clockwerk-opensim-stable – Blame information for rev 1

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1 vero 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  
28 using System;
29 using System.Collections.Generic;
30 using System.IO;
31 using System.Runtime.InteropServices;
32 using OpenSim.Region.Physics.Manager;
33 using PrimMesher;
34 using OpenMetaverse;
35  
36 namespace OpenSim.Region.Physics.Meshing
37 {
38 public class Mesh : IMesh
39 {
40 private Dictionary<Vertex, int> m_vertices;
41 private List<Triangle> m_triangles;
42 GCHandle m_pinnedVertexes;
43 GCHandle m_pinnedIndex;
44 IntPtr m_verticesPtr = IntPtr.Zero;
45 int m_vertexCount = 0;
46 IntPtr m_indicesPtr = IntPtr.Zero;
47 int m_indexCount = 0;
48 public float[] m_normals;
49  
50 public Mesh()
51 {
52 m_vertices = new Dictionary<Vertex, int>();
53 m_triangles = new List<Triangle>();
54 }
55  
56 public Mesh Clone()
57 {
58 Mesh result = new Mesh();
59  
60 foreach (Triangle t in m_triangles)
61 {
62 result.Add(new Triangle(t.v1.Clone(), t.v2.Clone(), t.v3.Clone()));
63 }
64  
65 return result;
66 }
67  
68 public void Add(Triangle triangle)
69 {
70 if (m_pinnedIndex.IsAllocated || m_pinnedVertexes.IsAllocated || m_indicesPtr != IntPtr.Zero || m_verticesPtr != IntPtr.Zero)
71 throw new NotSupportedException("Attempt to Add to a pinned Mesh");
72 // If a vertex of the triangle is not yet in the vertices list,
73 // add it and set its index to the current index count
74 if (!m_vertices.ContainsKey(triangle.v1))
75 m_vertices[triangle.v1] = m_vertices.Count;
76 if (!m_vertices.ContainsKey(triangle.v2))
77 m_vertices[triangle.v2] = m_vertices.Count;
78 if (!m_vertices.ContainsKey(triangle.v3))
79 m_vertices[triangle.v3] = m_vertices.Count;
80 m_triangles.Add(triangle);
81 }
82  
83 public void CalcNormals()
84 {
85 int iTriangles = m_triangles.Count;
86  
87 this.m_normals = new float[iTriangles * 3];
88  
89 int i = 0;
90 foreach (Triangle t in m_triangles)
91 {
92 float ux, uy, uz;
93 float vx, vy, vz;
94 float wx, wy, wz;
95  
96 ux = t.v1.X;
97 uy = t.v1.Y;
98 uz = t.v1.Z;
99  
100 vx = t.v2.X;
101 vy = t.v2.Y;
102 vz = t.v2.Z;
103  
104 wx = t.v3.X;
105 wy = t.v3.Y;
106 wz = t.v3.Z;
107  
108  
109 // Vectors for edges
110 float e1x, e1y, e1z;
111 float e2x, e2y, e2z;
112  
113 e1x = ux - vx;
114 e1y = uy - vy;
115 e1z = uz - vz;
116  
117 e2x = ux - wx;
118 e2y = uy - wy;
119 e2z = uz - wz;
120  
121  
122 // Cross product for normal
123 float nx, ny, nz;
124 nx = e1y * e2z - e1z * e2y;
125 ny = e1z * e2x - e1x * e2z;
126 nz = e1x * e2y - e1y * e2x;
127  
128 // Length
129 float l = (float)Math.Sqrt(nx * nx + ny * ny + nz * nz);
130 float lReciprocal = 1.0f / l;
131  
132 // Normalized "normal"
133 //nx /= l;
134 //ny /= l;
135 //nz /= l;
136  
137 m_normals[i] = nx * lReciprocal;
138 m_normals[i + 1] = ny * lReciprocal;
139 m_normals[i + 2] = nz * lReciprocal;
140  
141 i += 3;
142 }
143 }
144  
145 public List<Vector3> getVertexList()
146 {
147 List<Vector3> result = new List<Vector3>();
148 foreach (Vertex v in m_vertices.Keys)
149 {
150 result.Add(new Vector3(v.X, v.Y, v.Z));
151 }
152 return result;
153 }
154  
155 public float[] getVertexListAsFloat()
156 {
157 if (m_vertices == null)
158 throw new NotSupportedException();
159 float[] result = new float[m_vertices.Count * 3];
160 foreach (KeyValuePair<Vertex, int> kvp in m_vertices)
161 {
162 Vertex v = kvp.Key;
163 int i = kvp.Value;
164 result[3 * i + 0] = v.X;
165 result[3 * i + 1] = v.Y;
166 result[3 * i + 2] = v.Z;
167 }
168 return result;
169 }
170  
171 public float[] getVertexListAsFloatLocked()
172 {
173 if (m_pinnedVertexes.IsAllocated)
174 return (float[])(m_pinnedVertexes.Target);
175  
176 float[] result = getVertexListAsFloat();
177 m_pinnedVertexes = GCHandle.Alloc(result, GCHandleType.Pinned);
178 // Inform the garbage collector of this unmanaged allocation so it can schedule
179 // the next GC round more intelligently
180 GC.AddMemoryPressure(Buffer.ByteLength(result));
181  
182 return result;
183 }
184  
185 public void getVertexListAsPtrToFloatArray(out IntPtr vertices, out int vertexStride, out int vertexCount)
186 {
187 // A vertex is 3 floats
188 vertexStride = 3 * sizeof(float);
189  
190 // If there isn't an unmanaged array allocated yet, do it now
191 if (m_verticesPtr == IntPtr.Zero)
192 {
193 float[] vertexList = getVertexListAsFloat();
194 // Each vertex is 3 elements (floats)
195 m_vertexCount = vertexList.Length / 3;
196 int byteCount = m_vertexCount * vertexStride;
197 m_verticesPtr = System.Runtime.InteropServices.Marshal.AllocHGlobal(byteCount);
198 System.Runtime.InteropServices.Marshal.Copy(vertexList, 0, m_verticesPtr, m_vertexCount * 3);
199 }
200 vertices = m_verticesPtr;
201 vertexCount = m_vertexCount;
202 }
203  
204 public int[] getIndexListAsInt()
205 {
206 if (m_triangles == null)
207 throw new NotSupportedException();
208 int[] result = new int[m_triangles.Count * 3];
209 for (int i = 0; i < m_triangles.Count; i++)
210 {
211 Triangle t = m_triangles[i];
212 result[3 * i + 0] = m_vertices[t.v1];
213 result[3 * i + 1] = m_vertices[t.v2];
214 result[3 * i + 2] = m_vertices[t.v3];
215 }
216 return result;
217 }
218  
219 /// <summary>
220 /// creates a list of index values that defines triangle faces. THIS METHOD FREES ALL NON-PINNED MESH DATA
221 /// </summary>
222 /// <returns></returns>
223 public int[] getIndexListAsIntLocked()
224 {
225 if (m_pinnedIndex.IsAllocated)
226 return (int[])(m_pinnedIndex.Target);
227  
228 int[] result = getIndexListAsInt();
229 m_pinnedIndex = GCHandle.Alloc(result, GCHandleType.Pinned);
230 // Inform the garbage collector of this unmanaged allocation so it can schedule
231 // the next GC round more intelligently
232 GC.AddMemoryPressure(Buffer.ByteLength(result));
233  
234 return result;
235 }
236  
237 public void getIndexListAsPtrToIntArray(out IntPtr indices, out int triStride, out int indexCount)
238 {
239 // If there isn't an unmanaged array allocated yet, do it now
240 if (m_indicesPtr == IntPtr.Zero)
241 {
242 int[] indexList = getIndexListAsInt();
243 m_indexCount = indexList.Length;
244 int byteCount = m_indexCount * sizeof(int);
245 m_indicesPtr = System.Runtime.InteropServices.Marshal.AllocHGlobal(byteCount);
246 System.Runtime.InteropServices.Marshal.Copy(indexList, 0, m_indicesPtr, m_indexCount);
247 }
248 // A triangle is 3 ints (indices)
249 triStride = 3 * sizeof(int);
250 indices = m_indicesPtr;
251 indexCount = m_indexCount;
252 }
253  
254 public void releasePinned()
255 {
256 if (m_pinnedVertexes.IsAllocated)
257 m_pinnedVertexes.Free();
258 if (m_pinnedIndex.IsAllocated)
259 m_pinnedIndex.Free();
260 if (m_verticesPtr != IntPtr.Zero)
261 {
262 System.Runtime.InteropServices.Marshal.FreeHGlobal(m_verticesPtr);
263 m_verticesPtr = IntPtr.Zero;
264 }
265 if (m_indicesPtr != IntPtr.Zero)
266 {
267 System.Runtime.InteropServices.Marshal.FreeHGlobal(m_indicesPtr);
268 m_indicesPtr = IntPtr.Zero;
269 }
270 }
271  
272 /// <summary>
273 /// frees up the source mesh data to minimize memory - call this method after calling get*Locked() functions
274 /// </summary>
275 public void releaseSourceMeshData()
276 {
277 m_triangles = null;
278 m_vertices = null;
279 }
280  
281 public void Append(IMesh newMesh)
282 {
283 if (m_pinnedIndex.IsAllocated || m_pinnedVertexes.IsAllocated || m_indicesPtr != IntPtr.Zero || m_verticesPtr != IntPtr.Zero)
284 throw new NotSupportedException("Attempt to Append to a pinned Mesh");
285  
286 if (!(newMesh is Mesh))
287 return;
288  
289 foreach (Triangle t in ((Mesh)newMesh).m_triangles)
290 Add(t);
291 }
292  
293 // Do a linear transformation of mesh.
294 public void TransformLinear(float[,] matrix, float[] offset)
295 {
296 if (m_pinnedIndex.IsAllocated || m_pinnedVertexes.IsAllocated || m_indicesPtr != IntPtr.Zero || m_verticesPtr != IntPtr.Zero)
297 throw new NotSupportedException("Attempt to TransformLinear a pinned Mesh");
298  
299 foreach (Vertex v in m_vertices.Keys)
300 {
301 if (v == null)
302 continue;
303 float x, y, z;
304 x = v.X*matrix[0, 0] + v.Y*matrix[1, 0] + v.Z*matrix[2, 0];
305 y = v.X*matrix[0, 1] + v.Y*matrix[1, 1] + v.Z*matrix[2, 1];
306 z = v.X*matrix[0, 2] + v.Y*matrix[1, 2] + v.Z*matrix[2, 2];
307 v.X = x + offset[0];
308 v.Y = y + offset[1];
309 v.Z = z + offset[2];
310 }
311 }
312  
313 public void DumpRaw(String path, String name, String title)
314 {
315 if (path == null)
316 return;
317 String fileName = name + "_" + title + ".raw";
318 String completePath = System.IO.Path.Combine(path, fileName);
319 StreamWriter sw = new StreamWriter(completePath);
320 foreach (Triangle t in m_triangles)
321 {
322 String s = t.ToStringRaw();
323 sw.WriteLine(s);
324 }
325 sw.Close();
326 }
327  
328 public void TrimExcess()
329 {
330 m_triangles.TrimExcess();
331 }
332 }
333 }