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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 System.IO;
- using System.Runtime.InteropServices;
- using OpenSim.Region.Physics.Manager;
- using PrimMesher;
- 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 Add(List<Vertex> lv)
- {
- foreach (Vertex v in lv)
- {
- vertices.Add(v);
- }
- }
- public void CalcNormals()
- {
- int iTriangles = triangles.Count;
- this.normals = new float[iTriangles * 3];
- int i = 0;
- foreach (Triangle t in 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;
- normals[i] = nx * lReciprocal;
- normals[i + 1] = ny * lReciprocal;
- normals[i + 2] = nz * lReciprocal;
- i += 3;
- }
- }
- 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(IMesh newMesh)
- {
- Mesh newMesh2;
- if (newMesh is Mesh)
- {
- newMesh2 = (Mesh)newMesh;
- }
- else
- {
- return;
- }
- foreach (Vertex v in newMesh2.vertices)
- vertices.Add(v);
- foreach (Triangle t in newMesh2.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();
- }
- }
- }
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