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author | Dahlia Trimble | 2008-08-27 06:29:34 +0000 |
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committer | Dahlia Trimble | 2008-08-27 06:29:34 +0000 |
commit | fce83731ad7a017020864c28eb6c07f9604fa5a7 (patch) | |
tree | 0b366cd33cb3404bd19ae0d8f33122ec2c405c41 /OpenSim/Region/Physics | |
parent | Mantis#1518. Thank you kindly, Zaki for a patch that: (diff) | |
download | opensim-SC-fce83731ad7a017020864c28eb6c07f9604fa5a7.zip opensim-SC-fce83731ad7a017020864c28eb6c07f9604fa5a7.tar.gz opensim-SC-fce83731ad7a017020864c28eb6c07f9604fa5a7.tar.bz2 opensim-SC-fce83731ad7a017020864c28eb6c07f9604fa5a7.tar.xz |
Modified Mesh object to allow alternative mesher interfacing
Diffstat (limited to 'OpenSim/Region/Physics')
-rw-r--r-- | OpenSim/Region/Physics/Meshing/Mesh.cs | 74 |
1 files changed, 59 insertions, 15 deletions
diff --git a/OpenSim/Region/Physics/Meshing/Mesh.cs b/OpenSim/Region/Physics/Meshing/Mesh.cs index be2a019..3f82bc9 100644 --- a/OpenSim/Region/Physics/Meshing/Mesh.cs +++ b/OpenSim/Region/Physics/Meshing/Mesh.cs | |||
@@ -39,6 +39,7 @@ namespace OpenSim.Region.Physics.Meshing | |||
39 | public List<Triangle> triangles; | 39 | public List<Triangle> triangles; |
40 | GCHandle pinnedVirtexes; | 40 | GCHandle pinnedVirtexes; |
41 | GCHandle pinnedIndex; | 41 | GCHandle pinnedIndex; |
42 | public PrimMesh primMesh = null; | ||
42 | //public float[] normals; | 43 | //public float[] normals; |
43 | 44 | ||
44 | public Mesh() | 45 | public Mesh() |
@@ -155,29 +156,69 @@ namespace OpenSim.Region.Physics.Meshing | |||
155 | 156 | ||
156 | public float[] getVertexListAsFloatLocked() | 157 | public float[] getVertexListAsFloatLocked() |
157 | { | 158 | { |
158 | float[] result = new float[vertices.Count*3]; | 159 | float[] result; |
159 | for (int i = 0; i < vertices.Count; i++) | 160 | |
161 | if (primMesh == null) | ||
160 | { | 162 | { |
161 | Vertex v = vertices[i]; | 163 | result = new float[vertices.Count * 3]; |
162 | if (v == null) | 164 | for (int i = 0; i < vertices.Count; i++) |
163 | continue; | 165 | { |
164 | result[3*i + 0] = v.X; | 166 | Vertex v = vertices[i]; |
165 | result[3*i + 1] = v.Y; | 167 | if (v == null) |
166 | result[3*i + 2] = v.Z; | 168 | continue; |
169 | result[3 * i + 0] = v.X; | ||
170 | result[3 * i + 1] = v.Y; | ||
171 | result[3 * i + 2] = v.Z; | ||
172 | } | ||
173 | pinnedVirtexes = GCHandle.Alloc(result, GCHandleType.Pinned); | ||
174 | } | ||
175 | else | ||
176 | { | ||
177 | int count = primMesh.coords.Count; | ||
178 | result = new float[count * 3]; | ||
179 | for (int i = 0; i < count; i++) | ||
180 | { | ||
181 | Coord c = primMesh.coords[i]; | ||
182 | int resultIndex = 3 * i; | ||
183 | result[resultIndex++] = c.X; | ||
184 | result[resultIndex++] = c.Y; | ||
185 | result[resultIndex] = c.Z; | ||
186 | |||
187 | } | ||
188 | primMesh.coords = null; | ||
189 | pinnedVirtexes = GCHandle.Alloc(result, GCHandleType.Pinned); | ||
167 | } | 190 | } |
168 | pinnedVirtexes = GCHandle.Alloc(result, GCHandleType.Pinned); | ||
169 | return result; | 191 | return result; |
170 | } | 192 | } |
171 | 193 | ||
172 | public int[] getIndexListAsInt() | 194 | public int[] getIndexListAsInt() |
173 | { | 195 | { |
174 | int[] result = new int[triangles.Count*3]; | 196 | int[] result; |
175 | for (int i = 0; i < triangles.Count; i++) | 197 | |
198 | if (primMesh == null) | ||
176 | { | 199 | { |
177 | Triangle t = triangles[i]; | 200 | result = new int[triangles.Count * 3]; |
178 | result[3*i + 0] = vertices.IndexOf(t.v1); | 201 | for (int i = 0; i < triangles.Count; i++) |
179 | result[3*i + 1] = vertices.IndexOf(t.v2); | 202 | { |
180 | result[3*i + 2] = vertices.IndexOf(t.v3); | 203 | Triangle t = triangles[i]; |
204 | result[3 * i + 0] = vertices.IndexOf(t.v1); | ||
205 | result[3 * i + 1] = vertices.IndexOf(t.v2); | ||
206 | result[3 * i + 2] = vertices.IndexOf(t.v3); | ||
207 | } | ||
208 | } | ||
209 | else | ||
210 | { | ||
211 | int numFaces = primMesh.faces.Count; | ||
212 | result = new int[numFaces * 3]; | ||
213 | for (int i = 0; i < numFaces; i++) | ||
214 | { | ||
215 | Face f = primMesh.faces[i]; | ||
216 | int resultIndex = i * 3; | ||
217 | result[resultIndex++] = f.v1; | ||
218 | result[resultIndex++] = f.v2; | ||
219 | result[resultIndex] = f.v3; | ||
220 | } | ||
221 | primMesh.faces = null; | ||
181 | } | 222 | } |
182 | return result; | 223 | return result; |
183 | } | 224 | } |
@@ -186,6 +227,9 @@ namespace OpenSim.Region.Physics.Meshing | |||
186 | { | 227 | { |
187 | int[] result = getIndexListAsInt(); | 228 | int[] result = getIndexListAsInt(); |
188 | pinnedIndex = GCHandle.Alloc(result, GCHandleType.Pinned); | 229 | pinnedIndex = GCHandle.Alloc(result, GCHandleType.Pinned); |
230 | //triangles = null; | ||
231 | //vertices = null; | ||
232 | //primMesh = null; | ||
189 | return result; | 233 | return result; |
190 | } | 234 | } |
191 | 235 | ||