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IMesher.cs 4.0 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 System.Runtime.InteropServices;
  30. using OpenSim.Framework;
  31. using OpenMetaverse;
  32. namespace OpenSim.Region.PhysicsModules.SharedBase
  33. {
  34. public interface IMesher
  35. {
  36. IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod);
  37. IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical);
  38. IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical, bool convex, bool forOde);
  39. IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical, bool shouldCache, bool convex, bool forOde);
  40. IMesh GetMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical, bool convex);
  41. void ReleaseMesh(IMesh mesh);
  42. void ExpireReleaseMeshs();
  43. void ExpireFileCache();
  44. }
  45. // Values for level of detail to be passed to the mesher.
  46. // Values origionally chosen for the LOD of sculpties (the sqrt(width*heigth) of sculpt texture)
  47. // Lower level of detail reduces the number of vertices used to represent the meshed shape.
  48. public enum LevelOfDetail
  49. {
  50. High = 32,
  51. Medium = 16,
  52. Low = 8,
  53. VeryLow = 4
  54. }
  55. public interface IVertex
  56. {
  57. }
  58. [Serializable()]
  59. [StructLayout(LayoutKind.Explicit)]
  60. public struct AMeshKey
  61. {
  62. [FieldOffset(0)]
  63. public UUID uuid;
  64. [FieldOffset(0)]
  65. public ulong hashA;
  66. [FieldOffset(8)]
  67. public ulong hashB;
  68. [FieldOffset(16)]
  69. public ulong hashC;
  70. public override string ToString()
  71. {
  72. return uuid.ToString() + "-" + hashC.ToString("x") ;
  73. }
  74. }
  75. public interface IMesh
  76. {
  77. List<Vector3> getVertexList();
  78. int[] getIndexListAsInt();
  79. int[] getIndexListAsIntLocked();
  80. float[] getVertexListAsFloat();
  81. float[] getVertexListAsFloatLocked();
  82. void getIndexListAsPtrToIntArray(out IntPtr indices, out int triStride, out int indexCount);
  83. void getVertexListAsPtrToFloatArray(out IntPtr vertexList, out int vertexStride, out int vertexCount);
  84. void releaseSourceMeshData();
  85. void releasePinned();
  86. void Append(IMesh newMesh);
  87. void TransformLinear(float[,] matrix, float[] offset);
  88. Vector3 GetCentroid();
  89. Vector3 GetOBB();
  90. }
  91. }