diff --git a/OpenSim/Region/Physics/Manager/IMesher.cs b/OpenSim/Region/Physics/Manager/IMesher.cs index e26c6234a1..ac14292915 100644 --- a/OpenSim/Region/Physics/Manager/IMesher.cs +++ b/OpenSim/Region/Physics/Manager/IMesher.cs @@ -47,6 +47,8 @@ namespace OpenSim.Region.Physics.Manager int[] getIndexListAsInt(); int[] getIndexListAsIntLocked(); float[] getVertexListAsFloatLocked(); + void getIndexListAsPtrToIntArray(out IntPtr indices, out int triStride, out int indexCount); + void getVertexListAsPtrToFloatArray( out IntPtr vertexList, out int vertexStride, out int vertexCount ); void releaseSourceMeshData(); void releasePinned(); void Append(IMesh newMesh); diff --git a/OpenSim/Region/Physics/Meshing/Mesh.cs b/OpenSim/Region/Physics/Meshing/Mesh.cs index aae88710ab..ff1f816c88 100644 --- a/OpenSim/Region/Physics/Meshing/Mesh.cs +++ b/OpenSim/Region/Physics/Meshing/Mesh.cs @@ -36,23 +36,27 @@ namespace OpenSim.Region.Physics.Meshing { public class Mesh : IMesh { - private Dictionary vertices; - private List triangles; - GCHandle pinnedVirtexes; - GCHandle pinnedIndex; - public float[] normals; + private Dictionary m_vertices; + private List m_triangles; + GCHandle m_pinnedVertexes; + GCHandle m_pinnedIndex; + IntPtr m_verticesPtr = IntPtr.Zero; + int m_vertexCount = 0; + IntPtr m_indicesPtr = IntPtr.Zero; + int m_indexCount = 0; + public float[] m_normals; public Mesh() { - vertices = new Dictionary(); - triangles = new List(); + m_vertices = new Dictionary(); + m_triangles = new List(); } public Mesh Clone() { Mesh result = new Mesh(); - foreach (Triangle t in triangles) + foreach (Triangle t in m_triangles) { result.Add(new Triangle(t.v1.Clone(), t.v2.Clone(), t.v3.Clone())); } @@ -62,27 +66,27 @@ namespace OpenSim.Region.Physics.Meshing public void Add(Triangle triangle) { - if (pinnedIndex.IsAllocated || pinnedVirtexes.IsAllocated) + if (m_pinnedIndex.IsAllocated || m_pinnedVertexes.IsAllocated || m_indicesPtr != IntPtr.Zero || m_verticesPtr != IntPtr.Zero) 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)) - vertices[triangle.v1] = vertices.Count; - if (!vertices.ContainsKey(triangle.v2)) - vertices[triangle.v2] = vertices.Count; - if (!vertices.ContainsKey(triangle.v3)) - vertices[triangle.v3] = vertices.Count; - triangles.Add(triangle); + if( !m_vertices.ContainsKey(triangle.v1) ) + m_vertices[triangle.v1] = m_vertices.Count; + if (!m_vertices.ContainsKey(triangle.v2)) + m_vertices[triangle.v2] = m_vertices.Count; + if (!m_vertices.ContainsKey(triangle.v3)) + m_vertices[triangle.v3] = m_vertices.Count; + m_triangles.Add(triangle); } public void CalcNormals() { - int iTriangles = triangles.Count; + int iTriangles = m_triangles.Count; - this.normals = new float[iTriangles * 3]; + this.m_normals = new float[iTriangles * 3]; int i = 0; - foreach (Triangle t in triangles) + foreach (Triangle t in m_triangles) { float ux, uy, uz; float vx, vy, vz; @@ -129,9 +133,9 @@ namespace OpenSim.Region.Physics.Meshing //ny /= l; //nz /= l; - normals[i] = nx * lReciprocal; - normals[i + 1] = ny * lReciprocal; - normals[i + 2] = nz * lReciprocal; + m_normals[i] = nx * lReciprocal; + m_normals[i + 1] = ny * lReciprocal; + m_normals[i + 2] = nz * lReciprocal; i += 3; } @@ -140,45 +144,70 @@ namespace OpenSim.Region.Physics.Meshing public List getVertexList() { List result = new List(); - foreach (Vertex v in vertices.Keys) + foreach (Vertex v in m_vertices.Keys) { result.Add(v); } return result; } - public float[] getVertexListAsFloatLocked() + private float[] getVertexListAsFloat() { - if (pinnedVirtexes.IsAllocated) - return (float[])(pinnedVirtexes.Target); - float[] result; - - //m_log.WarnFormat("vertices.Count = {0}", vertices.Count); - result = new float[vertices.Count * 3]; - foreach (KeyValuePair kvp in vertices) + if(m_vertices == null) + throw new NotSupportedException(); + float[] result = new float[m_vertices.Count * 3]; + foreach (KeyValuePair kvp in m_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); return result; } + public float[] getVertexListAsFloatLocked() + { + if( m_pinnedVertexes.IsAllocated ) + return (float[])(m_pinnedVertexes.Target); + + float[] result = getVertexListAsFloat(); + m_pinnedVertexes = GCHandle.Alloc(result, GCHandleType.Pinned); + + return result; + } + + public void getVertexListAsPtrToFloatArray(out IntPtr vertices, out int vertexStride, out int vertexCount) + { + // A vertex is 3 floats + vertexStride = 3 * sizeof(float); + + // If there isn't an unmanaged array allocated yet, do it now + if (m_verticesPtr == IntPtr.Zero) + { + float[] vertexList = getVertexListAsFloat(); + // Each vertex is 3 elements (floats) + m_vertexCount = vertexList.Length / 3; + int byteCount = m_vertexCount * vertexStride; + m_verticesPtr = System.Runtime.InteropServices.Marshal.AllocHGlobal(byteCount); + System.Runtime.InteropServices.Marshal.Copy(vertexList, 0, m_verticesPtr, m_vertexCount * 3); + } + vertices = m_verticesPtr; + vertexCount = m_vertexCount; + } + public int[] getIndexListAsInt() { - int[] result; - - result = new int[triangles.Count * 3]; - for (int i = 0; i < triangles.Count; i++) + if (m_triangles == null) + throw new NotSupportedException(); + int[] result = new int[m_triangles.Count * 3]; + for (int i = 0; i < m_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]; + Triangle t = m_triangles[i]; + result[3 * i + 0] = m_vertices[t.v1]; + result[3 * i + 1] = m_vertices[t.v2]; + result[3 * i + 2] = m_vertices[t.v3]; } return result; } @@ -189,19 +218,48 @@ namespace OpenSim.Region.Physics.Meshing /// public int[] getIndexListAsIntLocked() { - if (pinnedIndex.IsAllocated) - return (int[])(pinnedIndex.Target); + if (m_pinnedIndex.IsAllocated) + return (int[])(m_pinnedIndex.Target); int[] result = getIndexListAsInt(); - pinnedIndex = GCHandle.Alloc(result, GCHandleType.Pinned); + m_pinnedIndex = GCHandle.Alloc(result, GCHandleType.Pinned); return result; } + public void getIndexListAsPtrToIntArray(out IntPtr indices, out int triStride, out int indexCount) + { + // If there isn't an unmanaged array allocated yet, do it now + if (m_indicesPtr == IntPtr.Zero) + { + int[] indexList = getIndexListAsInt(); + m_indexCount = indexList.Length; + int byteCount = m_indexCount * sizeof(int); + m_indicesPtr = System.Runtime.InteropServices.Marshal.AllocHGlobal(byteCount); + System.Runtime.InteropServices.Marshal.Copy(indexList, 0, m_indicesPtr, m_indexCount); + } + // A triangle is 3 ints (indices) + triStride = 3 * sizeof(int); + indices = m_indicesPtr; + indexCount = m_indexCount; + } + public void releasePinned() { - pinnedVirtexes.Free(); - pinnedIndex.Free(); + if (m_pinnedVertexes.IsAllocated) + m_pinnedVertexes.Free(); + if (m_pinnedIndex.IsAllocated) + m_pinnedIndex.Free(); + if (m_verticesPtr != IntPtr.Zero) + { + System.Runtime.InteropServices.Marshal.FreeHGlobal(m_verticesPtr); + m_verticesPtr = IntPtr.Zero; + } + if (m_indicesPtr != IntPtr.Zero) + { + System.Runtime.InteropServices.Marshal.FreeHGlobal(m_indicesPtr); + m_indicesPtr = IntPtr.Zero; + } } /// @@ -209,29 +267,29 @@ namespace OpenSim.Region.Physics.Meshing /// public void releaseSourceMeshData() { - triangles = null; - vertices = null; + m_triangles = null; + m_vertices = null; } public void Append(IMesh newMesh) { - if (pinnedIndex.IsAllocated || pinnedVirtexes.IsAllocated) + if (m_pinnedIndex.IsAllocated || m_pinnedVertexes.IsAllocated || m_indicesPtr != IntPtr.Zero || m_verticesPtr != IntPtr.Zero) throw new NotSupportedException("Attempt to Append to a pinned Mesh"); if (!(newMesh is Mesh)) return; - foreach (Triangle t in ((Mesh)newMesh).triangles) + foreach (Triangle t in ((Mesh)newMesh).m_triangles) Add(t); } // Do a linear transformation of mesh. public void TransformLinear(float[,] matrix, float[] offset) { - if (pinnedIndex.IsAllocated || pinnedVirtexes.IsAllocated) + if (m_pinnedIndex.IsAllocated || m_pinnedVertexes.IsAllocated || m_indicesPtr != IntPtr.Zero || m_verticesPtr != IntPtr.Zero) throw new NotSupportedException("Attempt to TransformLinear a pinned Mesh"); - foreach (Vertex v in vertices.Keys) + foreach (Vertex v in m_vertices.Keys) { if (v == null) continue; @@ -252,7 +310,7 @@ namespace OpenSim.Region.Physics.Meshing String fileName = name + "_" + title + ".raw"; String completePath = Path.Combine(path, fileName); StreamWriter sw = new StreamWriter(completePath); - foreach (Triangle t in triangles) + foreach (Triangle t in m_triangles) { String s = t.ToStringRaw(); sw.WriteLine(s); @@ -262,7 +320,7 @@ namespace OpenSim.Region.Physics.Meshing public void TrimExcess() { - triangles.TrimExcess(); + m_triangles.TrimExcess(); } } } diff --git a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs index 0e29cccfa3..1ea08e250c 100644 --- a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs +++ b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs @@ -498,12 +498,9 @@ namespace OpenSim.Region.Physics.Meshing // 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 - if (! primShape.SculptEntry) - { - key = GetMeshKey(primShape, size, lod); - if (m_uniqueMeshes.TryGetValue(key, out mesh)) - return mesh; - } + key = GetMeshKey(primShape, size, lod); + 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; @@ -525,10 +522,9 @@ namespace OpenSim.Region.Physics.Meshing // trim the vertex and triangle lists to free up memory mesh.TrimExcess(); - } - if (!primShape.SculptEntry) m_uniqueMeshes.Add(key, mesh); + } return mesh; } diff --git a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs index 86ed3bde26..08aa32ba8d 100644 --- a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs +++ b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs @@ -824,18 +824,17 @@ namespace OpenSim.Region.Physics.OdePlugin } } - float[] vertexList = mesh.getVertexListAsFloatLocked(); // Note, that vertextList is pinned in memory - int[] indexList = mesh.getIndexListAsIntLocked(); // Also pinned, needs release after usage + IntPtr vertices, indices; + int vertexCount, indexCount; + int vertexStride, triStride; + mesh.getVertexListAsPtrToFloatArray( out vertices, out vertexStride, out vertexCount ); // Note, that vertices are fixed in unmanaged heap + 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 - int VertexCount = vertexList.GetLength(0)/3; - int IndexCount = indexList.GetLength(0); - _triMeshData = d.GeomTriMeshDataCreate(); - d.GeomTriMeshDataBuildSimple(_triMeshData, vertexList, 3*sizeof (float), VertexCount, indexList, IndexCount, - 3*sizeof (int)); + d.GeomTriMeshDataBuildSimple(_triMeshData, vertices, vertexStride, vertexCount, indices, indexCount, triStride); d.GeomTriMeshDataPreprocess(_triMeshData); _parent_scene.waitForSpaceUnlock(m_targetSpace);