
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/// <returns>The generated mesh or null on failure</returns>
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public OMVR.SimpleMesh GenerateSimpleSculptMesh(OMV.Primitive prim, System.Drawing.Bitmap sculptTexture, OMVR.DetailLevel lod)
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{
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OMVR.FacetedMesh faceted = GenerateFacetedSculptMesh(prim, sculptTexture, lod);
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if (faceted != null && faceted.Faces.Count == 1)
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{
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Face face = faceted.Faces[0];
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SimpleMesh mesh = new SimpleMesh();
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mesh.Indices = face.Indices;
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mesh.Vertices = face.Vertices;
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mesh.Path = faceted.Path;
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mesh.Prim = prim;
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mesh.Profile = faceted.Profile;
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mesh.Vertices = face.Vertices;
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return mesh;
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}
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return null;
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}
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/// <summary>
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/// Create a faceted mesh from prim shape parameters.
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/// Generates a a series of faces, each face containing a mesh and
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/// material metadata.
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/// A prim will turn into multiple faces with each being independent
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/// meshes and each having different material information.
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/// </summary>
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/// <param name="prim">Primitive to generate the mesh from</param>
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/// <param name="lod">Level of detail to generate the mesh at</param>
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/// <returns>The generated mesh</returns >
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public OMVR.FacetedMesh GenerateFacetedMesh(OMV.Primitive prim, OMVR.DetailLevel lod)
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{
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bool isSphere = ((OMV.ProfileCurve)(prim.PrimData.profileCurve & 0x07) == OMV.ProfileCurve.HalfCircle);
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PrimMesher.PrimMesh newPrim = GeneratePrimMesh(prim, lod, true);
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if (newPrim == null)
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return null;
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// copy the vertex information into OMVR.IRendering structures
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OMVR.FacetedMesh omvrmesh = new OMVR.FacetedMesh();
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omvrmesh.Faces = new List<OMVR.Face>();
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omvrmesh.Prim = prim;
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omvrmesh.Profile = new OMVR.Profile();
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omvrmesh.Profile.Faces = new List<OMVR.ProfileFace>();
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omvrmesh.Profile.Positions = new List<OMV.Vector3>();
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omvrmesh.Path = new OMVR.Path();
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omvrmesh.Path.Points = new List<OMVR.PathPoint>();
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var indexer = newPrim.GetVertexIndexer();
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for (int i = 0; i < indexer.numPrimFaces; i++)
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{
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OMVR.Face oface = new OMVR.Face();
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oface.Vertices = new List<OMVR.Vertex>();
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oface.Indices = new List<ushort>();
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oface.TextureFace = prim.Textures.GetFace((uint)i);
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for (int j = 0; j < indexer.viewerVertices[i].Count; j++)
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{
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var vert = new OMVR.Vertex();
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var m = indexer.viewerVertices[i][j];
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vert.Position = new Vector3(m.v.X, m.v.Y, m.v.Z);
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vert.Normal = new Vector3(m.n.X, m.n.Y, m.n.Z);
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vert.TexCoord = new OMV.Vector2(m.uv.U, 1.0f - m.uv.V);
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oface.Vertices.Add(vert);
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}
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for (int j = 0; j < indexer.viewerPolygons[i].Count; j++)
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{
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var p = indexer.viewerPolygons[i][j];
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// Skip "degenerate faces" where the same vertex appears twice in the same tri
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if (p.v1 == p.v2 || p.v1 == p.v2 || p.v2 == p.v3) continue;
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oface.Indices.Add((ushort)p.v1);
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oface.Indices.Add((ushort)p.v2);
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oface.Indices.Add((ushort)p.v3);
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}
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omvrmesh.Faces.Add(oface);
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}
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return omvrmesh;
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}
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/// <summary>
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/// Create a sculpty faceted mesh. The actual scuplt texture is fetched and passed to this
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/// routine since all the context for finding teh texture is elsewhere.
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/// </summary>
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/// <returns>The faceted mesh or null if can't do it</returns>
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public OMVR.FacetedMesh GenerateFacetedSculptMesh(OMV.Primitive prim, System.Drawing.Bitmap scupltTexture, OMVR.DetailLevel lod)
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{
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PrimMesher.SculptMesh.SculptType smSculptType;
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switch (prim.Sculpt.Type)
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{
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case OpenMetaverse.SculptType.Cylinder:
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smSculptType = PrimMesher.SculptMesh.SculptType.cylinder;
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break;
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case OpenMetaverse.SculptType.Plane:
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smSculptType = PrimMesher.SculptMesh.SculptType.plane;
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break;
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case OpenMetaverse.SculptType.Sphere:
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smSculptType = PrimMesher.SculptMesh.SculptType.sphere;
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break;
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case OpenMetaverse.SculptType.Torus:
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smSculptType = PrimMesher.SculptMesh.SculptType.torus;
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break;
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default:
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smSculptType = PrimMesher.SculptMesh.SculptType.plane;
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break;
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}
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// The lod for sculpties is the resolution of the texture passed.
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// The first guess is 1:1 then lower resolutions after that
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// int mesherLod = (int)Math.Sqrt(scupltTexture.Width * scupltTexture.Height);
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int mesherLod = 32; // number used in Idealist viewer
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switch (lod)
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{
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case OMVR.DetailLevel.Highest:
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break;
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case OMVR.DetailLevel.High:
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break;
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case OMVR.DetailLevel.Medium:
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mesherLod /= 2;
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break;
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case OMVR.DetailLevel.Low:
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mesherLod /= 4;
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break;
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}
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PrimMesher.SculptMesh newMesh =
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new PrimMesher.SculptMesh(scupltTexture, smSculptType, mesherLod, true, prim.Sculpt.Mirror, prim.Sculpt.Invert);
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int numPrimFaces = 1; // a scuplty has only one face
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// copy the vertex information into OMVR.IRendering structures
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OMVR.FacetedMesh omvrmesh = new OMVR.FacetedMesh();
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omvrmesh.Faces = new List<OMVR.Face>();
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omvrmesh.Prim = prim;
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omvrmesh.Profile = new OMVR.Profile();
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omvrmesh.Profile.Faces = new List<OMVR.ProfileFace>();
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omvrmesh.Profile.Positions = new List<OMV.Vector3>();
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omvrmesh.Path = new OMVR.Path();
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omvrmesh.Path.Points = new List<OMVR.PathPoint>();
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Dictionary<OMVR.Vertex, int> vertexAccount = new Dictionary<OMVR.Vertex, int>();
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for (int ii = 0; ii < numPrimFaces; ii++)
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{
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vertexAccount.Clear();
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OMVR.Face oface = new OMVR.Face();
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oface.Vertices = new List<OMVR.Vertex>();
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oface.Indices = new List<ushort>();
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oface.TextureFace = prim.Textures.GetFace((uint)ii);
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int faceVertices = newMesh.coords.Count;
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OMVR.Vertex vert;
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for (int j = 0; j < faceVertices; j++)
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{
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vert = new OMVR.Vertex();
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vert.Position = new Vector3(newMesh.coords[j].X, newMesh.coords[j].Y, newMesh.coords[j].Z);
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vert.Normal = new Vector3(newMesh.normals[j].X, newMesh.normals[j].Y, newMesh.normals[j].Z);
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vert.TexCoord = new Vector2(newMesh.uvs[j].U, newMesh.uvs[j].V);
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oface.Vertices.Add(vert);
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}
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for (int j = 0; j < newMesh.faces.Count; j++)
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{
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oface.Indices.Add((ushort)newMesh.faces[j].v1);
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oface.Indices.Add((ushort)newMesh.faces[j].v2);
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oface.Indices.Add((ushort)newMesh.faces[j].v3);
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}
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if (faceVertices > 0)
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{
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oface.TextureFace = prim.Textures.FaceTextures[ii];
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if (oface.TextureFace == null)
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{
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oface.TextureFace = prim.Textures.DefaultTexture;
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}
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oface.ID = ii;
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omvrmesh.Faces.Add(oface);
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}
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}
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return omvrmesh;
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}
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/// <summary>
|
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/// Apply texture coordinate modifications from a
|
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/// <seealso cref="TextureEntryFace"/> to a list of vertices
|
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/// </summary>
|
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/// <param name="vertices">Vertex list to modify texture coordinates for</param>
|
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/// <param name="center">Center-point of the face</param>
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/// <param name="teFace">Face texture parameters</param>
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public void TransformTexCoords(List<OMVR.Vertex> vertices, OMV.Vector3 center, OMV.Primitive.TextureEntryFace teFace, Vector3 primScale)
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{
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// compute trig stuff up front
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float cosineAngle = (float)Math.Cos(teFace.Rotation);
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float sinAngle = (float)Math.Sin(teFace.Rotation);
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for (int ii = 0; ii < vertices.Count; ii++)
|
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{
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// tex coord comes to us as a number between zero and one
|
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// transform about the center of the texture
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OMVR.Vertex vert = vertices[ii];
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|
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// aply planar tranforms to the UV first if applicable
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if (teFace.TexMapType == MappingType.Planar)
|
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{
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Vector3 binormal;
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float d = Vector3.Dot(vert.Normal, Vector3.UnitX);
|
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if (d >= 0.5f || d <= -0.5f)
|
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{
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binormal = Vector3.UnitY;
|
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if (vert.Normal.X < 0f) binormal *= -1;
|
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}
|
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else
|
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{
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binormal = Vector3.UnitX;
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if (vert.Normal.Y > 0f) binormal *= -1;
|
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}
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Vector3 tangent = binormal % vert.Normal;
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Vector3 scaledPos = vert.Position * primScale;
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vert.TexCoord.X = 1f + (Vector3.Dot(binormal, scaledPos) * 2f - 0.5f);
|
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vert.TexCoord.Y = -(Vector3.Dot(tangent, scaledPos) * 2f - 0.5f);
|
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}
|
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|
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float repeatU = teFace.RepeatU;
|
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float repeatV = teFace.RepeatV;
|
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float tX = vert.TexCoord.X - 0.5f;
|
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float tY = vert.TexCoord.Y - 0.5f;
|
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|
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vert.TexCoord.X = (tX * cosineAngle + tY * sinAngle) * repeatU + teFace.OffsetU + 0.5f;
|
||||
vert.TexCoord.Y = (-tX * sinAngle + tY * cosineAngle) * repeatV + teFace.OffsetV + 0.5f;
|
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vertices[ii] = vert;
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
// The mesh reader code is organized so it can be used in several different ways:
|
||||
//
|
||||
// 1. Fetch the highest detail displayable mesh as a FacetedMesh:
|
||||
// var facetedMesh = GenerateFacetedMeshMesh(prim, meshData);
|
||||
// 2. Get the header, examine the submeshes available, and extract the part
|
||||
// desired (good if getting a different LOD of mesh):
|
||||
// OSDMap meshParts = UnpackMesh(meshData);
|
||||
// if (meshParts.ContainsKey("medium_lod"))
|
||||
// var facetedMesh = MeshSubMeshAsFacetedMesh(prim, meshParts["medium_lod"]):
|
||||
// 3. Get a simple mesh from one of the submeshes (good if just getting a physics version):
|
||||
// OSDMap meshParts = UnpackMesh(meshData);
|
||||
// OMV.Mesh flatMesh = MeshSubMeshAsSimpleMesh(prim, meshParts["physics_mesh"]);
|
||||
//
|
||||
// "physics_convex" is specially formatted so there is another routine to unpack
|
||||
// that section:
|
||||
// OSDMap meshParts = UnpackMesh(meshData);
|
||||
// if (meshParts.ContainsKey("physics_convex"))
|
||||
// OSMap hullPieces = MeshSubMeshAsConvexHulls(prim, meshParts["physics_convex"]):
|
||||
//
|
||||
// LL mesh format detailed at http://wiki.secondlife.com/wiki/Mesh/Mesh_Asset_Format
|
||||
|
||||
/// <summary>
|
||||
/// Create a mesh faceted mesh from the compressed mesh data.
|
||||
/// This returns the highest LOD renderable version of the mesh.
|
||||
///
|
||||
/// The actual mesh data is fetched and passed to this
|
||||
/// routine since all the context for finding the data is elsewhere.
|
||||
/// </summary>
|
||||
/// <returns>The faceted mesh or null if can't do it</returns>
|
||||
public OMVR.FacetedMesh GenerateFacetedMeshMesh(OMV.Primitive prim, byte[] meshData)
|
||||
{
|
||||
OMVR.FacetedMesh ret = null;
|
||||
OSDMap meshParts = UnpackMesh(meshData);
|
||||
if (meshParts != null)
|
||||
{
|
||||
byte[] meshBytes = null;
|
||||
string[] decreasingLOD = new string[] { "high_lod", "medium_lod", "low_lod", "lowest_lod" };
|
||||
foreach (string partName in decreasingLOD)
|
||||
{
|
||||
if (meshParts.ContainsKey(partName))
|
||||
{
|
||||
meshBytes = meshParts[partName];
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (meshBytes != null)
|
||||
{
|
||||
ret = MeshSubMeshAsFacetedMesh(prim, meshBytes);
|
||||
}
|
||||
|
||||
}
|
||||
return ret;
|
||||
}
|
||||
|
||||
// A version of GenerateFacetedMeshMesh that takes LOD spec so it's similar in calling convention of
|
||||
// the other Generate* methods.
|
||||
public OMVR.FacetedMesh GenerateFacetedMeshMesh(OMV.Primitive prim, byte[] meshData, OMVR.DetailLevel lod) {
|
||||
OMVR.FacetedMesh ret = null;
|
||||
string partName = null;
|
||||
switch (lod)
|
||||
{
|
||||
case OMVR.DetailLevel.Highest:
|
||||
partName = "high_lod"; break;
|
||||
case OMVR.DetailLevel.High:
|
||||
partName = "medium_lod"; break;
|
||||
case OMVR.DetailLevel.Medium:
|
||||
partName = "low_lod"; break;
|
||||
case OMVR.DetailLevel.Low:
|
||||
partName = "lowest_lod"; break;
|
||||
}
|
||||
if (partName != null)
|
||||
{
|
||||
OSDMap meshParts = UnpackMesh(meshData);
|
||||
if (meshParts != null)
|
||||
{
|
||||
if (meshParts.ContainsKey(partName))
|
||||
{
|
||||
byte[] meshBytes = meshParts[partName];
|
||||
if (meshBytes != null)
|
||||
{
|
||||
ret = MeshSubMeshAsFacetedMesh(prim, meshBytes);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
return ret;
|
||||
}
|
||||
|
||||
// Convert a compressed submesh buffer into a FacetedMesh.
|
||||
public OMVR.FacetedMesh MeshSubMeshAsFacetedMesh(OMV.Primitive prim, byte[] compressedMeshData)
|
||||
{
|
||||
OMVR.FacetedMesh ret = null;
|
||||
OSD meshOSD = Helpers.DecompressOSD(compressedMeshData);
|
||||
|
||||
if (meshOSD != null)
|
||||
{
|
||||
OSDArray meshFaces = meshOSD as OSDArray;
|
||||
if (meshFaces != null)
|
||||
{
|
||||
ret = new FacetedMesh();
|
||||
ret.Faces = new List<Face>();
|
||||
for (int faceIndex = 0; faceIndex < meshFaces.Count; faceIndex++)
|
||||
{
|
||||
AddSubMesh(prim, faceIndex, meshFaces[faceIndex], ref ret);
|
||||
}
|
||||
}
|
||||
}
|
||||
return ret;
|
||||
}
|
||||
|
||||
|
||||
// Convert a compressed submesh buffer into a SimpleMesh.
|
||||
public OMVR.SimpleMesh MeshSubMeshAsSimpleMesh(OMV.Primitive prim, byte[] compressedMeshData)
|
||||
{
|
||||
OMVR.SimpleMesh ret = null;
|
||||
OSD meshOSD = Helpers.DecompressOSD(compressedMeshData);
|
||||
|
||||
if (meshOSD != null)
|
||||
{
|
||||
OSDArray meshFaces = meshOSD as OSDArray;
|
||||
if (meshOSD != null)
|
||||
{
|
||||
ret = new SimpleMesh();
|
||||
foreach (OSD subMesh in meshFaces)
|
||||
{
|
||||
AddSubMesh(subMesh, ref ret);
|
||||
}
|
||||
}
|
||||
}
|
||||
return ret;
|
||||
}
|
||||
|
||||
public List<List<Vector3>> MeshSubMeshAsConvexHulls(OMV.Primitive prim, byte[] compressedMeshData)
|
||||
{
|
||||
List<List<Vector3>> hulls = new List<List<Vector3>>();
|
||||
try {
|
||||
OSD convexBlockOsd = Helpers.DecompressOSD(compressedMeshData);
|
||||
|
||||
if (convexBlockOsd != null && convexBlockOsd is OSDMap) {
|
||||
OSDMap convexBlock = convexBlockOsd as OSDMap;
|
||||
|
||||
Vector3 min = new Vector3(-0.5f, -0.5f, -0.5f);
|
||||
if (convexBlock.ContainsKey("Min")) min = convexBlock["Min"].AsVector3();
|
||||
Vector3 max = new Vector3(0.5f, 0.5f, 0.5f);
|
||||
if (convexBlock.ContainsKey("Max")) max = convexBlock["Max"].AsVector3();
|
||||
|
||||
List<Vector3> boundingHull = null;
|
||||
|
||||
if (convexBlock.ContainsKey("BoundingVerts")) {
|
||||
byte[] boundingVertsBytes = convexBlock["BoundingVerts"].AsBinary();
|
||||
boundingHull = new List<Vector3>();
|
||||
for (int i = 0; i < boundingVertsBytes.Length;) {
|
||||
ushort uX = Utils.BytesToUInt16(boundingVertsBytes, i); i += 2;
|
||||
ushort uY = Utils.BytesToUInt16(boundingVertsBytes, i); i += 2;
|
||||
ushort uZ = Utils.BytesToUInt16(boundingVertsBytes, i); i += 2;
|
||||
|
||||
Vector3 pos = new Vector3(
|
||||
Utils.UInt16ToFloat(uX, min.X, max.X),
|
||||
Utils.UInt16ToFloat(uY, min.Y, max.Y),
|
||||
Utils.UInt16ToFloat(uZ, min.Z, max.Z)
|
||||
);
|
||||
|
||||
boundingHull.Add(pos);
|
||||
}
|
||||
|
||||
List<Vector3> mBoundingHull = boundingHull;
|
||||
}
|
||||
|
||||
if (convexBlock.ContainsKey("HullList")) {
|
||||
byte[] hullList = convexBlock["HullList"].AsBinary();
|
||||
|
||||
byte[] posBytes = convexBlock["Positions"].AsBinary();
|
||||
|
||||
int posNdx = 0;
|
||||
|
||||
foreach (byte cnt in hullList) {
|
||||
int count = cnt == 0 ? 256 : cnt;
|
||||
List<Vector3> hull = new List<Vector3>();
|
||||
|
||||
for (int i = 0; i < count; i++) {
|
||||
ushort uX = Utils.BytesToUInt16(posBytes, posNdx); posNdx += 2;
|
||||
ushort uY = Utils.BytesToUInt16(posBytes, posNdx); posNdx += 2;
|
||||
ushort uZ = Utils.BytesToUInt16(posBytes, posNdx); posNdx += 2;
|
||||
|
||||
Vector3 pos = new Vector3(
|
||||
Utils.UInt16ToFloat(uX, min.X, max.X),
|
||||
Utils.UInt16ToFloat(uY, min.Y, max.Y),
|
||||
Utils.UInt16ToFloat(uZ, min.Z, max.Z)
|
||||
);
|
||||
|
||||
hull.Add(pos);
|
||||
}
|
||||
|
||||
hulls.Add(hull);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
catch (Exception e) {
|
||||
// Logger.Log.WarnFormat("{0} exception decoding convex block: {1}", LogHeader, e);
|
||||
}
|
||||
return hulls;
|
||||
}
|
||||
|
||||
// Add the submesh to the passed SimpleMesh
|
||||
private void AddSubMesh(OSD subMeshOsd, ref OMVR.SimpleMesh holdingMesh) {
|
||||
if (subMeshOsd != null && subMeshOsd is OSDMap)
|
||||
{
|
||||
OSDMap subMeshMap = subMeshOsd as OSDMap;
|
||||
// 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 (subMeshMap.ContainsKey("NoGeometry") && ((OSDBoolean)subMeshMap["NoGeometry"]))
|
||||
return;
|
||||
|
||||
holdingMesh.Vertices.AddRange(CollectVertices(subMeshMap));
|
||||
holdingMesh.Indices.AddRange(CollectIndices(subMeshMap));
|
||||
}
|
||||
}
|
||||
|
||||
// Add the submesh to the passed FacetedMesh as a new face.
|
||||
private void AddSubMesh(OMV.Primitive prim, int faceIndex, OSD subMeshOsd, ref OMVR.FacetedMesh holdingMesh) {
|
||||
if (subMeshOsd != null && subMeshOsd is OSDMap)
|
||||
{
|
||||
OSDMap subMesh = subMeshOsd as OSDMap;
|
||||
|
||||
// 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 (subMesh.ContainsKey("NoGeometry") && ((OSDBoolean)subMesh["NoGeometry"]))
|
||||
return;
|
||||
|
||||
Face oface = new Face();
|
||||
oface.ID = faceIndex;
|
||||
oface.Vertices = new List<Vertex>();
|
||||
oface.Indices = new List<ushort>();
|
||||
oface.TextureFace = prim.Textures.GetFace((uint)faceIndex);
|
||||
|
||||
OSDMap subMeshMap = (OSDMap)subMeshOsd;
|
||||
|
||||
oface.Vertices = CollectVertices(subMeshMap);
|
||||
oface.Indices = CollectIndices(subMeshMap);
|
||||
|
||||
holdingMesh.Faces.Add(oface);
|
||||
}
|
||||
}
|
||||
|
||||
private List<Vertex> CollectVertices(OSDMap subMeshMap)
|
||||
{
|
||||
List<Vertex> vertices = new List<Vertex>();
|
||||
|
||||
Vector3 posMax;
|
||||
Vector3 posMin;
|
||||
|
||||
// If PositionDomain is not specified, the default is from -0.5 to 0.5
|
||||
if (subMeshMap.ContainsKey("PositionDomain"))
|
||||
{
|
||||
posMax = ((OSDMap)subMeshMap["PositionDomain"])["Max"];
|
||||
posMin = ((OSDMap)subMeshMap["PositionDomain"])["Min"];
|
||||
}
|
||||
else
|
||||
{
|
||||
posMax = new Vector3(0.5f, 0.5f, 0.5f);
|
||||
posMin = new Vector3(-0.5f, -0.5f, -0.5f);
|
||||
}
|
||||
|
||||
// Vertex positions
|
||||
byte[] posBytes = subMeshMap["Position"];
|
||||
|
||||
// Normals
|
||||
byte[] norBytes = null;
|
||||
if (subMeshMap.ContainsKey("Normal"))
|
||||
{
|
||||
norBytes = subMeshMap["Normal"];
|
||||
}
|
||||
|
||||
// UV texture map
|
||||
Vector2 texPosMax = Vector2.Zero;
|
||||
Vector2 texPosMin = Vector2.Zero;
|
||||
byte[] texBytes = null;
|
||||
if (subMeshMap.ContainsKey("TexCoord0"))
|
||||
{
|
||||
texBytes = subMeshMap["TexCoord0"];
|
||||
texPosMax = ((OSDMap)subMeshMap["TexCoord0Domain"])["Max"];
|
||||
texPosMin = ((OSDMap)subMeshMap["TexCoord0Domain"])["Min"];
|
||||
}
|
||||
|
||||
// Extract the vertex position data
|
||||
// If present normals and texture coordinates too
|
||||
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);
|
||||
|
||||
Vertex vx = new Vertex();
|
||||
|
||||
vx.Position = new Vector3(
|
||||
Utils.UInt16ToFloat(uX, posMin.X, posMax.X),
|
||||
Utils.UInt16ToFloat(uY, posMin.Y, posMax.Y),
|
||||
Utils.UInt16ToFloat(uZ, posMin.Z, posMax.Z));
|
||||
|
||||
if (norBytes != null && norBytes.Length >= i + 4)
|
||||
{
|
||||
ushort nX = Utils.BytesToUInt16(norBytes, i);
|
||||
ushort nY = Utils.BytesToUInt16(norBytes, i + 2);
|
||||
ushort nZ = Utils.BytesToUInt16(norBytes, i + 4);
|
||||
|
||||
vx.Normal = new Vector3(
|
||||
Utils.UInt16ToFloat(nX, posMin.X, posMax.X),
|
||||
Utils.UInt16ToFloat(nY, posMin.Y, posMax.Y),
|
||||
Utils.UInt16ToFloat(nZ, posMin.Z, posMax.Z));
|
||||
}
|
||||
|
||||
var vertexIndexOffset = vertices.Count * 4;
|
||||
|
||||
if (texBytes != null && texBytes.Length >= vertexIndexOffset + 4)
|
||||
{
|
||||
ushort tX = Utils.BytesToUInt16(texBytes, vertexIndexOffset);
|
||||
ushort tY = Utils.BytesToUInt16(texBytes, vertexIndexOffset + 2);
|
||||
|
||||
vx.TexCoord = new Vector2(
|
||||
Utils.UInt16ToFloat(tX, texPosMin.X, texPosMax.X),
|
||||
Utils.UInt16ToFloat(tY, texPosMin.Y, texPosMax.Y));
|
||||
}
|
||||
|
||||
vertices. Add(vx);
|
||||
}
|
||||
return vertices;
|
||||
}
|
||||
|
||||
private List<ushort> CollectIndices(OSDMap subMeshMap)
|
||||
{
|
||||
List<ushort> indices = new List<ushort>();
|
||||
|
||||
byte[] triangleBytes = subMeshMap["TriangleList"];
|
||||
for (int i = 0; i < triangleBytes.Length; i += 6)
|
||||
{
|
||||
ushort v1 = (ushort)(Utils.BytesToUInt16(triangleBytes, i));
|
||||
indices.Add(v1);
|
||||
ushort v2 = (ushort)(Utils.BytesToUInt16(triangleBytes, i + 2));
|
||||
indices.Add(v2);
|
||||
ushort v3 = (ushort)(Utils.BytesToUInt16(triangleBytes, i + 4));
|
||||
indices.Add(v3);
|
||||
}
|
||||
return indices;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Decodes mesh asset.
|
||||
/// <returns>OSDMap of all of the submeshes in the mesh. The value of the submesh name
|
||||
/// is the uncompressed data for that mesh.
|
||||
/// The OSDMap is made up of the asset_header section (which includes a lot of stuff)
|
||||
/// plus each of the submeshes unpacked into compressed byte arrays.
|
||||
/// </returns>
|
||||
public OSDMap UnpackMesh(byte[] assetData)
|
||||
{
|
||||
OSDMap meshData = new OSDMap();
|
||||
try
|
||||
{
|
||||
using (MemoryStream data = new MemoryStream(assetData))
|
||||
{
|
||||
OSDMap header = (OSDMap)OSDParser.DeserializeLLSDBinary(data);
|
||||
meshData["asset_header"] = header;
|
||||
long start = data.Position;
|
||||
|
||||
foreach(string partName in header.Keys)
|
||||
{
|
||||
if (header[partName].Type != OSDType.Map)
|
||||
{
|
||||
meshData[partName] = header[partName];
|
||||
continue;
|
||||
}
|
||||
|
||||
OSDMap partInfo = (OSDMap)header[partName];
|
||||
if (partInfo["offset"] < 0 || partInfo["size"] == 0)
|
||||
{
|
||||
meshData[partName] = partInfo;
|
||||
continue;
|
||||
}
|
||||
|
||||
byte[] part = new byte[partInfo["size"]];
|
||||
Buffer.BlockCopy(assetData, partInfo["offset"] + (int)start, part, 0, part.Length);
|
||||
meshData[partName] = part;
|
||||
// meshData[partName] = Helpers.ZDecompressOSD(part); // Do decompression at unpack time
|
||||
}
|
||||
}
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
Logger.Log("Failed to decode mesh asset", Helpers.LogLevel.Error, ex);
|
||||
meshData = null;
|
||||
}
|
||||
return meshData;
|
||||
}
|
||||
|
||||
// Local routine to create a mesh from prim parameters.
|
||||
// Collects parameters and calls PrimMesher to create all the faces of the prim.
|
||||
private PrimMesher.PrimMesh GeneratePrimMesh(Primitive prim, DetailLevel lod, bool viewerMode)
|
||||
{
|
||||
OMV.Primitive.ConstructionData primData = prim.PrimData;
|
||||
int sides = 4;
|
||||
int hollowsides = 4;
|
||||
|
||||
float profileBegin = primData.ProfileBegin;
|
||||
float profileEnd = primData.ProfileEnd;
|
||||
|
||||
bool isSphere = false;
|
||||
|
||||
if ((OMV.ProfileCurve)(primData.profileCurve & 0x07) == OMV.ProfileCurve.Circle)
|
||||
{
|
||||
switch (lod)
|
||||
{
|
||||
case OMVR.DetailLevel.Low:
|
||||
sides = 6;
|
||||
break;
|
||||
case OMVR.DetailLevel.Medium:
|
||||
sides = 12;
|
||||
break;
|
||||
default:
|
||||
sides = 24;
|
||||
break;
|
||||
}
|
||||
}
|
||||
else if ((OMV.ProfileCurve)(primData.profileCurve & 0x07) == OMV.ProfileCurve.EqualTriangle)
|
||||
sides = 3;
|
||||
else if ((OMV.ProfileCurve)(primData.profileCurve & 0x07) == OMV.ProfileCurve.HalfCircle)
|
||||
{
|
||||
// half circle, prim is a sphere
|
||||
isSphere = true;
|
||||
switch (lod)
|
||||
{
|
||||
case OMVR.DetailLevel.Low:
|
||||
sides = 6;
|
||||
break;
|
||||
case OMVR.DetailLevel.Medium:
|
||||
sides = 12;
|
||||
break;
|
||||
default:
|
||||
sides = 24;
|
||||
break;
|
||||
}
|
||||
profileBegin = 0.5f * profileBegin + 0.5f;
|
||||
profileEnd = 0.5f * profileEnd + 0.5f;
|
||||
}
|
||||
|
||||
if ((OMV.HoleType)primData.ProfileHole == OMV.HoleType.Same)
|
||||
hollowsides = sides;
|
||||
else if ((OMV.HoleType)primData.ProfileHole == OMV.HoleType.Circle)
|
||||
{
|
||||
switch (lod)
|
||||
{
|
||||
case OMVR.DetailLevel.Low:
|
||||
hollowsides = 6;
|
||||
break;
|
||||
case OMVR.DetailLevel.Medium:
|
||||
hollowsides = 12;
|
||||
break;
|
||||
default:
|
||||
hollowsides = 24;
|
||||
break;
|
||||
}
|
||||
}
|
||||
else if ((OMV.HoleType)primData.ProfileHole == OMV.HoleType.Triangle)
|
||||
hollowsides = 3;
|
||||
|
||||
PrimMesher.PrimMesh newPrim = new PrimMesher.PrimMesh(sides, profileBegin, profileEnd, (float)primData.ProfileHollow, hollowsides);
|
||||
newPrim.viewerMode = viewerMode;
|
||||
newPrim.sphereMode = isSphere;
|
||||
newPrim.holeSizeX = primData.PathScaleX;
|
||||
newPrim.holeSizeY = primData.PathScaleY;
|
||||
newPrim.pathCutBegin = primData.PathBegin;
|
||||
newPrim.pathCutEnd = primData.PathEnd;
|
||||
newPrim.topShearX = primData.PathShearX;
|
||||
newPrim.topShearY = primData.PathShearY;
|
||||
newPrim.radius = primData.PathRadiusOffset;
|
||||
newPrim.revolutions = primData.PathRevolutions;
|
||||
newPrim.skew = primData.PathSkew;
|
||||
switch (lod)
|
||||
{
|
||||
case OMVR.DetailLevel.Low:
|
||||
newPrim.stepsPerRevolution = 6;
|
||||
break;
|
||||
case OMVR.DetailLevel.Medium:
|
||||
newPrim.stepsPerRevolution = 12;
|
||||
break;
|
||||
default:
|
||||
newPrim.stepsPerRevolution = 24;
|
||||
break;
|
||||
}
|
||||
|
||||
if ((primData.PathCurve == OMV.PathCurve.Line) || (primData.PathCurve == OMV.PathCurve.Flexible))
|
||||
{
|
||||
newPrim.taperX = 1.0f - primData.PathScaleX;
|
||||
newPrim.taperY = 1.0f - primData.PathScaleY;
|
||||
newPrim.twistBegin = (int)(180 * primData.PathTwistBegin);
|
||||
newPrim.twistEnd = (int)(180 * primData.PathTwist);
|
||||
newPrim.ExtrudeLinear();
|
||||
}
|
||||
else
|
||||
{
|
||||
newPrim.taperX = primData.PathTaperX;
|
||||
newPrim.taperY = primData.PathTaperY;
|
||||
newPrim.twistBegin = (int)(360 * primData.PathTwistBegin);
|
||||
newPrim.twistEnd = (int)(360 * primData.PathTwist);
|
||||
newPrim.ExtrudeCircular();
|
||||
}
|
||||
|
||||
return newPrim;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Method for generating mesh Face from a heightmap
|
||||
/// </summary>
|
||||
/// <param name="zMap">Two dimension array of floats containing height information</param>
|
||||
/// <param name="xBegin">Starting value for X</param>
|
||||
/// <param name="xEnd">Max value for X</param>
|
||||
/// <param name="yBegin">Starting value for Y</param>
|
||||
/// <param name="yEnd">Max value of Y</param>
|
||||
/// <returns></returns>
|
||||
public OMVR.Face TerrainMesh(float[,] zMap, float xBegin, float xEnd, float yBegin, float yEnd)
|
||||
{
|
||||
PrimMesher.SculptMesh newMesh = new PrimMesher.SculptMesh(zMap, xBegin, xEnd, yBegin, yEnd, true);
|
||||
OMVR.Face terrain = new OMVR.Face();
|
||||
int faceVertices = newMesh.coords.Count;
|
||||
terrain.Vertices = new List<Vertex>(faceVertices);
|
||||
terrain.Indices = new List<ushort>(newMesh.faces.Count * 3);
|
||||
|
||||
for (int j = 0; j < faceVertices; j++)
|
||||
{
|
||||
var vert = new OMVR.Vertex();
|
||||
vert.Position = new Vector3(newMesh.coords[j].X, newMesh.coords[j].Y, newMesh.coords[j].Z);
|
||||
vert.Normal = new Vector3(newMesh.normals[j].X, newMesh.normals[j].Y, newMesh.normals[j].Z);
|
||||
vert.TexCoord = new Vector2(newMesh.uvs[j].U, newMesh.uvs[j].V);
|
||||
terrain.Vertices.Add(vert);
|
||||
}
|
||||
|
||||
for (int j = 0; j < newMesh.faces.Count; j++)
|
||||
{
|
||||
terrain.Indices.Add((ushort)newMesh.faces[j].v1);
|
||||
terrain.Indices.Add((ushort)newMesh.faces[j].v2);
|
||||
terrain.Indices.Add((ushort)newMesh.faces[j].v3);
|
||||
}
|
||||
|
||||
return terrain;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1 +1 @@
|
||||
Mon 02/11/2019 11:34:38.74
|
||||
Mon 02/11/2019 15:20:51.21
|
||||
|
||||
@@ -1 +1 @@
|
||||
6cf931986cffe44415001496d5fd867851d884cc
|
||||
24d85970604af3e9b64456b3b0a6765b1b2b25d4
|
||||
|
||||
Vendored
BIN
Binary file not shown.
Vendored
BIN
Binary file not shown.
Vendored
BIN
Binary file not shown.
@@ -1,4 +1,4 @@
|
||||
<Project frameworkVersion="v4_6" name="Loden" path="addon-modules/Loden/Loden" type="Library">
|
||||
<Project frameworkVersion="v4_6" name="CommonEntities" path="addon-modules/convoar/CommonEntities" type="Library">
|
||||
<Configuration name="Debug">
|
||||
<Options>
|
||||
<OutputPath>../../../bin/</OutputPath>
|
||||
@@ -26,7 +26,6 @@
|
||||
<Reference name="OpenMetaverse" path="../../../bin/"/>
|
||||
<Reference name="OpenMetaverseTypes" path="../../../bin/"/>
|
||||
<Reference name="OpenMetaverse.StructuredData" path="../../../bin/"/>
|
||||
<Reference name="OpenMetaverse.Rendering.Meshmerizer" path="../../../bin/"/>
|
||||
|
||||
<Reference name="PrimMesher" path="../../../bin/"/>
|
||||
|
||||
@@ -44,15 +43,14 @@
|
||||
<Reference name="OpenSim.Region.PhysicsModules.BasiPhysics"/>
|
||||
<Reference name="OpenSim.Tests.Common"/>
|
||||
|
||||
<Reference name="org.herbal3d.cs.CommonEntitiesUtil" path="../../../bin/"/>
|
||||
|
||||
<Reference name="CSJ2K" path="../../../bin/"/>
|
||||
<Reference name="Nini" path="../../../bin/"/>
|
||||
<Reference name="log4net" path="../../../bin/"/>
|
||||
|
||||
<Files>
|
||||
<Match pattern="CommonEntities/*.cs" recurse="true">
|
||||
<Exclude name="Tests" pattern="Tests"/>
|
||||
</Match>
|
||||
<Match pattern="CommonEntitiesUtil/*.cs" recurse="true">
|
||||
<Match pattern="*.cs" recurse="false">
|
||||
<Exclude name="Tests" pattern="Tests"/>
|
||||
</Match>
|
||||
</Files>
|
||||
|
||||
Executable
+38
@@ -0,0 +1,38 @@
|
||||
<Project frameworkVersion="v4_6" name="CommonEntitiesUtil" path="addon-modules/convoar/CommonEntitiesUtil" type="Library">
|
||||
<Configuration name="Debug">
|
||||
<Options>
|
||||
<OutputPath>../../../bin/</OutputPath>
|
||||
<AllowUnsafe>true</AllowUnsafe>
|
||||
</Options>
|
||||
</Configuration>
|
||||
<Configuration name="Release">
|
||||
<Options>
|
||||
<OutputPath>../../../bin/</OutputPath>
|
||||
<AllowUnsafe>true</AllowUnsafe>
|
||||
</Options>
|
||||
</Configuration>
|
||||
|
||||
<ReferencePath>../../../bin/</ReferencePath>
|
||||
<Reference name="System"/>
|
||||
<Reference name="System.Core"/>
|
||||
<Reference name="System.Data"/>
|
||||
<Reference name="System.Data.DataSetExtensions"/>
|
||||
<Reference name="System.Drawing"/>
|
||||
<Reference name="System.Reflection"/>
|
||||
<Reference name="System.Net.Http"/>
|
||||
<Reference name="System.Xml"/>
|
||||
<Reference name="Mono.Addins" path="../../../bin/"/>
|
||||
|
||||
<Reference name="OpenMetaverse" path="../../../bin/"/>
|
||||
<Reference name="OpenMetaverseTypes" path="../../../bin/"/>
|
||||
<Reference name="OpenMetaverse.StructuredData" path="../../../bin/"/>
|
||||
|
||||
<Reference name="Nini" path="../../../bin/"/>
|
||||
<Reference name="log4net" path="../../../bin/"/>
|
||||
|
||||
<Files>
|
||||
<Match pattern="*.cs" recurse="false">
|
||||
<Exclude name="Tests" pattern="Tests"/>
|
||||
</Match>
|
||||
</Files>
|
||||
</Project>
|
||||
Reference in New Issue
Block a user