diff options
Diffstat (limited to 'OpenSim/Region/Physics')
-rw-r--r-- | OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETPrim.cs | 234 | ||||
-rw-r--r-- | OpenSim/Region/Physics/Meshing/Mesh.cs | 87 | ||||
-rw-r--r-- | OpenSim/Region/Physics/Meshing/Meshmerizer.cs | 69 | ||||
-rw-r--r-- | OpenSim/Region/Physics/Meshing/PrimMesher.cs | 27 | ||||
-rw-r--r-- | OpenSim/Region/Physics/Meshing/SculptMesh.cs | 14 | ||||
-rw-r--r-- | OpenSim/Region/Physics/OdePlugin/ODEPrim.cs | 17 |
6 files changed, 257 insertions, 191 deletions
diff --git a/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETPrim.cs b/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETPrim.cs index 7ab8b98..f22ea71 100644 --- a/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETPrim.cs +++ b/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETPrim.cs | |||
@@ -204,7 +204,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin | |||
204 | tempAngularVelocity2 = new btVector3(0, 0, 0); | 204 | tempAngularVelocity2 = new btVector3(0, 0, 0); |
205 | tempInertia1 = new btVector3(0, 0, 0); | 205 | tempInertia1 = new btVector3(0, 0, 0); |
206 | tempInertia2 = new btVector3(0, 0, 0); | 206 | tempInertia2 = new btVector3(0, 0, 0); |
207 | tempOrientation1 = new btQuaternion(0,0,0,1); | 207 | tempOrientation1 = new btQuaternion(0, 0, 0, 1); |
208 | tempOrientation2 = new btQuaternion(0, 0, 0, 1); | 208 | tempOrientation2 = new btQuaternion(0, 0, 0, 1); |
209 | _parent_scene = parent_scene; | 209 | _parent_scene = parent_scene; |
210 | tempTransform1 = new btTransform(_parent_scene.QuatIdentity, _parent_scene.VectorZero); | 210 | tempTransform1 = new btTransform(_parent_scene.QuatIdentity, _parent_scene.VectorZero); |
@@ -216,10 +216,10 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin | |||
216 | tempMotionState2 = new btDefaultMotionState(_parent_scene.TransZero); | 216 | tempMotionState2 = new btDefaultMotionState(_parent_scene.TransZero); |
217 | tempMotionState3 = new btDefaultMotionState(_parent_scene.TransZero); | 217 | tempMotionState3 = new btDefaultMotionState(_parent_scene.TransZero); |
218 | 218 | ||
219 | 219 | ||
220 | AxisLockLinearLow = new btVector3(-1 * (int)Constants.RegionSize, -1 * (int)Constants.RegionSize, -1 * (int)Constants.RegionSize); | 220 | AxisLockLinearLow = new btVector3(-1 * (int)Constants.RegionSize, -1 * (int)Constants.RegionSize, -1 * (int)Constants.RegionSize); |
221 | int regionsize = (int) Constants.RegionSize; | 221 | int regionsize = (int)Constants.RegionSize; |
222 | 222 | ||
223 | if (regionsize == 256) | 223 | if (regionsize == 256) |
224 | regionsize = 512; | 224 | regionsize = 512; |
225 | 225 | ||
@@ -611,7 +611,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin | |||
611 | DisableAxisMotor(); | 611 | DisableAxisMotor(); |
612 | DisposeOfBody(); | 612 | DisposeOfBody(); |
613 | SetCollisionShape(null); | 613 | SetCollisionShape(null); |
614 | 614 | ||
615 | if (tempMotionState3 != null && tempMotionState3.Handle != IntPtr.Zero) | 615 | if (tempMotionState3 != null && tempMotionState3.Handle != IntPtr.Zero) |
616 | { | 616 | { |
617 | tempMotionState3.Dispose(); | 617 | tempMotionState3.Dispose(); |
@@ -677,8 +677,8 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin | |||
677 | tempInertia2.Dispose(); | 677 | tempInertia2.Dispose(); |
678 | tempInertia1 = null; | 678 | tempInertia1 = null; |
679 | } | 679 | } |
680 | 680 | ||
681 | 681 | ||
682 | if (tempAngularVelocity2 != null && tempAngularVelocity2.Handle != IntPtr.Zero) | 682 | if (tempAngularVelocity2 != null && tempAngularVelocity2.Handle != IntPtr.Zero) |
683 | { | 683 | { |
684 | tempAngularVelocity2.Dispose(); | 684 | tempAngularVelocity2.Dispose(); |
@@ -802,7 +802,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin | |||
802 | changesize(timestep); | 802 | changesize(timestep); |
803 | } | 803 | } |
804 | 804 | ||
805 | // | 805 | // |
806 | 806 | ||
807 | if (m_taintshape) | 807 | if (m_taintshape) |
808 | { | 808 | { |
@@ -1001,7 +1001,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin | |||
1001 | else | 1001 | else |
1002 | SetBody(0); | 1002 | SetBody(0); |
1003 | changeSelectedStatus(timestep); | 1003 | changeSelectedStatus(timestep); |
1004 | 1004 | ||
1005 | resetCollisionAccounting(); | 1005 | resetCollisionAccounting(); |
1006 | m_taintPhysics = m_isphysical; | 1006 | m_taintPhysics = m_isphysical; |
1007 | } | 1007 | } |
@@ -1012,7 +1012,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin | |||
1012 | { | 1012 | { |
1013 | if (_parent_scene.needsMeshing(_pbs)) | 1013 | if (_parent_scene.needsMeshing(_pbs)) |
1014 | { | 1014 | { |
1015 | ProcessGeomCreationAsTriMesh(PhysicsVector.Zero,Quaternion.Identity); | 1015 | ProcessGeomCreationAsTriMesh(PhysicsVector.Zero, Quaternion.Identity); |
1016 | // createmesh returns null when it doesn't mesh. | 1016 | // createmesh returns null when it doesn't mesh. |
1017 | CreateGeom(IntPtr.Zero, _mesh); | 1017 | CreateGeom(IntPtr.Zero, _mesh); |
1018 | } | 1018 | } |
@@ -1038,32 +1038,32 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin | |||
1038 | meshlod = _parent_scene.MeshSculptphysicalLOD; | 1038 | meshlod = _parent_scene.MeshSculptphysicalLOD; |
1039 | 1039 | ||
1040 | IMesh mesh = _parent_scene.mesher.CreateMesh(SOPName, _pbs, _size, meshlod, IsPhysical); | 1040 | IMesh mesh = _parent_scene.mesher.CreateMesh(SOPName, _pbs, _size, meshlod, IsPhysical); |
1041 | if (!positionOffset.IsIdentical(PhysicsVector.Zero,0.001f) || orientation != Quaternion.Identity) | 1041 | if (!positionOffset.IsIdentical(PhysicsVector.Zero, 0.001f) || orientation != Quaternion.Identity) |
1042 | { | 1042 | { |
1043 | 1043 | ||
1044 | float[] xyz = new float[3]; | 1044 | float[] xyz = new float[3]; |
1045 | xyz[0] = positionOffset.X; | 1045 | xyz[0] = positionOffset.X; |
1046 | xyz[1] = positionOffset.Y; | 1046 | xyz[1] = positionOffset.Y; |
1047 | xyz[2] = positionOffset.Z; | 1047 | xyz[2] = positionOffset.Z; |
1048 | 1048 | ||
1049 | Matrix4 m4 = Matrix4.CreateFromQuaternion(orientation); | 1049 | Matrix4 m4 = Matrix4.CreateFromQuaternion(orientation); |
1050 | 1050 | ||
1051 | float[,] matrix = new float[3,3]; | 1051 | float[,] matrix = new float[3, 3]; |
1052 | 1052 | ||
1053 | matrix[0, 0] = m4.M11; | 1053 | matrix[0, 0] = m4.M11; |
1054 | matrix[0, 1] = m4.M12; | 1054 | matrix[0, 1] = m4.M12; |
1055 | matrix[0, 2] = m4.M13; | 1055 | matrix[0, 2] = m4.M13; |
1056 | matrix[1, 0] = m4.M21; | 1056 | matrix[1, 0] = m4.M21; |
1057 | matrix[1, 1] = m4.M22; | 1057 | matrix[1, 1] = m4.M22; |
1058 | matrix[1, 2] = m4.M23; | 1058 | matrix[1, 2] = m4.M23; |
1059 | matrix[2, 0] = m4.M31; | 1059 | matrix[2, 0] = m4.M31; |
1060 | matrix[2, 1] = m4.M32; | 1060 | matrix[2, 1] = m4.M32; |
1061 | matrix[2, 2] = m4.M33; | 1061 | matrix[2, 2] = m4.M33; |
1062 | 1062 | ||
1063 | 1063 | ||
1064 | mesh.TransformLinear(matrix, xyz); | 1064 | mesh.TransformLinear(matrix, xyz); |
1065 | 1065 | ||
1066 | 1066 | ||
1067 | 1067 | ||
1068 | } | 1068 | } |
1069 | 1069 | ||
@@ -1088,12 +1088,12 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin | |||
1088 | SetCollisionShape(null); | 1088 | SetCollisionShape(null); |
1089 | // Construction of new prim | 1089 | // Construction of new prim |
1090 | ProcessGeomCreation(); | 1090 | ProcessGeomCreation(); |
1091 | 1091 | ||
1092 | if (IsPhysical) | 1092 | if (IsPhysical) |
1093 | SetBody(Mass); | 1093 | SetBody(Mass); |
1094 | else | 1094 | else |
1095 | SetBody(0); | 1095 | SetBody(0); |
1096 | 1096 | ||
1097 | m_taintsize = _size; | 1097 | m_taintsize = _size; |
1098 | 1098 | ||
1099 | } | 1099 | } |
@@ -1136,7 +1136,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin | |||
1136 | //prim_geom = IntPtr.Zero; | 1136 | //prim_geom = IntPtr.Zero; |
1137 | m_log.Error("[PHYSICS]: PrimGeom dead"); | 1137 | m_log.Error("[PHYSICS]: PrimGeom dead"); |
1138 | } | 1138 | } |
1139 | 1139 | ||
1140 | // we don't need to do space calculation because the client sends a position update also. | 1140 | // we don't need to do space calculation because the client sends a position update also. |
1141 | if (_size.X <= 0) _size.X = 0.01f; | 1141 | if (_size.X <= 0) _size.X = 0.01f; |
1142 | if (_size.Y <= 0) _size.Y = 0.01f; | 1142 | if (_size.Y <= 0) _size.Y = 0.01f; |
@@ -1153,8 +1153,8 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin | |||
1153 | tempTransform1.Dispose(); | 1153 | tempTransform1.Dispose(); |
1154 | tempTransform1 = new btTransform(tempOrientation1, tempPosition1); | 1154 | tempTransform1 = new btTransform(tempOrientation1, tempPosition1); |
1155 | 1155 | ||
1156 | 1156 | ||
1157 | 1157 | ||
1158 | 1158 | ||
1159 | //d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z); | 1159 | //d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z); |
1160 | if (IsPhysical) | 1160 | if (IsPhysical) |
@@ -1162,7 +1162,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin | |||
1162 | SetBody(Mass); | 1162 | SetBody(Mass); |
1163 | // Re creates body on size. | 1163 | // Re creates body on size. |
1164 | // EnableBody also does setMass() | 1164 | // EnableBody also does setMass() |
1165 | 1165 | ||
1166 | } | 1166 | } |
1167 | else | 1167 | else |
1168 | { | 1168 | { |
@@ -1179,7 +1179,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin | |||
1179 | } | 1179 | } |
1180 | } | 1180 | } |
1181 | resetCollisionAccounting(); | 1181 | resetCollisionAccounting(); |
1182 | 1182 | ||
1183 | m_taintshape = false; | 1183 | m_taintshape = false; |
1184 | } | 1184 | } |
1185 | 1185 | ||
@@ -1291,7 +1291,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin | |||
1291 | { | 1291 | { |
1292 | Body.setCollisionFlags((int)ContactFlags.CF_NO_CONTACT_RESPONSE); | 1292 | Body.setCollisionFlags((int)ContactFlags.CF_NO_CONTACT_RESPONSE); |
1293 | disableBodySoft(); | 1293 | disableBodySoft(); |
1294 | 1294 | ||
1295 | } | 1295 | } |
1296 | else | 1296 | else |
1297 | { | 1297 | { |
@@ -1299,7 +1299,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin | |||
1299 | enableBodySoft(); | 1299 | enableBodySoft(); |
1300 | } | 1300 | } |
1301 | m_isSelected = m_taintselected; | 1301 | m_isSelected = m_taintselected; |
1302 | 1302 | ||
1303 | } | 1303 | } |
1304 | 1304 | ||
1305 | private void changevelocity(float timestep) | 1305 | private void changevelocity(float timestep) |
@@ -1368,7 +1368,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin | |||
1368 | _parent = m_taintparent; | 1368 | _parent = m_taintparent; |
1369 | 1369 | ||
1370 | m_taintPhysics = m_isphysical; | 1370 | m_taintPhysics = m_isphysical; |
1371 | 1371 | ||
1372 | } | 1372 | } |
1373 | 1373 | ||
1374 | private void changefloatonwater(float timestep) | 1374 | private void changefloatonwater(float timestep) |
@@ -1627,7 +1627,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin | |||
1627 | { | 1627 | { |
1628 | if (m_zeroPosition == null) | 1628 | if (m_zeroPosition == null) |
1629 | m_zeroPosition = new PhysicsVector(0, 0, 0); | 1629 | m_zeroPosition = new PhysicsVector(0, 0, 0); |
1630 | m_zeroPosition.setValues(_position.X,_position.Y,_position.Z); | 1630 | m_zeroPosition.setValues(_position.X, _position.Y, _position.Z); |
1631 | return; | 1631 | return; |
1632 | } | 1632 | } |
1633 | } | 1633 | } |
@@ -1981,7 +1981,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin | |||
1981 | //_mesh = _parent_scene.mesher.CreateMesh(m_primName, _pbs, _size, _parent_scene.meshSculptLOD, IsPhysical); | 1981 | //_mesh = _parent_scene.mesher.CreateMesh(m_primName, _pbs, _size, _parent_scene.meshSculptLOD, IsPhysical); |
1982 | _mesh = p_mesh; | 1982 | _mesh = p_mesh; |
1983 | setMesh(_parent_scene, _mesh); | 1983 | setMesh(_parent_scene, _mesh); |
1984 | 1984 | ||
1985 | } | 1985 | } |
1986 | else | 1986 | else |
1987 | { | 1987 | { |
@@ -1994,15 +1994,15 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin | |||
1994 | //SetGeom to a Regular Sphere | 1994 | //SetGeom to a Regular Sphere |
1995 | if (tempSize1 == null) | 1995 | if (tempSize1 == null) |
1996 | tempSize1 = new btVector3(0, 0, 0); | 1996 | tempSize1 = new btVector3(0, 0, 0); |
1997 | tempSize1.setValue(_size.X * 0.5f,_size.Y * 0.5f, _size.Z * 0.5f); | 1997 | tempSize1.setValue(_size.X * 0.5f, _size.Y * 0.5f, _size.Z * 0.5f); |
1998 | SetCollisionShape(new btSphereShape(_size.X*0.5f)); | 1998 | SetCollisionShape(new btSphereShape(_size.X * 0.5f)); |
1999 | } | 1999 | } |
2000 | else | 2000 | else |
2001 | { | 2001 | { |
2002 | // uses halfextents | 2002 | // uses halfextents |
2003 | if (tempSize1 == null) | 2003 | if (tempSize1 == null) |
2004 | tempSize1 = new btVector3(0, 0, 0); | 2004 | tempSize1 = new btVector3(0, 0, 0); |
2005 | tempSize1.setValue(_size.X*0.5f, _size.Y*0.5f, _size.Z*0.5f); | 2005 | tempSize1.setValue(_size.X * 0.5f, _size.Y * 0.5f, _size.Z * 0.5f); |
2006 | SetCollisionShape(new btBoxShape(tempSize1)); | 2006 | SetCollisionShape(new btBoxShape(tempSize1)); |
2007 | } | 2007 | } |
2008 | } | 2008 | } |
@@ -2052,14 +2052,24 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin | |||
2052 | } | 2052 | } |
2053 | } | 2053 | } |
2054 | 2054 | ||
2055 | //IMesh oldMesh = primMesh; | ||
2056 | |||
2057 | //primMesh = mesh; | ||
2058 | |||
2059 | //float[] vertexList = primMesh.getVertexListAsFloatLocked(); // Note, that vertextList is pinned in memory | ||
2060 | //int[] indexList = primMesh.getIndexListAsIntLocked(); // Also pinned, needs release after usage | ||
2061 | ////Array.Reverse(indexList); | ||
2062 | //primMesh.releaseSourceMeshData(); // free up the original mesh data to save memory | ||
2063 | |||
2055 | IMesh oldMesh = primMesh; | 2064 | IMesh oldMesh = primMesh; |
2056 | 2065 | ||
2057 | primMesh = mesh; | 2066 | primMesh = mesh; |
2058 | 2067 | ||
2059 | float[] vertexList = primMesh.getVertexListAsFloatLocked(); // Note, that vertextList is pinned in memory | 2068 | float[] vertexList = mesh.getVertexListAsFloatLocked(); // Note, that vertextList is pinned in memory |
2060 | int[] indexList = primMesh.getIndexListAsIntLocked(); // Also pinned, needs release after usage | 2069 | int[] indexList = mesh.getIndexListAsIntLocked(); // Also pinned, needs release after usage |
2061 | //Array.Reverse(indexList); | 2070 | //Array.Reverse(indexList); |
2062 | primMesh.releaseSourceMeshData(); // free up the original mesh data to save memory | 2071 | mesh.releaseSourceMeshData(); // free up the original mesh data to save memory |
2072 | |||
2063 | 2073 | ||
2064 | int VertexCount = vertexList.GetLength(0) / 3; | 2074 | int VertexCount = vertexList.GetLength(0) / 3; |
2065 | int IndexCount = indexList.GetLength(0); | 2075 | int IndexCount = indexList.GetLength(0); |
@@ -2068,17 +2078,17 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin | |||
2068 | btshapeArray.Dispose(); | 2078 | btshapeArray.Dispose(); |
2069 | //Array.Reverse(indexList); | 2079 | //Array.Reverse(indexList); |
2070 | btshapeArray = new btTriangleIndexVertexArray(IndexCount / 3, indexList, (3 * sizeof(int)), | 2080 | btshapeArray = new btTriangleIndexVertexArray(IndexCount / 3, indexList, (3 * sizeof(int)), |
2071 | VertexCount, vertexList, 3*sizeof (float)); | 2081 | VertexCount, vertexList, 3 * sizeof(float)); |
2072 | SetCollisionShape(new btGImpactMeshShape(btshapeArray)); | 2082 | SetCollisionShape(new btGImpactMeshShape(btshapeArray)); |
2073 | //((btGImpactMeshShape) prim_geom).updateBound(); | 2083 | //((btGImpactMeshShape) prim_geom).updateBound(); |
2074 | ((btGImpactMeshShape)prim_geom).setLocalScaling(new btVector3(1,1, 1)); | 2084 | ((btGImpactMeshShape)prim_geom).setLocalScaling(new btVector3(1, 1, 1)); |
2075 | ((btGImpactMeshShape)prim_geom).updateBound(); | 2085 | ((btGImpactMeshShape)prim_geom).updateBound(); |
2076 | _parent_scene.SetUsingGImpact(); | 2086 | _parent_scene.SetUsingGImpact(); |
2077 | if (oldMesh != null) | 2087 | //if (oldMesh != null) |
2078 | { | 2088 | //{ |
2079 | oldMesh.releasePinned(); | 2089 | // oldMesh.releasePinned(); |
2080 | oldMesh = null; | 2090 | // oldMesh = null; |
2081 | } | 2091 | //} |
2082 | 2092 | ||
2083 | } | 2093 | } |
2084 | 2094 | ||
@@ -2102,7 +2112,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin | |||
2102 | } | 2112 | } |
2103 | */ | 2113 | */ |
2104 | prim_geom = shape; | 2114 | prim_geom = shape; |
2105 | 2115 | ||
2106 | //Body.set | 2116 | //Body.set |
2107 | } | 2117 | } |
2108 | 2118 | ||
@@ -2143,8 +2153,8 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin | |||
2143 | 2153 | ||
2144 | if (prim_geom is btGImpactMeshShape) | 2154 | if (prim_geom is btGImpactMeshShape) |
2145 | { | 2155 | { |
2146 | ((btGImpactMeshShape) prim_geom).setLocalScaling(new btVector3(1, 1, 1)); | 2156 | ((btGImpactMeshShape)prim_geom).setLocalScaling(new btVector3(1, 1, 1)); |
2147 | ((btGImpactMeshShape) prim_geom).updateBound(); | 2157 | ((btGImpactMeshShape)prim_geom).updateBound(); |
2148 | } | 2158 | } |
2149 | //Body.setCollisionFlags(Body.getCollisionFlags() | (int)ContactFlags.CF_CUSTOM_MATERIAL_CALLBACK); | 2159 | //Body.setCollisionFlags(Body.getCollisionFlags() | (int)ContactFlags.CF_CUSTOM_MATERIAL_CALLBACK); |
2150 | //Body.setUserPointer((IntPtr) (int)m_localID); | 2160 | //Body.setUserPointer((IntPtr) (int)m_localID); |
@@ -2159,7 +2169,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin | |||
2159 | { | 2169 | { |
2160 | if (chld == null) | 2170 | if (chld == null) |
2161 | continue; | 2171 | continue; |
2162 | 2172 | ||
2163 | // if (chld.NeedsMeshing()) | 2173 | // if (chld.NeedsMeshing()) |
2164 | // hasTrimesh = true; | 2174 | // hasTrimesh = true; |
2165 | } | 2175 | } |
@@ -2167,40 +2177,40 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin | |||
2167 | 2177 | ||
2168 | //if (hasTrimesh) | 2178 | //if (hasTrimesh) |
2169 | //{ | 2179 | //{ |
2170 | ProcessGeomCreationAsTriMesh(PhysicsVector.Zero, Quaternion.Identity); | 2180 | ProcessGeomCreationAsTriMesh(PhysicsVector.Zero, Quaternion.Identity); |
2171 | // createmesh returns null when it doesn't mesh. | 2181 | // createmesh returns null when it doesn't mesh. |
2172 | |||
2173 | /* | ||
2174 | if (_mesh is Mesh) | ||
2175 | { | ||
2176 | } | ||
2177 | else | ||
2178 | { | ||
2179 | m_log.Warn("[PHYSICS]: Can't link a OpenSim.Region.Physics.Meshing.Mesh object"); | ||
2180 | return; | ||
2181 | } | ||
2182 | */ | ||
2183 | 2182 | ||
2184 | 2183 | /* | |
2185 | 2184 | if (_mesh is Mesh) | |
2186 | foreach (BulletDotNETPrim chld in childrenPrim) | 2185 | { |
2187 | { | 2186 | } |
2188 | if (chld == null) | 2187 | else |
2189 | continue; | 2188 | { |
2190 | PhysicsVector offset = chld.Position - Position; | 2189 | m_log.Warn("[PHYSICS]: Can't link a OpenSim.Region.Physics.Meshing.Mesh object"); |
2191 | Vector3 pos = new Vector3(offset.X, offset.Y, offset.Z); | 2190 | return; |
2192 | pos *= Quaternion.Inverse(Orientation); | 2191 | } |
2193 | //pos *= Orientation; | 2192 | */ |
2194 | offset.setValues(pos.X, pos.Y, pos.Z); | ||
2195 | chld.ProcessGeomCreationAsTriMesh(offset, chld.Orientation); | ||
2196 | |||
2197 | _mesh.Append(chld._mesh); | ||
2198 | |||
2199 | 2193 | ||
2200 | } | 2194 | |
2201 | setMesh(_parent_scene, _mesh); | 2195 | |
2202 | 2196 | foreach (BulletDotNETPrim chld in childrenPrim) | |
2203 | //} | 2197 | { |
2198 | if (chld == null) | ||
2199 | continue; | ||
2200 | PhysicsVector offset = chld.Position - Position; | ||
2201 | Vector3 pos = new Vector3(offset.X, offset.Y, offset.Z); | ||
2202 | pos *= Quaternion.Inverse(Orientation); | ||
2203 | //pos *= Orientation; | ||
2204 | offset.setValues(pos.X, pos.Y, pos.Z); | ||
2205 | chld.ProcessGeomCreationAsTriMesh(offset, chld.Orientation); | ||
2206 | |||
2207 | _mesh.Append(chld._mesh); | ||
2208 | |||
2209 | |||
2210 | } | ||
2211 | setMesh(_parent_scene, _mesh); | ||
2212 | |||
2213 | //} | ||
2204 | 2214 | ||
2205 | if (tempMotionState1 != null && tempMotionState1.Handle != IntPtr.Zero) | 2215 | if (tempMotionState1 != null && tempMotionState1.Handle != IntPtr.Zero) |
2206 | tempMotionState1.Dispose(); | 2216 | tempMotionState1.Dispose(); |
@@ -2238,7 +2248,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin | |||
2238 | ((btGImpactMeshShape)prim_geom).updateBound(); | 2248 | ((btGImpactMeshShape)prim_geom).updateBound(); |
2239 | } | 2249 | } |
2240 | _parent_scene.AddPrimToScene(this); | 2250 | _parent_scene.AddPrimToScene(this); |
2241 | 2251 | ||
2242 | } | 2252 | } |
2243 | 2253 | ||
2244 | if (IsPhysical) | 2254 | if (IsPhysical) |
@@ -2252,7 +2262,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin | |||
2252 | if (Body.Handle != IntPtr.Zero) | 2262 | if (Body.Handle != IntPtr.Zero) |
2253 | { | 2263 | { |
2254 | DisableAxisMotor(); | 2264 | DisableAxisMotor(); |
2255 | _parent_scene.removeFromWorld(this,Body); | 2265 | _parent_scene.removeFromWorld(this, Body); |
2256 | Body.Dispose(); | 2266 | Body.Dispose(); |
2257 | } | 2267 | } |
2258 | Body = null; | 2268 | Body = null; |
@@ -2305,7 +2315,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin | |||
2305 | return; | 2315 | return; |
2306 | 2316 | ||
2307 | 2317 | ||
2308 | 2318 | ||
2309 | lock (childrenPrim) | 2319 | lock (childrenPrim) |
2310 | { | 2320 | { |
2311 | if (!childrenPrim.Contains(prm)) | 2321 | if (!childrenPrim.Contains(prm)) |
@@ -2313,8 +2323,8 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin | |||
2313 | childrenPrim.Add(prm); | 2323 | childrenPrim.Add(prm); |
2314 | } | 2324 | } |
2315 | } | 2325 | } |
2316 | 2326 | ||
2317 | 2327 | ||
2318 | } | 2328 | } |
2319 | 2329 | ||
2320 | public void disableBody() | 2330 | public void disableBody() |
@@ -2386,7 +2396,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin | |||
2386 | { | 2396 | { |
2387 | Body.clearForces(); | 2397 | Body.clearForces(); |
2388 | Body.forceActivationState(0); | 2398 | Body.forceActivationState(0); |
2389 | 2399 | ||
2390 | } | 2400 | } |
2391 | 2401 | ||
2392 | } | 2402 | } |
@@ -2400,7 +2410,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin | |||
2400 | Body.clearForces(); | 2410 | Body.clearForces(); |
2401 | Body.forceActivationState(4); | 2411 | Body.forceActivationState(4); |
2402 | forceenable = true; | 2412 | forceenable = true; |
2403 | 2413 | ||
2404 | } | 2414 | } |
2405 | m_disabled = false; | 2415 | m_disabled = false; |
2406 | } | 2416 | } |
@@ -2415,7 +2425,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin | |||
2415 | SetBody(Mass); | 2425 | SetBody(Mass); |
2416 | else | 2426 | else |
2417 | SetBody(0); | 2427 | SetBody(0); |
2418 | 2428 | ||
2419 | // TODO: Set Collision Category Bits and Flags | 2429 | // TODO: Set Collision Category Bits and Flags |
2420 | // TODO: Set Auto Disable data | 2430 | // TODO: Set Auto Disable data |
2421 | 2431 | ||
@@ -2587,10 +2597,10 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin | |||
2587 | _velocity.Y = tempLinearVelocity1.getY(); | 2597 | _velocity.Y = tempLinearVelocity1.getY(); |
2588 | _velocity.Z = tempLinearVelocity1.getZ(); | 2598 | _velocity.Z = tempLinearVelocity1.getZ(); |
2589 | 2599 | ||
2590 | _acceleration = ((_velocity - m_lastVelocity)/0.1f); | 2600 | _acceleration = ((_velocity - m_lastVelocity) / 0.1f); |
2591 | _acceleration = new PhysicsVector(_velocity.X - m_lastVelocity.X/0.1f, | 2601 | _acceleration = new PhysicsVector(_velocity.X - m_lastVelocity.X / 0.1f, |
2592 | _velocity.Y - m_lastVelocity.Y/0.1f, | 2602 | _velocity.Y - m_lastVelocity.Y / 0.1f, |
2593 | _velocity.Z - m_lastVelocity.Z/0.1f); | 2603 | _velocity.Z - m_lastVelocity.Z / 0.1f); |
2594 | //m_log.Info("[PHYSICS]: V1: " + _velocity + " V2: " + m_lastVelocity + " Acceleration: " + _acceleration.ToString()); | 2604 | //m_log.Info("[PHYSICS]: V1: " + _velocity + " V2: " + m_lastVelocity + " Acceleration: " + _acceleration.ToString()); |
2595 | 2605 | ||
2596 | if (_velocity.IsIdentical(pv, 0.5f)) | 2606 | if (_velocity.IsIdentical(pv, 0.5f)) |
@@ -2669,7 +2679,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin | |||
2669 | if (AxisLockAngleHigh != null && AxisLockAngleHigh.Handle != IntPtr.Zero) | 2679 | if (AxisLockAngleHigh != null && AxisLockAngleHigh.Handle != IntPtr.Zero) |
2670 | AxisLockAngleHigh.Dispose(); | 2680 | AxisLockAngleHigh.Dispose(); |
2671 | 2681 | ||
2672 | 2682 | ||
2673 | 2683 | ||
2674 | m_aMotor = new btGeneric6DofConstraint(Body, _parent_scene.TerrainBody, _parent_scene.TransZero, | 2684 | m_aMotor = new btGeneric6DofConstraint(Body, _parent_scene.TerrainBody, _parent_scene.TransZero, |
2675 | _parent_scene.TransZero, false); | 2685 | _parent_scene.TransZero, false); |
@@ -2683,7 +2693,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin | |||
2683 | m_aMotor.setLinearUpperLimit(AxisLockLinearHigh); | 2693 | m_aMotor.setLinearUpperLimit(AxisLockLinearHigh); |
2684 | _parent_scene.getBulletWorld().addConstraint((btTypedConstraint)m_aMotor); | 2694 | _parent_scene.getBulletWorld().addConstraint((btTypedConstraint)m_aMotor); |
2685 | //m_aMotor. | 2695 | //m_aMotor. |
2686 | 2696 | ||
2687 | 2697 | ||
2688 | } | 2698 | } |
2689 | internal void DisableAxisMotor() | 2699 | internal void DisableAxisMotor() |
@@ -2698,4 +2708,4 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin | |||
2698 | 2708 | ||
2699 | } | 2709 | } |
2700 | } | 2710 | } |
2701 | 2711 | ||
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) |
diff --git a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs index f469ad6..0873035 100644 --- a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs +++ b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs | |||
@@ -76,6 +76,7 @@ namespace OpenSim.Region.Physics.Meshing | |||
76 | 76 | ||
77 | private float minSizeForComplexMesh = 0.2f; // prims with all dimensions smaller than this will have a bounding box mesh | 77 | private float minSizeForComplexMesh = 0.2f; // prims with all dimensions smaller than this will have a bounding box mesh |
78 | 78 | ||
79 | private Dictionary<ulong, Mesh> m_uniqueMeshes = new Dictionary<ulong, Mesh>(); | ||
79 | 80 | ||
80 | /// <summary> | 81 | /// <summary> |
81 | /// creates a simple box mesh of the specified size. This mesh is of very low vertex count and may | 82 | /// creates a simple box mesh of the specified size. This mesh is of very low vertex count and may |
@@ -170,9 +171,62 @@ namespace OpenSim.Region.Physics.Meshing | |||
170 | 171 | ||
171 | } | 172 | } |
172 | 173 | ||
173 | public Mesh CreateMeshFromPrimMesher(string primName, PrimitiveBaseShape primShape, PhysicsVector size, float lod) | 174 | private ulong GetMeshKey( PrimitiveBaseShape pbs, PhysicsVector size, float lod ) |
175 | { | ||
176 | ulong hash = 5381; | ||
177 | |||
178 | hash = djb2(hash, pbs.PathCurve); | ||
179 | hash = djb2(hash, (byte)((byte)pbs.HollowShape | (byte)pbs.ProfileShape)); | ||
180 | hash = djb2(hash, pbs.PathBegin); | ||
181 | hash = djb2(hash, pbs.PathEnd); | ||
182 | hash = djb2(hash, pbs.PathScaleX); | ||
183 | hash = djb2(hash, pbs.PathScaleY); | ||
184 | hash = djb2(hash, pbs.PathShearX); | ||
185 | hash = djb2(hash, pbs.PathShearY); | ||
186 | hash = djb2(hash, (byte)pbs.PathTwist); | ||
187 | hash = djb2(hash, (byte)pbs.PathTwistBegin); | ||
188 | hash = djb2(hash, (byte)pbs.PathRadiusOffset); | ||
189 | hash = djb2(hash, (byte)pbs.PathTaperX); | ||
190 | hash = djb2(hash, (byte)pbs.PathTaperY); | ||
191 | hash = djb2(hash, pbs.PathRevolutions); | ||
192 | hash = djb2(hash, (byte)pbs.PathSkew); | ||
193 | hash = djb2(hash, pbs.ProfileBegin); | ||
194 | hash = djb2(hash, pbs.ProfileEnd); | ||
195 | hash = djb2(hash, pbs.ProfileHollow); | ||
196 | |||
197 | // TODO: Separate scale out from the primitive shape data (after | ||
198 | // scaling is supported at the physics engine level) | ||
199 | byte[] scaleBytes = size.GetBytes(); | ||
200 | for (int i = 0; i < scaleBytes.Length; i++) | ||
201 | hash = djb2(hash, scaleBytes[i]); | ||
202 | |||
203 | // Include LOD in hash, accounting for endianness | ||
204 | byte[] lodBytes = new byte[4]; | ||
205 | Buffer.BlockCopy(BitConverter.GetBytes(lod), 0, lodBytes, 0, 4); | ||
206 | if (!BitConverter.IsLittleEndian) | ||
207 | { | ||
208 | Array.Reverse(lodBytes, 0, 4); | ||
209 | } | ||
210 | for (int i = 0; i < lodBytes.Length; i++) | ||
211 | hash = djb2(hash, lodBytes[i]); | ||
212 | |||
213 | return hash; | ||
214 | } | ||
215 | |||
216 | private ulong djb2(ulong hash, byte c) | ||
217 | { | ||
218 | return ((hash << 5) + hash) + (ulong)c; | ||
219 | } | ||
220 | |||
221 | private ulong djb2(ulong hash, ushort c) | ||
222 | { | ||
223 | hash = ((hash << 5) + hash) + (ulong)((byte)c); | ||
224 | return ((hash << 5) + hash) + (ulong)(c >> 8); | ||
225 | } | ||
226 | |||
227 | |||
228 | private Mesh CreateMeshFromPrimMesher(string primName, PrimitiveBaseShape primShape, PhysicsVector size, float lod) | ||
174 | { | 229 | { |
175 | Mesh mesh = new Mesh(); | ||
176 | PrimMesh primMesh; | 230 | PrimMesh primMesh; |
177 | PrimMesher.SculptMesh sculptMesh; | 231 | PrimMesher.SculptMesh sculptMesh; |
178 | 232 | ||
@@ -385,8 +439,6 @@ namespace OpenSim.Region.Physics.Meshing | |||
385 | 439 | ||
386 | coords = primMesh.coords; | 440 | coords = primMesh.coords; |
387 | faces = primMesh.faces; | 441 | faces = primMesh.faces; |
388 | |||
389 | |||
390 | } | 442 | } |
391 | 443 | ||
392 | 444 | ||
@@ -401,13 +453,13 @@ namespace OpenSim.Region.Physics.Meshing | |||
401 | vertices.Add(new Vertex(c.X, c.Y, c.Z)); | 453 | vertices.Add(new Vertex(c.X, c.Y, c.Z)); |
402 | } | 454 | } |
403 | 455 | ||
456 | Mesh mesh = new Mesh(); | ||
404 | // Add the corresponding triangles to the mesh | 457 | // Add the corresponding triangles to the mesh |
405 | for (int i = 0; i < numFaces; i++) | 458 | for (int i = 0; i < numFaces; i++) |
406 | { | 459 | { |
407 | Face f = faces[i]; | 460 | Face f = faces[i]; |
408 | mesh.Add(new Triangle(vertices[f.v1], vertices[f.v2], vertices[f.v3])); | 461 | mesh.Add(new Triangle(vertices[f.v1], vertices[f.v2], vertices[f.v3])); |
409 | } | 462 | } |
410 | |||
411 | return mesh; | 463 | return mesh; |
412 | } | 464 | } |
413 | 465 | ||
@@ -418,7 +470,12 @@ namespace OpenSim.Region.Physics.Meshing | |||
418 | 470 | ||
419 | public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, PhysicsVector size, float lod, bool isPhysical) | 471 | public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, PhysicsVector size, float lod, bool isPhysical) |
420 | { | 472 | { |
473 | // If this mesh has been created already, return it instead of creating another copy | ||
474 | // For large regions with 100k+ prims and hundreds of copies of each, this can save a GB or more of memory | ||
475 | ulong key = GetMeshKey(primShape, size, lod); | ||
421 | Mesh mesh = null; | 476 | Mesh mesh = null; |
477 | if (m_uniqueMeshes.TryGetValue(key, out mesh)) | ||
478 | return mesh; | ||
422 | 479 | ||
423 | if (size.X < 0.01f) size.X = 0.01f; | 480 | if (size.X < 0.01f) size.X = 0.01f; |
424 | if (size.Y < 0.01f) size.Y = 0.01f; | 481 | if (size.Y < 0.01f) size.Y = 0.01f; |
@@ -441,7 +498,7 @@ namespace OpenSim.Region.Physics.Meshing | |||
441 | // trim the vertex and triangle lists to free up memory | 498 | // trim the vertex and triangle lists to free up memory |
442 | mesh.TrimExcess(); | 499 | mesh.TrimExcess(); |
443 | } | 500 | } |
444 | 501 | m_uniqueMeshes.Add(key, mesh); | |
445 | return mesh; | 502 | return mesh; |
446 | } | 503 | } |
447 | } | 504 | } |
diff --git a/OpenSim/Region/Physics/Meshing/PrimMesher.cs b/OpenSim/Region/Physics/Meshing/PrimMesher.cs index 0d19c01..abfd400 100644 --- a/OpenSim/Region/Physics/Meshing/PrimMesher.cs +++ b/OpenSim/Region/Physics/Meshing/PrimMesher.cs | |||
@@ -345,6 +345,21 @@ namespace PrimMesher | |||
345 | this.v3.Z *= z; | 345 | this.v3.Z *= z; |
346 | } | 346 | } |
347 | 347 | ||
348 | public void AddPos(float x, float y, float z) | ||
349 | { | ||
350 | this.v1.X += x; | ||
351 | this.v2.X += x; | ||
352 | this.v3.X += x; | ||
353 | |||
354 | this.v1.Y += y; | ||
355 | this.v2.Y += y; | ||
356 | this.v3.Y += y; | ||
357 | |||
358 | this.v1.Z += z; | ||
359 | this.v2.Z += z; | ||
360 | this.v3.Z += z; | ||
361 | } | ||
362 | |||
348 | public void AddRot(Quat q) | 363 | public void AddRot(Quat q) |
349 | { | 364 | { |
350 | this.v1 *= q; | 365 | this.v1 *= q; |
@@ -2141,6 +2156,18 @@ namespace PrimMesher | |||
2141 | vert.Z += z; | 2156 | vert.Z += z; |
2142 | this.coords[i] = vert; | 2157 | this.coords[i] = vert; |
2143 | } | 2158 | } |
2159 | |||
2160 | if (this.viewerFaces != null) | ||
2161 | { | ||
2162 | int numViewerFaces = this.viewerFaces.Count; | ||
2163 | |||
2164 | for (i = 0; i < numViewerFaces; i++) | ||
2165 | { | ||
2166 | ViewerFace v = this.viewerFaces[i]; | ||
2167 | v.AddPos(x, y, z); | ||
2168 | this.viewerFaces[i] = v; | ||
2169 | } | ||
2170 | } | ||
2144 | } | 2171 | } |
2145 | 2172 | ||
2146 | /// <summary> | 2173 | /// <summary> |
diff --git a/OpenSim/Region/Physics/Meshing/SculptMesh.cs b/OpenSim/Region/Physics/Meshing/SculptMesh.cs index bf42fee..bd63aef 100644 --- a/OpenSim/Region/Physics/Meshing/SculptMesh.cs +++ b/OpenSim/Region/Physics/Meshing/SculptMesh.cs | |||
@@ -494,6 +494,18 @@ namespace PrimMesher | |||
494 | vert.Z += z; | 494 | vert.Z += z; |
495 | this.coords[i] = vert; | 495 | this.coords[i] = vert; |
496 | } | 496 | } |
497 | |||
498 | if (this.viewerFaces != null) | ||
499 | { | ||
500 | int numViewerFaces = this.viewerFaces.Count; | ||
501 | |||
502 | for (i = 0; i < numViewerFaces; i++) | ||
503 | { | ||
504 | ViewerFace v = this.viewerFaces[i]; | ||
505 | v.AddPos(x, y, z); | ||
506 | this.viewerFaces[i] = v; | ||
507 | } | ||
508 | } | ||
497 | } | 509 | } |
498 | 510 | ||
499 | /// <summary> | 511 | /// <summary> |
@@ -556,7 +568,7 @@ namespace PrimMesher | |||
556 | if (path == null) | 568 | if (path == null) |
557 | return; | 569 | return; |
558 | String fileName = name + "_" + title + ".raw"; | 570 | String fileName = name + "_" + title + ".raw"; |
559 | String completePath = Path.Combine(path, fileName); | 571 | String completePath = System.IO.Path.Combine(path, fileName); |
560 | StreamWriter sw = new StreamWriter(completePath); | 572 | StreamWriter sw = new StreamWriter(completePath); |
561 | 573 | ||
562 | for (int i = 0; i < this.faces.Count; i++) | 574 | for (int i = 0; i < this.faces.Count; i++) |
diff --git a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs index 34844c0..86ed3bd 100644 --- a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs +++ b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs | |||
@@ -97,7 +97,6 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
97 | 97 | ||
98 | // private float m_tensor = 5f; | 98 | // private float m_tensor = 5f; |
99 | private int body_autodisable_frames = 20; | 99 | private int body_autodisable_frames = 20; |
100 | private IMesh primMesh = null; | ||
101 | 100 | ||
102 | 101 | ||
103 | private const CollisionCategories m_default_collisionFlags = (CollisionCategories.Geom | 102 | private const CollisionCategories m_default_collisionFlags = (CollisionCategories.Geom |
@@ -825,14 +824,10 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
825 | } | 824 | } |
826 | } | 825 | } |
827 | 826 | ||
828 | IMesh oldMesh = primMesh; | 827 | float[] vertexList = mesh.getVertexListAsFloatLocked(); // Note, that vertextList is pinned in memory |
828 | int[] indexList = mesh.getIndexListAsIntLocked(); // Also pinned, needs release after usage | ||
829 | 829 | ||
830 | primMesh = mesh; | 830 | mesh.releaseSourceMeshData(); // free up the original mesh data to save memory |
831 | |||
832 | float[] vertexList = primMesh.getVertexListAsFloatLocked(); // Note, that vertextList is pinned in memory | ||
833 | int[] indexList = primMesh.getIndexListAsIntLocked(); // Also pinned, needs release after usage | ||
834 | |||
835 | primMesh.releaseSourceMeshData(); // free up the original mesh data to save memory | ||
836 | 831 | ||
837 | int VertexCount = vertexList.GetLength(0)/3; | 832 | int VertexCount = vertexList.GetLength(0)/3; |
838 | int IndexCount = indexList.GetLength(0); | 833 | int IndexCount = indexList.GetLength(0); |
@@ -859,12 +854,6 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
859 | return; | 854 | return; |
860 | } | 855 | } |
861 | 856 | ||
862 | if (oldMesh != null) | ||
863 | { | ||
864 | oldMesh.releasePinned(); | ||
865 | oldMesh = null; | ||
866 | } | ||
867 | |||
868 | // if (IsPhysical && Body == (IntPtr) 0) | 857 | // if (IsPhysical && Body == (IntPtr) 0) |
869 | // { | 858 | // { |
870 | // Recreate the body | 859 | // Recreate the body |