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authorRobert Adams2012-11-29 09:24:53 -0800
committerRobert Adams2012-11-29 09:24:53 -0800
commit0cd99c74a70ddfd42c3e8325716f56bf35d4474c (patch)
tree7d2c78ce242c51f49c375e53e83788a1e45abbeb /OpenSim/Region/Physics
parentBulletSim: reverse direction of hover correction. Removes problem with vehicl... (diff)
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BulletSim: add expanded call to IMesher/Meshmerizer which enables/disables mesh caching. Since BulletSim caches and tracks the unmanaged memory version of meshes, the Meshmerizer itself does not need to cache built meshes once BulletSim has made the physical proxy mesh.
Diffstat (limited to '')
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs7
-rw-r--r--OpenSim/Region/Physics/Manager/IMesher.cs1
-rw-r--r--OpenSim/Region/Physics/Manager/ZeroMesher.cs7
-rw-r--r--OpenSim/Region/Physics/Meshing/Meshmerizer.cs21
4 files changed, 26 insertions, 10 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
index 892c34b..b94dcf6 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
@@ -620,8 +620,7 @@ public sealed class BSShapeCollection : IDisposable
620 } 620 }
621 else 621 else
622 { 622 {
623 // Pass false for physicalness as this creates some sort of bounding box which we don't need 623 meshData = PhysicsScene.mesher.CreateMesh(objName, pbs, size, lod, true, false);
624 meshData = PhysicsScene.mesher.CreateMesh(objName, pbs, size, lod, false);
625 624
626 if (meshData != null) 625 if (meshData != null)
627 { 626 {
@@ -694,8 +693,8 @@ public sealed class BSShapeCollection : IDisposable
694 else 693 else
695 { 694 {
696 // Build a new hull in the physical world 695 // Build a new hull in the physical world
697 // Pass false for physicalness as this creates some sort of bounding box which we don't need 696 // Pass true for physicalness as this creates some sort of bounding box which we don't need
698 IMesh meshData = PhysicsScene.mesher.CreateMesh(objName, pbs, size, lod, false); 697 IMesh meshData = PhysicsScene.mesher.CreateMesh(objName, pbs, size, lod, true, false);
699 if (meshData != null) 698 if (meshData != null)
700 { 699 {
701 700
diff --git a/OpenSim/Region/Physics/Manager/IMesher.cs b/OpenSim/Region/Physics/Manager/IMesher.cs
index 3a9ca1b..10c4bd3 100644
--- a/OpenSim/Region/Physics/Manager/IMesher.cs
+++ b/OpenSim/Region/Physics/Manager/IMesher.cs
@@ -36,6 +36,7 @@ namespace OpenSim.Region.Physics.Manager
36 { 36 {
37 IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod); 37 IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod);
38 IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical); 38 IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical);
39 IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical, bool shouldCache);
39 } 40 }
40 41
41 // Values for level of detail to be passed to the mesher. 42 // Values for level of detail to be passed to the mesher.
diff --git a/OpenSim/Region/Physics/Manager/ZeroMesher.cs b/OpenSim/Region/Physics/Manager/ZeroMesher.cs
index ba19db6..270d2ec 100644
--- a/OpenSim/Region/Physics/Manager/ZeroMesher.cs
+++ b/OpenSim/Region/Physics/Manager/ZeroMesher.cs
@@ -64,11 +64,16 @@ namespace OpenSim.Region.Physics.Manager
64 { 64 {
65 public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod) 65 public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod)
66 { 66 {
67 return CreateMesh(primName, primShape, size, lod, false); 67 return CreateMesh(primName, primShape, size, lod, false, false);
68 } 68 }
69 69
70 public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical) 70 public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical)
71 { 71 {
72 return CreateMesh(primName, primShape, size, lod, false, false);
73 }
74
75 public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical, bool shouldCache)
76 {
72 // Remove the reference to the encoded JPEG2000 data so it can be GCed 77 // Remove the reference to the encoded JPEG2000 data so it can be GCed
73 primShape.SculptData = OpenMetaverse.Utils.EmptyBytes; 78 primShape.SculptData = OpenMetaverse.Utils.EmptyBytes;
74 79
diff --git a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs
index 6fa91ab..8145d61 100644
--- a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs
+++ b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs
@@ -702,11 +702,16 @@ namespace OpenSim.Region.Physics.Meshing
702 702
703 public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod) 703 public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod)
704 { 704 {
705 return CreateMesh(primName, primShape, size, lod, false); 705 return CreateMesh(primName, primShape, size, lod, false, true);
706 } 706 }
707 707
708 public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical) 708 public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical)
709 { 709 {
710 return CreateMesh(primName, primShape, size, lod, isPhysical, true);
711 }
712
713 public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical, bool shouldCache)
714 {
710#if SPAM 715#if SPAM
711 m_log.DebugFormat("[MESH]: Creating mesh for {0}", primName); 716 m_log.DebugFormat("[MESH]: Creating mesh for {0}", primName);
712#endif 717#endif
@@ -716,9 +721,12 @@ namespace OpenSim.Region.Physics.Meshing
716 721
717 // If this mesh has been created already, return it instead of creating another copy 722 // If this mesh has been created already, return it instead of creating another copy
718 // For large regions with 100k+ prims and hundreds of copies of each, this can save a GB or more of memory 723 // For large regions with 100k+ prims and hundreds of copies of each, this can save a GB or more of memory
719 key = primShape.GetMeshKey(size, lod); 724 if (shouldCache)
720 if (m_uniqueMeshes.TryGetValue(key, out mesh)) 725 {
721 return mesh; 726 key = primShape.GetMeshKey(size, lod);
727 if (m_uniqueMeshes.TryGetValue(key, out mesh))
728 return mesh;
729 }
722 730
723 if (size.X < 0.01f) size.X = 0.01f; 731 if (size.X < 0.01f) size.X = 0.01f;
724 if (size.Y < 0.01f) size.Y = 0.01f; 732 if (size.Y < 0.01f) size.Y = 0.01f;
@@ -741,7 +749,10 @@ namespace OpenSim.Region.Physics.Meshing
741 // trim the vertex and triangle lists to free up memory 749 // trim the vertex and triangle lists to free up memory
742 mesh.TrimExcess(); 750 mesh.TrimExcess();
743 751
744 m_uniqueMeshes.Add(key, mesh); 752 if (shouldCache)
753 {
754 m_uniqueMeshes.Add(key, mesh);
755 }
745 } 756 }
746 757
747 return mesh; 758 return mesh;