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author | Dahlia Trimble | 2008-07-12 01:58:20 +0000 |
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committer | Dahlia Trimble | 2008-07-12 01:58:20 +0000 |
commit | 13399ff4393b0fbf6e2caf79542f62e9b4ba4281 (patch) | |
tree | 546a8a6d08c1d9acdff47e06a1f9c9be364df3f7 /OpenSim/Region/Physics/Meshing | |
parent | Patch #9142 (No mantis) (diff) | |
download | opensim-SC-13399ff4393b0fbf6e2caf79542f62e9b4ba4281.zip opensim-SC-13399ff4393b0fbf6e2caf79542f62e9b4ba4281.tar.gz opensim-SC-13399ff4393b0fbf6e2caf79542f62e9b4ba4281.tar.bz2 opensim-SC-13399ff4393b0fbf6e2caf79542f62e9b4ba4281.tar.xz |
Passes prim physical status to mesher from physics plugins
Small prims now get a full mesh if they are physical
Fixed a logic bug that was preventing many prim meshes from having excess memory cleaned up
Switched to more conservative method of vertex and triangle list trimming to prevent possible crash
Diffstat (limited to 'OpenSim/Region/Physics/Meshing')
-rw-r--r-- | OpenSim/Region/Physics/Meshing/Meshmerizer.cs | 32 |
1 files changed, 17 insertions, 15 deletions
diff --git a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs index 42b6a90..045a25d 100644 --- a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs +++ b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs | |||
@@ -2178,30 +2178,32 @@ namespace OpenSim.Region.Physics.Meshing | |||
2178 | //} | 2178 | //} |
2179 | 2179 | ||
2180 | if (mesh != null) | 2180 | if (mesh != null) |
2181 | if (size.X < minSizeForComplexMesh && size.Y < minSizeForComplexMesh && size.Z < minSizeForComplexMesh) | 2181 | { |
2182 | if ((!isPhysical) && size.X < minSizeForComplexMesh && size.Y < minSizeForComplexMesh && size.Z < minSizeForComplexMesh) | ||
2182 | { | 2183 | { |
2183 | #if SPAM | 2184 | #if SPAM |
2184 | Console.WriteLine("Meshmerizer: prim " + primName + " has a size of " + size.ToString() + " which is below threshold of " + minSizeForComplexMesh.ToString() + " - creating simple bounding box" ); | 2185 | Console.WriteLine("Meshmerizer: prim " + primName + " has a size of " + size.ToString() + " which is below threshold of " + minSizeForComplexMesh.ToString() + " - creating simple bounding box" ); |
2185 | #endif | 2186 | #endif |
2186 | mesh = CreateBoundingBoxMesh(mesh); | 2187 | mesh = CreateBoundingBoxMesh(mesh); |
2187 | mesh.DumpRaw(baseDir, primName, "Z extruded"); | 2188 | mesh.DumpRaw(baseDir, primName, "Z extruded"); |
2189 | } | ||
2188 | 2190 | ||
2189 | // trim the vertex and triangle lists to free up memory | 2191 | // trim the vertex and triangle lists to free up memory |
2190 | //mesh.vertices.TrimExcess(); | 2192 | mesh.vertices.TrimExcess(); |
2191 | //mesh.triangles.TrimExcess(); | 2193 | mesh.triangles.TrimExcess(); |
2192 | 2194 | ||
2193 | int vertCount = 0; | 2195 | //int vertCount = 0; |
2194 | foreach (Vertex v in mesh.vertices) | 2196 | //foreach (Vertex v in mesh.vertices) |
2195 | if (v != null) | 2197 | // if (v != null) |
2196 | vertCount++; | 2198 | // vertCount++; |
2197 | mesh.vertices.Capacity = vertCount; | 2199 | //mesh.vertices.Capacity = vertCount; |
2198 | 2200 | ||
2199 | int triCount = 0; | 2201 | //int triCount = 0; |
2200 | foreach (Triangle t in mesh.triangles) | 2202 | //foreach (Triangle t in mesh.triangles) |
2201 | if ( t != null ) | 2203 | // if (t != null) |
2202 | triCount++; | 2204 | // triCount++; |
2203 | mesh.triangles.Capacity = triCount; | 2205 | //mesh.triangles.Capacity = triCount; |
2204 | } | 2206 | } |
2205 | 2207 | ||
2206 | return mesh; | 2208 | return mesh; |
2207 | } | 2209 | } |