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
Dan Lake 2009-09-24 10:00:31 -07:00 committed by dahlia
parent daffb69174
commit 1b2828f5d8
3 changed files with 95 additions and 78 deletions

View File

@ -40,7 +40,6 @@ namespace OpenSim.Region.Physics.Meshing
private List<Triangle> triangles; private List<Triangle> triangles;
GCHandle pinnedVirtexes; GCHandle pinnedVirtexes;
GCHandle pinnedIndex; GCHandle pinnedIndex;
public PrimMesh primMesh = null;
public float[] normals; public float[] normals;
public Mesh() public Mesh()
@ -63,6 +62,8 @@ namespace OpenSim.Region.Physics.Meshing
public void Add(Triangle triangle) 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, // If a vertex of the triangle is not yet in the vertices list,
// add it and set its index to the current index count // add it and set its index to the current index count
if (!vertices.ContainsKey(triangle.v1)) if (!vertices.ContainsKey(triangle.v1))
@ -148,10 +149,10 @@ namespace OpenSim.Region.Physics.Meshing
public float[] getVertexListAsFloatLocked() public float[] getVertexListAsFloatLocked()
{ {
if( pinnedVirtexes.IsAllocated )
return (float[])(pinnedVirtexes.Target);
float[] result; float[] result;
if (primMesh == null)
{
//m_log.WarnFormat("vertices.Count = {0}", vertices.Count); //m_log.WarnFormat("vertices.Count = {0}", vertices.Count);
result = new float[vertices.Count * 3]; result = new float[vertices.Count * 3];
foreach (KeyValuePair<Vertex, int> kvp in vertices) foreach (KeyValuePair<Vertex, int> kvp in vertices)
@ -164,24 +165,6 @@ namespace OpenSim.Region.Physics.Meshing
result[3 * i + 2] = v.Z; result[3 * i + 2] = v.Z;
} }
pinnedVirtexes = GCHandle.Alloc(result, GCHandleType.Pinned); 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);
}
return result; return result;
} }
@ -189,8 +172,6 @@ namespace OpenSim.Region.Physics.Meshing
{ {
int[] result; int[] result;
if (primMesh == null)
{
result = new int[triangles.Count * 3]; result = new int[triangles.Count * 3];
for (int i = 0; i < triangles.Count; i++) for (int i = 0; i < triangles.Count; i++)
{ {
@ -199,24 +180,6 @@ namespace OpenSim.Region.Physics.Meshing
result[3 * i + 1] = vertices[t.v2]; result[3 * i + 1] = vertices[t.v2];
result[3 * i + 2] = vertices[t.v3]; 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;
}
}
return result; return result;
} }
@ -226,6 +189,9 @@ namespace OpenSim.Region.Physics.Meshing
/// <returns></returns> /// <returns></returns>
public int[] getIndexListAsIntLocked() public int[] getIndexListAsIntLocked()
{ {
if (pinnedIndex.IsAllocated)
return (int[])(pinnedIndex.Target);
int[] result = getIndexListAsInt(); int[] result = getIndexListAsInt();
pinnedIndex = GCHandle.Alloc(result, GCHandleType.Pinned); pinnedIndex = GCHandle.Alloc(result, GCHandleType.Pinned);
@ -245,11 +211,13 @@ namespace OpenSim.Region.Physics.Meshing
{ {
triangles = null; triangles = null;
vertices = null; vertices = null;
primMesh = null;
} }
public void Append(IMesh newMesh) public void Append(IMesh newMesh)
{ {
if (pinnedIndex.IsAllocated || pinnedVirtexes.IsAllocated)
throw new NotSupportedException("Attempt to Append to a pinned Mesh");
if (!(newMesh is Mesh)) if (!(newMesh is Mesh))
return; return;
@ -260,6 +228,9 @@ namespace OpenSim.Region.Physics.Meshing
// Do a linear transformation of mesh. // Do a linear transformation of mesh.
public void TransformLinear(float[,] matrix, float[] offset) 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) foreach (Vertex v in vertices.Keys)
{ {
if (v == null) if (v == null)

View File

@ -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 float minSizeForComplexMesh = 0.2f; // prims with all dimensions smaller than this will have a bounding box mesh
private Dictionary<ulong, Mesh> m_uniqueMeshes = new Dictionary<ulong, Mesh>();
/// <summary> /// <summary>
/// creates a simple box mesh of the specified size. This mesh is of very low vertex count and may /// 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; PrimMesh primMesh;
PrimMesher.SculptMesh sculptMesh; PrimMesher.SculptMesh sculptMesh;
@ -385,8 +439,6 @@ namespace OpenSim.Region.Physics.Meshing
coords = primMesh.coords; coords = primMesh.coords;
faces = primMesh.faces; faces = primMesh.faces;
} }
@ -401,13 +453,13 @@ namespace OpenSim.Region.Physics.Meshing
vertices.Add(new Vertex(c.X, c.Y, c.Z)); vertices.Add(new Vertex(c.X, c.Y, c.Z));
} }
Mesh mesh = new Mesh();
// Add the corresponding triangles to the mesh // Add the corresponding triangles to the mesh
for (int i = 0; i < numFaces; i++) for (int i = 0; i < numFaces; i++)
{ {
Face f = faces[i]; Face f = faces[i];
mesh.Add(new Triangle(vertices[f.v1], vertices[f.v2], vertices[f.v3])); mesh.Add(new Triangle(vertices[f.v1], vertices[f.v2], vertices[f.v3]));
} }
return mesh; return mesh;
} }
@ -418,7 +470,12 @@ namespace OpenSim.Region.Physics.Meshing
public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, PhysicsVector size, float lod, bool isPhysical) 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; Mesh mesh = null;
if (m_uniqueMeshes.TryGetValue(key, out mesh))
return mesh;
if (size.X < 0.01f) size.X = 0.01f; if (size.X < 0.01f) size.X = 0.01f;
if (size.Y < 0.01f) size.Y = 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 // trim the vertex and triangle lists to free up memory
mesh.TrimExcess(); mesh.TrimExcess();
} }
m_uniqueMeshes.Add(key, mesh);
return mesh; return mesh;
} }
} }

View File

@ -82,7 +82,6 @@ namespace OpenSim.Region.Physics.OdePlugin
// private float m_tensor = 5f; // private float m_tensor = 5f;
private int body_autodisable_frames = 20; private int body_autodisable_frames = 20;
private IMesh primMesh = null;
private const CollisionCategories m_default_collisionFlags = (CollisionCategories.Geom 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; mesh.releaseSourceMeshData(); // free up the original mesh data to save memory
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
int VertexCount = vertexList.GetLength(0)/3; int VertexCount = vertexList.GetLength(0)/3;
int IndexCount = indexList.GetLength(0); int IndexCount = indexList.GetLength(0);
@ -847,12 +842,6 @@ namespace OpenSim.Region.Physics.OdePlugin
return; return;
} }
if (oldMesh != null)
{
oldMesh.releasePinned();
oldMesh = null;
}
// if (IsPhysical && Body == (IntPtr) 0) // if (IsPhysical && Body == (IntPtr) 0)
// { // {
// Recreate the body // Recreate the body