214 lines
6.0 KiB
C#
214 lines
6.0 KiB
C#
using System;
|
|
using System.IO;
|
|
using System.Collections.Generic;
|
|
using System.Text;
|
|
|
|
using System.Runtime.InteropServices;
|
|
|
|
|
|
using OpenSim.Region.Physics.Manager;
|
|
|
|
namespace OpenSim.Region.Physics.Meshing
|
|
{
|
|
public class Mesh : IMesh
|
|
{
|
|
public List<Vertex> vertices;
|
|
public List<Triangle> triangles;
|
|
|
|
public float[] normals;
|
|
|
|
public Mesh()
|
|
{
|
|
vertices = new List<Vertex>();
|
|
triangles = new List<Triangle>();
|
|
}
|
|
|
|
public Mesh Clone()
|
|
{
|
|
Mesh result = new Mesh();
|
|
|
|
foreach (Vertex v in vertices)
|
|
{
|
|
if (v == null)
|
|
result.vertices.Add(null);
|
|
else
|
|
result.vertices.Add(v.Clone());
|
|
}
|
|
|
|
foreach (Triangle t in triangles)
|
|
{
|
|
int iV1, iV2, iV3;
|
|
iV1 = this.vertices.IndexOf(t.v1);
|
|
iV2 = this.vertices.IndexOf(t.v2);
|
|
iV3 = this.vertices.IndexOf(t.v3);
|
|
|
|
Triangle newT = new Triangle(result.vertices[iV1], result.vertices[iV2], result.vertices[iV3]);
|
|
result.Add(newT);
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
|
|
|
|
public void Add(Triangle triangle)
|
|
{
|
|
int i;
|
|
i = vertices.IndexOf(triangle.v1);
|
|
if (i < 0)
|
|
throw new ArgumentException("Vertex v1 not known to mesh");
|
|
i = vertices.IndexOf(triangle.v2);
|
|
if (i < 0)
|
|
throw new ArgumentException("Vertex v2 not known to mesh");
|
|
i = vertices.IndexOf(triangle.v3);
|
|
if (i < 0)
|
|
throw new ArgumentException("Vertex v3 not known to mesh");
|
|
|
|
triangles.Add(triangle);
|
|
}
|
|
|
|
public void Add(Vertex v)
|
|
{
|
|
vertices.Add(v);
|
|
}
|
|
|
|
public void Remove(Vertex v)
|
|
{
|
|
int i;
|
|
|
|
// First, remove all triangles that are build on v
|
|
for (i = 0; i < triangles.Count; i++)
|
|
{
|
|
Triangle t = triangles[i];
|
|
if (t.v1 == v || t.v2 == v || t.v3 == v)
|
|
{
|
|
triangles.RemoveAt(i);
|
|
i--;
|
|
}
|
|
}
|
|
|
|
// Second remove v itself
|
|
vertices.Remove(v);
|
|
}
|
|
|
|
public void RemoveTrianglesOutside(SimpleHull hull)
|
|
{
|
|
int i;
|
|
|
|
for (i = 0; i < triangles.Count; i++)
|
|
{
|
|
Triangle t = triangles[i];
|
|
Vertex v1 = t.v1;
|
|
Vertex v2 = t.v2;
|
|
Vertex v3 = t.v3;
|
|
PhysicsVector m = v1 + v2 + v3;
|
|
m /= 3.0f;
|
|
if (!hull.IsPointIn(new Vertex(m)))
|
|
{
|
|
triangles.RemoveAt(i);
|
|
i--;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
public void Add(List<Vertex> lv)
|
|
{
|
|
foreach (Vertex v in lv)
|
|
{
|
|
vertices.Add(v);
|
|
}
|
|
}
|
|
|
|
public List<PhysicsVector> getVertexList()
|
|
{
|
|
List<PhysicsVector> result = new List<PhysicsVector>();
|
|
foreach (Vertex v in vertices)
|
|
{
|
|
result.Add(v);
|
|
}
|
|
return result;
|
|
}
|
|
|
|
public float[] getVertexListAsFloatLocked()
|
|
{
|
|
float[] result = new float[vertices.Count * 3];
|
|
for (int i = 0; i < vertices.Count; i++)
|
|
{
|
|
Vertex v = vertices[i];
|
|
if (v == null)
|
|
continue;
|
|
result[3 * i + 0] = v.X;
|
|
result[3 * i + 1] = v.Y;
|
|
result[3 * i + 2] = v.Z;
|
|
}
|
|
GCHandle.Alloc(result, GCHandleType.Pinned);
|
|
return result;
|
|
}
|
|
|
|
public int[] getIndexListAsInt()
|
|
{
|
|
int[] result = new int[triangles.Count * 3];
|
|
for (int i = 0; i < triangles.Count; i++)
|
|
{
|
|
Triangle t = triangles[i];
|
|
result[3 * i + 0] = vertices.IndexOf(t.v1);
|
|
result[3 * i + 1] = vertices.IndexOf(t.v2);
|
|
result[3 * i + 2] = vertices.IndexOf(t.v3);
|
|
}
|
|
return result;
|
|
}
|
|
|
|
public int[] getIndexListAsIntLocked()
|
|
{
|
|
int[] result = getIndexListAsInt();
|
|
GCHandle.Alloc(result, GCHandleType.Pinned);
|
|
return result;
|
|
}
|
|
|
|
|
|
public void Append(Mesh newMesh)
|
|
{
|
|
foreach (Vertex v in newMesh.vertices)
|
|
vertices.Add(v);
|
|
|
|
foreach (Triangle t in newMesh.triangles)
|
|
Add(t);
|
|
|
|
}
|
|
|
|
// Do a linear transformation of mesh.
|
|
public void TransformLinear(float[,] matrix, float[] offset)
|
|
{
|
|
foreach (Vertex v in vertices)
|
|
{
|
|
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 = Path.Combine(path, fileName);
|
|
StreamWriter sw = new StreamWriter(completePath);
|
|
foreach (Triangle t in triangles)
|
|
{
|
|
String s = t.ToStringRaw();
|
|
sw.WriteLine(s);
|
|
}
|
|
sw.Close();
|
|
}
|
|
}
|
|
|
|
}
|