diff options
Diffstat (limited to 'OpenSim/Region/Physics/UbitMeshing/Mesh.cs')
-rw-r--r-- | OpenSim/Region/Physics/UbitMeshing/Mesh.cs | 551 |
1 files changed, 325 insertions, 226 deletions
diff --git a/OpenSim/Region/Physics/UbitMeshing/Mesh.cs b/OpenSim/Region/Physics/UbitMeshing/Mesh.cs index a0a18c4..1e9b8bc 100644 --- a/OpenSim/Region/Physics/UbitMeshing/Mesh.cs +++ b/OpenSim/Region/Physics/UbitMeshing/Mesh.cs | |||
@@ -32,30 +32,49 @@ using System.Runtime.InteropServices; | |||
32 | using OpenSim.Region.Physics.Manager; | 32 | using OpenSim.Region.Physics.Manager; |
33 | using PrimMesher; | 33 | using PrimMesher; |
34 | using OpenMetaverse; | 34 | using OpenMetaverse; |
35 | using System.Runtime.Serialization; | ||
36 | using System.Runtime.Serialization.Formatters.Binary; | ||
35 | 37 | ||
36 | namespace OpenSim.Region.Physics.Meshing | 38 | namespace OpenSim.Region.Physics.Meshing |
37 | { | 39 | { |
38 | public class Mesh : IMesh | 40 | public class MeshBuildingData |
39 | { | 41 | { |
42 | public Dictionary<Vertex, int> m_vertices; | ||
43 | public List<Triangle> m_triangles; | ||
44 | public float m_obbXmin; | ||
45 | public float m_obbXmax; | ||
46 | public float m_obbYmin; | ||
47 | public float m_obbYmax; | ||
48 | public float m_obbZmin; | ||
49 | public float m_obbZmax; | ||
50 | public Vector3 m_centroid; | ||
51 | public int m_centroidDiv; | ||
52 | } | ||
40 | 53 | ||
41 | private Dictionary<Vertex, int> m_vertices; | 54 | [Serializable()] |
42 | private List<Triangle> m_triangles; | 55 | public class Mesh : IMesh |
43 | GCHandle m_pinnedVertexes; | 56 | { |
44 | GCHandle m_pinnedIndex; | 57 | float[] vertices; |
58 | int[] indexes; | ||
59 | Vector3 m_obb; | ||
60 | Vector3 m_obboffset; | ||
61 | [NonSerialized()] | ||
62 | MeshBuildingData m_bdata; | ||
63 | [NonSerialized()] | ||
64 | GCHandle vhandler; | ||
65 | [NonSerialized()] | ||
66 | GCHandle ihandler; | ||
67 | [NonSerialized()] | ||
45 | IntPtr m_verticesPtr = IntPtr.Zero; | 68 | IntPtr m_verticesPtr = IntPtr.Zero; |
46 | int m_vertexCount = 0; | 69 | [NonSerialized()] |
47 | IntPtr m_indicesPtr = IntPtr.Zero; | 70 | IntPtr m_indicesPtr = IntPtr.Zero; |
71 | [NonSerialized()] | ||
72 | int m_vertexCount = 0; | ||
73 | [NonSerialized()] | ||
48 | int m_indexCount = 0; | 74 | int m_indexCount = 0; |
49 | public float[] m_normals; | ||
50 | Vector3 m_centroid; | ||
51 | float m_obbXmin; | ||
52 | float m_obbXmax; | ||
53 | float m_obbYmin; | ||
54 | float m_obbYmax; | ||
55 | float m_obbZmin; | ||
56 | float m_obbZmax; | ||
57 | 75 | ||
58 | int m_centroidDiv; | 76 | public int RefCount { get; set; } |
77 | public AMeshKey Key { get; set; } | ||
59 | 78 | ||
60 | private class vertexcomp : IEqualityComparer<Vertex> | 79 | private class vertexcomp : IEqualityComparer<Vertex> |
61 | { | 80 | { |
@@ -79,42 +98,82 @@ namespace OpenSim.Region.Physics.Meshing | |||
79 | { | 98 | { |
80 | vertexcomp vcomp = new vertexcomp(); | 99 | vertexcomp vcomp = new vertexcomp(); |
81 | 100 | ||
82 | m_vertices = new Dictionary<Vertex, int>(vcomp); | 101 | m_bdata = new MeshBuildingData(); |
83 | m_triangles = new List<Triangle>(); | 102 | m_bdata.m_vertices = new Dictionary<Vertex, int>(vcomp); |
84 | m_centroid = Vector3.Zero; | 103 | m_bdata.m_triangles = new List<Triangle>(); |
85 | m_centroidDiv = 0; | 104 | m_bdata.m_centroid = Vector3.Zero; |
86 | m_obbXmin = float.MaxValue; | 105 | m_bdata.m_centroidDiv = 0; |
87 | m_obbXmax = float.MinValue; | 106 | m_bdata.m_obbXmin = float.MaxValue; |
88 | m_obbYmin = float.MaxValue; | 107 | m_bdata.m_obbXmax = float.MinValue; |
89 | m_obbYmax = float.MinValue; | 108 | m_bdata.m_obbYmin = float.MaxValue; |
90 | m_obbZmin = float.MaxValue; | 109 | m_bdata.m_obbYmax = float.MinValue; |
91 | m_obbZmax = float.MinValue; | 110 | m_bdata.m_obbZmin = float.MaxValue; |
111 | m_bdata.m_obbZmax = float.MinValue; | ||
112 | m_obb = new Vector3(0.5f, 0.5f, 0.5f); | ||
113 | m_obboffset = Vector3.Zero; | ||
92 | } | 114 | } |
93 | 115 | ||
94 | public int RefCount { get; set; } | ||
95 | |||
96 | public AMeshKey Key { get; set; } | ||
97 | 116 | ||
98 | public void Scale(Vector3 scale) | 117 | public Mesh Scale(Vector3 scale) |
99 | { | 118 | { |
119 | if (m_verticesPtr == null || m_indicesPtr == null) | ||
120 | return null; | ||
121 | |||
122 | Mesh result = new Mesh(); | ||
123 | |||
124 | float x = scale.X; | ||
125 | float y = scale.Y; | ||
126 | float z = scale.Z; | ||
127 | |||
128 | result.m_obb.X = m_obb.X * x; | ||
129 | result.m_obb.Y = m_obb.Y * y; | ||
130 | result.m_obb.Z = m_obb.Z * z; | ||
131 | result.m_obboffset.X = m_obboffset.X * x; | ||
132 | result.m_obboffset.Y = m_obboffset.Y * y; | ||
133 | result.m_obboffset.Z = m_obboffset.Z * z; | ||
134 | |||
135 | result.vertices = new float[vertices.Length]; | ||
136 | int j = 0; | ||
137 | for (int i = 0; i < m_vertexCount; i++) | ||
138 | { | ||
139 | result.vertices[j] = vertices[j] * x; | ||
140 | j++; | ||
141 | result.vertices[j] = vertices[j] * y; | ||
142 | j++; | ||
143 | result.vertices[j] = vertices[j] * z; | ||
144 | j++; | ||
145 | } | ||
146 | |||
147 | result.indexes = new int[indexes.Length]; | ||
148 | indexes.CopyTo(result.indexes,0); | ||
149 | |||
150 | result.pinMemory(); | ||
151 | |||
152 | return result; | ||
100 | } | 153 | } |
101 | 154 | ||
102 | public Mesh Clone() | 155 | public Mesh Clone() |
103 | { | 156 | { |
104 | Mesh result = new Mesh(); | 157 | Mesh result = new Mesh(); |
105 | 158 | ||
106 | foreach (Triangle t in m_triangles) | 159 | if (m_bdata != null) |
107 | { | 160 | { |
108 | result.Add(new Triangle(t.v1.Clone(), t.v2.Clone(), t.v3.Clone())); | 161 | result.m_bdata = new MeshBuildingData(); |
162 | foreach (Triangle t in m_bdata.m_triangles) | ||
163 | { | ||
164 | result.Add(new Triangle(t.v1.Clone(), t.v2.Clone(), t.v3.Clone())); | ||
165 | } | ||
166 | result.m_bdata.m_centroid = m_bdata.m_centroid; | ||
167 | result.m_bdata.m_centroidDiv = m_bdata.m_centroidDiv; | ||
168 | result.m_bdata.m_obbXmin = m_bdata.m_obbXmin; | ||
169 | result.m_bdata.m_obbXmax = m_bdata.m_obbXmax; | ||
170 | result.m_bdata.m_obbYmin = m_bdata.m_obbYmin; | ||
171 | result.m_bdata.m_obbYmax = m_bdata.m_obbYmax; | ||
172 | result.m_bdata.m_obbZmin = m_bdata.m_obbZmin; | ||
173 | result.m_bdata.m_obbZmax = m_bdata.m_obbZmax; | ||
109 | } | 174 | } |
110 | result.m_centroid = m_centroid; | 175 | result.m_obb = m_obb; |
111 | result.m_centroidDiv = m_centroidDiv; | 176 | result.m_obboffset = m_obboffset; |
112 | result.m_obbXmin = m_obbXmin; | ||
113 | result.m_obbXmax = m_obbXmax; | ||
114 | result.m_obbYmin = m_obbYmin; | ||
115 | result.m_obbYmax = m_obbYmax; | ||
116 | result.m_obbZmin = m_obbZmin; | ||
117 | result.m_obbZmax = m_obbZmax; | ||
118 | return result; | 177 | return result; |
119 | } | 178 | } |
120 | 179 | ||
@@ -124,37 +183,34 @@ namespace OpenSim.Region.Physics.Meshing | |||
124 | float y = v.Y; | 183 | float y = v.Y; |
125 | float z = v.Z; | 184 | float z = v.Z; |
126 | 185 | ||
127 | m_centroid.X += x; | 186 | m_bdata.m_centroid.X += x; |
128 | m_centroid.Y += y; | 187 | m_bdata.m_centroid.Y += y; |
129 | m_centroid.Z += z; | 188 | m_bdata.m_centroid.Z += z; |
130 | m_centroidDiv++; | 189 | m_bdata.m_centroidDiv++; |
131 | 190 | ||
132 | if (x > m_obbXmax) | 191 | if (x > m_bdata.m_obbXmax) |
133 | m_obbXmax = x; | 192 | m_bdata.m_obbXmax = x; |
134 | else if (x < m_obbXmin) | 193 | else if (x < m_bdata.m_obbXmin) |
135 | m_obbXmin = x; | 194 | m_bdata.m_obbXmin = x; |
136 | 195 | ||
137 | if (y > m_obbYmax) | 196 | if (y > m_bdata.m_obbYmax) |
138 | m_obbYmax = y; | 197 | m_bdata.m_obbYmax = y; |
139 | else if (y < m_obbYmin) | 198 | else if (y < m_bdata.m_obbYmin) |
140 | m_obbYmin = y; | 199 | m_bdata.m_obbYmin = y; |
141 | 200 | ||
142 | if (z > m_obbZmax) | 201 | if (z > m_bdata.m_obbZmax) |
143 | m_obbZmax = z; | 202 | m_bdata.m_obbZmax = z; |
144 | else if (z < m_obbZmin) | 203 | else if (z < m_bdata.m_obbZmin) |
145 | m_obbZmin = z; | 204 | m_bdata.m_obbZmin = z; |
146 | 205 | ||
147 | } | 206 | } |
148 | 207 | ||
149 | 208 | ||
150 | public void Add(Triangle triangle) | 209 | public void Add(Triangle triangle) |
151 | { | 210 | { |
152 | if (m_pinnedIndex.IsAllocated || m_pinnedVertexes.IsAllocated || m_indicesPtr != IntPtr.Zero || m_verticesPtr != IntPtr.Zero) | 211 | if (m_indicesPtr != IntPtr.Zero || m_verticesPtr != IntPtr.Zero) |
153 | throw new NotSupportedException("Attempt to Add to a pinned Mesh"); | 212 | throw new NotSupportedException("Attempt to Add to a pinned Mesh"); |
154 | // If a vertex of the triangle is not yet in the vertices list, | 213 | |
155 | // add it and set its index to the current index count | ||
156 | // vertex == seems broken | ||
157 | // skip colapsed triangles | ||
158 | if ((triangle.v1.X == triangle.v2.X && triangle.v1.Y == triangle.v2.Y && triangle.v1.Z == triangle.v2.Z) | 214 | if ((triangle.v1.X == triangle.v2.X && triangle.v1.Y == triangle.v2.Y && triangle.v1.Z == triangle.v2.Z) |
159 | || (triangle.v1.X == triangle.v3.X && triangle.v1.Y == triangle.v3.Y && triangle.v1.Z == triangle.v3.Z) | 215 | || (triangle.v1.X == triangle.v3.X && triangle.v1.Y == triangle.v3.Y && triangle.v1.Z == triangle.v3.Z) |
160 | || (triangle.v2.X == triangle.v3.X && triangle.v2.Y == triangle.v3.Y && triangle.v2.Z == triangle.v3.Z) | 216 | || (triangle.v2.X == triangle.v3.X && triangle.v2.Y == triangle.v3.Y && triangle.v2.Z == triangle.v3.Z) |
@@ -163,46 +219,45 @@ namespace OpenSim.Region.Physics.Meshing | |||
163 | return; | 219 | return; |
164 | } | 220 | } |
165 | 221 | ||
166 | if (m_vertices.Count == 0) | 222 | if (m_bdata.m_vertices.Count == 0) |
167 | { | 223 | { |
168 | m_centroidDiv = 0; | 224 | m_bdata.m_centroidDiv = 0; |
169 | m_centroid = Vector3.Zero; | 225 | m_bdata.m_centroid = Vector3.Zero; |
170 | } | 226 | } |
171 | 227 | ||
172 | if (!m_vertices.ContainsKey(triangle.v1)) | 228 | if (!m_bdata.m_vertices.ContainsKey(triangle.v1)) |
173 | { | 229 | { |
174 | m_vertices[triangle.v1] = m_vertices.Count; | 230 | m_bdata.m_vertices[triangle.v1] = m_bdata.m_vertices.Count; |
175 | addVertexLStats(triangle.v1); | 231 | addVertexLStats(triangle.v1); |
176 | } | 232 | } |
177 | if (!m_vertices.ContainsKey(triangle.v2)) | 233 | if (!m_bdata.m_vertices.ContainsKey(triangle.v2)) |
178 | { | 234 | { |
179 | m_vertices[triangle.v2] = m_vertices.Count; | 235 | m_bdata.m_vertices[triangle.v2] = m_bdata.m_vertices.Count; |
180 | addVertexLStats(triangle.v2); | 236 | addVertexLStats(triangle.v2); |
181 | } | 237 | } |
182 | if (!m_vertices.ContainsKey(triangle.v3)) | 238 | if (!m_bdata.m_vertices.ContainsKey(triangle.v3)) |
183 | { | 239 | { |
184 | m_vertices[triangle.v3] = m_vertices.Count; | 240 | m_bdata.m_vertices[triangle.v3] = m_bdata.m_vertices.Count; |
185 | addVertexLStats(triangle.v3); | 241 | addVertexLStats(triangle.v3); |
186 | } | 242 | } |
187 | m_triangles.Add(triangle); | 243 | m_bdata.m_triangles.Add(triangle); |
188 | } | 244 | } |
189 | 245 | ||
190 | public Vector3 GetCentroid() | 246 | public Vector3 GetCentroid() |
191 | { | 247 | { |
192 | if (m_centroidDiv > 0) | 248 | return m_obboffset; |
193 | return new Vector3(m_centroid.X / m_centroidDiv, m_centroid.Y / m_centroidDiv, m_centroid.Z / m_centroidDiv); | 249 | |
194 | else | ||
195 | return Vector3.Zero; | ||
196 | } | 250 | } |
197 | 251 | ||
198 | public Vector3 GetOBB() | 252 | public Vector3 GetOBB() |
199 | { | 253 | { |
254 | return m_obb; | ||
200 | float x, y, z; | 255 | float x, y, z; |
201 | if (m_centroidDiv > 0) | 256 | if (m_bdata.m_centroidDiv > 0) |
202 | { | 257 | { |
203 | x = (m_obbXmax - m_obbXmin) * 0.5f; | 258 | x = (m_bdata.m_obbXmax - m_bdata.m_obbXmin) * 0.5f; |
204 | y = (m_obbYmax - m_obbYmin) * 0.5f; | 259 | y = (m_bdata.m_obbYmax - m_bdata.m_obbYmin) * 0.5f; |
205 | z = (m_obbZmax - m_obbZmin) * 0.5f; | 260 | z = (m_bdata.m_obbZmax - m_bdata.m_obbZmin) * 0.5f; |
206 | } | 261 | } |
207 | else // ?? | 262 | else // ?? |
208 | { | 263 | { |
@@ -213,72 +268,10 @@ namespace OpenSim.Region.Physics.Meshing | |||
213 | return new Vector3(x, y, z); | 268 | return new Vector3(x, y, z); |
214 | } | 269 | } |
215 | 270 | ||
216 | public void CalcNormals() | ||
217 | { | ||
218 | int iTriangles = m_triangles.Count; | ||
219 | |||
220 | this.m_normals = new float[iTriangles * 3]; | ||
221 | |||
222 | int i = 0; | ||
223 | foreach (Triangle t in m_triangles) | ||
224 | { | ||
225 | float ux, uy, uz; | ||
226 | float vx, vy, vz; | ||
227 | float wx, wy, wz; | ||
228 | |||
229 | ux = t.v1.X; | ||
230 | uy = t.v1.Y; | ||
231 | uz = t.v1.Z; | ||
232 | |||
233 | vx = t.v2.X; | ||
234 | vy = t.v2.Y; | ||
235 | vz = t.v2.Z; | ||
236 | |||
237 | wx = t.v3.X; | ||
238 | wy = t.v3.Y; | ||
239 | wz = t.v3.Z; | ||
240 | |||
241 | |||
242 | // Vectors for edges | ||
243 | float e1x, e1y, e1z; | ||
244 | float e2x, e2y, e2z; | ||
245 | |||
246 | e1x = ux - vx; | ||
247 | e1y = uy - vy; | ||
248 | e1z = uz - vz; | ||
249 | |||
250 | e2x = ux - wx; | ||
251 | e2y = uy - wy; | ||
252 | e2z = uz - wz; | ||
253 | |||
254 | |||
255 | // Cross product for normal | ||
256 | float nx, ny, nz; | ||
257 | nx = e1y * e2z - e1z * e2y; | ||
258 | ny = e1z * e2x - e1x * e2z; | ||
259 | nz = e1x * e2y - e1y * e2x; | ||
260 | |||
261 | // Length | ||
262 | float l = (float)Math.Sqrt(nx * nx + ny * ny + nz * nz); | ||
263 | float lReciprocal = 1.0f / l; | ||
264 | |||
265 | // Normalized "normal" | ||
266 | //nx /= l; | ||
267 | //ny /= l; | ||
268 | //nz /= l; | ||
269 | |||
270 | m_normals[i] = nx * lReciprocal; | ||
271 | m_normals[i + 1] = ny * lReciprocal; | ||
272 | m_normals[i + 2] = nz * lReciprocal; | ||
273 | |||
274 | i += 3; | ||
275 | } | ||
276 | } | ||
277 | |||
278 | public List<Vector3> getVertexList() | 271 | public List<Vector3> getVertexList() |
279 | { | 272 | { |
280 | List<Vector3> result = new List<Vector3>(); | 273 | List<Vector3> result = new List<Vector3>(); |
281 | foreach (Vertex v in m_vertices.Keys) | 274 | foreach (Vertex v in m_bdata.m_vertices.Keys) |
282 | { | 275 | { |
283 | result.Add(new Vector3(v.X, v.Y, v.Z)); | 276 | result.Add(new Vector3(v.X, v.Y, v.Z)); |
284 | } | 277 | } |
@@ -287,10 +280,10 @@ namespace OpenSim.Region.Physics.Meshing | |||
287 | 280 | ||
288 | private float[] getVertexListAsFloat() | 281 | private float[] getVertexListAsFloat() |
289 | { | 282 | { |
290 | if (m_vertices == null) | 283 | if (m_bdata.m_vertices == null) |
291 | throw new NotSupportedException(); | 284 | throw new NotSupportedException(); |
292 | float[] result = new float[m_vertices.Count * 3]; | 285 | float[] result = new float[m_bdata.m_vertices.Count * 3]; |
293 | foreach (KeyValuePair<Vertex, int> kvp in m_vertices) | 286 | foreach (KeyValuePair<Vertex, int> kvp in m_bdata.m_vertices) |
294 | { | 287 | { |
295 | Vertex v = kvp.Key; | 288 | Vertex v = kvp.Key; |
296 | int i = kvp.Value; | 289 | int i = kvp.Value; |
@@ -303,74 +296,39 @@ namespace OpenSim.Region.Physics.Meshing | |||
303 | 296 | ||
304 | public float[] getVertexListAsFloatLocked() | 297 | public float[] getVertexListAsFloatLocked() |
305 | { | 298 | { |
306 | if (m_pinnedVertexes.IsAllocated) | 299 | return null; |
307 | return (float[])(m_pinnedVertexes.Target); | ||
308 | |||
309 | float[] result = getVertexListAsFloat(); | ||
310 | m_pinnedVertexes = GCHandle.Alloc(result, GCHandleType.Pinned); | ||
311 | // Inform the garbage collector of this unmanaged allocation so it can schedule | ||
312 | // the next GC round more intelligently | ||
313 | GC.AddMemoryPressure(Buffer.ByteLength(result)); | ||
314 | |||
315 | return result; | ||
316 | } | ||
317 | |||
318 | public void PrepForOde() | ||
319 | { | ||
320 | // If there isn't an unmanaged array allocated yet, do it now | ||
321 | if (m_verticesPtr == IntPtr.Zero) | ||
322 | { | ||
323 | float[] vertexList = getVertexListAsFloat(); | ||
324 | // Each vertex is 3 elements (floats) | ||
325 | m_vertexCount = vertexList.Length / 3; | ||
326 | int byteCount = m_vertexCount * 3 * sizeof(float); | ||
327 | m_verticesPtr = System.Runtime.InteropServices.Marshal.AllocHGlobal(byteCount); | ||
328 | System.Runtime.InteropServices.Marshal.Copy(vertexList, 0, m_verticesPtr, m_vertexCount * 3); | ||
329 | } | ||
330 | |||
331 | // If there isn't an unmanaged array allocated yet, do it now | ||
332 | if (m_indicesPtr == IntPtr.Zero) | ||
333 | { | ||
334 | int[] indexList = getIndexListAsInt(); | ||
335 | m_indexCount = indexList.Length; | ||
336 | int byteCount = m_indexCount * sizeof(int); | ||
337 | m_indicesPtr = System.Runtime.InteropServices.Marshal.AllocHGlobal(byteCount); | ||
338 | System.Runtime.InteropServices.Marshal.Copy(indexList, 0, m_indicesPtr, m_indexCount); | ||
339 | } | ||
340 | |||
341 | releaseSourceMeshData(); | ||
342 | } | 300 | } |
343 | 301 | ||
344 | public void getVertexListAsPtrToFloatArray(out IntPtr vertices, out int vertexStride, out int vertexCount) | 302 | public void getVertexListAsPtrToFloatArray(out IntPtr _vertices, out int vertexStride, out int vertexCount) |
345 | { | 303 | { |
346 | // A vertex is 3 floats | 304 | // A vertex is 3 floats |
347 | vertexStride = 3 * sizeof(float); | 305 | vertexStride = 3 * sizeof(float); |
348 | 306 | ||
349 | // If there isn't an unmanaged array allocated yet, do it now | 307 | // If there isn't an unmanaged array allocated yet, do it now |
350 | if (m_verticesPtr == IntPtr.Zero) | 308 | if (m_verticesPtr == IntPtr.Zero && m_bdata != null) |
351 | { | 309 | { |
352 | float[] vertexList = getVertexListAsFloat(); | 310 | vertices = getVertexListAsFloat(); |
353 | // Each vertex is 3 elements (floats) | 311 | // Each vertex is 3 elements (floats) |
354 | m_vertexCount = vertexList.Length / 3; | 312 | m_vertexCount = vertices.Length / 3; |
355 | int byteCount = m_vertexCount * vertexStride; | 313 | vhandler = GCHandle.Alloc(vertices, GCHandleType.Pinned); |
356 | m_verticesPtr = System.Runtime.InteropServices.Marshal.AllocHGlobal(byteCount); | 314 | m_verticesPtr = vhandler.AddrOfPinnedObject(); |
357 | System.Runtime.InteropServices.Marshal.Copy(vertexList, 0, m_verticesPtr, m_vertexCount * 3); | 315 | GC.AddMemoryPressure(Buffer.ByteLength(vertices)); |
358 | } | 316 | } |
359 | vertices = m_verticesPtr; | 317 | _vertices = m_verticesPtr; |
360 | vertexCount = m_vertexCount; | 318 | vertexCount = m_vertexCount; |
361 | } | 319 | } |
362 | 320 | ||
363 | public int[] getIndexListAsInt() | 321 | public int[] getIndexListAsInt() |
364 | { | 322 | { |
365 | if (m_triangles == null) | 323 | if (m_bdata.m_triangles == null) |
366 | throw new NotSupportedException(); | 324 | throw new NotSupportedException(); |
367 | int[] result = new int[m_triangles.Count * 3]; | 325 | int[] result = new int[m_bdata.m_triangles.Count * 3]; |
368 | for (int i = 0; i < m_triangles.Count; i++) | 326 | for (int i = 0; i < m_bdata.m_triangles.Count; i++) |
369 | { | 327 | { |
370 | Triangle t = m_triangles[i]; | 328 | Triangle t = m_bdata.m_triangles[i]; |
371 | result[3 * i + 0] = m_vertices[t.v1]; | 329 | result[3 * i + 0] = m_bdata.m_vertices[t.v1]; |
372 | result[3 * i + 1] = m_vertices[t.v2]; | 330 | result[3 * i + 1] = m_bdata.m_vertices[t.v2]; |
373 | result[3 * i + 2] = m_vertices[t.v3]; | 331 | result[3 * i + 2] = m_bdata.m_vertices[t.v3]; |
374 | } | 332 | } |
375 | return result; | 333 | return result; |
376 | } | 334 | } |
@@ -381,28 +339,19 @@ namespace OpenSim.Region.Physics.Meshing | |||
381 | /// <returns></returns> | 339 | /// <returns></returns> |
382 | public int[] getIndexListAsIntLocked() | 340 | public int[] getIndexListAsIntLocked() |
383 | { | 341 | { |
384 | if (m_pinnedIndex.IsAllocated) | 342 | return null; |
385 | return (int[])(m_pinnedIndex.Target); | ||
386 | |||
387 | int[] result = getIndexListAsInt(); | ||
388 | m_pinnedIndex = GCHandle.Alloc(result, GCHandleType.Pinned); | ||
389 | // Inform the garbage collector of this unmanaged allocation so it can schedule | ||
390 | // the next GC round more intelligently | ||
391 | GC.AddMemoryPressure(Buffer.ByteLength(result)); | ||
392 | |||
393 | return result; | ||
394 | } | 343 | } |
395 | 344 | ||
396 | public void getIndexListAsPtrToIntArray(out IntPtr indices, out int triStride, out int indexCount) | 345 | public void getIndexListAsPtrToIntArray(out IntPtr indices, out int triStride, out int indexCount) |
397 | { | 346 | { |
398 | // If there isn't an unmanaged array allocated yet, do it now | 347 | // If there isn't an unmanaged array allocated yet, do it now |
399 | if (m_indicesPtr == IntPtr.Zero) | 348 | if (m_indicesPtr == IntPtr.Zero && m_bdata != null) |
400 | { | 349 | { |
401 | int[] indexList = getIndexListAsInt(); | 350 | indexes = getIndexListAsInt(); |
402 | m_indexCount = indexList.Length; | 351 | m_indexCount = indexes.Length; |
403 | int byteCount = m_indexCount * sizeof(int); | 352 | ihandler = GCHandle.Alloc(indexes, GCHandleType.Pinned); |
404 | m_indicesPtr = System.Runtime.InteropServices.Marshal.AllocHGlobal(byteCount); | 353 | m_indicesPtr = ihandler.AddrOfPinnedObject(); |
405 | System.Runtime.InteropServices.Marshal.Copy(indexList, 0, m_indicesPtr, m_indexCount); | 354 | GC.AddMemoryPressure(Buffer.ByteLength(indexes)); |
406 | } | 355 | } |
407 | // A triangle is 3 ints (indices) | 356 | // A triangle is 3 ints (indices) |
408 | triStride = 3 * sizeof(int); | 357 | triStride = 3 * sizeof(int); |
@@ -412,18 +361,16 @@ namespace OpenSim.Region.Physics.Meshing | |||
412 | 361 | ||
413 | public void releasePinned() | 362 | public void releasePinned() |
414 | { | 363 | { |
415 | if (m_pinnedVertexes.IsAllocated) | ||
416 | m_pinnedVertexes.Free(); | ||
417 | if (m_pinnedIndex.IsAllocated) | ||
418 | m_pinnedIndex.Free(); | ||
419 | if (m_verticesPtr != IntPtr.Zero) | 364 | if (m_verticesPtr != IntPtr.Zero) |
420 | { | 365 | { |
421 | System.Runtime.InteropServices.Marshal.FreeHGlobal(m_verticesPtr); | 366 | vhandler.Free(); |
367 | vertices = null; | ||
422 | m_verticesPtr = IntPtr.Zero; | 368 | m_verticesPtr = IntPtr.Zero; |
423 | } | 369 | } |
424 | if (m_indicesPtr != IntPtr.Zero) | 370 | if (m_indicesPtr != IntPtr.Zero) |
425 | { | 371 | { |
426 | System.Runtime.InteropServices.Marshal.FreeHGlobal(m_indicesPtr); | 372 | ihandler.Free(); |
373 | indexes = null; | ||
427 | m_indicesPtr = IntPtr.Zero; | 374 | m_indicesPtr = IntPtr.Zero; |
428 | } | 375 | } |
429 | } | 376 | } |
@@ -433,29 +380,42 @@ namespace OpenSim.Region.Physics.Meshing | |||
433 | /// </summary> | 380 | /// </summary> |
434 | public void releaseSourceMeshData() | 381 | public void releaseSourceMeshData() |
435 | { | 382 | { |
436 | m_triangles = null; | 383 | if (m_bdata != null) |
437 | m_vertices = null; | 384 | { |
385 | m_bdata.m_triangles = null; | ||
386 | m_bdata.m_vertices = null; | ||
387 | } | ||
388 | } | ||
389 | |||
390 | public void releaseBuildingMeshData() | ||
391 | { | ||
392 | if (m_bdata != null) | ||
393 | { | ||
394 | m_bdata.m_triangles = null; | ||
395 | m_bdata.m_vertices = null; | ||
396 | m_bdata = null; | ||
397 | } | ||
438 | } | 398 | } |
439 | 399 | ||
440 | public void Append(IMesh newMesh) | 400 | public void Append(IMesh newMesh) |
441 | { | 401 | { |
442 | if (m_pinnedIndex.IsAllocated || m_pinnedVertexes.IsAllocated || m_indicesPtr != IntPtr.Zero || m_verticesPtr != IntPtr.Zero) | 402 | if (m_indicesPtr != IntPtr.Zero || m_verticesPtr != IntPtr.Zero) |
443 | throw new NotSupportedException("Attempt to Append to a pinned Mesh"); | 403 | throw new NotSupportedException("Attempt to Append to a pinned Mesh"); |
444 | 404 | ||
445 | if (!(newMesh is Mesh)) | 405 | if (!(newMesh is Mesh)) |
446 | return; | 406 | return; |
447 | 407 | ||
448 | foreach (Triangle t in ((Mesh)newMesh).m_triangles) | 408 | foreach (Triangle t in ((Mesh)newMesh).m_bdata.m_triangles) |
449 | Add(t); | 409 | Add(t); |
450 | } | 410 | } |
451 | 411 | ||
452 | // Do a linear transformation of mesh. | 412 | // Do a linear transformation of mesh. |
453 | public void TransformLinear(float[,] matrix, float[] offset) | 413 | public void TransformLinear(float[,] matrix, float[] offset) |
454 | { | 414 | { |
455 | if (m_pinnedIndex.IsAllocated || m_pinnedVertexes.IsAllocated || m_indicesPtr != IntPtr.Zero || m_verticesPtr != IntPtr.Zero) | 415 | if (m_indicesPtr != IntPtr.Zero || m_verticesPtr != IntPtr.Zero) |
456 | throw new NotSupportedException("Attempt to TransformLinear a pinned Mesh"); | 416 | throw new NotSupportedException("Attempt to TransformLinear a pinned Mesh"); |
457 | 417 | ||
458 | foreach (Vertex v in m_vertices.Keys) | 418 | foreach (Vertex v in m_bdata.m_vertices.Keys) |
459 | { | 419 | { |
460 | if (v == null) | 420 | if (v == null) |
461 | continue; | 421 | continue; |
@@ -473,10 +433,12 @@ namespace OpenSim.Region.Physics.Meshing | |||
473 | { | 433 | { |
474 | if (path == null) | 434 | if (path == null) |
475 | return; | 435 | return; |
436 | if (m_bdata == null) | ||
437 | return; | ||
476 | String fileName = name + "_" + title + ".raw"; | 438 | String fileName = name + "_" + title + ".raw"; |
477 | String completePath = System.IO.Path.Combine(path, fileName); | 439 | String completePath = System.IO.Path.Combine(path, fileName); |
478 | StreamWriter sw = new StreamWriter(completePath); | 440 | StreamWriter sw = new StreamWriter(completePath); |
479 | foreach (Triangle t in m_triangles) | 441 | foreach (Triangle t in m_bdata.m_triangles) |
480 | { | 442 | { |
481 | String s = t.ToStringRaw(); | 443 | String s = t.ToStringRaw(); |
482 | sw.WriteLine(s); | 444 | sw.WriteLine(s); |
@@ -486,7 +448,144 @@ namespace OpenSim.Region.Physics.Meshing | |||
486 | 448 | ||
487 | public void TrimExcess() | 449 | public void TrimExcess() |
488 | { | 450 | { |
489 | m_triangles.TrimExcess(); | 451 | m_bdata.m_triangles.TrimExcess(); |
452 | } | ||
453 | |||
454 | public void pinMemory() | ||
455 | { | ||
456 | m_vertexCount = vertices.Length / 3; | ||
457 | vhandler = GCHandle.Alloc(vertices, GCHandleType.Pinned); | ||
458 | m_verticesPtr = vhandler.AddrOfPinnedObject(); | ||
459 | GC.AddMemoryPressure(Buffer.ByteLength(vertices)); | ||
460 | |||
461 | m_indexCount = indexes.Length; | ||
462 | ihandler = GCHandle.Alloc(indexes, GCHandleType.Pinned); | ||
463 | m_indicesPtr = ihandler.AddrOfPinnedObject(); | ||
464 | GC.AddMemoryPressure(Buffer.ByteLength(indexes)); | ||
465 | } | ||
466 | |||
467 | public void PrepForOde() | ||
468 | { | ||
469 | // If there isn't an unmanaged array allocated yet, do it now | ||
470 | if (m_verticesPtr == IntPtr.Zero) | ||
471 | vertices = getVertexListAsFloat(); | ||
472 | |||
473 | // If there isn't an unmanaged array allocated yet, do it now | ||
474 | if (m_indicesPtr == IntPtr.Zero) | ||
475 | indexes = getIndexListAsInt(); | ||
476 | |||
477 | pinMemory(); | ||
478 | |||
479 | float x, y, z; | ||
480 | |||
481 | if (m_bdata.m_centroidDiv > 0) | ||
482 | { | ||
483 | 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); | ||
484 | x = (m_bdata.m_obbXmax - m_bdata.m_obbXmin) * 0.5f; | ||
485 | y = (m_bdata.m_obbYmax - m_bdata.m_obbYmin) * 0.5f; | ||
486 | z = (m_bdata.m_obbZmax - m_bdata.m_obbZmin) * 0.5f; | ||
487 | } | ||
488 | |||
489 | else | ||
490 | { | ||
491 | m_obboffset = Vector3.Zero; | ||
492 | x = 0.5f; | ||
493 | y = 0.5f; | ||
494 | z = 0.5f; | ||
495 | } | ||
496 | m_obb = new Vector3(x, y, z); | ||
497 | |||
498 | releaseBuildingMeshData(); | ||
499 | } | ||
500 | public bool ToStream(Stream st) | ||
501 | { | ||
502 | if (m_indicesPtr == IntPtr.Zero || m_verticesPtr == IntPtr.Zero) | ||
503 | return false; | ||
504 | |||
505 | BinaryWriter bw = new BinaryWriter(st); | ||
506 | bool ok = true; | ||
507 | |||
508 | try | ||
509 | { | ||
510 | |||
511 | bw.Write(m_vertexCount); | ||
512 | bw.Write(m_indexCount); | ||
513 | |||
514 | for (int i = 0; i < 3 * m_vertexCount; i++) | ||
515 | bw.Write(vertices[i]); | ||
516 | for (int i = 0; i < m_indexCount; i++) | ||
517 | bw.Write(indexes[i]); | ||
518 | bw.Write(m_obb.X); | ||
519 | bw.Write(m_obb.Y); | ||
520 | bw.Write(m_obb.Z); | ||
521 | bw.Write(m_obboffset.X); | ||
522 | bw.Write(m_obboffset.Y); | ||
523 | bw.Write(m_obboffset.Z); | ||
524 | } | ||
525 | catch | ||
526 | { | ||
527 | ok = false; | ||
528 | } | ||
529 | |||
530 | if (bw != null) | ||
531 | { | ||
532 | bw.Flush(); | ||
533 | bw.Close(); | ||
534 | } | ||
535 | |||
536 | return ok; | ||
537 | } | ||
538 | |||
539 | public static Mesh FromStream(Stream st, AMeshKey key) | ||
540 | { | ||
541 | Mesh mesh = new Mesh(); | ||
542 | mesh.releaseBuildingMeshData(); | ||
543 | |||
544 | BinaryReader br = new BinaryReader(st); | ||
545 | |||
546 | bool ok = true; | ||
547 | try | ||
548 | { | ||
549 | mesh.m_vertexCount = br.ReadInt32(); | ||
550 | mesh.m_indexCount = br.ReadInt32(); | ||
551 | |||
552 | int n = 3 * mesh.m_vertexCount; | ||
553 | mesh.vertices = new float[n]; | ||
554 | for (int i = 0; i < n; i++) | ||
555 | mesh.vertices[i] = br.ReadSingle(); | ||
556 | |||
557 | mesh.indexes = new int[mesh.m_indexCount]; | ||
558 | for (int i = 0; i < mesh.m_indexCount; i++) | ||
559 | mesh.indexes[i] = br.ReadInt32(); | ||
560 | |||
561 | mesh.m_obb.X = br.ReadSingle(); | ||
562 | mesh.m_obb.Y = br.ReadSingle(); | ||
563 | mesh.m_obb.Z = br.ReadSingle(); | ||
564 | |||
565 | mesh.m_obboffset.X = br.ReadSingle(); | ||
566 | mesh.m_obboffset.Y = br.ReadSingle(); | ||
567 | mesh.m_obboffset.Z = br.ReadSingle(); | ||
568 | } | ||
569 | catch | ||
570 | { | ||
571 | ok = false; | ||
572 | } | ||
573 | |||
574 | br.Close(); | ||
575 | |||
576 | if (ok) | ||
577 | { | ||
578 | mesh.pinMemory(); | ||
579 | |||
580 | mesh.Key = key; | ||
581 | mesh.RefCount = 1; | ||
582 | |||
583 | return mesh; | ||
584 | } | ||
585 | |||
586 | mesh.vertices = null; | ||
587 | mesh.indexes = null; | ||
588 | return null; | ||
490 | } | 589 | } |
491 | } | 590 | } |
492 | } | 591 | } |