Use own mesh cache in llCastRay V3 after throttling.

Signed-off-by: Michael Cerquoni <nebadon2025@gmail.com>
fsassets
Magnuz Binder 2015-05-19 20:44:19 +02:00 committed by Michael Cerquoni
parent 7d26815d0e
commit fdc383a843
2 changed files with 111 additions and 42 deletions

View File

@ -223,8 +223,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
protected float m_primSafetyCoeffY = 2.414214f;
protected float m_primSafetyCoeffZ = 1.618034f;
protected bool m_useCastRayV3 = false;
protected float m_floatToleranceInCastRay = 0.000001f;
protected float m_floatTolerance2InCastRay = 0.0001f;
protected float m_floatToleranceInCastRay = 0.00001f;
protected float m_floatTolerance2InCastRay = 0.001f;
protected DetailLevel m_primLodInCastRay = DetailLevel.Medium;
protected DetailLevel m_sculptLodInCastRay = DetailLevel.Medium;
protected DetailLevel m_meshLodInCastRay = DetailLevel.Highest;
@ -241,6 +241,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
protected int m_msMinInCastRay = 2;
protected int m_msMaxInCastRay = 40;
protected static List<CastRayCall> m_castRayCalls = new List<CastRayCall>();
protected bool m_useMeshCacheInCastRay = true;
protected static Dictionary<ulong, FacetedMesh> m_cachedMeshes = new Dictionary<ulong, FacetedMesh>();
//An array of HTTP/1.1 headers that are not allowed to be used
//as custom headers by llHTTPRequest.
@ -365,6 +367,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
m_msPerAvatarInCastRay = lslConfig.GetInt("AvailableTimeInMsPerAvatarInLlCastRay", m_msPerAvatarInCastRay);
m_msMinInCastRay = lslConfig.GetInt("RequiredAvailableTimeInMsInLlCastRay", m_msMinInCastRay);
m_msMaxInCastRay = lslConfig.GetInt("MaximumAvailableTimeInMsInLlCastRay", m_msMaxInCastRay);
m_useMeshCacheInCastRay = lslConfig.GetBoolean("UseMeshCacheInLlCastRay", m_useMeshCacheInCastRay);
}
IConfig smtpConfig = seConfigSource.Configs["SMTP"];
@ -14240,50 +14243,85 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
rayTrans.Position1RayProj = pos1RayProj;
rayTrans.VectorRayProj = pos2RayProj - pos1RayProj;
// Make an OMV prim to be able to mesh part
Primitive omvPrim = part.Shape.ToOmvPrimitive(posPart, rotPart);
byte[] sculptAsset = null;
if (omvPrim.Sculpt != null)
sculptAsset = World.AssetService.GetData(omvPrim.Sculpt.SculptTexture.ToString());
FacetedMesh mesh = null;
// Get detail level depending on type
int lod = 0;
// Mesh detail level
if (part.Shape.SculptEntry && part.Shape.SculptType == (byte)SculptType.Mesh)
lod = (int)m_meshLodInCastRay;
// Sculpt detail level
else if (part.Shape.SculptEntry && part.Shape.SculptType == (byte)SculptType.Mesh)
lod = (int)m_sculptLodInCastRay;
// Shape detail level
else if (!part.Shape.SculptEntry)
lod = (int)m_primLodInCastRay;
// When part is mesh, get mesh and check for hits
if (omvPrim.Sculpt != null && omvPrim.Sculpt.Type == SculptType.Mesh && sculptAsset != null)
// Try to get cached mesh if configured
ulong meshKey = 0;
FacetedMesh mesh = null;
if (m_useMeshCacheInCastRay)
{
AssetMesh meshAsset = new AssetMesh(omvPrim.Sculpt.SculptTexture, sculptAsset);
FacetedMesh.TryDecodeFromAsset(omvPrim, meshAsset, m_meshLodInCastRay, out mesh);
meshAsset = null;
meshKey = part.Shape.GetMeshKey(Vector3.One, (float)(4 << lod));
lock (m_cachedMeshes)
{
m_cachedMeshes.TryGetValue(meshKey, out mesh);
}
}
// When part is sculpt, create mesh and check for hits
// Quirk: Generated sculpt mesh is about 2.8% smaller in X and Y than visual sculpt.
else if (omvPrim.Sculpt != null && omvPrim.Sculpt.Type != SculptType.Mesh && sculptAsset != null)
// Create mesh if no cached mesh
if (mesh == null)
{
IJ2KDecoder imgDecoder = World.RequestModuleInterface<IJ2KDecoder>();
if (imgDecoder != null)
// Make an OMV prim to be able to mesh part
Primitive omvPrim = part.Shape.ToOmvPrimitive(posPart, rotPart);
byte[] sculptAsset = null;
if (omvPrim.Sculpt != null)
sculptAsset = World.AssetService.GetData(omvPrim.Sculpt.SculptTexture.ToString());
// When part is mesh, get mesh
if (omvPrim.Sculpt != null && omvPrim.Sculpt.Type == SculptType.Mesh && sculptAsset != null)
{
Image sculpt = imgDecoder.DecodeToImage(sculptAsset);
if (sculpt != null)
AssetMesh meshAsset = new AssetMesh(omvPrim.Sculpt.SculptTexture, sculptAsset);
FacetedMesh.TryDecodeFromAsset(omvPrim, meshAsset, m_meshLodInCastRay, out mesh);
meshAsset = null;
}
// When part is sculpt, create mesh
// Quirk: Generated sculpt mesh is about 2.8% smaller in X and Y than visual sculpt.
else if (omvPrim.Sculpt != null && omvPrim.Sculpt.Type != SculptType.Mesh && sculptAsset != null)
{
IJ2KDecoder imgDecoder = World.RequestModuleInterface<IJ2KDecoder>();
if (imgDecoder != null)
{
mesh = primMesher.GenerateFacetedSculptMesh(omvPrim, (Bitmap)sculpt, m_sculptLodInCastRay);
sculpt.Dispose();
Image sculpt = imgDecoder.DecodeToImage(sculptAsset);
if (sculpt != null)
{
mesh = primMesher.GenerateFacetedSculptMesh(omvPrim, (Bitmap)sculpt, m_sculptLodInCastRay);
sculpt.Dispose();
}
}
}
// When part is shape, create mesh
else if (omvPrim.Sculpt == null)
{
if (
omvPrim.PrimData.PathBegin == 0.0 && omvPrim.PrimData.PathEnd == 1.0 &&
omvPrim.PrimData.PathTaperX == 0.0 && omvPrim.PrimData.PathTaperY == 0.0 &&
omvPrim.PrimData.PathSkew == 0.0 &&
omvPrim.PrimData.PathTwist - omvPrim.PrimData.PathTwistBegin == 0.0
)
rayTrans.ShapeNeedsEnds = false;
mesh = primMesher.GenerateFacetedMesh(omvPrim, m_primLodInCastRay);
}
// Cache mesh if configured
if (m_useMeshCacheInCastRay && mesh != null)
{
lock(m_cachedMeshes)
{
m_cachedMeshes.Add(meshKey, mesh);
}
}
}
// When part is prim, create mesh and check for hits
else if (omvPrim.Sculpt == null)
{
if (
omvPrim.PrimData.PathBegin == 0.0 && omvPrim.PrimData.PathEnd == 1.0 &&
omvPrim.PrimData.PathTaperX == 0.0 && omvPrim.PrimData.PathTaperY == 0.0 &&
omvPrim.PrimData.PathSkew == 0.0 &&
omvPrim.PrimData.PathTwist - omvPrim.PrimData.PathTwistBegin == 0.0
)
rayTrans.ShapeNeedsEnds = false;
mesh = primMesher.GenerateFacetedMesh(omvPrim, m_primLodInCastRay);
}
// Check mesh for ray hits
AddRayInFacetedMesh(mesh, rayTrans, ref rayHits);
mesh = null;
@ -14331,11 +14369,38 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
rayTrans.Position1RayProj = pos1RayProj;
rayTrans.VectorRayProj = pos2RayProj - pos1RayProj;
// Make OMV prim, create and check mesh
// Try to get cached mesh if configured
PrimitiveBaseShape prim = PrimitiveBaseShape.CreateSphere();
prim.Scale = scalePart;
Primitive omvPrim = prim.ToOmvPrimitive(posPart, rotPart);
FacetedMesh mesh = primMesher.GenerateFacetedMesh(omvPrim, m_meshLodInCastRay);
int lod = (int)m_avatarLodInCastRay;
ulong meshKey = prim.GetMeshKey(Vector3.One, (float)(4 << lod));
FacetedMesh mesh = null;
if (m_useMeshCacheInCastRay)
{
lock (m_cachedMeshes)
{
m_cachedMeshes.TryGetValue(meshKey, out mesh);
}
}
// Create mesh if no cached mesh
if (mesh == null)
{
// Make OMV prim and create mesh
prim.Scale = scalePart;
Primitive omvPrim = prim.ToOmvPrimitive(posPart, rotPart);
mesh = primMesher.GenerateFacetedMesh(omvPrim, m_avatarLodInCastRay);
// Cache mesh if configured
if (m_useMeshCacheInCastRay && mesh != null)
{
lock(m_cachedMeshes)
{
m_cachedMeshes.Add(meshKey, mesh);
}
}
}
// Check mesh for ray hits
AddRayInFacetedMesh(mesh, rayTrans, ref rayHits);
mesh = null;
}

View File

@ -1496,10 +1496,10 @@
UseLlCastRayV3 = false
; Accepted calculation precision error in calculations in llCastRay V3
FloatToleranceInLlCastRay = 0.000001
FloatToleranceInLlCastRay = 0.00001
; Accepted distance difference between duplicate hits in llCastRay V3
FloatTolerance2InLlCastRay = 0.0001
FloatTolerance2InLlCastRay = 0.001
; Detail level when rendering prims in llCastRay V3
; 0 = Low, 1 = Medium, 2 = High, 3 = Highest, higer level gives better accuracy but slower call
@ -1551,6 +1551,10 @@
; Maximum available time in ms possible in llCastRay V3, not to get too high values with varregions
MaximumAvailableTimeInMsInLlCastRay = 40
; Use cached meshes in llCastRay V3 if true
; Improves performance but uses more memory
UseMeshCacheInLlCastRay = true
[DataSnapshot]
; The following set of configs pertains to search.