Пример #1
0
        /// <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);
            }
        }
Пример #2
0
        /// <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);
        }
Пример #3
0
        /// <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);
            }
        }
Пример #4
0
        /// <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);
            }
        }