361 lines
11 KiB
C#
361 lines
11 KiB
C#
/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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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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* * 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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* * Neither the name of the OpenSim Project nor the
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* names of its contributors may 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 CONTRIBUTORS 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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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Runtime.InteropServices;
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using OpenSim.Region.Physics.Manager;
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using PrimMesher;
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namespace OpenSim.Region.Physics.Meshing
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{
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public class Mesh : IMesh
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{
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public List<Vertex> vertices;
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public List<Triangle> triangles;
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GCHandle pinnedVirtexes;
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GCHandle pinnedIndex;
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public PrimMesh primMesh = null;
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public float[] normals;
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public Mesh()
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{
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vertices = new List<Vertex>();
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triangles = new List<Triangle>();
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}
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public Mesh Clone()
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{
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Mesh result = new Mesh();
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foreach (Vertex v in vertices)
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{
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if (v == null)
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result.vertices.Add(null);
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else
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result.vertices.Add(v.Clone());
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}
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foreach (Triangle t in triangles)
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{
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int iV1, iV2, iV3;
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iV1 = vertices.IndexOf(t.v1);
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iV2 = vertices.IndexOf(t.v2);
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iV3 = vertices.IndexOf(t.v3);
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Triangle newT = new Triangle(result.vertices[iV1], result.vertices[iV2], result.vertices[iV3]);
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result.Add(newT);
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}
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return result;
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}
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public void Add(Triangle triangle)
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{
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int i;
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i = vertices.IndexOf(triangle.v1);
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if (i < 0)
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throw new ArgumentException("Vertex v1 not known to mesh");
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i = vertices.IndexOf(triangle.v2);
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if (i < 0)
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throw new ArgumentException("Vertex v2 not known to mesh");
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i = vertices.IndexOf(triangle.v3);
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if (i < 0)
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throw new ArgumentException("Vertex v3 not known to mesh");
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triangles.Add(triangle);
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}
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public void Add(Vertex v)
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{
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vertices.Add(v);
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}
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public void Remove(Vertex v)
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{
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int i;
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// First, remove all triangles that are build on v
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for (i = 0; i < triangles.Count; i++)
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{
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Triangle t = triangles[i];
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if (t.v1 == v || t.v2 == v || t.v3 == v)
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{
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triangles.RemoveAt(i);
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i--;
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}
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}
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// Second remove v itself
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vertices.Remove(v);
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}
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public void RemoveTrianglesOutside(SimpleHull hull)
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{
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int i;
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for (i = 0; i < triangles.Count; i++)
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{
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Triangle t = triangles[i];
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Vertex v1 = t.v1;
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Vertex v2 = t.v2;
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Vertex v3 = t.v3;
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PhysicsVector m = v1 + v2 + v3;
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m /= 3.0f;
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if (!hull.IsPointIn(new Vertex(m)))
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{
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triangles.RemoveAt(i);
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i--;
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}
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}
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}
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public void Add(List<Vertex> lv)
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{
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foreach (Vertex v in lv)
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{
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vertices.Add(v);
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}
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}
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public void CalcNormals()
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{
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int iTriangles = triangles.Count;
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this.normals = new float[iTriangles * 3];
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int i = 0;
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foreach (Triangle t in triangles)
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{
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float ux, uy, uz;
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float vx, vy, vz;
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float wx, wy, wz;
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ux = t.v1.X;
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uy = t.v1.Y;
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uz = t.v1.Z;
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vx = t.v2.X;
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vy = t.v2.Y;
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vz = t.v2.Z;
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wx = t.v3.X;
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wy = t.v3.Y;
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wz = t.v3.Z;
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// Vectors for edges
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float e1x, e1y, e1z;
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float e2x, e2y, e2z;
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e1x = ux - vx;
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e1y = uy - vy;
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e1z = uz - vz;
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e2x = ux - wx;
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e2y = uy - wy;
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e2z = uz - wz;
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// Cross product for normal
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float nx, ny, nz;
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nx = e1y * e2z - e1z * e2y;
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ny = e1z * e2x - e1x * e2z;
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nz = e1x * e2y - e1y * e2x;
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// Length
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float l = (float)Math.Sqrt(nx * nx + ny * ny + nz * nz);
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float lReciprocal = 1.0f / l;
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// Normalized "normal"
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//nx /= l;
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//ny /= l;
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//nz /= l;
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normals[i] = nx * lReciprocal;
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normals[i + 1] = ny * lReciprocal;
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normals[i + 2] = nz * lReciprocal;
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i += 3;
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}
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}
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public List<PhysicsVector> getVertexList()
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{
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List<PhysicsVector> result = new List<PhysicsVector>();
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foreach (Vertex v in vertices)
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{
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result.Add(v);
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}
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return result;
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}
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public float[] getVertexListAsFloatLocked()
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{
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float[] result;
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if (primMesh == null)
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{
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result = new float[vertices.Count * 3];
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for (int i = 0; i < vertices.Count; i++)
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{
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Vertex v = vertices[i];
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if (v == null)
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continue;
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result[3 * i + 0] = v.X;
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result[3 * i + 1] = v.Y;
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result[3 * i + 2] = v.Z;
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}
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pinnedVirtexes = GCHandle.Alloc(result, GCHandleType.Pinned);
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}
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else
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{
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int count = primMesh.coords.Count;
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result = new float[count * 3];
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for (int i = 0; i < count; i++)
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{
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Coord c = primMesh.coords[i];
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{
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int resultIndex = 3 * i;
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result[resultIndex] = c.X;
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result[resultIndex + 1] = c.Y;
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result[resultIndex + 2] = c.Z;
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}
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}
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pinnedVirtexes = GCHandle.Alloc(result, GCHandleType.Pinned);
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}
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return result;
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}
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public int[] getIndexListAsInt()
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{
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int[] result;
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if (primMesh == null)
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{
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result = new int[triangles.Count * 3];
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for (int i = 0; i < triangles.Count; i++)
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{
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Triangle t = triangles[i];
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result[3 * i + 0] = vertices.IndexOf(t.v1);
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result[3 * i + 1] = vertices.IndexOf(t.v2);
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result[3 * i + 2] = vertices.IndexOf(t.v3);
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}
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}
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else
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{
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int numFaces = primMesh.faces.Count;
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result = new int[numFaces * 3];
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for (int i = 0; i < numFaces; i++)
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{
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Face f = primMesh.faces[i];
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// Coord c1 = primMesh.coords[f.v1];
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// Coord c2 = primMesh.coords[f.v2];
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// Coord c3 = primMesh.coords[f.v3];
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int resultIndex = i * 3;
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result[resultIndex] = f.v1;
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result[resultIndex + 1] = f.v2;
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result[resultIndex + 2] = f.v3;
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}
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}
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return result;
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}
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/// <summary>
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/// creates a list of index values that defines triangle faces. THIS METHOD FREES ALL NON-PINNED MESH DATA
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/// </summary>
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/// <returns></returns>
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public int[] getIndexListAsIntLocked()
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{
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int[] result = getIndexListAsInt();
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pinnedIndex = GCHandle.Alloc(result, GCHandleType.Pinned);
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return result;
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}
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public void releasePinned()
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{
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pinnedVirtexes.Free();
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pinnedIndex.Free();
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}
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/// <summary>
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/// frees up the source mesh data to minimize memory - call this method after calling get*Locked() functions
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/// </summary>
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public void releaseSourceMeshData()
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{
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triangles = null;
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vertices = null;
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primMesh = null;
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}
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public void Append(Mesh newMesh)
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{
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foreach (Vertex v in newMesh.vertices)
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vertices.Add(v);
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foreach (Triangle t in newMesh.triangles)
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Add(t);
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}
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// Do a linear transformation of mesh.
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public void TransformLinear(float[,] matrix, float[] offset)
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{
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foreach (Vertex v in vertices)
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{
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if (v == null)
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continue;
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float x, y, z;
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x = v.X*matrix[0, 0] + v.Y*matrix[1, 0] + v.Z*matrix[2, 0];
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y = v.X*matrix[0, 1] + v.Y*matrix[1, 1] + v.Z*matrix[2, 1];
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z = v.X*matrix[0, 2] + v.Y*matrix[1, 2] + v.Z*matrix[2, 2];
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v.X = x + offset[0];
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v.Y = y + offset[1];
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v.Z = z + offset[2];
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}
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}
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public void DumpRaw(String path, String name, String title)
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{
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if (path == null)
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return;
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String fileName = name + "_" + title + ".raw";
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String completePath = Path.Combine(path, fileName);
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StreamWriter sw = new StreamWriter(completePath);
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foreach (Triangle t in triangles)
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{
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String s = t.ToStringRaw();
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sw.WriteLine(s);
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}
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sw.Close();
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}
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}
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}
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