diff --git a/OpenSim/Region/Physics/Meshing/Mesh.cs b/OpenSim/Region/Physics/Meshing/Mesh.cs index ceafaade15..756755618c 100644 --- a/OpenSim/Region/Physics/Meshing/Mesh.cs +++ b/OpenSim/Region/Physics/Meshing/Mesh.cs @@ -40,7 +40,6 @@ namespace OpenSim.Region.Physics.Meshing private List triangles; GCHandle pinnedVirtexes; GCHandle pinnedIndex; - public PrimMesh primMesh = null; public float[] normals; public Mesh() @@ -63,6 +62,8 @@ namespace OpenSim.Region.Physics.Meshing public void Add(Triangle triangle) { + if (pinnedIndex.IsAllocated || pinnedVirtexes.IsAllocated) + throw new NotSupportedException("Attempt to Add to a pinned Mesh"); // If a vertex of the triangle is not yet in the vertices list, // add it and set its index to the current index count if (!vertices.ContainsKey(triangle.v1)) @@ -148,40 +149,22 @@ namespace OpenSim.Region.Physics.Meshing public float[] getVertexListAsFloatLocked() { + if( pinnedVirtexes.IsAllocated ) + return (float[])(pinnedVirtexes.Target); float[] result; - if (primMesh == null) + //m_log.WarnFormat("vertices.Count = {0}", vertices.Count); + result = new float[vertices.Count * 3]; + foreach (KeyValuePair kvp in vertices) { - //m_log.WarnFormat("vertices.Count = {0}", vertices.Count); - result = new float[vertices.Count * 3]; - foreach (KeyValuePair kvp in vertices) - { - Vertex v = kvp.Key; - int i = kvp.Value; - //m_log.WarnFormat("kvp.Value = {0}", i); - result[3 * i + 0] = v.X; - result[3 * i + 1] = v.Y; - result[3 * i + 2] = v.Z; - } - pinnedVirtexes = GCHandle.Alloc(result, GCHandleType.Pinned); - } - else - { - int count = primMesh.coords.Count; - result = new float[count * 3]; - for (int i = 0; i < count; i++) - { - Coord c = primMesh.coords[i]; - { - int resultIndex = 3 * i; - result[resultIndex] = c.X; - result[resultIndex + 1] = c.Y; - result[resultIndex + 2] = c.Z; - } - - } - pinnedVirtexes = GCHandle.Alloc(result, GCHandleType.Pinned); + Vertex v = kvp.Key; + int i = kvp.Value; + //m_log.WarnFormat("kvp.Value = {0}", i); + result[3 * i + 0] = v.X; + result[3 * i + 1] = v.Y; + result[3 * i + 2] = v.Z; } + pinnedVirtexes = GCHandle.Alloc(result, GCHandleType.Pinned); return result; } @@ -189,33 +172,13 @@ namespace OpenSim.Region.Physics.Meshing { int[] result; - if (primMesh == null) + result = new int[triangles.Count * 3]; + for (int i = 0; i < triangles.Count; i++) { - result = new int[triangles.Count * 3]; - for (int i = 0; i < triangles.Count; i++) - { - Triangle t = triangles[i]; - result[3 * i + 0] = vertices[t.v1]; - result[3 * i + 1] = vertices[t.v2]; - result[3 * i + 2] = vertices[t.v3]; - } - } - else - { - int numFaces = primMesh.faces.Count; - result = new int[numFaces * 3]; - for (int i = 0; i < numFaces; i++) - { - Face f = primMesh.faces[i]; -// Coord c1 = primMesh.coords[f.v1]; -// Coord c2 = primMesh.coords[f.v2]; -// Coord c3 = primMesh.coords[f.v3]; - - int resultIndex = i * 3; - result[resultIndex] = f.v1; - result[resultIndex + 1] = f.v2; - result[resultIndex + 2] = f.v3; - } + Triangle t = triangles[i]; + result[3 * i + 0] = vertices[t.v1]; + result[3 * i + 1] = vertices[t.v2]; + result[3 * i + 2] = vertices[t.v3]; } return result; } @@ -226,6 +189,9 @@ namespace OpenSim.Region.Physics.Meshing /// public int[] getIndexListAsIntLocked() { + if (pinnedIndex.IsAllocated) + return (int[])(pinnedIndex.Target); + int[] result = getIndexListAsInt(); pinnedIndex = GCHandle.Alloc(result, GCHandleType.Pinned); @@ -245,11 +211,13 @@ namespace OpenSim.Region.Physics.Meshing { triangles = null; vertices = null; - primMesh = null; } public void Append(IMesh newMesh) { + if (pinnedIndex.IsAllocated || pinnedVirtexes.IsAllocated) + throw new NotSupportedException("Attempt to Append to a pinned Mesh"); + if (!(newMesh is Mesh)) return; @@ -260,6 +228,9 @@ namespace OpenSim.Region.Physics.Meshing // Do a linear transformation of mesh. public void TransformLinear(float[,] matrix, float[] offset) { + if (pinnedIndex.IsAllocated || pinnedVirtexes.IsAllocated) + throw new NotSupportedException("Attempt to TransformLinear a pinned Mesh"); + foreach (Vertex v in vertices.Keys) { if (v == null) diff --git a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs index f469ad6f31..08730353ca 100644 --- a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs +++ b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs @@ -76,6 +76,7 @@ namespace OpenSim.Region.Physics.Meshing private float minSizeForComplexMesh = 0.2f; // prims with all dimensions smaller than this will have a bounding box mesh + private Dictionary m_uniqueMeshes = new Dictionary(); /// /// creates a simple box mesh of the specified size. This mesh is of very low vertex count and may @@ -170,9 +171,62 @@ namespace OpenSim.Region.Physics.Meshing } - public Mesh CreateMeshFromPrimMesher(string primName, PrimitiveBaseShape primShape, PhysicsVector size, float lod) + private ulong GetMeshKey( PrimitiveBaseShape pbs, PhysicsVector size, float lod ) + { + ulong hash = 5381; + + hash = djb2(hash, pbs.PathCurve); + hash = djb2(hash, (byte)((byte)pbs.HollowShape | (byte)pbs.ProfileShape)); + hash = djb2(hash, pbs.PathBegin); + hash = djb2(hash, pbs.PathEnd); + hash = djb2(hash, pbs.PathScaleX); + hash = djb2(hash, pbs.PathScaleY); + hash = djb2(hash, pbs.PathShearX); + hash = djb2(hash, pbs.PathShearY); + hash = djb2(hash, (byte)pbs.PathTwist); + hash = djb2(hash, (byte)pbs.PathTwistBegin); + hash = djb2(hash, (byte)pbs.PathRadiusOffset); + hash = djb2(hash, (byte)pbs.PathTaperX); + hash = djb2(hash, (byte)pbs.PathTaperY); + hash = djb2(hash, pbs.PathRevolutions); + hash = djb2(hash, (byte)pbs.PathSkew); + hash = djb2(hash, pbs.ProfileBegin); + hash = djb2(hash, pbs.ProfileEnd); + hash = djb2(hash, pbs.ProfileHollow); + + // TODO: Separate scale out from the primitive shape data (after + // scaling is supported at the physics engine level) + byte[] scaleBytes = size.GetBytes(); + for (int i = 0; i < scaleBytes.Length; i++) + hash = djb2(hash, scaleBytes[i]); + + // Include LOD in hash, accounting for endianness + byte[] lodBytes = new byte[4]; + Buffer.BlockCopy(BitConverter.GetBytes(lod), 0, lodBytes, 0, 4); + if (!BitConverter.IsLittleEndian) + { + Array.Reverse(lodBytes, 0, 4); + } + for (int i = 0; i < lodBytes.Length; i++) + hash = djb2(hash, lodBytes[i]); + + return hash; + } + + private ulong djb2(ulong hash, byte c) + { + return ((hash << 5) + hash) + (ulong)c; + } + + private ulong djb2(ulong hash, ushort c) + { + hash = ((hash << 5) + hash) + (ulong)((byte)c); + return ((hash << 5) + hash) + (ulong)(c >> 8); + } + + + private Mesh CreateMeshFromPrimMesher(string primName, PrimitiveBaseShape primShape, PhysicsVector size, float lod) { - Mesh mesh = new Mesh(); PrimMesh primMesh; PrimMesher.SculptMesh sculptMesh; @@ -385,8 +439,6 @@ namespace OpenSim.Region.Physics.Meshing coords = primMesh.coords; faces = primMesh.faces; - - } @@ -401,13 +453,13 @@ namespace OpenSim.Region.Physics.Meshing vertices.Add(new Vertex(c.X, c.Y, c.Z)); } + Mesh mesh = new Mesh(); // Add the corresponding triangles to the mesh for (int i = 0; i < numFaces; i++) { Face f = faces[i]; mesh.Add(new Triangle(vertices[f.v1], vertices[f.v2], vertices[f.v3])); } - return mesh; } @@ -418,7 +470,12 @@ namespace OpenSim.Region.Physics.Meshing public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, PhysicsVector size, float lod, bool isPhysical) { + // If this mesh has been created already, return it instead of creating another copy + // For large regions with 100k+ prims and hundreds of copies of each, this can save a GB or more of memory + ulong key = GetMeshKey(primShape, size, lod); Mesh mesh = null; + if (m_uniqueMeshes.TryGetValue(key, out mesh)) + return mesh; if (size.X < 0.01f) size.X = 0.01f; if (size.Y < 0.01f) size.Y = 0.01f; @@ -441,7 +498,7 @@ namespace OpenSim.Region.Physics.Meshing // trim the vertex and triangle lists to free up memory mesh.TrimExcess(); } - + m_uniqueMeshes.Add(key, mesh); return mesh; } } diff --git a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs index 673ae39ff6..032b5dff6d 100644 --- a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs +++ b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs @@ -82,7 +82,6 @@ namespace OpenSim.Region.Physics.OdePlugin // private float m_tensor = 5f; private int body_autodisable_frames = 20; - private IMesh primMesh = null; private const CollisionCategories m_default_collisionFlags = (CollisionCategories.Geom @@ -814,14 +813,10 @@ namespace OpenSim.Region.Physics.OdePlugin } } - IMesh oldMesh = primMesh; + float[] vertexList = mesh.getVertexListAsFloatLocked(); // Note, that vertextList is pinned in memory + int[] indexList = mesh.getIndexListAsIntLocked(); // Also pinned, needs release after usage - primMesh = mesh; - - float[] vertexList = primMesh.getVertexListAsFloatLocked(); // Note, that vertextList is pinned in memory - int[] indexList = primMesh.getIndexListAsIntLocked(); // Also pinned, needs release after usage - - primMesh.releaseSourceMeshData(); // free up the original mesh data to save memory + mesh.releaseSourceMeshData(); // free up the original mesh data to save memory int VertexCount = vertexList.GetLength(0)/3; int IndexCount = indexList.GetLength(0); @@ -847,12 +842,6 @@ namespace OpenSim.Region.Physics.OdePlugin return; } - if (oldMesh != null) - { - oldMesh.releasePinned(); - oldMesh = null; - } - // if (IsPhysical && Body == (IntPtr) 0) // { // Recreate the body