From 3646cc32c45353eafe630e75fe39cabd1bd8b106 Mon Sep 17 00:00:00 2001 From: Dahlia Trimble Date: Fri, 11 Jul 2008 17:22:37 +0000 Subject: Experimental physics optimization: prims with all 3 dimensions less than 0.2 meters will be meshed as a simple box --- OpenSim/Region/Physics/Meshing/Meshmerizer.cs | 101 ++++++++++++++++++++++++++ 1 file changed, 101 insertions(+) (limited to 'OpenSim') 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 #endif private const float DEG_TO_RAD = 0.01745329238f; + private float minSizeForComplexMesh = 0.2f; // prims with all dimensions smaller than this will have a bounding box mesh + // TODO: unused // private static void IntersectionParameterPD(PhysicsVector p1, PhysicsVector r1, PhysicsVector p2, // PhysicsVector r2, ref float lambda, ref float mu) @@ -422,6 +424,95 @@ namespace OpenSim.Region.Physics.Meshing } + /// + /// creates a simple box mesh of the specified size + /// + /// + /// + /// + /// + /// + /// + /// + private static Mesh CreateSimpleBoxMesh(float minX, float maxX, float minY, float maxY, float minZ, float maxZ) + { + Mesh box = new Mesh(); + + // bottom + + //box.Add(new Vertex(maxX, maxY, minZ)); + //box.Add(new Vertex(minX, maxY, minZ)); + //box.Add(new Vertex(minX, minY, minZ)); + //box.Add(new Vertex(maxX, minY, minZ)); + + box.Add(new Vertex(minX, maxY, minZ)); + box.Add(new Vertex(maxX, maxY, minZ)); + box.Add(new Vertex(maxX, minY, minZ)); + box.Add(new Vertex(minX, minY, minZ)); + + box.Add(new Triangle(box.vertices[0], box.vertices[1], box.vertices[2])); + box.Add(new Triangle(box.vertices[0], box.vertices[2], box.vertices[3])); + + // top + + box.Add(new Vertex(maxX, maxY, maxZ)); + box.Add(new Vertex(minX, maxY, maxZ)); + box.Add(new Vertex(minX, minY, maxZ)); + box.Add(new Vertex(maxX, minY, maxZ)); + + box.Add(new Triangle(box.vertices[4], box.vertices[5], box.vertices[6])); + box.Add(new Triangle(box.vertices[4], box.vertices[6], box.vertices[7])); + + // sides + + box.Add(new Triangle(box.vertices[5], box.vertices[0], box.vertices[3])); + box.Add(new Triangle(box.vertices[5], box.vertices[3], box.vertices[6])); + + box.Add(new Triangle(box.vertices[1], box.vertices[0], box.vertices[5])); + box.Add(new Triangle(box.vertices[1], box.vertices[5], box.vertices[4])); + + box.Add(new Triangle(box.vertices[7], box.vertices[1], box.vertices[4])); + box.Add(new Triangle(box.vertices[7], box.vertices[2], box.vertices[1])); + + box.Add(new Triangle(box.vertices[3], box.vertices[2], box.vertices[7])); + box.Add(new Triangle(box.vertices[3], box.vertices[7], box.vertices[6])); + + return box; + } + + + /// + /// Creates a simple bounding box mesh for a complex input mesh + /// + /// + /// + private static Mesh CreateBoundingBoxMesh(Mesh meshIn) + { + float minX = float.MaxValue; + float maxX = float.MinValue; + float minY = float.MaxValue; + float maxY = float.MinValue; + float minZ = float.MaxValue; + float maxZ = float.MinValue; + + foreach (Vertex v in meshIn.vertices) + { + if (v != null) + { + if (v.X < minX) minX = v.X; + if (v.Y < minY) minY = v.Y; + if (v.Z < minZ) minZ = v.Z; + + if (v.X > maxX) maxX = v.X; + if (v.Y > maxY) maxY = v.Y; + if (v.Z > maxZ) maxZ = v.Z; + } + } + + return CreateSimpleBoxMesh(minX, maxX, minY, maxY, minZ, maxZ); + } + + private static Mesh CreateBoxMesh(String primName, PrimitiveBaseShape primShape, PhysicsVector size) // Builds the z (+ and -) surfaces of a box shaped prim { @@ -1967,6 +2058,7 @@ namespace OpenSim.Region.Physics.Meshing public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, PhysicsVector size, float lod) { Mesh mesh = null; + if (primShape.SculptEntry && primShape.SculptType != (byte)0 && primShape.SculptData.Length > 0) { @@ -2081,6 +2173,15 @@ namespace OpenSim.Region.Physics.Meshing // } //} + if (mesh != null && size.X < minSizeForComplexMesh && size.Y < minSizeForComplexMesh && size.Z < minSizeForComplexMesh) + { +#if SPAM + Console.WriteLine("Meshmerizer: prim " + primName + " has a size of " + size.ToString() + " which is below threshold of " + minSizeForComplexMesh.ToString() + " - creating simple bounding box" ); +#endif + mesh = CreateBoundingBoxMesh(mesh); + mesh.DumpRaw(baseDir, primName, "Z extruded"); + } + return mesh; } -- cgit v1.1