Meshmerizer stores dictionary of unique Meshes keyed on construction parameters. CreateMesh() returns a Mesh from the dictionary or creates a new Mesh if it has not been created before. Meshes are never purged from the dictionary. The raw Mesh data is discarded once the memory is pinned for ODE use. All copies of the same prim/mesh use the same pinned memory. ONLY IMPLEMENTED AND TESTED WITH MESHMERIZER AND ODE
Signed-off-by: dahlia <dahliaTrimble@gmailDotCom>remotes/origin/0.6.7-post-fixes
parent
daffb69174
commit
1b2828f5d8
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@ -40,7 +40,6 @@ namespace OpenSim.Region.Physics.Meshing
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private List<Triangle> triangles;
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GCHandle pinnedVirtexes;
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GCHandle pinnedIndex;
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public PrimMesh primMesh = null;
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public float[] normals;
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public Mesh()
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@ -63,6 +62,8 @@ namespace OpenSim.Region.Physics.Meshing
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public void Add(Triangle triangle)
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{
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if (pinnedIndex.IsAllocated || pinnedVirtexes.IsAllocated)
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throw new NotSupportedException("Attempt to Add to a pinned Mesh");
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// If a vertex of the triangle is not yet in the vertices list,
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// add it and set its index to the current index count
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if (!vertices.ContainsKey(triangle.v1))
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@ -148,40 +149,22 @@ namespace OpenSim.Region.Physics.Meshing
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public float[] getVertexListAsFloatLocked()
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{
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if( pinnedVirtexes.IsAllocated )
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return (float[])(pinnedVirtexes.Target);
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float[] result;
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if (primMesh == null)
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//m_log.WarnFormat("vertices.Count = {0}", vertices.Count);
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result = new float[vertices.Count * 3];
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foreach (KeyValuePair<Vertex, int> kvp in vertices)
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{
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//m_log.WarnFormat("vertices.Count = {0}", vertices.Count);
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result = new float[vertices.Count * 3];
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foreach (KeyValuePair<Vertex, int> kvp in vertices)
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{
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Vertex v = kvp.Key;
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int i = kvp.Value;
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//m_log.WarnFormat("kvp.Value = {0}", i);
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result[3 * i + 0] = v.X;
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result[3 * i + 1] = v.Y;
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result[3 * i + 2] = v.Z;
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}
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pinnedVirtexes = GCHandle.Alloc(result, GCHandleType.Pinned);
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}
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else
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{
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int count = primMesh.coords.Count;
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result = new float[count * 3];
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for (int i = 0; i < count; i++)
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{
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Coord c = primMesh.coords[i];
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{
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int resultIndex = 3 * i;
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result[resultIndex] = c.X;
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result[resultIndex + 1] = c.Y;
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result[resultIndex + 2] = c.Z;
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}
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}
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pinnedVirtexes = GCHandle.Alloc(result, GCHandleType.Pinned);
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Vertex v = kvp.Key;
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int i = kvp.Value;
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//m_log.WarnFormat("kvp.Value = {0}", i);
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result[3 * i + 0] = v.X;
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result[3 * i + 1] = v.Y;
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result[3 * i + 2] = v.Z;
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}
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pinnedVirtexes = GCHandle.Alloc(result, GCHandleType.Pinned);
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return result;
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}
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@ -189,33 +172,13 @@ namespace OpenSim.Region.Physics.Meshing
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{
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int[] result;
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if (primMesh == null)
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result = new int[triangles.Count * 3];
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for (int i = 0; i < triangles.Count; i++)
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{
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result = new int[triangles.Count * 3];
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for (int i = 0; i < triangles.Count; i++)
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{
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Triangle t = triangles[i];
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result[3 * i + 0] = vertices[t.v1];
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result[3 * i + 1] = vertices[t.v2];
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result[3 * i + 2] = vertices[t.v3];
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}
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}
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else
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{
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int numFaces = primMesh.faces.Count;
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result = new int[numFaces * 3];
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for (int i = 0; i < numFaces; i++)
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{
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Face f = primMesh.faces[i];
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// Coord c1 = primMesh.coords[f.v1];
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// Coord c2 = primMesh.coords[f.v2];
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// Coord c3 = primMesh.coords[f.v3];
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int resultIndex = i * 3;
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result[resultIndex] = f.v1;
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result[resultIndex + 1] = f.v2;
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result[resultIndex + 2] = f.v3;
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}
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Triangle t = triangles[i];
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result[3 * i + 0] = vertices[t.v1];
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result[3 * i + 1] = vertices[t.v2];
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result[3 * i + 2] = vertices[t.v3];
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}
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return result;
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}
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@ -226,6 +189,9 @@ namespace OpenSim.Region.Physics.Meshing
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/// <returns></returns>
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public int[] getIndexListAsIntLocked()
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{
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if (pinnedIndex.IsAllocated)
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return (int[])(pinnedIndex.Target);
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int[] result = getIndexListAsInt();
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pinnedIndex = GCHandle.Alloc(result, GCHandleType.Pinned);
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@ -245,11 +211,13 @@ namespace OpenSim.Region.Physics.Meshing
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{
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triangles = null;
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vertices = null;
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primMesh = null;
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}
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public void Append(IMesh newMesh)
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{
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if (pinnedIndex.IsAllocated || pinnedVirtexes.IsAllocated)
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throw new NotSupportedException("Attempt to Append to a pinned Mesh");
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if (!(newMesh is Mesh))
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return;
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@ -260,6 +228,9 @@ namespace OpenSim.Region.Physics.Meshing
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// Do a linear transformation of mesh.
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public void TransformLinear(float[,] matrix, float[] offset)
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{
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if (pinnedIndex.IsAllocated || pinnedVirtexes.IsAllocated)
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throw new NotSupportedException("Attempt to TransformLinear a pinned Mesh");
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foreach (Vertex v in vertices.Keys)
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{
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if (v == null)
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@ -76,6 +76,7 @@ namespace OpenSim.Region.Physics.Meshing
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private float minSizeForComplexMesh = 0.2f; // prims with all dimensions smaller than this will have a bounding box mesh
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private Dictionary<ulong, Mesh> m_uniqueMeshes = new Dictionary<ulong, Mesh>();
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/// <summary>
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/// creates a simple box mesh of the specified size. This mesh is of very low vertex count and may
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@ -170,9 +171,62 @@ namespace OpenSim.Region.Physics.Meshing
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}
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public Mesh CreateMeshFromPrimMesher(string primName, PrimitiveBaseShape primShape, PhysicsVector size, float lod)
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private ulong GetMeshKey( PrimitiveBaseShape pbs, PhysicsVector size, float lod )
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{
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ulong hash = 5381;
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hash = djb2(hash, pbs.PathCurve);
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hash = djb2(hash, (byte)((byte)pbs.HollowShape | (byte)pbs.ProfileShape));
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hash = djb2(hash, pbs.PathBegin);
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hash = djb2(hash, pbs.PathEnd);
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hash = djb2(hash, pbs.PathScaleX);
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hash = djb2(hash, pbs.PathScaleY);
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hash = djb2(hash, pbs.PathShearX);
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hash = djb2(hash, pbs.PathShearY);
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hash = djb2(hash, (byte)pbs.PathTwist);
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hash = djb2(hash, (byte)pbs.PathTwistBegin);
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hash = djb2(hash, (byte)pbs.PathRadiusOffset);
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hash = djb2(hash, (byte)pbs.PathTaperX);
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hash = djb2(hash, (byte)pbs.PathTaperY);
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hash = djb2(hash, pbs.PathRevolutions);
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hash = djb2(hash, (byte)pbs.PathSkew);
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hash = djb2(hash, pbs.ProfileBegin);
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hash = djb2(hash, pbs.ProfileEnd);
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hash = djb2(hash, pbs.ProfileHollow);
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// TODO: Separate scale out from the primitive shape data (after
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// scaling is supported at the physics engine level)
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byte[] scaleBytes = size.GetBytes();
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for (int i = 0; i < scaleBytes.Length; i++)
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hash = djb2(hash, scaleBytes[i]);
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// Include LOD in hash, accounting for endianness
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byte[] lodBytes = new byte[4];
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Buffer.BlockCopy(BitConverter.GetBytes(lod), 0, lodBytes, 0, 4);
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if (!BitConverter.IsLittleEndian)
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{
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Array.Reverse(lodBytes, 0, 4);
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}
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for (int i = 0; i < lodBytes.Length; i++)
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hash = djb2(hash, lodBytes[i]);
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return hash;
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}
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private ulong djb2(ulong hash, byte c)
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{
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return ((hash << 5) + hash) + (ulong)c;
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}
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private ulong djb2(ulong hash, ushort c)
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{
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hash = ((hash << 5) + hash) + (ulong)((byte)c);
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return ((hash << 5) + hash) + (ulong)(c >> 8);
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}
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private Mesh CreateMeshFromPrimMesher(string primName, PrimitiveBaseShape primShape, PhysicsVector size, float lod)
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{
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Mesh mesh = new Mesh();
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PrimMesh primMesh;
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PrimMesher.SculptMesh sculptMesh;
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coords = primMesh.coords;
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faces = primMesh.faces;
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}
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@ -401,13 +453,13 @@ namespace OpenSim.Region.Physics.Meshing
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vertices.Add(new Vertex(c.X, c.Y, c.Z));
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}
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Mesh mesh = new Mesh();
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// Add the corresponding triangles to the mesh
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for (int i = 0; i < numFaces; i++)
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{
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Face f = faces[i];
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mesh.Add(new Triangle(vertices[f.v1], vertices[f.v2], vertices[f.v3]));
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}
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return mesh;
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}
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public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, PhysicsVector size, float lod, bool isPhysical)
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{
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// If this mesh has been created already, return it instead of creating another copy
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// For large regions with 100k+ prims and hundreds of copies of each, this can save a GB or more of memory
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ulong key = GetMeshKey(primShape, size, lod);
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Mesh mesh = null;
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if (m_uniqueMeshes.TryGetValue(key, out mesh))
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return mesh;
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if (size.X < 0.01f) size.X = 0.01f;
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if (size.Y < 0.01f) size.Y = 0.01f;
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// trim the vertex and triangle lists to free up memory
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mesh.TrimExcess();
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}
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m_uniqueMeshes.Add(key, mesh);
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return mesh;
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}
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}
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@ -82,7 +82,6 @@ namespace OpenSim.Region.Physics.OdePlugin
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// private float m_tensor = 5f;
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private int body_autodisable_frames = 20;
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private IMesh primMesh = null;
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private const CollisionCategories m_default_collisionFlags = (CollisionCategories.Geom
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}
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}
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IMesh oldMesh = primMesh;
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float[] vertexList = mesh.getVertexListAsFloatLocked(); // Note, that vertextList is pinned in memory
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int[] indexList = mesh.getIndexListAsIntLocked(); // Also pinned, needs release after usage
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primMesh = mesh;
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float[] vertexList = primMesh.getVertexListAsFloatLocked(); // Note, that vertextList is pinned in memory
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int[] indexList = primMesh.getIndexListAsIntLocked(); // Also pinned, needs release after usage
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primMesh.releaseSourceMeshData(); // free up the original mesh data to save memory
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mesh.releaseSourceMeshData(); // free up the original mesh data to save memory
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int VertexCount = vertexList.GetLength(0)/3;
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int IndexCount = indexList.GetLength(0);
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return;
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}
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if (oldMesh != null)
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{
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oldMesh.releasePinned();
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oldMesh = null;
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}
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// if (IsPhysical && Body == (IntPtr) 0)
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// {
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// Recreate the body
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