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IMesher.cs 2.9 KB

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  1. /*
  2. * Copyright (c) Contributors, http://opensimulator.org/
  3. * See CONTRIBUTORS.TXT for a full list of copyright holders.
  4. *
  5. * Redistribution and use in source and binary forms, with or without
  6. * modification, are permitted provided that the following conditions are met:
  7. * * Redistributions of source code must retain the above copyright
  8. * notice, this list of conditions and the following disclaimer.
  9. * * Redistributions in binary form must reproduce the above copyright
  10. * notice, this list of conditions and the following disclaimer in the
  11. * documentation and/or other materials provided with the distribution.
  12. * * Neither the name of the OpenSimulator Project nor the
  13. * names of its contributors may be used to endorse or promote products
  14. * derived from this software without specific prior written permission.
  15. *
  16. * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
  17. * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
  18. * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
  19. * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
  20. * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
  21. * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
  22. * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
  23. * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
  24. * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
  25. * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  26. */
  27. using System;
  28. using System.Collections.Generic;
  29. using OpenSim.Framework;
  30. using OpenMetaverse;
  31. namespace OpenSim.Region.Physics.Manager
  32. {
  33. public interface IMesher
  34. {
  35. IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod);
  36. IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical);
  37. }
  38. // Values for level of detail to be passed to the mesher.
  39. // Values origionally chosen for the LOD of sculpties (the sqrt(width*heigth) of sculpt texture)
  40. // Lower level of detail reduces the number of vertices used to represent the meshed shape.
  41. public enum LevelOfDetail
  42. {
  43. High = 32,
  44. Medium = 16,
  45. Low = 8,
  46. VeryLow = 4
  47. }
  48. public interface IVertex
  49. {
  50. }
  51. public interface IMesh
  52. {
  53. List<Vector3> getVertexList();
  54. int[] getIndexListAsInt();
  55. int[] getIndexListAsIntLocked();
  56. float[] getVertexListAsFloatLocked();
  57. void getIndexListAsPtrToIntArray(out IntPtr indices, out int triStride, out int indexCount);
  58. void getVertexListAsPtrToFloatArray(out IntPtr vertexList, out int vertexStride, out int vertexCount);
  59. void releaseSourceMeshData();
  60. void releasePinned();
  61. void Append(IMesh newMesh);
  62. void TransformLinear(float[,] matrix, float[] offset);
  63. }
  64. }