clockwerk-opensim-stable – Blame information for rev 1
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1 | vero | 1 | /* |
2 | * Copyright (c) Contributors, http://opensimulator.org/ |
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3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. |
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4 | * |
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5 | * Redistribution and use in source and binary forms, with or without |
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6 | * modification, are permitted provided that the following conditions are met: |
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7 | * * Redistributions of source code must retain the above copyright |
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8 | * notice, this list of conditions and the following disclaimer. |
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9 | * * Redistributions in binary form must reproduce the above copyright |
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10 | * notice, this list of conditions and the following disclaimer in the |
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11 | * documentation and/or other materials provided with the distribution. |
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12 | * * Neither the name of the OpenSimulator Project nor the |
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13 | * names of its contributors may be used to endorse or promote products |
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14 | * derived from this software without specific prior written permission. |
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15 | * |
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16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY |
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17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED |
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18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE |
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19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY |
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20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES |
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21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; |
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22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND |
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23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
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24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS |
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25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
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26 | */ |
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27 | |||
28 | using System; |
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29 | using System.Collections.Generic; |
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30 | using System.IO; |
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31 | using System.Runtime.InteropServices; |
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32 | using OpenSim.Region.Physics.Manager; |
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33 | using PrimMesher; |
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34 | using OpenMetaverse; |
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35 | |||
36 | namespace OpenSim.Region.Physics.Meshing |
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37 | { |
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38 | public class Mesh : IMesh |
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39 | { |
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40 | private Dictionary<Vertex, int> m_vertices; |
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41 | private List<Triangle> m_triangles; |
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42 | GCHandle m_pinnedVertexes; |
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43 | GCHandle m_pinnedIndex; |
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44 | IntPtr m_verticesPtr = IntPtr.Zero; |
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45 | int m_vertexCount = 0; |
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46 | IntPtr m_indicesPtr = IntPtr.Zero; |
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47 | int m_indexCount = 0; |
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48 | public float[] m_normals; |
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49 | |||
50 | public Mesh() |
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51 | { |
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52 | m_vertices = new Dictionary<Vertex, int>(); |
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53 | m_triangles = new List<Triangle>(); |
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54 | } |
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55 | |||
56 | public Mesh Clone() |
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57 | { |
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58 | Mesh result = new Mesh(); |
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59 | |||
60 | foreach (Triangle t in m_triangles) |
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61 | { |
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62 | result.Add(new Triangle(t.v1.Clone(), t.v2.Clone(), t.v3.Clone())); |
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63 | } |
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64 | |||
65 | return result; |
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66 | } |
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67 | |||
68 | public void Add(Triangle triangle) |
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69 | { |
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70 | if (m_pinnedIndex.IsAllocated || m_pinnedVertexes.IsAllocated || m_indicesPtr != IntPtr.Zero || m_verticesPtr != IntPtr.Zero) |
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71 | throw new NotSupportedException("Attempt to Add to a pinned Mesh"); |
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72 | // If a vertex of the triangle is not yet in the vertices list, |
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73 | // add it and set its index to the current index count |
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74 | if (!m_vertices.ContainsKey(triangle.v1)) |
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75 | m_vertices[triangle.v1] = m_vertices.Count; |
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76 | if (!m_vertices.ContainsKey(triangle.v2)) |
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77 | m_vertices[triangle.v2] = m_vertices.Count; |
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78 | if (!m_vertices.ContainsKey(triangle.v3)) |
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79 | m_vertices[triangle.v3] = m_vertices.Count; |
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80 | m_triangles.Add(triangle); |
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81 | } |
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82 | |||
83 | public void CalcNormals() |
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84 | { |
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85 | int iTriangles = m_triangles.Count; |
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86 | |||
87 | this.m_normals = new float[iTriangles * 3]; |
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88 | |||
89 | int i = 0; |
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90 | foreach (Triangle t in m_triangles) |
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91 | { |
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92 | float ux, uy, uz; |
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93 | float vx, vy, vz; |
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94 | float wx, wy, wz; |
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95 | |||
96 | ux = t.v1.X; |
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97 | uy = t.v1.Y; |
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98 | uz = t.v1.Z; |
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99 | |||
100 | vx = t.v2.X; |
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101 | vy = t.v2.Y; |
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102 | vz = t.v2.Z; |
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103 | |||
104 | wx = t.v3.X; |
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105 | wy = t.v3.Y; |
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106 | wz = t.v3.Z; |
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107 | |||
108 | |||
109 | // Vectors for edges |
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110 | float e1x, e1y, e1z; |
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111 | float e2x, e2y, e2z; |
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112 | |||
113 | e1x = ux - vx; |
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114 | e1y = uy - vy; |
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115 | e1z = uz - vz; |
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116 | |||
117 | e2x = ux - wx; |
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118 | e2y = uy - wy; |
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119 | e2z = uz - wz; |
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120 | |||
121 | |||
122 | // Cross product for normal |
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123 | float nx, ny, nz; |
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124 | nx = e1y * e2z - e1z * e2y; |
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125 | ny = e1z * e2x - e1x * e2z; |
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126 | nz = e1x * e2y - e1y * e2x; |
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127 | |||
128 | // Length |
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129 | float l = (float)Math.Sqrt(nx * nx + ny * ny + nz * nz); |
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130 | float lReciprocal = 1.0f / l; |
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131 | |||
132 | // Normalized "normal" |
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133 | //nx /= l; |
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134 | //ny /= l; |
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135 | //nz /= l; |
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136 | |||
137 | m_normals[i] = nx * lReciprocal; |
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138 | m_normals[i + 1] = ny * lReciprocal; |
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139 | m_normals[i + 2] = nz * lReciprocal; |
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140 | |||
141 | i += 3; |
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142 | } |
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143 | } |
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144 | |||
145 | public List<Vector3> getVertexList() |
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146 | { |
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147 | List<Vector3> result = new List<Vector3>(); |
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148 | foreach (Vertex v in m_vertices.Keys) |
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149 | { |
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150 | result.Add(new Vector3(v.X, v.Y, v.Z)); |
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151 | } |
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152 | return result; |
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153 | } |
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154 | |||
155 | public float[] getVertexListAsFloat() |
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156 | { |
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157 | if (m_vertices == null) |
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158 | throw new NotSupportedException(); |
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159 | float[] result = new float[m_vertices.Count * 3]; |
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160 | foreach (KeyValuePair<Vertex, int> kvp in m_vertices) |
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161 | { |
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162 | Vertex v = kvp.Key; |
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163 | int i = kvp.Value; |
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164 | result[3 * i + 0] = v.X; |
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165 | result[3 * i + 1] = v.Y; |
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166 | result[3 * i + 2] = v.Z; |
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167 | } |
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168 | return result; |
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169 | } |
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170 | |||
171 | public float[] getVertexListAsFloatLocked() |
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172 | { |
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173 | if (m_pinnedVertexes.IsAllocated) |
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174 | return (float[])(m_pinnedVertexes.Target); |
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175 | |||
176 | float[] result = getVertexListAsFloat(); |
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177 | m_pinnedVertexes = GCHandle.Alloc(result, GCHandleType.Pinned); |
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178 | // Inform the garbage collector of this unmanaged allocation so it can schedule |
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179 | // the next GC round more intelligently |
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180 | GC.AddMemoryPressure(Buffer.ByteLength(result)); |
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181 | |||
182 | return result; |
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183 | } |
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184 | |||
185 | public void getVertexListAsPtrToFloatArray(out IntPtr vertices, out int vertexStride, out int vertexCount) |
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186 | { |
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187 | // A vertex is 3 floats |
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188 | vertexStride = 3 * sizeof(float); |
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189 | |||
190 | // If there isn't an unmanaged array allocated yet, do it now |
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191 | if (m_verticesPtr == IntPtr.Zero) |
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192 | { |
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193 | float[] vertexList = getVertexListAsFloat(); |
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194 | // Each vertex is 3 elements (floats) |
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195 | m_vertexCount = vertexList.Length / 3; |
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196 | int byteCount = m_vertexCount * vertexStride; |
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197 | m_verticesPtr = System.Runtime.InteropServices.Marshal.AllocHGlobal(byteCount); |
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198 | System.Runtime.InteropServices.Marshal.Copy(vertexList, 0, m_verticesPtr, m_vertexCount * 3); |
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199 | } |
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200 | vertices = m_verticesPtr; |
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201 | vertexCount = m_vertexCount; |
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202 | } |
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203 | |||
204 | public int[] getIndexListAsInt() |
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205 | { |
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206 | if (m_triangles == null) |
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207 | throw new NotSupportedException(); |
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208 | int[] result = new int[m_triangles.Count * 3]; |
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209 | for (int i = 0; i < m_triangles.Count; i++) |
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210 | { |
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211 | Triangle t = m_triangles[i]; |
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212 | result[3 * i + 0] = m_vertices[t.v1]; |
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213 | result[3 * i + 1] = m_vertices[t.v2]; |
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214 | result[3 * i + 2] = m_vertices[t.v3]; |
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215 | } |
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216 | return result; |
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217 | } |
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218 | |||
219 | /// <summary> |
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220 | /// creates a list of index values that defines triangle faces. THIS METHOD FREES ALL NON-PINNED MESH DATA |
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221 | /// </summary> |
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222 | /// <returns></returns> |
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223 | public int[] getIndexListAsIntLocked() |
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224 | { |
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225 | if (m_pinnedIndex.IsAllocated) |
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226 | return (int[])(m_pinnedIndex.Target); |
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227 | |||
228 | int[] result = getIndexListAsInt(); |
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229 | m_pinnedIndex = GCHandle.Alloc(result, GCHandleType.Pinned); |
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230 | // Inform the garbage collector of this unmanaged allocation so it can schedule |
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231 | // the next GC round more intelligently |
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232 | GC.AddMemoryPressure(Buffer.ByteLength(result)); |
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233 | |||
234 | return result; |
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235 | } |
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236 | |||
237 | public void getIndexListAsPtrToIntArray(out IntPtr indices, out int triStride, out int indexCount) |
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238 | { |
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239 | // If there isn't an unmanaged array allocated yet, do it now |
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240 | if (m_indicesPtr == IntPtr.Zero) |
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241 | { |
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242 | int[] indexList = getIndexListAsInt(); |
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243 | m_indexCount = indexList.Length; |
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244 | int byteCount = m_indexCount * sizeof(int); |
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245 | m_indicesPtr = System.Runtime.InteropServices.Marshal.AllocHGlobal(byteCount); |
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246 | System.Runtime.InteropServices.Marshal.Copy(indexList, 0, m_indicesPtr, m_indexCount); |
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247 | } |
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248 | // A triangle is 3 ints (indices) |
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249 | triStride = 3 * sizeof(int); |
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250 | indices = m_indicesPtr; |
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251 | indexCount = m_indexCount; |
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252 | } |
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253 | |||
254 | public void releasePinned() |
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255 | { |
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256 | if (m_pinnedVertexes.IsAllocated) |
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257 | m_pinnedVertexes.Free(); |
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258 | if (m_pinnedIndex.IsAllocated) |
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259 | m_pinnedIndex.Free(); |
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260 | if (m_verticesPtr != IntPtr.Zero) |
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261 | { |
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262 | System.Runtime.InteropServices.Marshal.FreeHGlobal(m_verticesPtr); |
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263 | m_verticesPtr = IntPtr.Zero; |
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264 | } |
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265 | if (m_indicesPtr != IntPtr.Zero) |
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266 | { |
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267 | System.Runtime.InteropServices.Marshal.FreeHGlobal(m_indicesPtr); |
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268 | m_indicesPtr = IntPtr.Zero; |
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269 | } |
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270 | } |
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271 | |||
272 | /// <summary> |
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273 | /// frees up the source mesh data to minimize memory - call this method after calling get*Locked() functions |
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274 | /// </summary> |
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275 | public void releaseSourceMeshData() |
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276 | { |
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277 | m_triangles = null; |
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278 | m_vertices = null; |
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279 | } |
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280 | |||
281 | public void Append(IMesh newMesh) |
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282 | { |
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283 | if (m_pinnedIndex.IsAllocated || m_pinnedVertexes.IsAllocated || m_indicesPtr != IntPtr.Zero || m_verticesPtr != IntPtr.Zero) |
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284 | throw new NotSupportedException("Attempt to Append to a pinned Mesh"); |
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285 | |||
286 | if (!(newMesh is Mesh)) |
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287 | return; |
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288 | |||
289 | foreach (Triangle t in ((Mesh)newMesh).m_triangles) |
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290 | Add(t); |
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291 | } |
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292 | |||
293 | // Do a linear transformation of mesh. |
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294 | public void TransformLinear(float[,] matrix, float[] offset) |
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295 | { |
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296 | if (m_pinnedIndex.IsAllocated || m_pinnedVertexes.IsAllocated || m_indicesPtr != IntPtr.Zero || m_verticesPtr != IntPtr.Zero) |
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297 | throw new NotSupportedException("Attempt to TransformLinear a pinned Mesh"); |
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298 | |||
299 | foreach (Vertex v in m_vertices.Keys) |
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300 | { |
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301 | if (v == null) |
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302 | continue; |
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303 | float x, y, z; |
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304 | x = v.X*matrix[0, 0] + v.Y*matrix[1, 0] + v.Z*matrix[2, 0]; |
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305 | y = v.X*matrix[0, 1] + v.Y*matrix[1, 1] + v.Z*matrix[2, 1]; |
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306 | z = v.X*matrix[0, 2] + v.Y*matrix[1, 2] + v.Z*matrix[2, 2]; |
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307 | v.X = x + offset[0]; |
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308 | v.Y = y + offset[1]; |
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309 | v.Z = z + offset[2]; |
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310 | } |
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311 | } |
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312 | |||
313 | public void DumpRaw(String path, String name, String title) |
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314 | { |
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315 | if (path == null) |
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316 | return; |
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317 | String fileName = name + "_" + title + ".raw"; |
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318 | String completePath = System.IO.Path.Combine(path, fileName); |
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319 | StreamWriter sw = new StreamWriter(completePath); |
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320 | foreach (Triangle t in m_triangles) |
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321 | { |
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322 | String s = t.ToStringRaw(); |
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323 | sw.WriteLine(s); |
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324 | } |
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325 | sw.Close(); |
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326 | } |
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327 | |||
328 | public void TrimExcess() |
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329 | { |
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330 | m_triangles.TrimExcess(); |
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331 | } |
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332 | } |
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333 | } |