mirror of
https://github.com/opensim/opensim.git
synced 2026-06-28 01:35:38 +08:00
* a couple more remain that preferably the original coders should look at in more detail (obsolete warnings in the ogp module and not overriding warnings in the script engine)
302 lines
9.5 KiB
C#
302 lines
9.5 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 OpenSim 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;
|
|
|
|
namespace OpenSim.Region.Physics.Meshing
|
|
{
|
|
public class Mesh : IMesh
|
|
{
|
|
public List<Vertex> vertices;
|
|
public List<Triangle> triangles;
|
|
GCHandle pinnedVirtexes;
|
|
GCHandle pinnedIndex;
|
|
public PrimMesh primMesh = null;
|
|
//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 = vertices.IndexOf(t.v1);
|
|
iV2 = vertices.IndexOf(t.v2);
|
|
iV3 = 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;
|
|
|
|
if (primMesh == null)
|
|
{
|
|
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;
|
|
}
|
|
pinnedVirtexes = GCHandle.Alloc(result, GCHandleType.Pinned);
|
|
}
|
|
else
|
|
{
|
|
int count = primMesh.coords.Count;
|
|
result = new float[count * 3];
|
|
for (int i = 0; i < count; i++)
|
|
{
|
|
Coord c = primMesh.coords[i];
|
|
{
|
|
int resultIndex = 3 * i;
|
|
result[resultIndex] = c.X;
|
|
result[resultIndex + 1] = c.Y;
|
|
result[resultIndex + 2] = c.Z;
|
|
}
|
|
|
|
}
|
|
pinnedVirtexes = GCHandle.Alloc(result, GCHandleType.Pinned);
|
|
}
|
|
return result;
|
|
}
|
|
|
|
public int[] getIndexListAsInt()
|
|
{
|
|
int[] result;
|
|
|
|
if (primMesh == null)
|
|
{
|
|
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);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
int numFaces = primMesh.faces.Count;
|
|
result = new int[numFaces * 3];
|
|
for (int i = 0; i < numFaces; i++)
|
|
{
|
|
Face f = primMesh.faces[i];
|
|
// Coord c1 = primMesh.coords[f.v1];
|
|
// Coord c2 = primMesh.coords[f.v2];
|
|
// Coord c3 = primMesh.coords[f.v3];
|
|
|
|
int resultIndex = i * 3;
|
|
result[resultIndex] = f.v1;
|
|
result[resultIndex + 1] = f.v2;
|
|
result[resultIndex + 2] = f.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()
|
|
{
|
|
int[] result = getIndexListAsInt();
|
|
pinnedIndex = GCHandle.Alloc(result, GCHandleType.Pinned);
|
|
|
|
return result;
|
|
}
|
|
|
|
public void releasePinned()
|
|
{
|
|
pinnedVirtexes.Free();
|
|
pinnedIndex.Free();
|
|
|
|
}
|
|
|
|
/// <summary>
|
|
/// frees up the source mesh data to minimize memory - call this method after calling get*Locked() functions
|
|
/// </summary>
|
|
public void releaseSourceMeshData()
|
|
{
|
|
triangles = null;
|
|
vertices = null;
|
|
primMesh = null;
|
|
}
|
|
|
|
|
|
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();
|
|
}
|
|
}
|
|
}
|