Merge branch 'master' of ssh://diva@opensimulator.org/var/git/opensim

remotes/origin/0.6.7-post-fixes
Diva Canto 2009-09-24 18:25:28 -07:00
commit a792933cba
4 changed files with 213 additions and 186 deletions

View File

@ -204,7 +204,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
tempAngularVelocity2 = new btVector3(0, 0, 0);
tempInertia1 = new btVector3(0, 0, 0);
tempInertia2 = new btVector3(0, 0, 0);
tempOrientation1 = new btQuaternion(0,0,0,1);
tempOrientation1 = new btQuaternion(0, 0, 0, 1);
tempOrientation2 = new btQuaternion(0, 0, 0, 1);
_parent_scene = parent_scene;
tempTransform1 = new btTransform(_parent_scene.QuatIdentity, _parent_scene.VectorZero);
@ -216,10 +216,10 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
tempMotionState2 = new btDefaultMotionState(_parent_scene.TransZero);
tempMotionState3 = new btDefaultMotionState(_parent_scene.TransZero);
AxisLockLinearLow = new btVector3(-1 * (int)Constants.RegionSize, -1 * (int)Constants.RegionSize, -1 * (int)Constants.RegionSize);
int regionsize = (int) Constants.RegionSize;
int regionsize = (int)Constants.RegionSize;
if (regionsize == 256)
regionsize = 512;
@ -611,7 +611,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
DisableAxisMotor();
DisposeOfBody();
SetCollisionShape(null);
if (tempMotionState3 != null && tempMotionState3.Handle != IntPtr.Zero)
{
tempMotionState3.Dispose();
@ -677,8 +677,8 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
tempInertia2.Dispose();
tempInertia1 = null;
}
if (tempAngularVelocity2 != null && tempAngularVelocity2.Handle != IntPtr.Zero)
{
tempAngularVelocity2.Dispose();
@ -802,7 +802,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
changesize(timestep);
}
//
//
if (m_taintshape)
{
@ -1001,7 +1001,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
else
SetBody(0);
changeSelectedStatus(timestep);
resetCollisionAccounting();
m_taintPhysics = m_isphysical;
}
@ -1012,7 +1012,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
{
if (_parent_scene.needsMeshing(_pbs))
{
ProcessGeomCreationAsTriMesh(PhysicsVector.Zero,Quaternion.Identity);
ProcessGeomCreationAsTriMesh(PhysicsVector.Zero, Quaternion.Identity);
// createmesh returns null when it doesn't mesh.
CreateGeom(IntPtr.Zero, _mesh);
}
@ -1038,32 +1038,32 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
meshlod = _parent_scene.MeshSculptphysicalLOD;
IMesh mesh = _parent_scene.mesher.CreateMesh(SOPName, _pbs, _size, meshlod, IsPhysical);
if (!positionOffset.IsIdentical(PhysicsVector.Zero,0.001f) || orientation != Quaternion.Identity)
if (!positionOffset.IsIdentical(PhysicsVector.Zero, 0.001f) || orientation != Quaternion.Identity)
{
float[] xyz = new float[3];
xyz[0] = positionOffset.X;
xyz[1] = positionOffset.Y;
xyz[2] = positionOffset.Z;
Matrix4 m4 = Matrix4.CreateFromQuaternion(orientation);
float[] xyz = new float[3];
xyz[0] = positionOffset.X;
xyz[1] = positionOffset.Y;
xyz[2] = positionOffset.Z;
float[,] matrix = new float[3,3];
Matrix4 m4 = Matrix4.CreateFromQuaternion(orientation);
float[,] matrix = new float[3, 3];
matrix[0, 0] = m4.M11;
matrix[0, 1] = m4.M12;
matrix[0, 2] = m4.M13;
matrix[1, 0] = m4.M21;
matrix[1, 1] = m4.M22;
matrix[1, 2] = m4.M23;
matrix[2, 0] = m4.M31;
matrix[2, 1] = m4.M32;
matrix[2, 2] = m4.M33;
mesh.TransformLinear(matrix, xyz);
matrix[0, 0] = m4.M11;
matrix[0, 1] = m4.M12;
matrix[0, 2] = m4.M13;
matrix[1, 0] = m4.M21;
matrix[1, 1] = m4.M22;
matrix[1, 2] = m4.M23;
matrix[2, 0] = m4.M31;
matrix[2, 1] = m4.M32;
matrix[2, 2] = m4.M33;
mesh.TransformLinear(matrix, xyz);
}
@ -1088,12 +1088,12 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
SetCollisionShape(null);
// Construction of new prim
ProcessGeomCreation();
if (IsPhysical)
SetBody(Mass);
else
SetBody(0);
m_taintsize = _size;
}
@ -1136,7 +1136,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
//prim_geom = IntPtr.Zero;
m_log.Error("[PHYSICS]: PrimGeom dead");
}
// we don't need to do space calculation because the client sends a position update also.
if (_size.X <= 0) _size.X = 0.01f;
if (_size.Y <= 0) _size.Y = 0.01f;
@ -1153,8 +1153,8 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
tempTransform1.Dispose();
tempTransform1 = new btTransform(tempOrientation1, tempPosition1);
//d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z);
if (IsPhysical)
@ -1162,7 +1162,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
SetBody(Mass);
// Re creates body on size.
// EnableBody also does setMass()
}
else
{
@ -1179,7 +1179,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
}
}
resetCollisionAccounting();
m_taintshape = false;
}
@ -1291,7 +1291,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
{
Body.setCollisionFlags((int)ContactFlags.CF_NO_CONTACT_RESPONSE);
disableBodySoft();
}
else
{
@ -1299,7 +1299,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
enableBodySoft();
}
m_isSelected = m_taintselected;
}
private void changevelocity(float timestep)
@ -1368,7 +1368,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
_parent = m_taintparent;
m_taintPhysics = m_isphysical;
}
private void changefloatonwater(float timestep)
@ -1627,7 +1627,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
{
if (m_zeroPosition == null)
m_zeroPosition = new PhysicsVector(0, 0, 0);
m_zeroPosition.setValues(_position.X,_position.Y,_position.Z);
m_zeroPosition.setValues(_position.X, _position.Y, _position.Z);
return;
}
}
@ -1981,7 +1981,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
//_mesh = _parent_scene.mesher.CreateMesh(m_primName, _pbs, _size, _parent_scene.meshSculptLOD, IsPhysical);
_mesh = p_mesh;
setMesh(_parent_scene, _mesh);
}
else
{
@ -1994,15 +1994,15 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
//SetGeom to a Regular Sphere
if (tempSize1 == null)
tempSize1 = new btVector3(0, 0, 0);
tempSize1.setValue(_size.X * 0.5f,_size.Y * 0.5f, _size.Z * 0.5f);
SetCollisionShape(new btSphereShape(_size.X*0.5f));
tempSize1.setValue(_size.X * 0.5f, _size.Y * 0.5f, _size.Z * 0.5f);
SetCollisionShape(new btSphereShape(_size.X * 0.5f));
}
else
{
// uses halfextents
if (tempSize1 == null)
tempSize1 = new btVector3(0, 0, 0);
tempSize1.setValue(_size.X*0.5f, _size.Y*0.5f, _size.Z*0.5f);
tempSize1.setValue(_size.X * 0.5f, _size.Y * 0.5f, _size.Z * 0.5f);
SetCollisionShape(new btBoxShape(tempSize1));
}
}
@ -2052,14 +2052,24 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
}
}
//IMesh oldMesh = primMesh;
//primMesh = mesh;
//float[] vertexList = primMesh.getVertexListAsFloatLocked(); // Note, that vertextList is pinned in memory
//int[] indexList = primMesh.getIndexListAsIntLocked(); // Also pinned, needs release after usage
////Array.Reverse(indexList);
//primMesh.releaseSourceMeshData(); // free up the original mesh data to save memory
IMesh oldMesh = primMesh;
primMesh = mesh;
float[] vertexList = primMesh.getVertexListAsFloatLocked(); // Note, that vertextList is pinned in memory
int[] indexList = primMesh.getIndexListAsIntLocked(); // Also pinned, needs release after usage
float[] vertexList = mesh.getVertexListAsFloatLocked(); // Note, that vertextList is pinned in memory
int[] indexList = mesh.getIndexListAsIntLocked(); // Also pinned, needs release after usage
//Array.Reverse(indexList);
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);
@ -2068,17 +2078,17 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
btshapeArray.Dispose();
//Array.Reverse(indexList);
btshapeArray = new btTriangleIndexVertexArray(IndexCount / 3, indexList, (3 * sizeof(int)),
VertexCount, vertexList, 3*sizeof (float));
VertexCount, vertexList, 3 * sizeof(float));
SetCollisionShape(new btGImpactMeshShape(btshapeArray));
//((btGImpactMeshShape) prim_geom).updateBound();
((btGImpactMeshShape)prim_geom).setLocalScaling(new btVector3(1,1, 1));
((btGImpactMeshShape)prim_geom).setLocalScaling(new btVector3(1, 1, 1));
((btGImpactMeshShape)prim_geom).updateBound();
_parent_scene.SetUsingGImpact();
if (oldMesh != null)
{
oldMesh.releasePinned();
oldMesh = null;
}
//if (oldMesh != null)
//{
// oldMesh.releasePinned();
// oldMesh = null;
//}
}
@ -2102,7 +2112,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
}
*/
prim_geom = shape;
//Body.set
}
@ -2143,8 +2153,8 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
if (prim_geom is btGImpactMeshShape)
{
((btGImpactMeshShape) prim_geom).setLocalScaling(new btVector3(1, 1, 1));
((btGImpactMeshShape) prim_geom).updateBound();
((btGImpactMeshShape)prim_geom).setLocalScaling(new btVector3(1, 1, 1));
((btGImpactMeshShape)prim_geom).updateBound();
}
//Body.setCollisionFlags(Body.getCollisionFlags() | (int)ContactFlags.CF_CUSTOM_MATERIAL_CALLBACK);
//Body.setUserPointer((IntPtr) (int)m_localID);
@ -2159,7 +2169,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
{
if (chld == null)
continue;
// if (chld.NeedsMeshing())
// hasTrimesh = true;
}
@ -2167,40 +2177,40 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
//if (hasTrimesh)
//{
ProcessGeomCreationAsTriMesh(PhysicsVector.Zero, Quaternion.Identity);
// createmesh returns null when it doesn't mesh.
/*
if (_mesh is Mesh)
{
}
else
{
m_log.Warn("[PHYSICS]: Can't link a OpenSim.Region.Physics.Meshing.Mesh object");
return;
}
*/
ProcessGeomCreationAsTriMesh(PhysicsVector.Zero, Quaternion.Identity);
// createmesh returns null when it doesn't mesh.
foreach (BulletDotNETPrim chld in childrenPrim)
{
if (chld == null)
continue;
PhysicsVector offset = chld.Position - Position;
Vector3 pos = new Vector3(offset.X, offset.Y, offset.Z);
pos *= Quaternion.Inverse(Orientation);
//pos *= Orientation;
offset.setValues(pos.X, pos.Y, pos.Z);
chld.ProcessGeomCreationAsTriMesh(offset, chld.Orientation);
_mesh.Append(chld._mesh);
/*
if (_mesh is Mesh)
{
}
else
{
m_log.Warn("[PHYSICS]: Can't link a OpenSim.Region.Physics.Meshing.Mesh object");
return;
}
*/
}
setMesh(_parent_scene, _mesh);
//}
foreach (BulletDotNETPrim chld in childrenPrim)
{
if (chld == null)
continue;
PhysicsVector offset = chld.Position - Position;
Vector3 pos = new Vector3(offset.X, offset.Y, offset.Z);
pos *= Quaternion.Inverse(Orientation);
//pos *= Orientation;
offset.setValues(pos.X, pos.Y, pos.Z);
chld.ProcessGeomCreationAsTriMesh(offset, chld.Orientation);
_mesh.Append(chld._mesh);
}
setMesh(_parent_scene, _mesh);
//}
if (tempMotionState1 != null && tempMotionState1.Handle != IntPtr.Zero)
tempMotionState1.Dispose();
@ -2238,7 +2248,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
((btGImpactMeshShape)prim_geom).updateBound();
}
_parent_scene.AddPrimToScene(this);
}
if (IsPhysical)
@ -2252,7 +2262,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
if (Body.Handle != IntPtr.Zero)
{
DisableAxisMotor();
_parent_scene.removeFromWorld(this,Body);
_parent_scene.removeFromWorld(this, Body);
Body.Dispose();
}
Body = null;
@ -2305,7 +2315,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
return;
lock (childrenPrim)
{
if (!childrenPrim.Contains(prm))
@ -2313,8 +2323,8 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
childrenPrim.Add(prm);
}
}
}
public void disableBody()
@ -2386,7 +2396,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
{
Body.clearForces();
Body.forceActivationState(0);
}
}
@ -2400,7 +2410,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
Body.clearForces();
Body.forceActivationState(4);
forceenable = true;
}
m_disabled = false;
}
@ -2415,7 +2425,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
SetBody(Mass);
else
SetBody(0);
// TODO: Set Collision Category Bits and Flags
// TODO: Set Auto Disable data
@ -2587,10 +2597,10 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
_velocity.Y = tempLinearVelocity1.getY();
_velocity.Z = tempLinearVelocity1.getZ();
_acceleration = ((_velocity - m_lastVelocity)/0.1f);
_acceleration = new PhysicsVector(_velocity.X - m_lastVelocity.X/0.1f,
_velocity.Y - m_lastVelocity.Y/0.1f,
_velocity.Z - m_lastVelocity.Z/0.1f);
_acceleration = ((_velocity - m_lastVelocity) / 0.1f);
_acceleration = new PhysicsVector(_velocity.X - m_lastVelocity.X / 0.1f,
_velocity.Y - m_lastVelocity.Y / 0.1f,
_velocity.Z - m_lastVelocity.Z / 0.1f);
//m_log.Info("[PHYSICS]: V1: " + _velocity + " V2: " + m_lastVelocity + " Acceleration: " + _acceleration.ToString());
if (_velocity.IsIdentical(pv, 0.5f))
@ -2669,7 +2679,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
if (AxisLockAngleHigh != null && AxisLockAngleHigh.Handle != IntPtr.Zero)
AxisLockAngleHigh.Dispose();
m_aMotor = new btGeneric6DofConstraint(Body, _parent_scene.TerrainBody, _parent_scene.TransZero,
_parent_scene.TransZero, false);
@ -2683,7 +2693,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
m_aMotor.setLinearUpperLimit(AxisLockLinearHigh);
_parent_scene.getBulletWorld().addConstraint((btTypedConstraint)m_aMotor);
//m_aMotor.
}
internal void DisableAxisMotor()
@ -2698,4 +2708,4 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
}
}

View File

@ -40,7 +40,6 @@ namespace OpenSim.Region.Physics.Meshing
private List<Triangle> 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<Vertex, int> kvp in vertices)
{
//m_log.WarnFormat("vertices.Count = {0}", vertices.Count);
result = new float[vertices.Count * 3];
foreach (KeyValuePair<Vertex, int> 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
/// <returns></returns>
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)

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 Dictionary<ulong, Mesh> m_uniqueMeshes = new Dictionary<ulong, Mesh>();
/// <summary>
/// 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;
}
}

View File

@ -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