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authorMagnuz Binder2015-05-19 20:44:19 +0200
committerMichael Cerquoni2015-05-22 01:21:50 -0400
commitfdc383a843c0a0218c194f7f51ef5d8fe774b520 (patch)
treeab39cc09e19e5160a4cefd9e71ea7096420a1bb7 /OpenSim/Region/ScriptEngine
parentThrottle llCastRay V3. (diff)
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Use own mesh cache in llCastRay V3 after throttling.
Signed-off-by: Michael Cerquoni <nebadon2025@gmail.com>
Diffstat (limited to 'OpenSim/Region/ScriptEngine')
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs143
1 files changed, 104 insertions, 39 deletions
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
index d75afb6..e769834 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
@@ -223,8 +223,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
223 protected float m_primSafetyCoeffY = 2.414214f; 223 protected float m_primSafetyCoeffY = 2.414214f;
224 protected float m_primSafetyCoeffZ = 1.618034f; 224 protected float m_primSafetyCoeffZ = 1.618034f;
225 protected bool m_useCastRayV3 = false; 225 protected bool m_useCastRayV3 = false;
226 protected float m_floatToleranceInCastRay = 0.000001f; 226 protected float m_floatToleranceInCastRay = 0.00001f;
227 protected float m_floatTolerance2InCastRay = 0.0001f; 227 protected float m_floatTolerance2InCastRay = 0.001f;
228 protected DetailLevel m_primLodInCastRay = DetailLevel.Medium; 228 protected DetailLevel m_primLodInCastRay = DetailLevel.Medium;
229 protected DetailLevel m_sculptLodInCastRay = DetailLevel.Medium; 229 protected DetailLevel m_sculptLodInCastRay = DetailLevel.Medium;
230 protected DetailLevel m_meshLodInCastRay = DetailLevel.Highest; 230 protected DetailLevel m_meshLodInCastRay = DetailLevel.Highest;
@@ -241,6 +241,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
241 protected int m_msMinInCastRay = 2; 241 protected int m_msMinInCastRay = 2;
242 protected int m_msMaxInCastRay = 40; 242 protected int m_msMaxInCastRay = 40;
243 protected static List<CastRayCall> m_castRayCalls = new List<CastRayCall>(); 243 protected static List<CastRayCall> m_castRayCalls = new List<CastRayCall>();
244 protected bool m_useMeshCacheInCastRay = true;
245 protected static Dictionary<ulong, FacetedMesh> m_cachedMeshes = new Dictionary<ulong, FacetedMesh>();
244 246
245 //An array of HTTP/1.1 headers that are not allowed to be used 247 //An array of HTTP/1.1 headers that are not allowed to be used
246 //as custom headers by llHTTPRequest. 248 //as custom headers by llHTTPRequest.
@@ -365,6 +367,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
365 m_msPerAvatarInCastRay = lslConfig.GetInt("AvailableTimeInMsPerAvatarInLlCastRay", m_msPerAvatarInCastRay); 367 m_msPerAvatarInCastRay = lslConfig.GetInt("AvailableTimeInMsPerAvatarInLlCastRay", m_msPerAvatarInCastRay);
366 m_msMinInCastRay = lslConfig.GetInt("RequiredAvailableTimeInMsInLlCastRay", m_msMinInCastRay); 368 m_msMinInCastRay = lslConfig.GetInt("RequiredAvailableTimeInMsInLlCastRay", m_msMinInCastRay);
367 m_msMaxInCastRay = lslConfig.GetInt("MaximumAvailableTimeInMsInLlCastRay", m_msMaxInCastRay); 369 m_msMaxInCastRay = lslConfig.GetInt("MaximumAvailableTimeInMsInLlCastRay", m_msMaxInCastRay);
370 m_useMeshCacheInCastRay = lslConfig.GetBoolean("UseMeshCacheInLlCastRay", m_useMeshCacheInCastRay);
368 } 371 }
369 372
370 IConfig smtpConfig = seConfigSource.Configs["SMTP"]; 373 IConfig smtpConfig = seConfigSource.Configs["SMTP"];
@@ -14240,50 +14243,85 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
14240 rayTrans.Position1RayProj = pos1RayProj; 14243 rayTrans.Position1RayProj = pos1RayProj;
14241 rayTrans.VectorRayProj = pos2RayProj - pos1RayProj; 14244 rayTrans.VectorRayProj = pos2RayProj - pos1RayProj;
14242 14245
14243 // Make an OMV prim to be able to mesh part 14246 // Get detail level depending on type
14244 Primitive omvPrim = part.Shape.ToOmvPrimitive(posPart, rotPart); 14247 int lod = 0;
14245 byte[] sculptAsset = null; 14248 // Mesh detail level
14246 if (omvPrim.Sculpt != null) 14249 if (part.Shape.SculptEntry && part.Shape.SculptType == (byte)SculptType.Mesh)
14247 sculptAsset = World.AssetService.GetData(omvPrim.Sculpt.SculptTexture.ToString()); 14250 lod = (int)m_meshLodInCastRay;
14251 // Sculpt detail level
14252 else if (part.Shape.SculptEntry && part.Shape.SculptType == (byte)SculptType.Mesh)
14253 lod = (int)m_sculptLodInCastRay;
14254 // Shape detail level
14255 else if (!part.Shape.SculptEntry)
14256 lod = (int)m_primLodInCastRay;
14257
14258 // Try to get cached mesh if configured
14259 ulong meshKey = 0;
14248 FacetedMesh mesh = null; 14260 FacetedMesh mesh = null;
14249 14261 if (m_useMeshCacheInCastRay)
14250 // When part is mesh, get mesh and check for hits
14251 if (omvPrim.Sculpt != null && omvPrim.Sculpt.Type == SculptType.Mesh && sculptAsset != null)
14252 { 14262 {
14253 AssetMesh meshAsset = new AssetMesh(omvPrim.Sculpt.SculptTexture, sculptAsset); 14263 meshKey = part.Shape.GetMeshKey(Vector3.One, (float)(4 << lod));
14254 FacetedMesh.TryDecodeFromAsset(omvPrim, meshAsset, m_meshLodInCastRay, out mesh); 14264 lock (m_cachedMeshes)
14255 meshAsset = null; 14265 {
14266 m_cachedMeshes.TryGetValue(meshKey, out mesh);
14267 }
14256 } 14268 }
14257 14269
14258 // When part is sculpt, create mesh and check for hits 14270 // Create mesh if no cached mesh
14259 // Quirk: Generated sculpt mesh is about 2.8% smaller in X and Y than visual sculpt. 14271 if (mesh == null)
14260 else if (omvPrim.Sculpt != null && omvPrim.Sculpt.Type != SculptType.Mesh && sculptAsset != null)
14261 { 14272 {
14262 IJ2KDecoder imgDecoder = World.RequestModuleInterface<IJ2KDecoder>(); 14273 // Make an OMV prim to be able to mesh part
14263 if (imgDecoder != null) 14274 Primitive omvPrim = part.Shape.ToOmvPrimitive(posPart, rotPart);
14275 byte[] sculptAsset = null;
14276 if (omvPrim.Sculpt != null)
14277 sculptAsset = World.AssetService.GetData(omvPrim.Sculpt.SculptTexture.ToString());
14278
14279 // When part is mesh, get mesh
14280 if (omvPrim.Sculpt != null && omvPrim.Sculpt.Type == SculptType.Mesh && sculptAsset != null)
14264 { 14281 {
14265 Image sculpt = imgDecoder.DecodeToImage(sculptAsset); 14282 AssetMesh meshAsset = new AssetMesh(omvPrim.Sculpt.SculptTexture, sculptAsset);
14266 if (sculpt != null) 14283 FacetedMesh.TryDecodeFromAsset(omvPrim, meshAsset, m_meshLodInCastRay, out mesh);
14284 meshAsset = null;
14285 }
14286
14287 // When part is sculpt, create mesh
14288 // Quirk: Generated sculpt mesh is about 2.8% smaller in X and Y than visual sculpt.
14289 else if (omvPrim.Sculpt != null && omvPrim.Sculpt.Type != SculptType.Mesh && sculptAsset != null)
14290 {
14291 IJ2KDecoder imgDecoder = World.RequestModuleInterface<IJ2KDecoder>();
14292 if (imgDecoder != null)
14267 { 14293 {
14268 mesh = primMesher.GenerateFacetedSculptMesh(omvPrim, (Bitmap)sculpt, m_sculptLodInCastRay); 14294 Image sculpt = imgDecoder.DecodeToImage(sculptAsset);
14269 sculpt.Dispose(); 14295 if (sculpt != null)
14296 {
14297 mesh = primMesher.GenerateFacetedSculptMesh(omvPrim, (Bitmap)sculpt, m_sculptLodInCastRay);
14298 sculpt.Dispose();
14299 }
14270 } 14300 }
14301 }
14302
14303 // When part is shape, create mesh
14304 else if (omvPrim.Sculpt == null)
14305 {
14306 if (
14307 omvPrim.PrimData.PathBegin == 0.0 && omvPrim.PrimData.PathEnd == 1.0 &&
14308 omvPrim.PrimData.PathTaperX == 0.0 && omvPrim.PrimData.PathTaperY == 0.0 &&
14309 omvPrim.PrimData.PathSkew == 0.0 &&
14310 omvPrim.PrimData.PathTwist - omvPrim.PrimData.PathTwistBegin == 0.0
14311 )
14312 rayTrans.ShapeNeedsEnds = false;
14313 mesh = primMesher.GenerateFacetedMesh(omvPrim, m_primLodInCastRay);
14271 } 14314 }
14272 }
14273 14315
14274 // When part is prim, create mesh and check for hits 14316 // Cache mesh if configured
14275 else if (omvPrim.Sculpt == null) 14317 if (m_useMeshCacheInCastRay && mesh != null)
14276 { 14318 {
14277 if ( 14319 lock(m_cachedMeshes)
14278 omvPrim.PrimData.PathBegin == 0.0 && omvPrim.PrimData.PathEnd == 1.0 && 14320 {
14279 omvPrim.PrimData.PathTaperX == 0.0 && omvPrim.PrimData.PathTaperY == 0.0 && 14321 m_cachedMeshes.Add(meshKey, mesh);
14280 omvPrim.PrimData.PathSkew == 0.0 && 14322 }
14281 omvPrim.PrimData.PathTwist - omvPrim.PrimData.PathTwistBegin == 0.0 14323 }
14282 )
14283 rayTrans.ShapeNeedsEnds = false;
14284 mesh = primMesher.GenerateFacetedMesh(omvPrim, m_primLodInCastRay);
14285 } 14324 }
14286
14287 // Check mesh for ray hits 14325 // Check mesh for ray hits
14288 AddRayInFacetedMesh(mesh, rayTrans, ref rayHits); 14326 AddRayInFacetedMesh(mesh, rayTrans, ref rayHits);
14289 mesh = null; 14327 mesh = null;
@@ -14331,11 +14369,38 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
14331 rayTrans.Position1RayProj = pos1RayProj; 14369 rayTrans.Position1RayProj = pos1RayProj;
14332 rayTrans.VectorRayProj = pos2RayProj - pos1RayProj; 14370 rayTrans.VectorRayProj = pos2RayProj - pos1RayProj;
14333 14371
14334 // Make OMV prim, create and check mesh 14372 // Try to get cached mesh if configured
14335 PrimitiveBaseShape prim = PrimitiveBaseShape.CreateSphere(); 14373 PrimitiveBaseShape prim = PrimitiveBaseShape.CreateSphere();
14336 prim.Scale = scalePart; 14374 int lod = (int)m_avatarLodInCastRay;
14337 Primitive omvPrim = prim.ToOmvPrimitive(posPart, rotPart); 14375 ulong meshKey = prim.GetMeshKey(Vector3.One, (float)(4 << lod));
14338 FacetedMesh mesh = primMesher.GenerateFacetedMesh(omvPrim, m_meshLodInCastRay); 14376 FacetedMesh mesh = null;
14377 if (m_useMeshCacheInCastRay)
14378 {
14379 lock (m_cachedMeshes)
14380 {
14381 m_cachedMeshes.TryGetValue(meshKey, out mesh);
14382 }
14383 }
14384
14385 // Create mesh if no cached mesh
14386 if (mesh == null)
14387 {
14388 // Make OMV prim and create mesh
14389 prim.Scale = scalePart;
14390 Primitive omvPrim = prim.ToOmvPrimitive(posPart, rotPart);
14391 mesh = primMesher.GenerateFacetedMesh(omvPrim, m_avatarLodInCastRay);
14392
14393 // Cache mesh if configured
14394 if (m_useMeshCacheInCastRay && mesh != null)
14395 {
14396 lock(m_cachedMeshes)
14397 {
14398 m_cachedMeshes.Add(meshKey, mesh);
14399 }
14400 }
14401 }
14402
14403 // Check mesh for ray hits
14339 AddRayInFacetedMesh(mesh, rayTrans, ref rayHits); 14404 AddRayInFacetedMesh(mesh, rayTrans, ref rayHits);
14340 mesh = null; 14405 mesh = null;
14341 } 14406 }