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authorSergej Reich <sergej.reich@googlemail.com>2013-12-26 20:49:08 +0400
committerSergej Reich <sergej.reich@googlemail.com>2013-12-26 21:38:06 +0400
commitc96601138dfe08705fd4375527d322176b8fa126 (patch)
treee9f73027e591774e5a1a90c50730bac966d14df1
parent2260a7dbc0b6150489832dd94160512d1760fb00 (diff)
Rigidbody: Use own structure to store mesh data for collision shapes
This gives us better access to the data and should also be faster to create.
-rw-r--r--intern/rigidbody/RBI_api.h6
-rw-r--r--intern/rigidbody/rb_bullet_api.cpp85
-rw-r--r--source/blender/blenkernel/intern/rigidbody.c28
3 files changed, 76 insertions, 43 deletions
diff --git a/intern/rigidbody/RBI_api.h b/intern/rigidbody/RBI_api.h
index 7a04961f99d..97e8e6891ff 100644
--- a/intern/rigidbody/RBI_api.h
+++ b/intern/rigidbody/RBI_api.h
@@ -227,8 +227,10 @@ extern rbCollisionShape *RB_shape_new_convex_hull(float *verts, int stride, int
/* Setup (Triangle Mesh) ---------- */
/* 1 */
-extern rbMeshData *RB_trimesh_data_new(void);
-extern void RB_trimesh_add_triangle(rbMeshData *mesh, const float v1[3], const float v2[3], const float v3[3]);
+extern rbMeshData *RB_trimesh_data_new(int num_tris, int num_verts);
+extern void RB_trimesh_add_vertices(rbMeshData *mesh, float *vertices, int num_verts, int vert_stride);
+extern void RB_trimesh_add_triangle_indices(rbMeshData *mesh, int num, int index0, int index1, int index2);
+extern void RB_trimesh_finish(rbMeshData *mesh);
/* 2a - Triangle Meshes */
extern rbCollisionShape *RB_shape_new_trimesh(rbMeshData *mesh);
/* 2b - GImpact Meshes */
diff --git a/intern/rigidbody/rb_bullet_api.cpp b/intern/rigidbody/rb_bullet_api.cpp
index ecb07c628d2..31f7f386663 100644
--- a/intern/rigidbody/rb_bullet_api.cpp
+++ b/intern/rigidbody/rb_bullet_api.cpp
@@ -86,9 +86,24 @@ struct rbRigidBody {
int col_groups;
};
+struct rbVert {
+ float x, y, z;
+};
+struct rbTri {
+ int v0, v1, v2;
+};
+
+struct rbMeshData {
+ btTriangleIndexVertexArray *index_array;
+ rbVert *vertices;
+ rbTri *triangles;
+ int num_vertices;
+ int num_triangles;
+};
+
struct rbCollisionShape {
btCollisionShape *cshape;
- btTriangleMesh *mesh;
+ rbMeshData *mesh;
};
struct rbFilterCallback : public btOverlapFilterCallback
@@ -692,57 +707,71 @@ rbCollisionShape *RB_shape_new_convex_hull(float *verts, int stride, int count,
/* Setup (Triangle Mesh) ---------- */
-/* Need to call rbTriMeshNewData() followed by rbTriMeshAddTriangle() several times
- * to set up the mesh buffer BEFORE calling rbShapeNewTriMesh(). Otherwise,
- * we get nasty crashes...
- */
+/* Need to call RB_trimesh_finish() after creating triangle mesh and adding vertices and triangles */
+
+rbMeshData *RB_trimesh_data_new(int num_tris, int num_verts)
+{
+ rbMeshData *mesh = new rbMeshData;
+ mesh->vertices = new rbVert[num_verts];
+ mesh->triangles = new rbTri[num_tris];
+ mesh->num_vertices = num_verts;
+ mesh->num_triangles = num_tris;
+
+ return mesh;
+}
-rbMeshData *RB_trimesh_data_new()
+static void RB_trimesh_data_delete(rbMeshData *mesh)
{
- // XXX: welding threshold?
- return (rbMeshData *) new btTriangleMesh(true, false);
+ delete mesh->index_array;
+ delete mesh->vertices;
+ delete mesh->triangles;
+ delete mesh;
}
-void RB_trimesh_add_triangle(rbMeshData *mesh, const float v1[3], const float v2[3], const float v3[3])
+void RB_trimesh_add_vertices(rbMeshData *mesh, float *vertices, int num_verts, int vert_stride)
{
- btTriangleMesh *meshData = reinterpret_cast<btTriangleMesh*>(mesh);
-
- /* cast vertices to usable forms for Bt-API */
- btVector3 vtx1((btScalar)v1[0], (btScalar)v1[1], (btScalar)v1[2]);
- btVector3 vtx2((btScalar)v2[0], (btScalar)v2[1], (btScalar)v2[2]);
- btVector3 vtx3((btScalar)v3[0], (btScalar)v3[1], (btScalar)v3[2]);
-
- /* add to the mesh
- * - remove duplicated verts is enabled
- */
- meshData->addTriangle(vtx1, vtx2, vtx3, false);
+ for (int i = 0; i < num_verts; i++) {
+ float *vert = (float*)(((char*)vertices + i * vert_stride));
+ mesh->vertices[i].x = vert[0];
+ mesh->vertices[i].y = vert[1];
+ mesh->vertices[i].z = vert[2];
+ }
+}
+void RB_trimesh_add_triangle_indices(rbMeshData *mesh, int num, int index0, int index1, int index2)
+{
+ mesh->triangles[num].v0 = index0;
+ mesh->triangles[num].v1 = index1;
+ mesh->triangles[num].v2 = index2;
+}
+
+void RB_trimesh_finish(rbMeshData *mesh)
+{
+ mesh->index_array = new btTriangleIndexVertexArray(mesh->num_triangles, (int*)mesh->triangles, sizeof(rbTri),
+ mesh->num_vertices, (float*)mesh->vertices, sizeof(rbVert));
}
rbCollisionShape *RB_shape_new_trimesh(rbMeshData *mesh)
{
rbCollisionShape *shape = new rbCollisionShape;
- btTriangleMesh *tmesh = reinterpret_cast<btTriangleMesh*>(mesh);
/* triangle-mesh we create is a BVH wrapper for triangle mesh data (for faster lookups) */
// RB_TODO perhaps we need to allow saving out this for performance when rebuilding?
- btBvhTriangleMeshShape *unscaledShape = new btBvhTriangleMeshShape(tmesh, true, true);
+ btBvhTriangleMeshShape *unscaledShape = new btBvhTriangleMeshShape(mesh->index_array, true, true);
shape->cshape = new btScaledBvhTriangleMeshShape(unscaledShape, btVector3(1.0f, 1.0f, 1.0f));
- shape->mesh = tmesh;
+ shape->mesh = mesh;
return shape;
}
rbCollisionShape *RB_shape_new_gimpact_mesh(rbMeshData *mesh)
{
rbCollisionShape *shape = new rbCollisionShape;
- /* interpret mesh buffer as btTriangleIndexVertexArray (i.e. an impl of btStridingMeshInterface) */
- btTriangleMesh *tmesh = reinterpret_cast<btTriangleMesh*>(mesh);
- btGImpactMeshShape *gimpactShape = new btGImpactMeshShape(tmesh);
+ btGImpactMeshShape *gimpactShape = new btGImpactMeshShape(mesh->index_array);
gimpactShape->updateBound(); // TODO: add this to the update collision margin call?
shape->cshape = gimpactShape;
- shape->mesh = tmesh;
+ shape->mesh = mesh;
return shape;
}
@@ -756,7 +785,7 @@ void RB_shape_delete(rbCollisionShape *shape)
delete child_shape;
}
if (shape->mesh)
- delete shape->mesh;
+ RB_trimesh_data_delete(shape->mesh);
delete shape->cshape;
delete shape;
}
diff --git a/source/blender/blenkernel/intern/rigidbody.c b/source/blender/blenkernel/intern/rigidbody.c
index fa455fad090..22126b7e45d 100644
--- a/source/blender/blenkernel/intern/rigidbody.c
+++ b/source/blender/blenkernel/intern/rigidbody.c
@@ -282,6 +282,8 @@ static rbCollisionShape *rigidbody_get_shape_trimesh_from_mesh(Object *ob)
MFace *mface;
int totvert;
int totface;
+ int tottris = 0;
+ int triangle_index = 0;
dm = rigidbody_get_mesh(ob);
@@ -303,32 +305,32 @@ static rbCollisionShape *rigidbody_get_shape_trimesh_from_mesh(Object *ob)
else {
rbMeshData *mdata;
int i;
+
+ /* count triangles */
+ for (i = 0; i < totface; i++) {
+ (mface[i].v4) ? (tottris += 2) : (tottris += 1);
+ }
/* init mesh data for collision shape */
- mdata = RB_trimesh_data_new();
+ mdata = RB_trimesh_data_new(tottris, totvert);
+
+ RB_trimesh_add_vertices(mdata, (float*)mvert, totvert, sizeof(MVert));
/* loop over all faces, adding them as triangles to the collision shape
* (so for some faces, more than triangle will get added)
*/
for (i = 0; (i < totface) && (mface) && (mvert); i++, mface++) {
/* add first triangle - verts 1,2,3 */
- {
- MVert *va = (mface->v1 < totvert) ? (mvert + mface->v1) : (mvert);
- MVert *vb = (mface->v2 < totvert) ? (mvert + mface->v2) : (mvert);
- MVert *vc = (mface->v3 < totvert) ? (mvert + mface->v3) : (mvert);
-
- RB_trimesh_add_triangle(mdata, va->co, vb->co, vc->co);
- }
+ RB_trimesh_add_triangle_indices(mdata, triangle_index, mface->v1, mface->v2, mface->v3);
+ triangle_index++;
/* add second triangle if needed - verts 1,3,4 */
if (mface->v4) {
- MVert *va = (mface->v1 < totvert) ? (mvert + mface->v1) : (mvert);
- MVert *vb = (mface->v3 < totvert) ? (mvert + mface->v3) : (mvert);
- MVert *vc = (mface->v4 < totvert) ? (mvert + mface->v4) : (mvert);
-
- RB_trimesh_add_triangle(mdata, va->co, vb->co, vc->co);
+ RB_trimesh_add_triangle_indices(mdata, triangle_index, mface->v1, mface->v3, mface->v4);
+ triangle_index++;
}
}
+ RB_trimesh_finish(mdata);
/* construct collision shape
*