diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs index 892c34bbb0..b94dcf6af7 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs @@ -620,8 +620,7 @@ public sealed class BSShapeCollection : IDisposable } else { - // Pass false for physicalness as this creates some sort of bounding box which we don't need - meshData = PhysicsScene.mesher.CreateMesh(objName, pbs, size, lod, false); + meshData = PhysicsScene.mesher.CreateMesh(objName, pbs, size, lod, true, false); if (meshData != null) { @@ -694,8 +693,8 @@ public sealed class BSShapeCollection : IDisposable else { // Build a new hull in the physical world - // Pass false for physicalness as this creates some sort of bounding box which we don't need - IMesh meshData = PhysicsScene.mesher.CreateMesh(objName, pbs, size, lod, false); + // Pass true for physicalness as this creates some sort of bounding box which we don't need + IMesh meshData = PhysicsScene.mesher.CreateMesh(objName, pbs, size, lod, true, false); if (meshData != null) { diff --git a/OpenSim/Region/Physics/Manager/IMesher.cs b/OpenSim/Region/Physics/Manager/IMesher.cs index 3a9ca1bd34..10c4bd3ae6 100644 --- a/OpenSim/Region/Physics/Manager/IMesher.cs +++ b/OpenSim/Region/Physics/Manager/IMesher.cs @@ -36,6 +36,7 @@ namespace OpenSim.Region.Physics.Manager { IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod); IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical); + IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical, bool shouldCache); } // 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 ba19db6c18..270d2eca0c 100644 --- a/OpenSim/Region/Physics/Manager/ZeroMesher.cs +++ b/OpenSim/Region/Physics/Manager/ZeroMesher.cs @@ -64,10 +64,15 @@ namespace OpenSim.Region.Physics.Manager { public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod) { - return CreateMesh(primName, primShape, size, lod, false); + return CreateMesh(primName, primShape, size, lod, false, false); } public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical) + { + return CreateMesh(primName, primShape, size, lod, false, false); + } + + public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical, bool shouldCache) { // Remove the reference to the encoded JPEG2000 data so it can be GCed primShape.SculptData = OpenMetaverse.Utils.EmptyBytes; diff --git a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs index 6fa91ab89b..8145d61c6f 100644 --- a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs +++ b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs @@ -702,11 +702,16 @@ namespace OpenSim.Region.Physics.Meshing public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod) { - return CreateMesh(primName, primShape, size, lod, false); + return CreateMesh(primName, primShape, size, lod, false, true); } public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical) { + return CreateMesh(primName, primShape, size, lod, isPhysical, true); + } + + public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical, bool shouldCache) + { #if SPAM m_log.DebugFormat("[MESH]: Creating mesh for {0}", primName); #endif @@ -716,9 +721,12 @@ namespace OpenSim.Region.Physics.Meshing // If this mesh has been created already, return it instead of creating another copy // For large regions with 100k+ prims and hundreds of copies of each, this can save a GB or more of memory - key = primShape.GetMeshKey(size, lod); - if (m_uniqueMeshes.TryGetValue(key, out mesh)) - return mesh; + if (shouldCache) + { + key = primShape.GetMeshKey(size, lod); + if (m_uniqueMeshes.TryGetValue(key, out mesh)) + return mesh; + } if (size.X < 0.01f) size.X = 0.01f; if (size.Y < 0.01f) size.Y = 0.01f; @@ -741,7 +749,10 @@ namespace OpenSim.Region.Physics.Meshing // trim the vertex and triangle lists to free up memory mesh.TrimExcess(); - m_uniqueMeshes.Add(key, mesh); + if (shouldCache) + { + m_uniqueMeshes.Add(key, mesh); + } } return mesh;