adds releaseSourceMeshData() method to IMesh and Mesh for freeing mesh data after conversion to pinned lists.
parent
5525a3ecb4
commit
e593a333c7
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@ -47,6 +47,7 @@ namespace OpenSim.Region.Physics.Manager
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int[] getIndexListAsInt();
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int[] getIndexListAsIntLocked();
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float[] getVertexListAsFloatLocked();
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void releaseSourceMeshData();
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void releasePinned();
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}
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}
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@ -185,7 +185,7 @@ namespace OpenSim.Region.Physics.Meshing
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result[resultIndex] = c.Z;
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}
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primMesh.coords = null;
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//primMesh.coords = null;
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pinnedVirtexes = GCHandle.Alloc(result, GCHandleType.Pinned);
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}
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return result;
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@ -218,18 +218,20 @@ namespace OpenSim.Region.Physics.Meshing
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result[resultIndex++] = f.v2;
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result[resultIndex] = f.v3;
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}
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primMesh.faces = null;
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//primMesh.faces = null;
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}
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return result;
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}
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/// <summary>
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/// creates a list of index values that defines triangle faces. THIS METHOD FREES ALL NON-PINNED MESH DATA
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/// </summary>
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/// <returns></returns>
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public int[] getIndexListAsIntLocked()
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{
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int[] result = getIndexListAsInt();
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pinnedIndex = GCHandle.Alloc(result, GCHandleType.Pinned);
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//triangles = null;
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//vertices = null;
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//primMesh = null;
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return result;
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}
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@ -240,6 +242,16 @@ namespace OpenSim.Region.Physics.Meshing
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}
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/// <summary>
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/// frees up the source mesh data to minimize memory - call this method after calling get*Locked() functions
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/// </summary>
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public void releaseSourceMeshData()
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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(Mesh newMesh)
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{
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