No need to create dupe TriMeshData for ODE. A previous patch created a dictionary to store unique meshes in Meshmerizer based on creation params. This patch contains a dictionary to map each of those unique meshes to its ODE TriMeshData. This eliminated hundreds of megabytes of memory consumption in the unmanaged heap when there are lots of the same prim (roof tiles, bricks, siding, decks, chairs, etc). The objects do not need to be physical to benefit from this patch.

0.6.8-post-fixes
Dan Lake 2009-10-26 13:57:27 -07:00 committed by John Hurliman
parent ad624f703d
commit 428bd7a74b
1 changed files with 14 additions and 6 deletions

View File

@ -801,6 +801,8 @@ namespace OpenSim.Region.Physics.OdePlugin
m_collisionscore = 0;
}
private static Dictionary<IMesh, IntPtr> m_MeshToTriMeshMap = new Dictionary<IMesh, IntPtr>();
public void setMesh(OdeScene parent_scene, IMesh mesh)
{
// This sleeper is there to moderate how long it takes between
@ -832,19 +834,24 @@ namespace OpenSim.Region.Physics.OdePlugin
mesh.getIndexListAsPtrToIntArray(out indices, out triStride, out indexCount); // Also fixed, needs release after usage
mesh.releaseSourceMeshData(); // free up the original mesh data to save memory
if (m_MeshToTriMeshMap.ContainsKey(mesh))
{
_triMeshData = m_MeshToTriMeshMap[mesh];
}
else
{
_triMeshData = d.GeomTriMeshDataCreate();
_triMeshData = d.GeomTriMeshDataCreate();
d.GeomTriMeshDataBuildSimple(_triMeshData, vertices, vertexStride, vertexCount, indices, indexCount, triStride);
d.GeomTriMeshDataPreprocess(_triMeshData);
d.GeomTriMeshDataBuildSimple(_triMeshData, vertices, vertexStride, vertexCount, indices, indexCount, triStride);
d.GeomTriMeshDataPreprocess(_triMeshData);
m_MeshToTriMeshMap[mesh] = _triMeshData;
}
_parent_scene.waitForSpaceUnlock(m_targetSpace);
try
{
if (prim_geom == IntPtr.Zero)
{
//Console.WriteLine(" setMesh 1");
SetGeom(d.CreateTriMesh(m_targetSpace, _triMeshData, parent_scene.triCallback, null, null));
}
}
@ -854,6 +861,7 @@ namespace OpenSim.Region.Physics.OdePlugin
return;
}
// if (IsPhysical && Body == (IntPtr) 0)
// {
// Recreate the body