327 lines
12 KiB
C#
327 lines
12 KiB
C#
/*
|
|
* Copyright (c) Contributors, http://opensimulator.org/
|
|
* See CONTRIBUTORS.TXT for a full list of copyright holders.
|
|
*
|
|
* Redistribution and use in source and binary forms, with or without
|
|
* modification, are permitted provided that the following conditions are met:
|
|
* * Redistributions of source code must retain the above copyright
|
|
* notice, this list of conditions and the following disclaimer.
|
|
* * Redistributions in binary form must reproduce the above copyright
|
|
* notice, this list of conditions and the following disclaimer in the
|
|
* documentation and/or other materials provided with the distribution.
|
|
* * Neither the name of the OpenSimulator Project nor the
|
|
* names of its contributors may be used to endorse or promote products
|
|
* derived from this software without specific prior written permission.
|
|
*
|
|
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
|
|
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
|
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
|
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
|
|
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
|
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
|
|
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
|
|
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
|
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
|
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|
*/
|
|
|
|
using System;
|
|
using System.Collections.Generic;
|
|
using System.IO;
|
|
using System.Runtime.InteropServices;
|
|
using OpenSim.Region.Physics.Manager;
|
|
using PrimMesher;
|
|
|
|
namespace OpenSim.Region.Physics.Meshing
|
|
{
|
|
public class Mesh : IMesh
|
|
{
|
|
private Dictionary<Vertex, int> m_vertices;
|
|
private List<Triangle> m_triangles;
|
|
GCHandle m_pinnedVertexes;
|
|
GCHandle m_pinnedIndex;
|
|
IntPtr m_verticesPtr = IntPtr.Zero;
|
|
int m_vertexCount = 0;
|
|
IntPtr m_indicesPtr = IntPtr.Zero;
|
|
int m_indexCount = 0;
|
|
public float[] m_normals;
|
|
|
|
public Mesh()
|
|
{
|
|
m_vertices = new Dictionary<Vertex, int>();
|
|
m_triangles = new List<Triangle>();
|
|
}
|
|
|
|
public Mesh Clone()
|
|
{
|
|
Mesh result = new Mesh();
|
|
|
|
foreach (Triangle t in m_triangles)
|
|
{
|
|
result.Add(new Triangle(t.v1.Clone(), t.v2.Clone(), t.v3.Clone()));
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
public void Add(Triangle triangle)
|
|
{
|
|
if (m_pinnedIndex.IsAllocated || m_pinnedVertexes.IsAllocated || m_indicesPtr != IntPtr.Zero || m_verticesPtr != IntPtr.Zero)
|
|
throw new NotSupportedException("Attempt to Add to a pinned Mesh");
|
|
// If a vertex of the triangle is not yet in the vertices list,
|
|
// add it and set its index to the current index count
|
|
if (!m_vertices.ContainsKey(triangle.v1))
|
|
m_vertices[triangle.v1] = m_vertices.Count;
|
|
if (!m_vertices.ContainsKey(triangle.v2))
|
|
m_vertices[triangle.v2] = m_vertices.Count;
|
|
if (!m_vertices.ContainsKey(triangle.v3))
|
|
m_vertices[triangle.v3] = m_vertices.Count;
|
|
m_triangles.Add(triangle);
|
|
}
|
|
|
|
public void CalcNormals()
|
|
{
|
|
int iTriangles = m_triangles.Count;
|
|
|
|
this.m_normals = new float[iTriangles * 3];
|
|
|
|
int i = 0;
|
|
foreach (Triangle t in m_triangles)
|
|
{
|
|
float ux, uy, uz;
|
|
float vx, vy, vz;
|
|
float wx, wy, wz;
|
|
|
|
ux = t.v1.X;
|
|
uy = t.v1.Y;
|
|
uz = t.v1.Z;
|
|
|
|
vx = t.v2.X;
|
|
vy = t.v2.Y;
|
|
vz = t.v2.Z;
|
|
|
|
wx = t.v3.X;
|
|
wy = t.v3.Y;
|
|
wz = t.v3.Z;
|
|
|
|
|
|
// Vectors for edges
|
|
float e1x, e1y, e1z;
|
|
float e2x, e2y, e2z;
|
|
|
|
e1x = ux - vx;
|
|
e1y = uy - vy;
|
|
e1z = uz - vz;
|
|
|
|
e2x = ux - wx;
|
|
e2y = uy - wy;
|
|
e2z = uz - wz;
|
|
|
|
|
|
// Cross product for normal
|
|
float nx, ny, nz;
|
|
nx = e1y * e2z - e1z * e2y;
|
|
ny = e1z * e2x - e1x * e2z;
|
|
nz = e1x * e2y - e1y * e2x;
|
|
|
|
// Length
|
|
float l = (float)Math.Sqrt(nx * nx + ny * ny + nz * nz);
|
|
float lReciprocal = 1.0f / l;
|
|
|
|
// Normalized "normal"
|
|
//nx /= l;
|
|
//ny /= l;
|
|
//nz /= l;
|
|
|
|
m_normals[i] = nx * lReciprocal;
|
|
m_normals[i + 1] = ny * lReciprocal;
|
|
m_normals[i + 2] = nz * lReciprocal;
|
|
|
|
i += 3;
|
|
}
|
|
}
|
|
|
|
public List<PhysicsVector> getVertexList()
|
|
{
|
|
List<PhysicsVector> result = new List<PhysicsVector>();
|
|
foreach (Vertex v in m_vertices.Keys)
|
|
{
|
|
result.Add(v);
|
|
}
|
|
return result;
|
|
}
|
|
|
|
private float[] getVertexListAsFloat()
|
|
{
|
|
if (m_vertices == null)
|
|
throw new NotSupportedException();
|
|
float[] result = new float[m_vertices.Count * 3];
|
|
foreach (KeyValuePair<Vertex, int> kvp in m_vertices)
|
|
{
|
|
Vertex v = kvp.Key;
|
|
int i = kvp.Value;
|
|
result[3 * i + 0] = v.X;
|
|
result[3 * i + 1] = v.Y;
|
|
result[3 * i + 2] = v.Z;
|
|
}
|
|
return result;
|
|
}
|
|
|
|
public float[] getVertexListAsFloatLocked()
|
|
{
|
|
if (m_pinnedVertexes.IsAllocated)
|
|
return (float[])(m_pinnedVertexes.Target);
|
|
|
|
float[] result = getVertexListAsFloat();
|
|
m_pinnedVertexes = GCHandle.Alloc(result, GCHandleType.Pinned);
|
|
|
|
return result;
|
|
}
|
|
|
|
public void getVertexListAsPtrToFloatArray(out IntPtr vertices, out int vertexStride, out int vertexCount)
|
|
{
|
|
// A vertex is 3 floats
|
|
vertexStride = 3 * sizeof(float);
|
|
|
|
// If there isn't an unmanaged array allocated yet, do it now
|
|
if (m_verticesPtr == IntPtr.Zero)
|
|
{
|
|
float[] vertexList = getVertexListAsFloat();
|
|
// Each vertex is 3 elements (floats)
|
|
m_vertexCount = vertexList.Length / 3;
|
|
int byteCount = m_vertexCount * vertexStride;
|
|
m_verticesPtr = System.Runtime.InteropServices.Marshal.AllocHGlobal(byteCount);
|
|
System.Runtime.InteropServices.Marshal.Copy(vertexList, 0, m_verticesPtr, m_vertexCount * 3);
|
|
}
|
|
vertices = m_verticesPtr;
|
|
vertexCount = m_vertexCount;
|
|
}
|
|
|
|
public int[] getIndexListAsInt()
|
|
{
|
|
if (m_triangles == null)
|
|
throw new NotSupportedException();
|
|
int[] result = new int[m_triangles.Count * 3];
|
|
for (int i = 0; i < m_triangles.Count; i++)
|
|
{
|
|
Triangle t = m_triangles[i];
|
|
result[3 * i + 0] = m_vertices[t.v1];
|
|
result[3 * i + 1] = m_vertices[t.v2];
|
|
result[3 * i + 2] = m_vertices[t.v3];
|
|
}
|
|
return result;
|
|
}
|
|
|
|
/// <summary>
|
|
/// creates a list of index values that defines triangle faces. THIS METHOD FREES ALL NON-PINNED MESH DATA
|
|
/// </summary>
|
|
/// <returns></returns>
|
|
public int[] getIndexListAsIntLocked()
|
|
{
|
|
if (m_pinnedIndex.IsAllocated)
|
|
return (int[])(m_pinnedIndex.Target);
|
|
|
|
int[] result = getIndexListAsInt();
|
|
m_pinnedIndex = GCHandle.Alloc(result, GCHandleType.Pinned);
|
|
|
|
return result;
|
|
}
|
|
|
|
public void getIndexListAsPtrToIntArray(out IntPtr indices, out int triStride, out int indexCount)
|
|
{
|
|
// If there isn't an unmanaged array allocated yet, do it now
|
|
if (m_indicesPtr == IntPtr.Zero)
|
|
{
|
|
int[] indexList = getIndexListAsInt();
|
|
m_indexCount = indexList.Length;
|
|
int byteCount = m_indexCount * sizeof(int);
|
|
m_indicesPtr = System.Runtime.InteropServices.Marshal.AllocHGlobal(byteCount);
|
|
System.Runtime.InteropServices.Marshal.Copy(indexList, 0, m_indicesPtr, m_indexCount);
|
|
}
|
|
// A triangle is 3 ints (indices)
|
|
triStride = 3 * sizeof(int);
|
|
indices = m_indicesPtr;
|
|
indexCount = m_indexCount;
|
|
}
|
|
|
|
public void releasePinned()
|
|
{
|
|
if (m_pinnedVertexes.IsAllocated)
|
|
m_pinnedVertexes.Free();
|
|
if (m_pinnedIndex.IsAllocated)
|
|
m_pinnedIndex.Free();
|
|
if (m_verticesPtr != IntPtr.Zero)
|
|
{
|
|
System.Runtime.InteropServices.Marshal.FreeHGlobal(m_verticesPtr);
|
|
m_verticesPtr = IntPtr.Zero;
|
|
}
|
|
if (m_indicesPtr != IntPtr.Zero)
|
|
{
|
|
System.Runtime.InteropServices.Marshal.FreeHGlobal(m_indicesPtr);
|
|
m_indicesPtr = IntPtr.Zero;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// frees up the source mesh data to minimize memory - call this method after calling get*Locked() functions
|
|
/// </summary>
|
|
public void releaseSourceMeshData()
|
|
{
|
|
m_triangles = null;
|
|
m_vertices = null;
|
|
}
|
|
|
|
public void Append(IMesh newMesh)
|
|
{
|
|
if (m_pinnedIndex.IsAllocated || m_pinnedVertexes.IsAllocated || m_indicesPtr != IntPtr.Zero || m_verticesPtr != IntPtr.Zero)
|
|
throw new NotSupportedException("Attempt to Append to a pinned Mesh");
|
|
|
|
if (!(newMesh is Mesh))
|
|
return;
|
|
|
|
foreach (Triangle t in ((Mesh)newMesh).m_triangles)
|
|
Add(t);
|
|
}
|
|
|
|
// Do a linear transformation of mesh.
|
|
public void TransformLinear(float[,] matrix, float[] offset)
|
|
{
|
|
if (m_pinnedIndex.IsAllocated || m_pinnedVertexes.IsAllocated || m_indicesPtr != IntPtr.Zero || m_verticesPtr != IntPtr.Zero)
|
|
throw new NotSupportedException("Attempt to TransformLinear a pinned Mesh");
|
|
|
|
foreach (Vertex v in m_vertices.Keys)
|
|
{
|
|
if (v == null)
|
|
continue;
|
|
float x, y, z;
|
|
x = v.X*matrix[0, 0] + v.Y*matrix[1, 0] + v.Z*matrix[2, 0];
|
|
y = v.X*matrix[0, 1] + v.Y*matrix[1, 1] + v.Z*matrix[2, 1];
|
|
z = v.X*matrix[0, 2] + v.Y*matrix[1, 2] + v.Z*matrix[2, 2];
|
|
v.X = x + offset[0];
|
|
v.Y = y + offset[1];
|
|
v.Z = z + offset[2];
|
|
}
|
|
}
|
|
|
|
public void DumpRaw(String path, String name, String title)
|
|
{
|
|
if (path == null)
|
|
return;
|
|
String fileName = name + "_" + title + ".raw";
|
|
String completePath = System.IO.Path.Combine(path, fileName);
|
|
StreamWriter sw = new StreamWriter(completePath);
|
|
foreach (Triangle t in m_triangles)
|
|
{
|
|
String s = t.ToStringRaw();
|
|
sw.WriteLine(s);
|
|
}
|
|
sw.Close();
|
|
}
|
|
|
|
public void TrimExcess()
|
|
{
|
|
m_triangles.TrimExcess();
|
|
}
|
|
}
|
|
}
|