123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333 |
- /*
- * 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 System.IO;
- using System.Runtime.InteropServices;
- using OpenSim.Region.Physics.Manager;
- using PrimMesher;
- using OpenMetaverse;
- namespace OpenSim.Region.Physics.Meshing
- {
- public class Mesh : IMesh
- {
- private Dictionary<Vertex, int> m_vertices;
- private List<Triangle> m_triangles;
- GCHandle m_pinnedVertexes;
- GCHandle m_pinnedIndex;
- IntPtr m_verticesPtr = IntPtr.Zero;
- int m_vertexCount = 0;
- IntPtr m_indicesPtr = IntPtr.Zero;
- int m_indexCount = 0;
- public float[] m_normals;
- public Mesh()
- {
- m_vertices = new Dictionary<Vertex, int>();
- m_triangles = new List<Triangle>();
- }
- public Mesh Clone()
- {
- Mesh result = new Mesh();
- foreach (Triangle t in m_triangles)
- {
- result.Add(new Triangle(t.v1.Clone(), t.v2.Clone(), t.v3.Clone()));
- }
- return result;
- }
- public void Add(Triangle triangle)
- {
- if (m_pinnedIndex.IsAllocated || m_pinnedVertexes.IsAllocated || m_indicesPtr != IntPtr.Zero || m_verticesPtr != IntPtr.Zero)
- throw new NotSupportedException("Attempt to Add to a pinned Mesh");
- // If a vertex of the triangle is not yet in the vertices list,
- // add it and set its index to the current index count
- if (!m_vertices.ContainsKey(triangle.v1))
- m_vertices[triangle.v1] = m_vertices.Count;
- if (!m_vertices.ContainsKey(triangle.v2))
- m_vertices[triangle.v2] = m_vertices.Count;
- if (!m_vertices.ContainsKey(triangle.v3))
- m_vertices[triangle.v3] = m_vertices.Count;
- m_triangles.Add(triangle);
- }
- public void CalcNormals()
- {
- int iTriangles = m_triangles.Count;
- this.m_normals = new float[iTriangles * 3];
- int i = 0;
- foreach (Triangle t in m_triangles)
- {
- float ux, uy, uz;
- float vx, vy, vz;
- float wx, wy, wz;
- ux = t.v1.X;
- uy = t.v1.Y;
- uz = t.v1.Z;
- vx = t.v2.X;
- vy = t.v2.Y;
- vz = t.v2.Z;
- wx = t.v3.X;
- wy = t.v3.Y;
- wz = t.v3.Z;
- // Vectors for edges
- float e1x, e1y, e1z;
- float e2x, e2y, e2z;
- e1x = ux - vx;
- e1y = uy - vy;
- e1z = uz - vz;
- e2x = ux - wx;
- e2y = uy - wy;
- e2z = uz - wz;
- // Cross product for normal
- float nx, ny, nz;
- nx = e1y * e2z - e1z * e2y;
- ny = e1z * e2x - e1x * e2z;
- nz = e1x * e2y - e1y * e2x;
- // Length
- float l = (float)Math.Sqrt(nx * nx + ny * ny + nz * nz);
- float lReciprocal = 1.0f / l;
- // Normalized "normal"
- //nx /= l;
- //ny /= l;
- //nz /= l;
- m_normals[i] = nx * lReciprocal;
- m_normals[i + 1] = ny * lReciprocal;
- m_normals[i + 2] = nz * lReciprocal;
- i += 3;
- }
- }
- public List<Vector3> getVertexList()
- {
- List<Vector3> result = new List<Vector3>();
- foreach (Vertex v in m_vertices.Keys)
- {
- result.Add(new Vector3(v.X, v.Y, v.Z));
- }
- return result;
- }
- private float[] getVertexListAsFloat()
- {
- if (m_vertices == null)
- throw new NotSupportedException();
- float[] result = new float[m_vertices.Count * 3];
- foreach (KeyValuePair<Vertex, int> kvp in m_vertices)
- {
- Vertex v = kvp.Key;
- int i = kvp.Value;
- result[3 * i + 0] = v.X;
- result[3 * i + 1] = v.Y;
- result[3 * i + 2] = v.Z;
- }
- return result;
- }
- public float[] getVertexListAsFloatLocked()
- {
- if (m_pinnedVertexes.IsAllocated)
- return (float[])(m_pinnedVertexes.Target);
- float[] result = getVertexListAsFloat();
- m_pinnedVertexes = GCHandle.Alloc(result, GCHandleType.Pinned);
- // Inform the garbage collector of this unmanaged allocation so it can schedule
- // the next GC round more intelligently
- GC.AddMemoryPressure(Buffer.ByteLength(result));
- return result;
- }
- public void getVertexListAsPtrToFloatArray(out IntPtr vertices, out int vertexStride, out int vertexCount)
- {
- // A vertex is 3 floats
- vertexStride = 3 * sizeof(float);
- // If there isn't an unmanaged array allocated yet, do it now
- if (m_verticesPtr == IntPtr.Zero)
- {
- float[] vertexList = getVertexListAsFloat();
- // Each vertex is 3 elements (floats)
- m_vertexCount = vertexList.Length / 3;
- int byteCount = m_vertexCount * vertexStride;
- m_verticesPtr = System.Runtime.InteropServices.Marshal.AllocHGlobal(byteCount);
- System.Runtime.InteropServices.Marshal.Copy(vertexList, 0, m_verticesPtr, m_vertexCount * 3);
- }
- vertices = m_verticesPtr;
- vertexCount = m_vertexCount;
- }
- public int[] getIndexListAsInt()
- {
- if (m_triangles == null)
- throw new NotSupportedException();
- int[] result = new int[m_triangles.Count * 3];
- for (int i = 0; i < m_triangles.Count; i++)
- {
- Triangle t = m_triangles[i];
- result[3 * i + 0] = m_vertices[t.v1];
- result[3 * i + 1] = m_vertices[t.v2];
- result[3 * i + 2] = m_vertices[t.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()
- {
- if (m_pinnedIndex.IsAllocated)
- return (int[])(m_pinnedIndex.Target);
-
- int[] result = getIndexListAsInt();
- m_pinnedIndex = GCHandle.Alloc(result, GCHandleType.Pinned);
- // Inform the garbage collector of this unmanaged allocation so it can schedule
- // the next GC round more intelligently
- GC.AddMemoryPressure(Buffer.ByteLength(result));
- return result;
- }
- public void getIndexListAsPtrToIntArray(out IntPtr indices, out int triStride, out int indexCount)
- {
- // If there isn't an unmanaged array allocated yet, do it now
- if (m_indicesPtr == IntPtr.Zero)
- {
- int[] indexList = getIndexListAsInt();
- m_indexCount = indexList.Length;
- int byteCount = m_indexCount * sizeof(int);
- m_indicesPtr = System.Runtime.InteropServices.Marshal.AllocHGlobal(byteCount);
- System.Runtime.InteropServices.Marshal.Copy(indexList, 0, m_indicesPtr, m_indexCount);
- }
- // A triangle is 3 ints (indices)
- triStride = 3 * sizeof(int);
- indices = m_indicesPtr;
- indexCount = m_indexCount;
- }
- public void releasePinned()
- {
- if (m_pinnedVertexes.IsAllocated)
- m_pinnedVertexes.Free();
- if (m_pinnedIndex.IsAllocated)
- m_pinnedIndex.Free();
- if (m_verticesPtr != IntPtr.Zero)
- {
- System.Runtime.InteropServices.Marshal.FreeHGlobal(m_verticesPtr);
- m_verticesPtr = IntPtr.Zero;
- }
- if (m_indicesPtr != IntPtr.Zero)
- {
- System.Runtime.InteropServices.Marshal.FreeHGlobal(m_indicesPtr);
- m_indicesPtr = IntPtr.Zero;
- }
- }
- /// <summary>
- /// frees up the source mesh data to minimize memory - call this method after calling get*Locked() functions
- /// </summary>
- public void releaseSourceMeshData()
- {
- m_triangles = null;
- m_vertices = null;
- }
- public void Append(IMesh newMesh)
- {
- if (m_pinnedIndex.IsAllocated || m_pinnedVertexes.IsAllocated || m_indicesPtr != IntPtr.Zero || m_verticesPtr != IntPtr.Zero)
- throw new NotSupportedException("Attempt to Append to a pinned Mesh");
-
- if (!(newMesh is Mesh))
- return;
- foreach (Triangle t in ((Mesh)newMesh).m_triangles)
- Add(t);
- }
- // Do a linear transformation of mesh.
- public void TransformLinear(float[,] matrix, float[] offset)
- {
- if (m_pinnedIndex.IsAllocated || m_pinnedVertexes.IsAllocated || m_indicesPtr != IntPtr.Zero || m_verticesPtr != IntPtr.Zero)
- throw new NotSupportedException("Attempt to TransformLinear a pinned Mesh");
-
- foreach (Vertex v in m_vertices.Keys)
- {
- 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 = System.IO.Path.Combine(path, fileName);
- StreamWriter sw = new StreamWriter(completePath);
- foreach (Triangle t in m_triangles)
- {
- String s = t.ToStringRaw();
- sw.WriteLine(s);
- }
- sw.Close();
- }
- public void TrimExcess()
- {
- m_triangles.TrimExcess();
- }
- }
- }
|