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author | Dan Lake | 2009-09-24 10:00:31 -0700 |
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committer | dahlia | 2009-09-24 18:20:59 -0700 |
commit | 1b2828f5d859d2941167b0457158142e683efe39 (patch) | |
tree | c1cdac03732aed67c8d99ce6692f99c806c8d1c4 /OpenSim/Region/Physics/Meshing/Mesh.cs | |
parent | modify BulletDotNETPrim.cs in preparation for Mantis #4181 (diff) | |
download | opensim-SC_OLD-1b2828f5d859d2941167b0457158142e683efe39.zip opensim-SC_OLD-1b2828f5d859d2941167b0457158142e683efe39.tar.gz opensim-SC_OLD-1b2828f5d859d2941167b0457158142e683efe39.tar.bz2 opensim-SC_OLD-1b2828f5d859d2941167b0457158142e683efe39.tar.xz |
Meshmerizer stores dictionary of unique Meshes keyed on construction parameters. CreateMesh() returns a Mesh from the dictionary or creates a new Mesh if it has not been created before. Meshes are never purged from the dictionary. The raw Mesh data is discarded once the memory is pinned for ODE use. All copies of the same prim/mesh use the same pinned memory. ONLY IMPLEMENTED AND TESTED WITH MESHMERIZER AND ODE
Signed-off-by: dahlia <dahliaTrimble@gmailDotCom>
Diffstat (limited to 'OpenSim/Region/Physics/Meshing/Mesh.cs')
-rw-r--r-- | OpenSim/Region/Physics/Meshing/Mesh.cs | 87 |
1 files changed, 29 insertions, 58 deletions
diff --git a/OpenSim/Region/Physics/Meshing/Mesh.cs b/OpenSim/Region/Physics/Meshing/Mesh.cs index ceafaad..7567556 100644 --- a/OpenSim/Region/Physics/Meshing/Mesh.cs +++ b/OpenSim/Region/Physics/Meshing/Mesh.cs | |||
@@ -40,7 +40,6 @@ namespace OpenSim.Region.Physics.Meshing | |||
40 | private List<Triangle> triangles; | 40 | private List<Triangle> triangles; |
41 | GCHandle pinnedVirtexes; | 41 | GCHandle pinnedVirtexes; |
42 | GCHandle pinnedIndex; | 42 | GCHandle pinnedIndex; |
43 | public PrimMesh primMesh = null; | ||
44 | public float[] normals; | 43 | public float[] normals; |
45 | 44 | ||
46 | public Mesh() | 45 | public Mesh() |
@@ -63,6 +62,8 @@ namespace OpenSim.Region.Physics.Meshing | |||
63 | 62 | ||
64 | public void Add(Triangle triangle) | 63 | public void Add(Triangle triangle) |
65 | { | 64 | { |
65 | if (pinnedIndex.IsAllocated || pinnedVirtexes.IsAllocated) | ||
66 | throw new NotSupportedException("Attempt to Add to a pinned Mesh"); | ||
66 | // If a vertex of the triangle is not yet in the vertices list, | 67 | // If a vertex of the triangle is not yet in the vertices list, |
67 | // add it and set its index to the current index count | 68 | // add it and set its index to the current index count |
68 | if (!vertices.ContainsKey(triangle.v1)) | 69 | if (!vertices.ContainsKey(triangle.v1)) |
@@ -148,40 +149,22 @@ namespace OpenSim.Region.Physics.Meshing | |||
148 | 149 | ||
149 | public float[] getVertexListAsFloatLocked() | 150 | public float[] getVertexListAsFloatLocked() |
150 | { | 151 | { |
152 | if( pinnedVirtexes.IsAllocated ) | ||
153 | return (float[])(pinnedVirtexes.Target); | ||
151 | float[] result; | 154 | float[] result; |
152 | 155 | ||
153 | if (primMesh == null) | 156 | //m_log.WarnFormat("vertices.Count = {0}", vertices.Count); |
157 | result = new float[vertices.Count * 3]; | ||
158 | foreach (KeyValuePair<Vertex, int> kvp in vertices) | ||
154 | { | 159 | { |
155 | //m_log.WarnFormat("vertices.Count = {0}", vertices.Count); | 160 | Vertex v = kvp.Key; |
156 | result = new float[vertices.Count * 3]; | 161 | int i = kvp.Value; |
157 | foreach (KeyValuePair<Vertex, int> kvp in vertices) | 162 | //m_log.WarnFormat("kvp.Value = {0}", i); |
158 | { | 163 | result[3 * i + 0] = v.X; |
159 | Vertex v = kvp.Key; | 164 | result[3 * i + 1] = v.Y; |
160 | int i = kvp.Value; | 165 | result[3 * i + 2] = v.Z; |
161 | //m_log.WarnFormat("kvp.Value = {0}", i); | ||
162 | result[3 * i + 0] = v.X; | ||
163 | result[3 * i + 1] = v.Y; | ||
164 | result[3 * i + 2] = v.Z; | ||
165 | } | ||
166 | pinnedVirtexes = GCHandle.Alloc(result, GCHandleType.Pinned); | ||
167 | } | ||
168 | else | ||
169 | { | ||
170 | int count = primMesh.coords.Count; | ||
171 | result = new float[count * 3]; | ||
172 | for (int i = 0; i < count; i++) | ||
173 | { | ||
174 | Coord c = primMesh.coords[i]; | ||
175 | { | ||
176 | int resultIndex = 3 * i; | ||
177 | result[resultIndex] = c.X; | ||
178 | result[resultIndex + 1] = c.Y; | ||
179 | result[resultIndex + 2] = c.Z; | ||
180 | } | ||
181 | |||
182 | } | ||
183 | pinnedVirtexes = GCHandle.Alloc(result, GCHandleType.Pinned); | ||
184 | } | 166 | } |
167 | pinnedVirtexes = GCHandle.Alloc(result, GCHandleType.Pinned); | ||
185 | return result; | 168 | return result; |
186 | } | 169 | } |
187 | 170 | ||
@@ -189,33 +172,13 @@ namespace OpenSim.Region.Physics.Meshing | |||
189 | { | 172 | { |
190 | int[] result; | 173 | int[] result; |
191 | 174 | ||
192 | if (primMesh == null) | 175 | result = new int[triangles.Count * 3]; |
193 | { | 176 | for (int i = 0; i < triangles.Count; i++) |
194 | result = new int[triangles.Count * 3]; | ||
195 | for (int i = 0; i < triangles.Count; i++) | ||
196 | { | ||
197 | Triangle t = triangles[i]; | ||
198 | result[3 * i + 0] = vertices[t.v1]; | ||
199 | result[3 * i + 1] = vertices[t.v2]; | ||
200 | result[3 * i + 2] = vertices[t.v3]; | ||
201 | } | ||
202 | } | ||
203 | else | ||
204 | { | 177 | { |
205 | int numFaces = primMesh.faces.Count; | 178 | Triangle t = triangles[i]; |
206 | result = new int[numFaces * 3]; | 179 | result[3 * i + 0] = vertices[t.v1]; |
207 | for (int i = 0; i < numFaces; i++) | 180 | result[3 * i + 1] = vertices[t.v2]; |
208 | { | 181 | result[3 * i + 2] = vertices[t.v3]; |
209 | Face f = primMesh.faces[i]; | ||
210 | // Coord c1 = primMesh.coords[f.v1]; | ||
211 | // Coord c2 = primMesh.coords[f.v2]; | ||
212 | // Coord c3 = primMesh.coords[f.v3]; | ||
213 | |||
214 | int resultIndex = i * 3; | ||
215 | result[resultIndex] = f.v1; | ||
216 | result[resultIndex + 1] = f.v2; | ||
217 | result[resultIndex + 2] = f.v3; | ||
218 | } | ||
219 | } | 182 | } |
220 | return result; | 183 | return result; |
221 | } | 184 | } |
@@ -226,6 +189,9 @@ namespace OpenSim.Region.Physics.Meshing | |||
226 | /// <returns></returns> | 189 | /// <returns></returns> |
227 | public int[] getIndexListAsIntLocked() | 190 | public int[] getIndexListAsIntLocked() |
228 | { | 191 | { |
192 | if (pinnedIndex.IsAllocated) | ||
193 | return (int[])(pinnedIndex.Target); | ||
194 | |||
229 | int[] result = getIndexListAsInt(); | 195 | int[] result = getIndexListAsInt(); |
230 | pinnedIndex = GCHandle.Alloc(result, GCHandleType.Pinned); | 196 | pinnedIndex = GCHandle.Alloc(result, GCHandleType.Pinned); |
231 | 197 | ||
@@ -245,11 +211,13 @@ namespace OpenSim.Region.Physics.Meshing | |||
245 | { | 211 | { |
246 | triangles = null; | 212 | triangles = null; |
247 | vertices = null; | 213 | vertices = null; |
248 | primMesh = null; | ||
249 | } | 214 | } |
250 | 215 | ||
251 | public void Append(IMesh newMesh) | 216 | public void Append(IMesh newMesh) |
252 | { | 217 | { |
218 | if (pinnedIndex.IsAllocated || pinnedVirtexes.IsAllocated) | ||
219 | throw new NotSupportedException("Attempt to Append to a pinned Mesh"); | ||
220 | |||
253 | if (!(newMesh is Mesh)) | 221 | if (!(newMesh is Mesh)) |
254 | return; | 222 | return; |
255 | 223 | ||
@@ -260,6 +228,9 @@ namespace OpenSim.Region.Physics.Meshing | |||
260 | // Do a linear transformation of mesh. | 228 | // Do a linear transformation of mesh. |
261 | public void TransformLinear(float[,] matrix, float[] offset) | 229 | public void TransformLinear(float[,] matrix, float[] offset) |
262 | { | 230 | { |
231 | if (pinnedIndex.IsAllocated || pinnedVirtexes.IsAllocated) | ||
232 | throw new NotSupportedException("Attempt to TransformLinear a pinned Mesh"); | ||
233 | |||
263 | foreach (Vertex v in vertices.Keys) | 234 | foreach (Vertex v in vertices.Keys) |
264 | { | 235 | { |
265 | if (v == null) | 236 | if (v == null) |