From 0fc618e7b2c9e24d8f05e235bc3dd5c77c2bc062 Mon Sep 17 00:00:00 2001 From: Dahlia Trimble Date: Fri, 5 Sep 2008 16:38:51 +0000 Subject: [PATCH] Replaced a lot of trig calls with lookup tables for common prim types in an attempt to improve meshing speed. Added a new between points interpolation method to improve accuracy of profile cuts in triangle and square profile prims. --- OpenSim/Region/Physics/Meshing/PrimMesher.cs | 245 +++++++++++++++---- 1 file changed, 202 insertions(+), 43 deletions(-) diff --git a/OpenSim/Region/Physics/Meshing/PrimMesher.cs b/OpenSim/Region/Physics/Meshing/PrimMesher.cs index e15804ed44..86bdabcc76 100644 --- a/OpenSim/Region/Physics/Meshing/PrimMesher.cs +++ b/OpenSim/Region/Physics/Meshing/PrimMesher.cs @@ -79,10 +79,137 @@ namespace OpenSim.Region.Physics.Meshing } } + //internal float angles3[][] = [ + //[0.0f, 1.0f, 0.0f], + //[0.33333333333333331f, -0.49999999999999978f, 0.86602540378443871f], + //[0.66666666666666663f, -0.50000000000000044f, -0.86602540378443837f], + //[1.0f, 1.0f, -2.4492127076447545e-016f]]; + /* +angles3 = [ + [0.0, 1.0, 0.0], + [0.33333333333333331, -0.49999999999999978, 0.86602540378443871], + [0.66666666666666663, -0.50000000000000044, -0.86602540378443837], + [1.0, 1.0, -2.4492127076447545e-016]] + +angles4 = [ + [0.0, 1.0, 0.0], + [0.25, 0.0, 1.0], + [0.5, -1.0, 0.0], + [0.75, 0.0, -1.0], + [1.0, 1.0, 0.0]] + +angles24 = [ + [0.0, 0.5, 0.0], + [0.041666666666666664, 0.48296291314453416, 0.12940952255126037], + [0.083333333333333329, 0.43301270189221935, 0.25], + [0.125, 0.35355339059327379, 0.35355339059327373], + [0.16666666666666666, 0.25, 0.4330127018922193], + [0.20833333333333331, 0.12940952255126048, 0.4829629131445341], + [0.25, 0.0, 0.5], + [0.29166666666666663, -0.12940952255126031, 0.48296291314453416], + [0.33333333333333331, -0.25, 0.43301270189221935], + [0.375, -0.35355339059327373, 0.35355339059327379], + [0.41666666666666663, -0.43301270189221924, 0.25], + [0.45833333333333331, -0.4829629131445341, 0.12940952255126051], + [0.5, -0.5, 0.0], + [0.54166666666666663, -0.48296291314453421, -0.12940952255126018], + [0.58333333333333326, -0.43301270189221941, -0.25], + [0.62499999999999989, -0.35355339059327395, -0.35355339059327356], + [0.66666666666666663, -0.25, -0.43301270189221919], + [0.70833333333333326, -0.12940952255126076, -0.48296291314453405], + [0.75, 0.0, -0.5], + [0.79166666666666663, 0.12940952255126015, -0.48296291314453421], + [0.83333333333333326, 0.25, -0.43301270189221952], + [0.875, 0.35355339059327368, -0.35355339059327384], + [0.91666666666666663, 0.43301270189221919, -0.25], + [0.95833333333333326, 0.48296291314453405, -0.12940952255126079], + [1.0, 0.5, 0.0]] + +angles24 = [ + [0.0, 1.0, 0.0], + [0.041666666666666664, 0.96592582628906831, 0.25881904510252074], + [0.083333333333333329, 0.86602540378443871, 0.5], + [0.125, 0.70710678118654757, 0.70710678118654746], + [0.16666666666666667, 0.5, 0.8660254037844386], + [0.20833333333333331, 0.25881904510252096, 0.9659258262890682], + [0.25, 6.1230317691118863e-017, 1.0], + [0.29166666666666663, -0.25881904510252063, 0.96592582628906831], + [0.33333333333333333, -0.5, 0.86602540378443871], + [0.375, -0.70710678118654746, 0.70710678118654757], + [0.41666666666666663, -0.86602540378443849, 0.5], + [0.45833333333333331, -0.9659258262890682, 0.25881904510252102], + [0.5, -1.0, 1.2246063538223773e-016], + [0.54166666666666663, -0.96592582628906842, -0.25881904510252035], + [0.58333333333333326, -0.86602540378443882, -0.5], + [0.62499999999999989, -0.70710678118654791, -0.70710678118654713], + [0.66666666666666667, -0.5, -0.86602540378443837], + [0.70833333333333326, -0.25881904510252152, -0.96592582628906809], + [0.75, -1.8369095307335659e-016, -1.0], + [0.79166666666666663, 0.2588190451025203, -0.96592582628906842], + [0.83333333333333326, 0.5, -0.86602540378443904], + [0.875, 0.70710678118654735, -0.70710678118654768], + [0.91666666666666663, 0.86602540378443837, -0.5], + [0.95833333333333326, 0.96592582628906809, -0.25881904510252157], + [1.0, 1.0, -2.4492127076447545e-016]] + + */ + internal class AngleList { private float iX, iY; // intersection point + private Angle[] angles3 = + { + new Angle(0.0f, 1.0f, 0.0f), + new Angle(0.33333333333333333f, -0.5f, 0.86602540378443871f), + new Angle(0.66666666666666667f, -0.5f, -0.86602540378443837f), + new Angle(1.0f, 1.0f, 0.0f) + }; + + private Angle[] angles4 = + { + new Angle(0.0f, 1.0f, 0.0f), + new Angle(0.25f, 0.0f, 1.0f), + new Angle(0.5f, -1.0f, 0.0f), + new Angle(0.75f, 0.0f, -1.0f), + new Angle(1.0f, 1.0f, 0.0f) + }; + + private Angle[] angles24 = + { + new Angle(0.0f, 1.0f, 0.0f), + new Angle(0.041666666666666664f, 0.96592582628906831f, 0.25881904510252074f), + new Angle(0.083333333333333329f, 0.86602540378443871f, 0.5f), + new Angle(0.125f, 0.70710678118654757f, 0.70710678118654746f), + new Angle(0.16666666666666667f, 0.5f, 0.8660254037844386f), + new Angle(0.20833333333333331f, 0.25881904510252096f, 0.9659258262890682f), + new Angle(0.25f, 0.0f, 1.0f), + new Angle(0.29166666666666663f, -0.25881904510252063f, 0.96592582628906831f), + new Angle(0.33333333333333333f, -0.5f, 0.86602540378443871f), + new Angle(0.375f, -0.70710678118654746f, 0.70710678118654757f), + new Angle(0.41666666666666663f, -0.86602540378443849f, 0.5f), + new Angle(0.45833333333333331f, -0.9659258262890682f, 0.25881904510252102f), + new Angle(0.5f, -1.0f, 0.0f), + new Angle(0.54166666666666663f, -0.96592582628906842f, -0.25881904510252035f), + new Angle(0.58333333333333326f, -0.86602540378443882f, -0.5f), + new Angle(0.62499999999999989f, -0.70710678118654791f, -0.70710678118654713f), + new Angle(0.66666666666666667f, -0.5f, -0.86602540378443837f), + new Angle(0.70833333333333326f, -0.25881904510252152f, -0.96592582628906809f), + new Angle(0.75f, 0.0f, -1.0f), + new Angle(0.79166666666666663f, 0.2588190451025203f, -0.96592582628906842f), + new Angle(0.83333333333333326f, 0.5f, -0.86602540378443904f), + new Angle(0.875f, 0.70710678118654735f, -0.70710678118654768f), + new Angle(0.91666666666666663f, 0.86602540378443837f, -0.5f), + new Angle(0.95833333333333326f, 0.96592582628906809f, -0.25881904510252157f), + new Angle(1.0f, 1.0f, 0.0f) + }; + + private Angle interpolatePoints(float newPoint, Angle p1, Angle p2) + { + float m = (newPoint - p1.angle) / (p2.angle - p1.angle); + return new Angle(newPoint, p1.X + m * (p2.X - p1.X), p1.Y + m * (p2.Y - p1.Y)); + } + private void intersection(double x1, double y1, double x2, double y2, double x3, double y3, double x4, double y4) { // ref: http://local.wasp.uwa.edu.au/~pbourke/geometry/lineline2d/ double denom = (y4 - y3) * (x2 - x1) - (x4 - x3) * (y2 - y1); @@ -98,64 +225,96 @@ namespace OpenSim.Region.Physics.Meshing internal List angles; - // this class should have a table of most commonly computed values - // instead of all the trig function calls - // most common would be for sides = 3, 4, or 24 internal void makeAngles( int sides, float startAngle, float stopAngle ) { angles = new List(); double twoPi = System.Math.PI * 2.0; + float twoPiInv = 1.0f / (float)twoPi; if (sides < 1) throw new Exception("number of sides not greater than zero"); if (stopAngle <= startAngle) throw new Exception("stopAngle not greater than startAngle"); - double stepSize = twoPi / sides; - - int startStep = (int) (startAngle / stepSize); - double angle = stepSize * startStep; - int step = startStep; - double stopAngleTest = stopAngle; - if (stopAngle < twoPi) + if ((sides == 3 || sides == 4 || sides == 24)) { - stopAngleTest = stepSize * ((int)(stopAngle / stepSize) + 1); - if (stopAngleTest < stopAngle) - stopAngleTest += stepSize; - if (stopAngleTest > twoPi) - stopAngleTest = twoPi; + startAngle *= twoPiInv; + stopAngle *= twoPiInv; + + Angle[] sourceAngles; + if (sides == 3) + sourceAngles = angles3; + else if (sides == 4) + sourceAngles = angles4; + else sourceAngles = angles24; + + int startAngleIndex = (int)(startAngle * sides); + int endAngleIndex = sourceAngles.Length - 1; + if (stopAngle < 1.0f) + endAngleIndex = (int)(stopAngle * sides) + 1; + if (endAngleIndex == startAngleIndex) + endAngleIndex++; + + for (int angleIndex = startAngleIndex; angleIndex < endAngleIndex + 1; angleIndex++) + angles.Add(sourceAngles[angleIndex]); + + if (startAngle > 0.0f) + angles[0] = interpolatePoints(startAngle, angles[0], angles[1]); + + if (stopAngle < 1.0f) + { + int lastAngleIndex = angles.Count - 1; + angles[lastAngleIndex] = interpolatePoints(stopAngle, angles[lastAngleIndex - 1], angles[lastAngleIndex]); + } } - - while (angle <= stopAngleTest) + else { - Angle newAngle; - newAngle.angle = (float) angle; - newAngle.X = (float) System.Math.Cos(angle); - newAngle.Y = (float) System.Math.Sin(angle); - angles.Add(newAngle); - step += 1; - angle = stepSize * step; - } + double stepSize = twoPi / sides; - if (startAngle > angles[0].angle) - { - Angle newAngle; - intersection(angles[0].X, angles[0].Y, angles[1].X, angles[1].Y, 0.0f, 0.0f, (float)Math.Cos(startAngle), (float)Math.Sin(startAngle)); - newAngle.angle = startAngle; - newAngle.X = iX; - newAngle.Y = iY; - angles[0] = newAngle; - } + int startStep = (int)(startAngle / stepSize); + double angle = stepSize * startStep; + int step = startStep; + double stopAngleTest = stopAngle; + if (stopAngle < twoPi) + { + stopAngleTest = stepSize * ((int)(stopAngle / stepSize) + 1); + if (stopAngleTest < stopAngle) + stopAngleTest += stepSize; + if (stopAngleTest > twoPi) + stopAngleTest = twoPi; + } - int index = angles.Count - 1; - if (stopAngle < angles[index].angle) - { - Angle newAngle; - intersection(angles[index - 1].X, angles[index - 1].Y, angles[index].X, angles[index].Y, 0.0f, 0.0f, (float)Math.Cos(stopAngle), (float)Math.Sin(stopAngle)); - newAngle.angle = stopAngle; - newAngle.X = iX; - newAngle.Y = iY; - angles[index] = newAngle; + while (angle <= stopAngleTest) + { + Angle newAngle; + newAngle.angle = (float)angle; + newAngle.X = (float)System.Math.Cos(angle); + newAngle.Y = (float)System.Math.Sin(angle); + angles.Add(newAngle); + step += 1; + angle = stepSize * step; + } + + if (startAngle > angles[0].angle) + { + Angle newAngle; + intersection(angles[0].X, angles[0].Y, angles[1].X, angles[1].Y, 0.0f, 0.0f, (float)Math.Cos(startAngle), (float)Math.Sin(startAngle)); + newAngle.angle = startAngle; + newAngle.X = iX; + newAngle.Y = iY; + angles[0] = newAngle; + } + + int index = angles.Count - 1; + if (stopAngle < angles[index].angle) + { + Angle newAngle; + intersection(angles[index - 1].X, angles[index - 1].Y, angles[index].X, angles[index].Y, 0.0f, 0.0f, (float)Math.Cos(stopAngle), (float)Math.Sin(stopAngle)); + newAngle.angle = stopAngle; + newAngle.X = iX; + newAngle.Y = iY; + angles[index] = newAngle; + } } } }