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-rw-r--r--OpenSim/Region/Physics/Meshing/Mesh.cs426
1 files changed, 213 insertions, 213 deletions
diff --git a/OpenSim/Region/Physics/Meshing/Mesh.cs b/OpenSim/Region/Physics/Meshing/Mesh.cs
index fd4ce4e..f569386 100644
--- a/OpenSim/Region/Physics/Meshing/Mesh.cs
+++ b/OpenSim/Region/Physics/Meshing/Mesh.cs
@@ -1,213 +1,213 @@
1using System; 1using System;
2using System.IO; 2using System.IO;
3using System.Collections.Generic; 3using System.Collections.Generic;
4using System.Text; 4using System.Text;
5 5
6using System.Runtime.InteropServices; 6using System.Runtime.InteropServices;
7 7
8 8
9using OpenSim.Region.Physics.Manager; 9using OpenSim.Region.Physics.Manager;
10 10
11namespace OpenSim.Region.Physics.Meshing 11namespace OpenSim.Region.Physics.Meshing
12{ 12{
13 public class Mesh : IMesh 13 public class Mesh : IMesh
14 { 14 {
15 public List<Vertex> vertices; 15 public List<Vertex> vertices;
16 public List<Triangle> triangles; 16 public List<Triangle> triangles;
17 17
18 public float[] normals; 18 public float[] normals;
19 19
20 public Mesh() 20 public Mesh()
21 { 21 {
22 vertices = new List<Vertex>(); 22 vertices = new List<Vertex>();
23 triangles = new List<Triangle>(); 23 triangles = new List<Triangle>();
24 } 24 }
25 25
26 public Mesh Clone() 26 public Mesh Clone()
27 { 27 {
28 Mesh result = new Mesh(); 28 Mesh result = new Mesh();
29 29
30 foreach (Vertex v in vertices) 30 foreach (Vertex v in vertices)
31 { 31 {
32 if (v == null) 32 if (v == null)
33 result.vertices.Add(null); 33 result.vertices.Add(null);
34 else 34 else
35 result.vertices.Add(v.Clone()); 35 result.vertices.Add(v.Clone());
36 } 36 }
37 37
38 foreach (Triangle t in triangles) 38 foreach (Triangle t in triangles)
39 { 39 {
40 int iV1, iV2, iV3; 40 int iV1, iV2, iV3;
41 iV1 = this.vertices.IndexOf(t.v1); 41 iV1 = this.vertices.IndexOf(t.v1);
42 iV2 = this.vertices.IndexOf(t.v2); 42 iV2 = this.vertices.IndexOf(t.v2);
43 iV3 = this.vertices.IndexOf(t.v3); 43 iV3 = this.vertices.IndexOf(t.v3);
44 44
45 Triangle newT = new Triangle(result.vertices[iV1], result.vertices[iV2], result.vertices[iV3]); 45 Triangle newT = new Triangle(result.vertices[iV1], result.vertices[iV2], result.vertices[iV3]);
46 result.Add(newT); 46 result.Add(newT);
47 } 47 }
48 48
49 return result; 49 return result;
50 } 50 }
51 51
52 52
53 53
54 public void Add(Triangle triangle) 54 public void Add(Triangle triangle)
55 { 55 {
56 int i; 56 int i;
57 i = vertices.IndexOf(triangle.v1); 57 i = vertices.IndexOf(triangle.v1);
58 if (i < 0) 58 if (i < 0)
59 throw new ArgumentException("Vertex v1 not known to mesh"); 59 throw new ArgumentException("Vertex v1 not known to mesh");
60 i = vertices.IndexOf(triangle.v2); 60 i = vertices.IndexOf(triangle.v2);
61 if (i < 0) 61 if (i < 0)
62 throw new ArgumentException("Vertex v2 not known to mesh"); 62 throw new ArgumentException("Vertex v2 not known to mesh");
63 i = vertices.IndexOf(triangle.v3); 63 i = vertices.IndexOf(triangle.v3);
64 if (i < 0) 64 if (i < 0)
65 throw new ArgumentException("Vertex v3 not known to mesh"); 65 throw new ArgumentException("Vertex v3 not known to mesh");
66 66
67 triangles.Add(triangle); 67 triangles.Add(triangle);
68 } 68 }
69 69
70 public void Add(Vertex v) 70 public void Add(Vertex v)
71 { 71 {
72 vertices.Add(v); 72 vertices.Add(v);
73 } 73 }
74 74
75 public void Remove(Vertex v) 75 public void Remove(Vertex v)
76 { 76 {
77 int i; 77 int i;
78 78
79 // First, remove all triangles that are build on v 79 // First, remove all triangles that are build on v
80 for (i = 0; i < triangles.Count; i++) 80 for (i = 0; i < triangles.Count; i++)
81 { 81 {
82 Triangle t = triangles[i]; 82 Triangle t = triangles[i];
83 if (t.v1 == v || t.v2 == v || t.v3 == v) 83 if (t.v1 == v || t.v2 == v || t.v3 == v)
84 { 84 {
85 triangles.RemoveAt(i); 85 triangles.RemoveAt(i);
86 i--; 86 i--;
87 } 87 }
88 } 88 }
89 89
90 // Second remove v itself 90 // Second remove v itself
91 vertices.Remove(v); 91 vertices.Remove(v);
92 } 92 }
93 93
94 public void RemoveTrianglesOutside(SimpleHull hull) 94 public void RemoveTrianglesOutside(SimpleHull hull)
95 { 95 {
96 int i; 96 int i;
97 97
98 for (i = 0; i < triangles.Count; i++) 98 for (i = 0; i < triangles.Count; i++)
99 { 99 {
100 Triangle t = triangles[i]; 100 Triangle t = triangles[i];
101 Vertex v1 = t.v1; 101 Vertex v1 = t.v1;
102 Vertex v2 = t.v2; 102 Vertex v2 = t.v2;
103 Vertex v3 = t.v3; 103 Vertex v3 = t.v3;
104 PhysicsVector m = v1 + v2 + v3; 104 PhysicsVector m = v1 + v2 + v3;
105 m /= 3.0f; 105 m /= 3.0f;
106 if (!hull.IsPointIn(new Vertex(m))) 106 if (!hull.IsPointIn(new Vertex(m)))
107 { 107 {
108 triangles.RemoveAt(i); 108 triangles.RemoveAt(i);
109 i--; 109 i--;
110 } 110 }
111 } 111 }
112 } 112 }
113 113
114 114
115 public void Add(List<Vertex> lv) 115 public void Add(List<Vertex> lv)
116 { 116 {
117 foreach (Vertex v in lv) 117 foreach (Vertex v in lv)
118 { 118 {
119 vertices.Add(v); 119 vertices.Add(v);
120 } 120 }
121 } 121 }
122 122
123 public List<PhysicsVector> getVertexList() 123 public List<PhysicsVector> getVertexList()
124 { 124 {
125 List<PhysicsVector> result = new List<PhysicsVector>(); 125 List<PhysicsVector> result = new List<PhysicsVector>();
126 foreach (Vertex v in vertices) 126 foreach (Vertex v in vertices)
127 { 127 {
128 result.Add(v); 128 result.Add(v);
129 } 129 }
130 return result; 130 return result;
131 } 131 }
132 132
133 public float[] getVertexListAsFloatLocked() 133 public float[] getVertexListAsFloatLocked()
134 { 134 {
135 float[] result = new float[vertices.Count * 3]; 135 float[] result = new float[vertices.Count * 3];
136 for (int i = 0; i < vertices.Count; i++) 136 for (int i = 0; i < vertices.Count; i++)
137 { 137 {
138 Vertex v = vertices[i]; 138 Vertex v = vertices[i];
139 if (v == null) 139 if (v == null)
140 continue; 140 continue;
141 result[3 * i + 0] = v.X; 141 result[3 * i + 0] = v.X;
142 result[3 * i + 1] = v.Y; 142 result[3 * i + 1] = v.Y;
143 result[3 * i + 2] = v.Z; 143 result[3 * i + 2] = v.Z;
144 } 144 }
145 GCHandle.Alloc(result, GCHandleType.Pinned); 145 GCHandle.Alloc(result, GCHandleType.Pinned);
146 return result; 146 return result;
147 } 147 }
148 148
149 public int[] getIndexListAsInt() 149 public int[] getIndexListAsInt()
150 { 150 {
151 int[] result = new int[triangles.Count * 3]; 151 int[] result = new int[triangles.Count * 3];
152 for (int i = 0; i < triangles.Count; i++) 152 for (int i = 0; i < triangles.Count; i++)
153 { 153 {
154 Triangle t = triangles[i]; 154 Triangle t = triangles[i];
155 result[3 * i + 0] = vertices.IndexOf(t.v1); 155 result[3 * i + 0] = vertices.IndexOf(t.v1);
156 result[3 * i + 1] = vertices.IndexOf(t.v2); 156 result[3 * i + 1] = vertices.IndexOf(t.v2);
157 result[3 * i + 2] = vertices.IndexOf(t.v3); 157 result[3 * i + 2] = vertices.IndexOf(t.v3);
158 } 158 }
159 return result; 159 return result;
160 } 160 }
161 161
162 public int[] getIndexListAsIntLocked() 162 public int[] getIndexListAsIntLocked()
163 { 163 {
164 int[] result = getIndexListAsInt(); 164 int[] result = getIndexListAsInt();
165 GCHandle.Alloc(result, GCHandleType.Pinned); 165 GCHandle.Alloc(result, GCHandleType.Pinned);
166 return result; 166 return result;
167 } 167 }
168 168
169 169
170 public void Append(Mesh newMesh) 170 public void Append(Mesh newMesh)
171 { 171 {
172 foreach (Vertex v in newMesh.vertices) 172 foreach (Vertex v in newMesh.vertices)
173 vertices.Add(v); 173 vertices.Add(v);
174 174
175 foreach (Triangle t in newMesh.triangles) 175 foreach (Triangle t in newMesh.triangles)
176 Add(t); 176 Add(t);
177 177
178 } 178 }
179 179
180 // Do a linear transformation of mesh. 180 // Do a linear transformation of mesh.
181 public void TransformLinear(float[,] matrix, float[] offset) 181 public void TransformLinear(float[,] matrix, float[] offset)
182 { 182 {
183 foreach (Vertex v in vertices) 183 foreach (Vertex v in vertices)
184 { 184 {
185 if (v == null) 185 if (v == null)
186 continue; 186 continue;
187 float x, y, z; 187 float x, y, z;
188 x = v.X * matrix[0, 0] + v.Y * matrix[1, 0] + v.Z * matrix[2, 0]; 188 x = v.X * matrix[0, 0] + v.Y * matrix[1, 0] + v.Z * matrix[2, 0];
189 y = v.X * matrix[0, 1] + v.Y * matrix[1, 1] + v.Z * matrix[2, 1]; 189 y = v.X * matrix[0, 1] + v.Y * matrix[1, 1] + v.Z * matrix[2, 1];
190 z = v.X * matrix[0, 2] + v.Y * matrix[1, 2] + v.Z * matrix[2, 2]; 190 z = v.X * matrix[0, 2] + v.Y * matrix[1, 2] + v.Z * matrix[2, 2];
191 v.X = x + offset[0]; 191 v.X = x + offset[0];
192 v.Y = y + offset[1]; 192 v.Y = y + offset[1];
193 v.Z = z + offset[2]; 193 v.Z = z + offset[2];
194 } 194 }
195 } 195 }
196 196
197 public void DumpRaw(String path, String name, String title) 197 public void DumpRaw(String path, String name, String title)
198 { 198 {
199 if (path == null) 199 if (path == null)
200 return; 200 return;
201 String fileName = name + "_" + title + ".raw"; 201 String fileName = name + "_" + title + ".raw";
202 String completePath = Path.Combine(path, fileName); 202 String completePath = Path.Combine(path, fileName);
203 StreamWriter sw = new StreamWriter(completePath); 203 StreamWriter sw = new StreamWriter(completePath);
204 foreach (Triangle t in triangles) 204 foreach (Triangle t in triangles)
205 { 205 {
206 String s = t.ToStringRaw(); 206 String s = t.ToStringRaw();
207 sw.WriteLine(s); 207 sw.WriteLine(s);
208 } 208 }
209 sw.Close(); 209 sw.Close();
210 } 210 }
211 } 211 }
212 212
213} 213}