Experimental physics optimization: prims with all 3 dimensions less than 0.2 meters will be meshed as a simple box

0.6.0-stable
Dahlia Trimble 2008-07-11 17:22:37 +00:00
parent 297ca095df
commit 3646cc32c4
1 changed files with 101 additions and 0 deletions

View File

@ -64,6 +64,8 @@ namespace OpenSim.Region.Physics.Meshing
#endif
private const float DEG_TO_RAD = 0.01745329238f;
private float minSizeForComplexMesh = 0.2f; // prims with all dimensions smaller than this will have a bounding box mesh
// TODO: unused
// private static void IntersectionParameterPD(PhysicsVector p1, PhysicsVector r1, PhysicsVector p2,
// PhysicsVector r2, ref float lambda, ref float mu)
@ -422,6 +424,95 @@ namespace OpenSim.Region.Physics.Meshing
}
/// <summary>
/// creates a simple box mesh of the specified size
/// </summary>
/// <param name="minX"></param>
/// <param name="maxX"></param>
/// <param name="minY"></param>
/// <param name="maxY"></param>
/// <param name="minZ"></param>
/// <param name="maxZ"></param>
/// <returns></returns>
private static Mesh CreateSimpleBoxMesh(float minX, float maxX, float minY, float maxY, float minZ, float maxZ)
{
Mesh box = new Mesh();
// bottom
//box.Add(new Vertex(maxX, maxY, minZ));
//box.Add(new Vertex(minX, maxY, minZ));
//box.Add(new Vertex(minX, minY, minZ));
//box.Add(new Vertex(maxX, minY, minZ));
box.Add(new Vertex(minX, maxY, minZ));
box.Add(new Vertex(maxX, maxY, minZ));
box.Add(new Vertex(maxX, minY, minZ));
box.Add(new Vertex(minX, minY, minZ));
box.Add(new Triangle(box.vertices[0], box.vertices[1], box.vertices[2]));
box.Add(new Triangle(box.vertices[0], box.vertices[2], box.vertices[3]));
// top
box.Add(new Vertex(maxX, maxY, maxZ));
box.Add(new Vertex(minX, maxY, maxZ));
box.Add(new Vertex(minX, minY, maxZ));
box.Add(new Vertex(maxX, minY, maxZ));
box.Add(new Triangle(box.vertices[4], box.vertices[5], box.vertices[6]));
box.Add(new Triangle(box.vertices[4], box.vertices[6], box.vertices[7]));
// sides
box.Add(new Triangle(box.vertices[5], box.vertices[0], box.vertices[3]));
box.Add(new Triangle(box.vertices[5], box.vertices[3], box.vertices[6]));
box.Add(new Triangle(box.vertices[1], box.vertices[0], box.vertices[5]));
box.Add(new Triangle(box.vertices[1], box.vertices[5], box.vertices[4]));
box.Add(new Triangle(box.vertices[7], box.vertices[1], box.vertices[4]));
box.Add(new Triangle(box.vertices[7], box.vertices[2], box.vertices[1]));
box.Add(new Triangle(box.vertices[3], box.vertices[2], box.vertices[7]));
box.Add(new Triangle(box.vertices[3], box.vertices[7], box.vertices[6]));
return box;
}
/// <summary>
/// Creates a simple bounding box mesh for a complex input mesh
/// </summary>
/// <param name="meshIn"></param>
/// <returns></returns>
private static Mesh CreateBoundingBoxMesh(Mesh meshIn)
{
float minX = float.MaxValue;
float maxX = float.MinValue;
float minY = float.MaxValue;
float maxY = float.MinValue;
float minZ = float.MaxValue;
float maxZ = float.MinValue;
foreach (Vertex v in meshIn.vertices)
{
if (v != null)
{
if (v.X < minX) minX = v.X;
if (v.Y < minY) minY = v.Y;
if (v.Z < minZ) minZ = v.Z;
if (v.X > maxX) maxX = v.X;
if (v.Y > maxY) maxY = v.Y;
if (v.Z > maxZ) maxZ = v.Z;
}
}
return CreateSimpleBoxMesh(minX, maxX, minY, maxY, minZ, maxZ);
}
private static Mesh CreateBoxMesh(String primName, PrimitiveBaseShape primShape, PhysicsVector size)
// Builds the z (+ and -) surfaces of a box shaped prim
{
@ -1967,6 +2058,7 @@ namespace OpenSim.Region.Physics.Meshing
public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, PhysicsVector size, float lod)
{
Mesh mesh = null;
if (primShape.SculptEntry && primShape.SculptType != (byte)0 && primShape.SculptData.Length > 0)
{
@ -2081,6 +2173,15 @@ namespace OpenSim.Region.Physics.Meshing
// }
//}
if (mesh != null && size.X < minSizeForComplexMesh && size.Y < minSizeForComplexMesh && size.Z < minSizeForComplexMesh)
{
#if SPAM
Console.WriteLine("Meshmerizer: prim " + primName + " has a size of " + size.ToString() + " which is below threshold of " + minSizeForComplexMesh.ToString() + " - creating simple bounding box" );
#endif
mesh = CreateBoundingBoxMesh(mesh);
mesh.DumpRaw(baseDir, primName, "Z extruded");
}
return mesh;
}