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

@ -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);
@ -2074,11 +2084,11 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
((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;
//}
}

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))
@ -148,10 +149,10 @@ 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)
@ -164,24 +165,6 @@ namespace OpenSim.Region.Physics.Meshing
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);
}
return result;
}
@ -189,8 +172,6 @@ namespace OpenSim.Region.Physics.Meshing
{
int[] result;
if (primMesh == null)
{
result = new int[triangles.Count * 3];
for (int i = 0; i < triangles.Count; i++)
{
@ -199,24 +180,6 @@ namespace OpenSim.Region.Physics.Meshing
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;
}
}
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