/* * 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.PhysicsModules.SharedBase; using PrimMesher; using OpenMetaverse; using System.Runtime.Serialization; using System.Runtime.Serialization.Formatters.Binary; namespace OpenSim.Region.PhysicsModule.ubODEMeshing { public class MeshBuildingData { public Dictionary m_vertices; public List m_triangles; public float m_obbXmin; public float m_obbXmax; public float m_obbYmin; public float m_obbYmax; public float m_obbZmin; public float m_obbZmax; public Vector3 m_centroid; public int m_centroidDiv; } [Serializable()] public class Mesh : IMesh { float[] vertices; int[] indexes; Vector3 m_obb; Vector3 m_obboffset; [NonSerialized()] MeshBuildingData m_bdata; [NonSerialized()] GCHandle vhandler; [NonSerialized()] GCHandle ihandler; [NonSerialized()] IntPtr m_verticesPtr = IntPtr.Zero; [NonSerialized()] IntPtr m_indicesPtr = IntPtr.Zero; [NonSerialized()] int m_vertexCount = 0; [NonSerialized()] int m_indexCount = 0; public int RefCount { get; set; } public AMeshKey Key { get; set; } private class vertexcomp : IEqualityComparer { public bool Equals(Vertex v1, Vertex v2) { if (v1.X == v2.X && v1.Y == v2.Y && v1.Z == v2.Z) return true; else return false; } public int GetHashCode(Vertex v) { int a = v.X.GetHashCode(); int b = v.Y.GetHashCode(); int c = v.Z.GetHashCode(); return (a << 16) ^ (b << 8) ^ c; } } public Mesh() { vertexcomp vcomp = new vertexcomp(); m_bdata = new MeshBuildingData(); m_bdata.m_vertices = new Dictionary(vcomp); m_bdata.m_triangles = new List(); m_bdata.m_centroid = Vector3.Zero; m_bdata.m_centroidDiv = 0; m_bdata.m_obbXmin = float.MaxValue; m_bdata.m_obbXmax = float.MinValue; m_bdata.m_obbYmin = float.MaxValue; m_bdata.m_obbYmax = float.MinValue; m_bdata.m_obbZmin = float.MaxValue; m_bdata.m_obbZmax = float.MinValue; m_obb = new Vector3(0.5f, 0.5f, 0.5f); m_obboffset = Vector3.Zero; } public Mesh Scale(Vector3 scale) { if (m_verticesPtr == null || m_indicesPtr == null) return null; Mesh result = new Mesh(); float x = scale.X; float y = scale.Y; float z = scale.Z; float tmp; tmp = m_obb.X * x; if(tmp < 0.0005f) tmp = 0.0005f; result.m_obb.X = tmp; tmp = m_obb.Y * y; if(tmp < 0.0005f) tmp = 0.0005f; result.m_obb.Y = tmp; tmp = m_obb.Z * z; if(tmp < 0.0005f) tmp = 0.0005f; result.m_obb.Z = tmp; result.m_obboffset.X = m_obboffset.X * x; result.m_obboffset.Y = m_obboffset.Y * y; result.m_obboffset.Z = m_obboffset.Z * z; result.vertices = new float[vertices.Length]; int j = 0; for (int i = 0; i < m_vertexCount; i++) { result.vertices[j] = vertices[j] * x; j++; result.vertices[j] = vertices[j] * y; j++; result.vertices[j] = vertices[j] * z; j++; } result.indexes = new int[indexes.Length]; indexes.CopyTo(result.indexes,0); result.pinMemory(); return result; } public Mesh Clone() { Mesh result = new Mesh(); if (m_bdata != null) { result.m_bdata = new MeshBuildingData(); foreach (Triangle t in m_bdata.m_triangles) { result.Add(new Triangle(t.v1.Clone(), t.v2.Clone(), t.v3.Clone())); } result.m_bdata.m_centroid = m_bdata.m_centroid; result.m_bdata.m_centroidDiv = m_bdata.m_centroidDiv; result.m_bdata.m_obbXmin = m_bdata.m_obbXmin; result.m_bdata.m_obbXmax = m_bdata.m_obbXmax; result.m_bdata.m_obbYmin = m_bdata.m_obbYmin; result.m_bdata.m_obbYmax = m_bdata.m_obbYmax; result.m_bdata.m_obbZmin = m_bdata.m_obbZmin; result.m_bdata.m_obbZmax = m_bdata.m_obbZmax; } result.m_obb = m_obb; result.m_obboffset = m_obboffset; return result; } public void addVertexLStats(Vertex v) { float x = v.X; float y = v.Y; float z = v.Z; m_bdata.m_centroid.X += x; m_bdata.m_centroid.Y += y; m_bdata.m_centroid.Z += z; m_bdata.m_centroidDiv++; if (x > m_bdata.m_obbXmax) m_bdata.m_obbXmax = x; if (x < m_bdata.m_obbXmin) m_bdata.m_obbXmin = x; if (y > m_bdata.m_obbYmax) m_bdata.m_obbYmax = y; if (y < m_bdata.m_obbYmin) m_bdata.m_obbYmin = y; if (z > m_bdata.m_obbZmax) m_bdata.m_obbZmax = z; if (z < m_bdata.m_obbZmin) m_bdata.m_obbZmin = z; } public void Add(Triangle triangle) { if (m_indicesPtr != IntPtr.Zero || m_verticesPtr != IntPtr.Zero) throw new NotSupportedException("Attempt to Add to a pinned Mesh"); triangle.v1.X = (float)Math.Round(triangle.v1.X, 6); triangle.v1.Y = (float)Math.Round(triangle.v1.Y, 6); triangle.v1.Z = (float)Math.Round(triangle.v1.Z, 6); triangle.v2.X = (float)Math.Round(triangle.v2.X, 6); triangle.v2.Y = (float)Math.Round(triangle.v2.Y, 6); triangle.v2.Z = (float)Math.Round(triangle.v2.Z, 6); triangle.v3.X = (float)Math.Round(triangle.v3.X, 6); triangle.v3.Y = (float)Math.Round(triangle.v3.Y, 6); triangle.v3.Z = (float)Math.Round(triangle.v3.Z, 6); if ((triangle.v1.X == triangle.v2.X && triangle.v1.Y == triangle.v2.Y && triangle.v1.Z == triangle.v2.Z) || (triangle.v1.X == triangle.v3.X && triangle.v1.Y == triangle.v3.Y && triangle.v1.Z == triangle.v3.Z) || (triangle.v2.X == triangle.v3.X && triangle.v2.Y == triangle.v3.Y && triangle.v2.Z == triangle.v3.Z) ) { return; } if (m_bdata.m_vertices.Count == 0) { m_bdata.m_centroidDiv = 0; m_bdata.m_centroid = Vector3.Zero; } if (!m_bdata.m_vertices.ContainsKey(triangle.v1)) { m_bdata.m_vertices[triangle.v1] = m_bdata.m_vertices.Count; addVertexLStats(triangle.v1); } if (!m_bdata.m_vertices.ContainsKey(triangle.v2)) { m_bdata.m_vertices[triangle.v2] = m_bdata.m_vertices.Count; addVertexLStats(triangle.v2); } if (!m_bdata.m_vertices.ContainsKey(triangle.v3)) { m_bdata.m_vertices[triangle.v3] = m_bdata.m_vertices.Count; addVertexLStats(triangle.v3); } m_bdata.m_triangles.Add(triangle); } public Vector3 GetCentroid() { return m_obboffset; } public Vector3 GetOBB() { return m_obb; /* float x, y, z; if (m_bdata.m_centroidDiv > 0) { x = (m_bdata.m_obbXmax - m_bdata.m_obbXmin) * 0.5f; y = (m_bdata.m_obbYmax - m_bdata.m_obbYmin) * 0.5f; z = (m_bdata.m_obbZmax - m_bdata.m_obbZmin) * 0.5f; } else // ?? { x = 0.5f; y = 0.5f; z = 0.5f; } return new Vector3(x, y, z); */ } public int numberVertices() { return m_bdata.m_vertices.Count; } public int numberTriangles() { return m_bdata.m_triangles.Count; } public List getVertexList() { List result = new List(); foreach (Vertex v in m_bdata.m_vertices.Keys) { result.Add(new Vector3(v.X, v.Y, v.Z)); } return result; } public float[] getVertexListAsFloat() { if (m_bdata.m_vertices == null) throw new NotSupportedException(); float[] result = new float[m_bdata.m_vertices.Count * 3]; foreach (KeyValuePair kvp in m_bdata.m_vertices) { Vertex v = kvp.Key; int i = kvp.Value; result[3 * i + 0] = v.X; result[3 * i + 1] = v.Y; result[3 * i + 2] = v.Z; } return result; } public float[] getVertexListAsFloatLocked() { return null; } public void getVertexListAsPtrToFloatArray(out IntPtr _vertices, out int vertexStride, out int vertexCount) { // A vertex is 3 floats vertexStride = 3 * sizeof(float); // If there isn't an unmanaged array allocated yet, do it now if (m_verticesPtr == IntPtr.Zero && m_bdata != null) { vertices = getVertexListAsFloat(); // Each vertex is 3 elements (floats) m_vertexCount = vertices.Length / 3; vhandler = GCHandle.Alloc(vertices, GCHandleType.Pinned); m_verticesPtr = vhandler.AddrOfPinnedObject(); GC.AddMemoryPressure(Buffer.ByteLength(vertices)); } _vertices = m_verticesPtr; vertexCount = m_vertexCount; } public int[] getIndexListAsInt() { if (m_bdata.m_triangles == null) throw new NotSupportedException(); int[] result = new int[m_bdata.m_triangles.Count * 3]; for (int i = 0; i < m_bdata.m_triangles.Count; i++) { Triangle t = m_bdata.m_triangles[i]; result[3 * i + 0] = m_bdata.m_vertices[t.v1]; result[3 * i + 1] = m_bdata.m_vertices[t.v2]; result[3 * i + 2] = m_bdata.m_vertices[t.v3]; } return result; } /// /// creates a list of index values that defines triangle faces. THIS METHOD FREES ALL NON-PINNED MESH DATA /// /// public int[] getIndexListAsIntLocked() { return null; } public void getIndexListAsPtrToIntArray(out IntPtr indices, out int triStride, out int indexCount) { // If there isn't an unmanaged array allocated yet, do it now if (m_indicesPtr == IntPtr.Zero && m_bdata != null) { indexes = getIndexListAsInt(); m_indexCount = indexes.Length; ihandler = GCHandle.Alloc(indexes, GCHandleType.Pinned); m_indicesPtr = ihandler.AddrOfPinnedObject(); GC.AddMemoryPressure(Buffer.ByteLength(indexes)); } // A triangle is 3 ints (indices) triStride = 3 * sizeof(int); indices = m_indicesPtr; indexCount = m_indexCount; } public void releasePinned() { if (m_verticesPtr != IntPtr.Zero) { vhandler.Free(); GC.RemoveMemoryPressure(Buffer.ByteLength(vertices)); vertices = null; m_verticesPtr = IntPtr.Zero; } if (m_indicesPtr != IntPtr.Zero) { ihandler.Free(); GC.RemoveMemoryPressure(Buffer.ByteLength(indexes)); indexes = null; m_indicesPtr = IntPtr.Zero; } } /// /// frees up the source mesh data to minimize memory - call this method after calling get*Locked() functions /// public void releaseSourceMeshData() { if (m_bdata != null) { m_bdata.m_triangles = null; m_bdata.m_vertices = null; } } public void releaseBuildingMeshData() { if (m_bdata != null) { m_bdata.m_triangles = null; m_bdata.m_vertices = null; m_bdata = null; } } public void Append(IMesh newMesh) { if (m_indicesPtr != IntPtr.Zero || m_verticesPtr != IntPtr.Zero) throw new NotSupportedException("Attempt to Append to a pinned Mesh"); if (!(newMesh is Mesh)) return; foreach (Triangle t in ((Mesh)newMesh).m_bdata.m_triangles) Add(t); } // Do a linear transformation of mesh. public void TransformLinear(float[,] matrix, float[] offset) { if (m_indicesPtr != IntPtr.Zero || m_verticesPtr != IntPtr.Zero) throw new NotSupportedException("Attempt to TransformLinear a pinned Mesh"); foreach (Vertex v in m_bdata.m_vertices.Keys) { 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; if (m_bdata == null) return; String fileName = name + "_" + title + ".raw"; String completePath = System.IO.Path.Combine(path, fileName); StreamWriter sw = new StreamWriter(completePath); foreach (Triangle t in m_bdata.m_triangles) { String s = t.ToStringRaw(); sw.WriteLine(s); } sw.Close(); } public void TrimExcess() { m_bdata.m_triangles.TrimExcess(); } public void pinMemory() { m_vertexCount = vertices.Length / 3; vhandler = GCHandle.Alloc(vertices, GCHandleType.Pinned); m_verticesPtr = vhandler.AddrOfPinnedObject(); GC.AddMemoryPressure(Buffer.ByteLength(vertices)); m_indexCount = indexes.Length; ihandler = GCHandle.Alloc(indexes, GCHandleType.Pinned); m_indicesPtr = ihandler.AddrOfPinnedObject(); GC.AddMemoryPressure(Buffer.ByteLength(indexes)); } public void PrepForOde() { // If there isn't an unmanaged array allocated yet, do it now if (m_verticesPtr == IntPtr.Zero) vertices = getVertexListAsFloat(); // If there isn't an unmanaged array allocated yet, do it now if (m_indicesPtr == IntPtr.Zero) indexes = getIndexListAsInt(); pinMemory(); float x, y, z; if (m_bdata.m_centroidDiv > 0) { m_obboffset = new Vector3(m_bdata.m_centroid.X / m_bdata.m_centroidDiv, m_bdata.m_centroid.Y / m_bdata.m_centroidDiv, m_bdata.m_centroid.Z / m_bdata.m_centroidDiv); x = (m_bdata.m_obbXmax - m_bdata.m_obbXmin) * 0.5f; if(x < 0.0005f) x = 0.0005f; y = (m_bdata.m_obbYmax - m_bdata.m_obbYmin) * 0.5f; if(y < 0.0005f) y = 0.0005f; z = (m_bdata.m_obbZmax - m_bdata.m_obbZmin) * 0.5f; if(z < 0.0005f) z = 0.0005f; } else { m_obboffset = Vector3.Zero; x = 0.5f; y = 0.5f; z = 0.5f; } m_obb = new Vector3(x, y, z); releaseBuildingMeshData(); } public bool ToStream(Stream st) { if (m_indicesPtr == IntPtr.Zero || m_verticesPtr == IntPtr.Zero) return false; BinaryWriter bw = new BinaryWriter(st); bool ok = true; try { bw.Write(m_vertexCount); bw.Write(m_indexCount); for (int i = 0; i < 3 * m_vertexCount; i++) bw.Write(vertices[i]); for (int i = 0; i < m_indexCount; i++) bw.Write(indexes[i]); bw.Write(m_obb.X); bw.Write(m_obb.Y); bw.Write(m_obb.Z); bw.Write(m_obboffset.X); bw.Write(m_obboffset.Y); bw.Write(m_obboffset.Z); } catch { ok = false; } if (bw != null) { bw.Flush(); bw.Close(); } return ok; } public static Mesh FromStream(Stream st, AMeshKey key) { Mesh mesh = new Mesh(); mesh.releaseBuildingMeshData(); BinaryReader br = new BinaryReader(st); bool ok = true; try { mesh.m_vertexCount = br.ReadInt32(); mesh.m_indexCount = br.ReadInt32(); int n = 3 * mesh.m_vertexCount; mesh.vertices = new float[n]; for (int i = 0; i < n; i++) mesh.vertices[i] = br.ReadSingle(); mesh.indexes = new int[mesh.m_indexCount]; for (int i = 0; i < mesh.m_indexCount; i++) mesh.indexes[i] = br.ReadInt32(); mesh.m_obb.X = br.ReadSingle(); mesh.m_obb.Y = br.ReadSingle(); mesh.m_obb.Z = br.ReadSingle(); mesh.m_obboffset.X = br.ReadSingle(); mesh.m_obboffset.Y = br.ReadSingle(); mesh.m_obboffset.Z = br.ReadSingle(); } catch { ok = false; } br.Close(); if (ok) { mesh.pinMemory(); mesh.Key = key; mesh.RefCount = 1; return mesh; } mesh.vertices = null; mesh.indexes = null; return null; } } }