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Major renaming of Physics dlls / folders. No functional changes, just renames.
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71
OpenSim/Region/PhysicsModules/SharedBase/IMesher.cs
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71
OpenSim/Region/PhysicsModules/SharedBase/IMesher.cs
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/*
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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 OpenSimulator 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 OpenSim.Framework;
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using OpenMetaverse;
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namespace OpenSim.Region.Physics.Manager
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{
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public interface IMesher
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{
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IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod);
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IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical);
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IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical, bool shouldCache);
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}
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// Values for level of detail to be passed to the mesher.
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// Values origionally chosen for the LOD of sculpties (the sqrt(width*heigth) of sculpt texture)
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// Lower level of detail reduces the number of vertices used to represent the meshed shape.
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public enum LevelOfDetail
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{
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High = 32,
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Medium = 16,
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Low = 8,
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VeryLow = 4
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}
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public interface IVertex
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{
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}
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public interface IMesh
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{
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List<Vector3> getVertexList();
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int[] getIndexListAsInt();
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int[] getIndexListAsIntLocked();
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float[] getVertexListAsFloat();
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float[] getVertexListAsFloatLocked();
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void getIndexListAsPtrToIntArray(out IntPtr indices, out int triStride, out int indexCount);
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void getVertexListAsPtrToFloatArray(out IntPtr vertexList, out int vertexStride, out int vertexCount);
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void releaseSourceMeshData();
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void releasePinned();
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void Append(IMesh newMesh);
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void TransformLinear(float[,] matrix, float[] offset);
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}
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}
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