Merge branch 'master' of ssh://diva@opensimulator.org/var/git/opensim
commit
a792933cba
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@ -2052,14 +2052,24 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
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}
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}
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//IMesh oldMesh = primMesh;
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//primMesh = mesh;
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//float[] vertexList = primMesh.getVertexListAsFloatLocked(); // Note, that vertextList is pinned in memory
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//int[] indexList = primMesh.getIndexListAsIntLocked(); // Also pinned, needs release after usage
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////Array.Reverse(indexList);
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//primMesh.releaseSourceMeshData(); // free up the original mesh data to save memory
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IMesh oldMesh = primMesh;
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primMesh = mesh;
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float[] vertexList = primMesh.getVertexListAsFloatLocked(); // Note, that vertextList is pinned in memory
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int[] indexList = primMesh.getIndexListAsIntLocked(); // Also pinned, needs release after usage
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float[] vertexList = mesh.getVertexListAsFloatLocked(); // Note, that vertextList is pinned in memory
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int[] indexList = mesh.getIndexListAsIntLocked(); // Also pinned, needs release after usage
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//Array.Reverse(indexList);
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primMesh.releaseSourceMeshData(); // free up the original mesh data to save memory
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mesh.releaseSourceMeshData(); // free up the original mesh data to save memory
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int VertexCount = vertexList.GetLength(0) / 3;
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int IndexCount = indexList.GetLength(0);
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@ -2074,11 +2084,11 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
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((btGImpactMeshShape)prim_geom).setLocalScaling(new btVector3(1, 1, 1));
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((btGImpactMeshShape)prim_geom).updateBound();
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_parent_scene.SetUsingGImpact();
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if (oldMesh != null)
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{
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oldMesh.releasePinned();
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oldMesh = null;
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}
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//if (oldMesh != null)
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//{
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// oldMesh.releasePinned();
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// oldMesh = null;
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//}
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}
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@ -40,7 +40,6 @@ namespace OpenSim.Region.Physics.Meshing
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private List<Triangle> triangles;
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GCHandle pinnedVirtexes;
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GCHandle pinnedIndex;
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public PrimMesh primMesh = null;
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public float[] normals;
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public Mesh()
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@ -63,6 +62,8 @@ namespace OpenSim.Region.Physics.Meshing
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public void Add(Triangle triangle)
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{
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if (pinnedIndex.IsAllocated || pinnedVirtexes.IsAllocated)
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throw new NotSupportedException("Attempt to Add to a pinned Mesh");
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// If a vertex of the triangle is not yet in the vertices list,
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// add it and set its index to the current index count
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if (!vertices.ContainsKey(triangle.v1))
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@ -148,10 +149,10 @@ namespace OpenSim.Region.Physics.Meshing
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public float[] getVertexListAsFloatLocked()
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{
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if( pinnedVirtexes.IsAllocated )
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return (float[])(pinnedVirtexes.Target);
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float[] result;
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if (primMesh == null)
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{
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//m_log.WarnFormat("vertices.Count = {0}", vertices.Count);
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result = new float[vertices.Count * 3];
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foreach (KeyValuePair<Vertex, int> kvp in vertices)
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@ -164,24 +165,6 @@ namespace OpenSim.Region.Physics.Meshing
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result[3 * i + 2] = v.Z;
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}
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pinnedVirtexes = GCHandle.Alloc(result, GCHandleType.Pinned);
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}
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else
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{
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int count = primMesh.coords.Count;
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result = new float[count * 3];
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for (int i = 0; i < count; i++)
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{
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Coord c = primMesh.coords[i];
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{
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int resultIndex = 3 * i;
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result[resultIndex] = c.X;
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result[resultIndex + 1] = c.Y;
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result[resultIndex + 2] = c.Z;
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}
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}
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pinnedVirtexes = GCHandle.Alloc(result, GCHandleType.Pinned);
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}
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return result;
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}
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@ -189,8 +172,6 @@ namespace OpenSim.Region.Physics.Meshing
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{
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int[] result;
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if (primMesh == null)
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{
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result = new int[triangles.Count * 3];
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for (int i = 0; i < triangles.Count; i++)
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{
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@ -199,24 +180,6 @@ namespace OpenSim.Region.Physics.Meshing
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result[3 * i + 1] = vertices[t.v2];
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result[3 * i + 2] = vertices[t.v3];
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}
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}
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else
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{
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int numFaces = primMesh.faces.Count;
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result = new int[numFaces * 3];
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for (int i = 0; i < numFaces; i++)
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{
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Face f = primMesh.faces[i];
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// Coord c1 = primMesh.coords[f.v1];
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// Coord c2 = primMesh.coords[f.v2];
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// Coord c3 = primMesh.coords[f.v3];
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int resultIndex = i * 3;
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result[resultIndex] = f.v1;
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result[resultIndex + 1] = f.v2;
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result[resultIndex + 2] = f.v3;
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}
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}
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return result;
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}
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@ -226,6 +189,9 @@ namespace OpenSim.Region.Physics.Meshing
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/// <returns></returns>
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public int[] getIndexListAsIntLocked()
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{
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if (pinnedIndex.IsAllocated)
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return (int[])(pinnedIndex.Target);
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int[] result = getIndexListAsInt();
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pinnedIndex = GCHandle.Alloc(result, GCHandleType.Pinned);
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@ -245,11 +211,13 @@ namespace OpenSim.Region.Physics.Meshing
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{
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triangles = null;
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vertices = null;
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primMesh = null;
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}
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public void Append(IMesh newMesh)
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{
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if (pinnedIndex.IsAllocated || pinnedVirtexes.IsAllocated)
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throw new NotSupportedException("Attempt to Append to a pinned Mesh");
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if (!(newMesh is Mesh))
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return;
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@ -260,6 +228,9 @@ namespace OpenSim.Region.Physics.Meshing
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// Do a linear transformation of mesh.
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public void TransformLinear(float[,] matrix, float[] offset)
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{
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if (pinnedIndex.IsAllocated || pinnedVirtexes.IsAllocated)
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throw new NotSupportedException("Attempt to TransformLinear a pinned Mesh");
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foreach (Vertex v in vertices.Keys)
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{
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if (v == null)
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@ -76,6 +76,7 @@ namespace OpenSim.Region.Physics.Meshing
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private float minSizeForComplexMesh = 0.2f; // prims with all dimensions smaller than this will have a bounding box mesh
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private Dictionary<ulong, Mesh> m_uniqueMeshes = new Dictionary<ulong, Mesh>();
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/// <summary>
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/// creates a simple box mesh of the specified size. This mesh is of very low vertex count and may
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@ -170,9 +171,62 @@ namespace OpenSim.Region.Physics.Meshing
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}
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public Mesh CreateMeshFromPrimMesher(string primName, PrimitiveBaseShape primShape, PhysicsVector size, float lod)
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private ulong GetMeshKey( PrimitiveBaseShape pbs, PhysicsVector size, float lod )
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{
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ulong hash = 5381;
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hash = djb2(hash, pbs.PathCurve);
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hash = djb2(hash, (byte)((byte)pbs.HollowShape | (byte)pbs.ProfileShape));
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hash = djb2(hash, pbs.PathBegin);
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hash = djb2(hash, pbs.PathEnd);
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hash = djb2(hash, pbs.PathScaleX);
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hash = djb2(hash, pbs.PathScaleY);
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hash = djb2(hash, pbs.PathShearX);
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hash = djb2(hash, pbs.PathShearY);
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hash = djb2(hash, (byte)pbs.PathTwist);
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hash = djb2(hash, (byte)pbs.PathTwistBegin);
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hash = djb2(hash, (byte)pbs.PathRadiusOffset);
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hash = djb2(hash, (byte)pbs.PathTaperX);
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hash = djb2(hash, (byte)pbs.PathTaperY);
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hash = djb2(hash, pbs.PathRevolutions);
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hash = djb2(hash, (byte)pbs.PathSkew);
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hash = djb2(hash, pbs.ProfileBegin);
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hash = djb2(hash, pbs.ProfileEnd);
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hash = djb2(hash, pbs.ProfileHollow);
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// TODO: Separate scale out from the primitive shape data (after
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// scaling is supported at the physics engine level)
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byte[] scaleBytes = size.GetBytes();
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for (int i = 0; i < scaleBytes.Length; i++)
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hash = djb2(hash, scaleBytes[i]);
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// Include LOD in hash, accounting for endianness
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byte[] lodBytes = new byte[4];
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Buffer.BlockCopy(BitConverter.GetBytes(lod), 0, lodBytes, 0, 4);
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if (!BitConverter.IsLittleEndian)
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{
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Array.Reverse(lodBytes, 0, 4);
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}
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for (int i = 0; i < lodBytes.Length; i++)
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hash = djb2(hash, lodBytes[i]);
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return hash;
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}
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private ulong djb2(ulong hash, byte c)
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{
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return ((hash << 5) + hash) + (ulong)c;
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}
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private ulong djb2(ulong hash, ushort c)
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{
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hash = ((hash << 5) + hash) + (ulong)((byte)c);
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return ((hash << 5) + hash) + (ulong)(c >> 8);
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}
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private Mesh CreateMeshFromPrimMesher(string primName, PrimitiveBaseShape primShape, PhysicsVector size, float lod)
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{
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Mesh mesh = new Mesh();
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PrimMesh primMesh;
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PrimMesher.SculptMesh sculptMesh;
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@ -385,8 +439,6 @@ namespace OpenSim.Region.Physics.Meshing
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coords = primMesh.coords;
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faces = primMesh.faces;
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}
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@ -401,13 +453,13 @@ namespace OpenSim.Region.Physics.Meshing
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vertices.Add(new Vertex(c.X, c.Y, c.Z));
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}
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Mesh mesh = new Mesh();
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// Add the corresponding triangles to the mesh
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for (int i = 0; i < numFaces; i++)
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{
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Face f = faces[i];
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mesh.Add(new Triangle(vertices[f.v1], vertices[f.v2], vertices[f.v3]));
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}
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return mesh;
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}
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@ -418,7 +470,12 @@ namespace OpenSim.Region.Physics.Meshing
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public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, PhysicsVector size, float lod, bool isPhysical)
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{
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// If this mesh has been created already, return it instead of creating another copy
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// For large regions with 100k+ prims and hundreds of copies of each, this can save a GB or more of memory
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ulong key = GetMeshKey(primShape, size, lod);
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Mesh mesh = null;
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if (m_uniqueMeshes.TryGetValue(key, out mesh))
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return mesh;
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if (size.X < 0.01f) size.X = 0.01f;
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if (size.Y < 0.01f) size.Y = 0.01f;
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@ -441,7 +498,7 @@ namespace OpenSim.Region.Physics.Meshing
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// trim the vertex and triangle lists to free up memory
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mesh.TrimExcess();
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}
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m_uniqueMeshes.Add(key, mesh);
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return mesh;
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}
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}
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@ -82,7 +82,6 @@ namespace OpenSim.Region.Physics.OdePlugin
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// private float m_tensor = 5f;
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private int body_autodisable_frames = 20;
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private IMesh primMesh = null;
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private const CollisionCategories m_default_collisionFlags = (CollisionCategories.Geom
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@ -814,14 +813,10 @@ namespace OpenSim.Region.Physics.OdePlugin
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}
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}
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IMesh oldMesh = primMesh;
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float[] vertexList = mesh.getVertexListAsFloatLocked(); // Note, that vertextList is pinned in memory
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int[] indexList = mesh.getIndexListAsIntLocked(); // Also pinned, needs release after usage
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primMesh = mesh;
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float[] vertexList = primMesh.getVertexListAsFloatLocked(); // Note, that vertextList is pinned in memory
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int[] indexList = primMesh.getIndexListAsIntLocked(); // Also pinned, needs release after usage
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primMesh.releaseSourceMeshData(); // free up the original mesh data to save memory
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mesh.releaseSourceMeshData(); // free up the original mesh data to save memory
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int VertexCount = vertexList.GetLength(0)/3;
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int IndexCount = indexList.GetLength(0);
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@ -847,12 +842,6 @@ namespace OpenSim.Region.Physics.OdePlugin
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return;
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}
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if (oldMesh != null)
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{
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oldMesh.releasePinned();
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oldMesh = null;
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}
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// if (IsPhysical && Body == (IntPtr) 0)
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// {
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// Recreate the body
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