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- /*
- * 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 OpenSim.Framework;
- using OpenMetaverse;
- namespace OpenSim.Region.Physics.Manager
- {
- public interface IMesher
- {
- IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod);
- IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical);
- IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical, bool shouldCache);
- }
- // Values for level of detail to be passed to the mesher.
- // Values origionally chosen for the LOD of sculpties (the sqrt(width*heigth) of sculpt texture)
- // Lower level of detail reduces the number of vertices used to represent the meshed shape.
- public enum LevelOfDetail
- {
- High = 32,
- Medium = 16,
- Low = 8,
- VeryLow = 4
- }
- public interface IVertex
- {
- }
- public interface IMesh
- {
- List<Vector3> getVertexList();
- int[] getIndexListAsInt();
- int[] getIndexListAsIntLocked();
- float[] getVertexListAsFloat();
- float[] getVertexListAsFloatLocked();
- void getIndexListAsPtrToIntArray(out IntPtr indices, out int triStride, out int indexCount);
- void getVertexListAsPtrToFloatArray(out IntPtr vertexList, out int vertexStride, out int vertexCount);
- void releaseSourceMeshData();
- void releasePinned();
- void Append(IMesh newMesh);
- void TransformLinear(float[,] matrix, float[] offset);
- }
- }
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