aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim
diff options
context:
space:
mode:
authorDahlia Trimble2008-07-11 17:22:37 +0000
committerDahlia Trimble2008-07-11 17:22:37 +0000
commit3646cc32c45353eafe630e75fe39cabd1bd8b106 (patch)
treedc8a29b2f4a5cf67db983f6b4e612362039aad3f /OpenSim
parent* Oops, turn off permissions debugging I stupidly hardcoded (diff)
downloadopensim-SC-3646cc32c45353eafe630e75fe39cabd1bd8b106.zip
opensim-SC-3646cc32c45353eafe630e75fe39cabd1bd8b106.tar.gz
opensim-SC-3646cc32c45353eafe630e75fe39cabd1bd8b106.tar.bz2
opensim-SC-3646cc32c45353eafe630e75fe39cabd1bd8b106.tar.xz
Experimental physics optimization: prims with all 3 dimensions less than 0.2 meters will be meshed as a simple box
Diffstat (limited to 'OpenSim')
-rw-r--r--OpenSim/Region/Physics/Meshing/Meshmerizer.cs101
1 files changed, 101 insertions, 0 deletions
diff --git a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs
index 4511c4c..55a1bec 100644
--- a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs
+++ b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs
@@ -64,6 +64,8 @@ namespace OpenSim.Region.Physics.Meshing
64#endif 64#endif
65 private const float DEG_TO_RAD = 0.01745329238f; 65 private const float DEG_TO_RAD = 0.01745329238f;
66 66
67 private float minSizeForComplexMesh = 0.2f; // prims with all dimensions smaller than this will have a bounding box mesh
68
67// TODO: unused 69// TODO: unused
68// private static void IntersectionParameterPD(PhysicsVector p1, PhysicsVector r1, PhysicsVector p2, 70// private static void IntersectionParameterPD(PhysicsVector p1, PhysicsVector r1, PhysicsVector p2,
69// PhysicsVector r2, ref float lambda, ref float mu) 71// PhysicsVector r2, ref float lambda, ref float mu)
@@ -422,6 +424,95 @@ namespace OpenSim.Region.Physics.Meshing
422 424
423 } 425 }
424 426
427 /// <summary>
428 /// creates a simple box mesh of the specified size
429 /// </summary>
430 /// <param name="minX"></param>
431 /// <param name="maxX"></param>
432 /// <param name="minY"></param>
433 /// <param name="maxY"></param>
434 /// <param name="minZ"></param>
435 /// <param name="maxZ"></param>
436 /// <returns></returns>
437 private static Mesh CreateSimpleBoxMesh(float minX, float maxX, float minY, float maxY, float minZ, float maxZ)
438 {
439 Mesh box = new Mesh();
440
441 // bottom
442
443 //box.Add(new Vertex(maxX, maxY, minZ));
444 //box.Add(new Vertex(minX, maxY, minZ));
445 //box.Add(new Vertex(minX, minY, minZ));
446 //box.Add(new Vertex(maxX, minY, minZ));
447
448 box.Add(new Vertex(minX, maxY, minZ));
449 box.Add(new Vertex(maxX, maxY, minZ));
450 box.Add(new Vertex(maxX, minY, minZ));
451 box.Add(new Vertex(minX, minY, minZ));
452
453 box.Add(new Triangle(box.vertices[0], box.vertices[1], box.vertices[2]));
454 box.Add(new Triangle(box.vertices[0], box.vertices[2], box.vertices[3]));
455
456 // top
457
458 box.Add(new Vertex(maxX, maxY, maxZ));
459 box.Add(new Vertex(minX, maxY, maxZ));
460 box.Add(new Vertex(minX, minY, maxZ));
461 box.Add(new Vertex(maxX, minY, maxZ));
462
463 box.Add(new Triangle(box.vertices[4], box.vertices[5], box.vertices[6]));
464 box.Add(new Triangle(box.vertices[4], box.vertices[6], box.vertices[7]));
465
466 // sides
467
468 box.Add(new Triangle(box.vertices[5], box.vertices[0], box.vertices[3]));
469 box.Add(new Triangle(box.vertices[5], box.vertices[3], box.vertices[6]));
470
471 box.Add(new Triangle(box.vertices[1], box.vertices[0], box.vertices[5]));
472 box.Add(new Triangle(box.vertices[1], box.vertices[5], box.vertices[4]));
473
474 box.Add(new Triangle(box.vertices[7], box.vertices[1], box.vertices[4]));
475 box.Add(new Triangle(box.vertices[7], box.vertices[2], box.vertices[1]));
476
477 box.Add(new Triangle(box.vertices[3], box.vertices[2], box.vertices[7]));
478 box.Add(new Triangle(box.vertices[3], box.vertices[7], box.vertices[6]));
479
480 return box;
481 }
482
483
484 /// <summary>
485 /// Creates a simple bounding box mesh for a complex input mesh
486 /// </summary>
487 /// <param name="meshIn"></param>
488 /// <returns></returns>
489 private static Mesh CreateBoundingBoxMesh(Mesh meshIn)
490 {
491 float minX = float.MaxValue;
492 float maxX = float.MinValue;
493 float minY = float.MaxValue;
494 float maxY = float.MinValue;
495 float minZ = float.MaxValue;
496 float maxZ = float.MinValue;
497
498 foreach (Vertex v in meshIn.vertices)
499 {
500 if (v != null)
501 {
502 if (v.X < minX) minX = v.X;
503 if (v.Y < minY) minY = v.Y;
504 if (v.Z < minZ) minZ = v.Z;
505
506 if (v.X > maxX) maxX = v.X;
507 if (v.Y > maxY) maxY = v.Y;
508 if (v.Z > maxZ) maxZ = v.Z;
509 }
510 }
511
512 return CreateSimpleBoxMesh(minX, maxX, minY, maxY, minZ, maxZ);
513 }
514
515
425 private static Mesh CreateBoxMesh(String primName, PrimitiveBaseShape primShape, PhysicsVector size) 516 private static Mesh CreateBoxMesh(String primName, PrimitiveBaseShape primShape, PhysicsVector size)
426 // Builds the z (+ and -) surfaces of a box shaped prim 517 // Builds the z (+ and -) surfaces of a box shaped prim
427 { 518 {
@@ -1967,6 +2058,7 @@ namespace OpenSim.Region.Physics.Meshing
1967 public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, PhysicsVector size, float lod) 2058 public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, PhysicsVector size, float lod)
1968 { 2059 {
1969 Mesh mesh = null; 2060 Mesh mesh = null;
2061
1970 if (primShape.SculptEntry && primShape.SculptType != (byte)0 && primShape.SculptData.Length > 0) 2062 if (primShape.SculptEntry && primShape.SculptType != (byte)0 && primShape.SculptData.Length > 0)
1971 { 2063 {
1972 2064
@@ -2081,6 +2173,15 @@ namespace OpenSim.Region.Physics.Meshing
2081 // } 2173 // }
2082 //} 2174 //}
2083 2175
2176 if (mesh != null && size.X < minSizeForComplexMesh && size.Y < minSizeForComplexMesh && size.Z < minSizeForComplexMesh)
2177 {
2178#if SPAM
2179 Console.WriteLine("Meshmerizer: prim " + primName + " has a size of " + size.ToString() + " which is below threshold of " + minSizeForComplexMesh.ToString() + " - creating simple bounding box" );
2180#endif
2181 mesh = CreateBoundingBoxMesh(mesh);
2182 mesh.DumpRaw(baseDir, primName, "Z extruded");
2183 }
2184
2084 return mesh; 2185 return mesh;
2085 } 2186 }
2086 2187