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/*
* 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.Physics.Manager;
using PrimMesher;
namespace OpenSim.Region.Physics.Meshing
{
public class Mesh : IMesh
{
private Dictionary<Vertex, int> vertices;
private List<Triangle> triangles;
GCHandle pinnedVirtexes;
GCHandle pinnedIndex;
public PrimMesh primMesh = null;
public float[] normals;
public Mesh()
{
vertices = new Dictionary<Vertex, int>();
triangles = new List<Triangle>();
}
public Mesh Clone()
{
Mesh result = new Mesh();
foreach (Triangle t in triangles)
{
result.Add(new Triangle(t.v1.Clone(), t.v2.Clone(), t.v3.Clone()));
}
return result;
}
public void Add(Triangle triangle)
{
// If a vertex of the triangle is not yet in the vertices list,
// add it and set its index to the current index count
if( !vertices.ContainsKey(triangle.v1) )
vertices[triangle.v1] = vertices.Count;
if (!vertices.ContainsKey(triangle.v2))
vertices[triangle.v2] = vertices.Count;
if (!vertices.ContainsKey(triangle.v3))
vertices[triangle.v3] = vertices.Count;
triangles.Add(triangle);
}
public void CalcNormals()
{
int iTriangles = triangles.Count;
this.normals = new float[iTriangles * 3];
int i = 0;
foreach (Triangle t in triangles)
{
float ux, uy, uz;
float vx, vy, vz;
float wx, wy, wz;
ux = t.v1.X;
uy = t.v1.Y;
uz = t.v1.Z;
vx = t.v2.X;
vy = t.v2.Y;
vz = t.v2.Z;
wx = t.v3.X;
wy = t.v3.Y;
wz = t.v3.Z;
// Vectors for edges
float e1x, e1y, e1z;
float e2x, e2y, e2z;
e1x = ux - vx;
e1y = uy - vy;
e1z = uz - vz;
e2x = ux - wx;
e2y = uy - wy;
e2z = uz - wz;
// Cross product for normal
float nx, ny, nz;
nx = e1y * e2z - e1z * e2y;
ny = e1z * e2x - e1x * e2z;
nz = e1x * e2y - e1y * e2x;
// Length
float l = (float)Math.Sqrt(nx * nx + ny * ny + nz * nz);
float lReciprocal = 1.0f / l;
// Normalized "normal"
//nx /= l;
//ny /= l;
//nz /= l;
normals[i] = nx * lReciprocal;
normals[i + 1] = ny * lReciprocal;
normals[i + 2] = nz * lReciprocal;
i += 3;
}
}
public List<PhysicsVector> getVertexList()
{
List<PhysicsVector> result = new List<PhysicsVector>();
foreach (Vertex v in vertices.Keys)
{
result.Add(v);
}
return result;
}
public float[] getVertexListAsFloatLocked()
{
float[] result;
if (primMesh == null)
{
//m_log.WarnFormat("vertices.Count = {0}", vertices.Count);
result = new float[vertices.Count * 3];
foreach(KeyValuePair<Vertex, int> kvp in vertices)
{
Vertex v = kvp.Key;
int i = kvp.Value;
//m_log.WarnFormat("kvp.Value = {0}", i);
result[3 * i + 0] = v.X;
result[3 * i + 1] = v.Y;
result[3 * i + 2] = v.Z;
}
pinnedVirtexes = GCHandle.Alloc(result, GCHandleType.Pinned);
}
else
{
int count = primMesh.coords.Count;
result = new float[count * 3];
for (int i = 0; i < count; i++)
{
Coord c = primMesh.coords[i];
{
int resultIndex = 3 * i;
result[resultIndex] = c.X;
result[resultIndex + 1] = c.Y;
result[resultIndex + 2] = c.Z;
}
}
pinnedVirtexes = GCHandle.Alloc(result, GCHandleType.Pinned);
}
return result;
}
public int[] getIndexListAsInt()
{
int[] result;
if (primMesh == null)
{
result = new int[triangles.Count * 3];
for (int i = 0; i < triangles.Count; i++)
{
Triangle t = triangles[i];
result[3 * i + 0] = vertices[t.v1];
result[3 * i + 1] = vertices[t.v2];
result[3 * i + 2] = vertices[t.v3];
}
}
else
{
int numFaces = primMesh.faces.Count;
result = new int[numFaces * 3];
for (int i = 0; i < numFaces; i++)
{
Face f = primMesh.faces[i];
// Coord c1 = primMesh.coords[f.v1];
// Coord c2 = primMesh.coords[f.v2];
// Coord c3 = primMesh.coords[f.v3];
int resultIndex = i * 3;
result[resultIndex] = f.v1;
result[resultIndex + 1] = f.v2;
result[resultIndex + 2] = f.v3;
}
}
return result;
}
/// <summary>
/// creates a list of index values that defines triangle faces. THIS METHOD FREES ALL NON-PINNED MESH DATA
/// </summary>
/// <returns></returns>
public int[] getIndexListAsIntLocked()
{
int[] result = getIndexListAsInt();
pinnedIndex = GCHandle.Alloc(result, GCHandleType.Pinned);
return result;
}
public void releasePinned()
{
pinnedVirtexes.Free();
pinnedIndex.Free();
}
/// <summary>
/// frees up the source mesh data to minimize memory - call this method after calling get*Locked() functions
/// </summary>
public void releaseSourceMeshData()
{
triangles = null;
vertices = null;
primMesh = null;
}
public void Append(IMesh newMesh)
{
if (!(newMesh is Mesh))
return;
foreach (Triangle t in ((Mesh)newMesh).triangles)
Add(t);
}
// Do a linear transformation of mesh.
public void TransformLinear(float[,] matrix, float[] offset)
{
foreach (Vertex v in 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;
String fileName = name + "_" + title + ".raw";
String completePath = Path.Combine(path, fileName);
StreamWriter sw = new StreamWriter(completePath);
foreach (Triangle t in triangles)
{
String s = t.ToStringRaw();
sw.WriteLine(s);
}
sw.Close();
}
public void TrimExcess()
{
triangles.TrimExcess();
}
}
}
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