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IMesher.cs
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27 
28 using System;
29 using System.Collections.Generic;
30 using System.Runtime.InteropServices;
31 using OpenSim.Framework;
32 using OpenMetaverse;
33 
34 namespace OpenSim.Region.PhysicsModules.SharedBase
35 {
36  public interface IMesher
37  {
38  IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod);
39  IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical);
40  IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical, bool convex, bool forOde);
41  IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical, bool shouldCache, bool convex, bool forOde);
42  IMesh GetMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical, bool convex);
43  void ReleaseMesh(IMesh mesh);
44  void ExpireReleaseMeshs();
45  void ExpireFileCache();
46  }
47 
48  // Values for level of detail to be passed to the mesher.
49  // Values origionally chosen for the LOD of sculpties (the sqrt(width*heigth) of sculpt texture)
50  // Lower level of detail reduces the number of vertices used to represent the meshed shape.
51  public enum LevelOfDetail
52  {
53  High = 32,
54  Medium = 16,
55  Low = 8,
56  VeryLow = 4
57  }
58 
59  public interface IVertex
60  {
61  }
62 
63  [Serializable()]
64  [StructLayout(LayoutKind.Explicit)]
65  public struct AMeshKey
66  {
67  [FieldOffset(0)]
68  public UUID uuid;
69  [FieldOffset(0)]
70  public ulong hashA;
71  [FieldOffset(8)]
72  public ulong hashB;
73  [FieldOffset(16)]
74  public ulong hashC;
75 
76  public override string ToString()
77  {
78  return uuid.ToString() + "-" + hashC.ToString("x") ;
79  }
80  }
81 
82  public interface IMesh
83  {
84  List<Vector3> getVertexList();
85  int[] getIndexListAsInt();
86  int[] getIndexListAsIntLocked();
87  float[] getVertexListAsFloat();
88  float[] getVertexListAsFloatLocked();
89  void getIndexListAsPtrToIntArray(out IntPtr indices, out int triStride, out int indexCount);
90  void getVertexListAsPtrToFloatArray(out IntPtr vertexList, out int vertexStride, out int vertexCount);
91  void releaseSourceMeshData();
92  void releasePinned();
93  void Append(IMesh newMesh);
94  void TransformLinear(float[,] matrix, float[] offset);
95  Vector3 GetCentroid();
96  Vector3 GetOBB();
97  }
98 }