/// <summary> /// Frees unmanaged memory created by <see cref="IMarshalable{Node, AiNode}.ToNative"/>. /// </summary> /// <param name="nativeValue">Native value to free</param> /// <param name="freeNative">True if the unmanaged memory should be freed, false otherwise.</param> public static void FreeNative(IntPtr nativeValue, bool freeNative) { if (nativeValue == IntPtr.Zero) { return; } AiNode aiNode = MemoryHelper.Read <AiNode>(nativeValue); if (aiNode.NumMeshes > 0 && aiNode.Meshes != IntPtr.Zero) { MemoryHelper.FreeMemory(aiNode.Meshes); } if (aiNode.NumChildren > 0 && aiNode.Children != IntPtr.Zero) { MemoryHelper.FreeNativeArray <AiNode>(aiNode.Children, (int)aiNode.NumChildren, FreeNative, true); } if (aiNode.MetaData != IntPtr.Zero) { Metadata.FreeNative(aiNode.MetaData, true); } if (freeNative) { MemoryHelper.FreeMemory(nativeValue); } }
/// <summary> /// Frees unmanaged memory created by <see cref="IMarshalable{Mesh, AiMesh}.ToNative"/>. /// </summary> /// <param name="nativeValue">Native value to free</param> /// <param name="freeNative">True if the unmanaged memory should be freed, false otherwise.</param> public static void FreeNative(IntPtr nativeValue, bool freeNative) { if (nativeValue == IntPtr.Zero) return; AiMesh aiMesh = MemoryHelper.Read<AiMesh>(nativeValue); if (aiMesh.NumVertices > 0) { if (aiMesh.Vertices != IntPtr.Zero) MemoryHelper.FreeMemory(aiMesh.Vertices); if (aiMesh.Normals != IntPtr.Zero) MemoryHelper.FreeMemory(aiMesh.Normals); if (aiMesh.Tangents != IntPtr.Zero) MemoryHelper.FreeMemory(aiMesh.Tangents); if (aiMesh.BiTangents != IntPtr.Zero) MemoryHelper.FreeMemory(aiMesh.BiTangents); //Vertex Color channels for (int i = 0; i < aiMesh.Colors.Length; i++) { IntPtr colorPtr = aiMesh.Colors[i]; if (colorPtr != IntPtr.Zero) MemoryHelper.FreeMemory(colorPtr); } //Texture coordinate channels for (int i = 0; i < aiMesh.TextureCoords.Length; i++) { IntPtr texCoordsPtr = aiMesh.TextureCoords[i]; if (texCoordsPtr != IntPtr.Zero) MemoryHelper.FreeMemory(texCoordsPtr); } } //Faces if (aiMesh.NumFaces > 0 && aiMesh.Faces != IntPtr.Zero) MemoryHelper.FreeNativeArray<AiFace>(aiMesh.Faces, (int)aiMesh.NumFaces, Face.FreeNative); //Bones if (aiMesh.NumBones > 0 && aiMesh.Bones != IntPtr.Zero) MemoryHelper.FreeNativeArray<AiBone>(aiMesh.Bones, (int)aiMesh.NumBones, Bone.FreeNative, true); //Attachment meshes if (aiMesh.NumAnimMeshes > 0 && aiMesh.AnimMeshes != IntPtr.Zero) MemoryHelper.FreeNativeArray<AiAnimMesh>(aiMesh.AnimMeshes, (int)aiMesh.NumAnimMeshes, MeshAnimationAttachment.FreeNative, true); if (freeNative) MemoryHelper.FreeMemory(nativeValue); }
/// <summary> /// Frees unmanaged memory created by <see cref="IMarshalable{Scene, AiScene}.ToNative"/>. /// </summary> /// <param name="nativeValue">Native value to free</param> /// <param name="freeNative">True if the unmanaged memory should be freed, false otherwise.</param> public static void FreeNative(IntPtr nativeValue, bool freeNative) { if (nativeValue == IntPtr.Zero) { return; } AiScene aiScene = MemoryHelper.Read <AiScene>(nativeValue); if (aiScene.NumMaterials > 0 && aiScene.Materials != IntPtr.Zero) { MemoryHelper.FreeNativeArray <AiMaterial>(aiScene.Materials, (int)aiScene.NumMaterials, Material.FreeNative, true); } if (aiScene.RootNode != IntPtr.Zero) { Node.FreeNative(aiScene.RootNode, true); } if (aiScene.NumMeshes > 0 && aiScene.Meshes != IntPtr.Zero) { MemoryHelper.FreeNativeArray <AiMesh>(aiScene.Meshes, (int)aiScene.NumMeshes, Mesh.FreeNative, true); } if (aiScene.NumLights > 0 && aiScene.Lights != IntPtr.Zero) { MemoryHelper.FreeNativeArray <AiLight>(aiScene.Lights, (int)aiScene.NumLights, Light.FreeNative, true); } if (aiScene.NumCameras > 0 && aiScene.Cameras != IntPtr.Zero) { MemoryHelper.FreeNativeArray <AiCamera>(aiScene.Cameras, (int)aiScene.NumCameras, Camera.FreeNative, true); } if (aiScene.NumTextures > 0 && aiScene.Textures != IntPtr.Zero) { MemoryHelper.FreeNativeArray <AiTexture>(aiScene.Textures, (int)aiScene.NumTextures, EmbeddedTexture.FreeNative, true); } if (aiScene.NumAnimations > 0 && aiScene.Animations != IntPtr.Zero) { MemoryHelper.FreeNativeArray <AiAnimation>(aiScene.Animations, (int)aiScene.NumAnimations, Animation.FreeNative, true); } if (freeNative) { MemoryHelper.FreeMemory(nativeValue); } }
/// <summary> /// Frees unmanaged memory created by <see cref="IMarshalable{Animation, AiAnimation}.ToNative"/>. /// </summary> /// <param name="nativeValue">Native value to free</param> /// <param name="freeNative">True if the unmanaged memory should be freed, false otherwise.</param> public static void FreeNative(IntPtr nativeValue, bool freeNative) { if (nativeValue == IntPtr.Zero) { return; } AiAnimation aiAnimation = MemoryHelper.Read <AiAnimation>(nativeValue); if (aiAnimation.NumChannels > 0 && aiAnimation.Channels != IntPtr.Zero) { MemoryHelper.FreeNativeArray <AiNodeAnim>(aiAnimation.Channels, (int)aiAnimation.NumChannels, NodeAnimationChannel.FreeNative, true); } if (aiAnimation.NumMeshChannels > 0 && aiAnimation.MeshChannels != IntPtr.Zero) { MemoryHelper.FreeNativeArray <AiMeshAnim>(aiAnimation.MeshChannels, (int)aiAnimation.NumMeshChannels, MeshAnimationChannel.FreeNative, true); } if (freeNative) { MemoryHelper.FreeMemory(nativeValue); } }