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authorBenoit Bolsee <benoit.bolsee@online.be>2010-02-04 00:41:03 +0300
committerBenoit Bolsee <benoit.bolsee@online.be>2010-02-04 00:41:03 +0300
commit0020de72e45cae82561e07e284c520170e5e3ea8 (patch)
treeee7a23bfc47d2edaa7ec5d6fcb666c7f28ec28cd /source/gameengine/Physics
parent02d9da1d5d0387238014e7737b76c87cd520b754 (diff)
BGE: Optimize Soft body conversion: don't create BVH structure.
A btBvhTriangleMeshShape object is created when converting a mesh to physics, also in case of Soft body although the soft body will not use it (it only uses the mesh interface). This patch keeps this system for compatibility with the KX converter but avoids the creation of the BVH structure, which consumes a lots of CPU. This should speed up significantly the conversion of large mesh to softbody. A secondary optimization is that the sharing of shapeInfo is extended to rigid body using gImpact. Before it was only active between static body and soft body.
Diffstat (limited to 'source/gameengine/Physics')
-rw-r--r--source/gameengine/Physics/Bullet/CcdPhysicsController.cpp35
-rw-r--r--source/gameengine/Physics/Bullet/CcdPhysicsController.h10
2 files changed, 22 insertions, 23 deletions
diff --git a/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp b/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp
index e0164b24769..fe429200dd4 100644
--- a/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp
+++ b/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp
@@ -236,7 +236,7 @@ bool CcdPhysicsController::CreateSoftbody()
}
} else
{
- btBvhTriangleMeshShape* trimeshshape = (btBvhTriangleMeshShape*) m_cci.m_collisionShape;
+ btTriangleMeshShape* trimeshshape = (btTriangleMeshShape*) m_cci.m_collisionShape;
///only deal with meshes that have 1 sub part/component, for now
if (trimeshshape->getMeshInterface()->getNumSubParts()==1)
{
@@ -682,7 +682,7 @@ void CcdPhysicsController::PostProcessReplica(class PHY_IMotionState* motionsta
if (m_shapeInfo)
{
m_shapeInfo->AddRef();
- m_collisionShape = m_shapeInfo->CreateBulletShape(m_cci.m_margin);
+ m_collisionShape = m_shapeInfo->CreateBulletShape(m_cci.m_margin, m_cci.m_bGimpact, !m_cci.m_bSoft);
if (m_collisionShape)
{
@@ -1276,7 +1276,7 @@ PHY_IPhysicsController* CcdPhysicsController::GetReplica()
if (m_shapeInfo)
{
// This situation does not normally happen
- cinfo.m_collisionShape = m_shapeInfo->CreateBulletShape(m_cci.m_margin);
+ cinfo.m_collisionShape = m_shapeInfo->CreateBulletShape(m_cci.m_margin, m_cci.m_bGimpact, !m_cci.m_bSoft);
}
else if (m_collisionShape)
{
@@ -1379,9 +1379,9 @@ void DefaultMotionState::calculateWorldTransformations()
// Shape constructor
std::map<RAS_MeshObject*, CcdShapeConstructionInfo*> CcdShapeConstructionInfo::m_meshShapeMap;
-CcdShapeConstructionInfo* CcdShapeConstructionInfo::FindMesh(RAS_MeshObject* mesh, struct DerivedMesh* dm, bool polytope, bool gimpact)
+CcdShapeConstructionInfo* CcdShapeConstructionInfo::FindMesh(RAS_MeshObject* mesh, struct DerivedMesh* dm, bool polytope)
{
- if (polytope || dm || gimpact)
+ if (polytope || dm)
// not yet supported
return NULL;
@@ -1391,12 +1391,10 @@ CcdShapeConstructionInfo* CcdShapeConstructionInfo::FindMesh(RAS_MeshObject* mes
return NULL;
}
-bool CcdShapeConstructionInfo::SetMesh(RAS_MeshObject* meshobj, DerivedMesh* dm, bool polytope,bool useGimpact)
+bool CcdShapeConstructionInfo::SetMesh(RAS_MeshObject* meshobj, DerivedMesh* dm, bool polytope)
{
int numpolys, numverts;
- m_useGimpact = useGimpact;
-
// assume no shape information
// no support for dynamic change of shape yet
assert(IsUnused());
@@ -1656,7 +1654,7 @@ bool CcdShapeConstructionInfo::SetMesh(RAS_MeshObject* meshobj, DerivedMesh* dm,
}
// sharing only on static mesh at present, if you change that, you must also change in FindMesh
- if (!polytope && !dm && !useGimpact)
+ if (!polytope && !dm)
{
// triangle shape can be shared, store the mesh object in the map
m_meshShapeMap.insert(std::pair<RAS_MeshObject*,CcdShapeConstructionInfo*>(meshobj,this));
@@ -1991,13 +1989,13 @@ bool CcdShapeConstructionInfo::SetProxy(CcdShapeConstructionInfo* shapeInfo)
return true;
}
-btCollisionShape* CcdShapeConstructionInfo::CreateBulletShape(btScalar margin)
+btCollisionShape* CcdShapeConstructionInfo::CreateBulletShape(btScalar margin, bool useGimpact, bool useBvh)
{
btCollisionShape* collisionShape = 0;
btCompoundShape* compoundShape = 0;
if (m_shapeType == PHY_SHAPE_PROXY && m_shapeProxy != NULL)
- return m_shapeProxy->CreateBulletShape(margin);
+ return m_shapeProxy->CreateBulletShape(margin, useGimpact, useBvh);
switch (m_shapeType)
{
@@ -2037,7 +2035,7 @@ btCollisionShape* CcdShapeConstructionInfo::CreateBulletShape(btScalar margin)
// 9 multiplications/additions and one function call for each triangle that passes the mid phase filtering
// One possible optimization is to use directly the btBvhTriangleMeshShape when the scale is 1,1,1
// and btScaledBvhTriangleMeshShape otherwise.
- if (m_useGimpact)
+ if (useGimpact)
{
btTriangleIndexVertexArray* indexVertexArrays = new btTriangleIndexVertexArray(
m_polygonIndexArray.size(),
@@ -2095,14 +2093,14 @@ btCollisionShape* CcdShapeConstructionInfo::CreateBulletShape(btScalar margin)
if(m_unscaledShape) {
DeleteBulletShape(m_unscaledShape, false);
m_unscaledShape->~btBvhTriangleMeshShape();
-
- m_unscaledShape = new(m_unscaledShape) btBvhTriangleMeshShape( indexVertexArrays, true );
+ m_unscaledShape = new(m_unscaledShape) btBvhTriangleMeshShape( indexVertexArrays, true, useBvh );
} else {
- m_unscaledShape = new btBvhTriangleMeshShape( indexVertexArrays, true );
+ m_unscaledShape = new btBvhTriangleMeshShape( indexVertexArrays, true, useBvh );
}
-
m_forceReInstance= false;
- m_unscaledShape->recalcLocalAabb();
+ } else if (useBvh && m_unscaledShape->getOptimizedBvh() == NULL) {
+ // the existing unscaledShape was not build with Bvh, do it now
+ m_unscaledShape->buildOptimizedBvh();
}
collisionShape = new btScaledBvhTriangleMeshShape(m_unscaledShape, btVector3(1.0f,1.0f,1.0f));
collisionShape->setMargin(margin);
@@ -2117,7 +2115,7 @@ btCollisionShape* CcdShapeConstructionInfo::CreateBulletShape(btScalar margin)
sit != m_shapeArray.end();
sit++)
{
- collisionShape = (*sit)->CreateBulletShape(margin);
+ collisionShape = (*sit)->CreateBulletShape(margin, useGimpact, useBvh);
if (collisionShape)
{
collisionShape->setLocalScaling((*sit)->m_childScale);
@@ -2133,6 +2131,7 @@ btCollisionShape* CcdShapeConstructionInfo::CreateBulletShape(btScalar margin)
void CcdShapeConstructionInfo::AddShape(CcdShapeConstructionInfo* shapeInfo)
{
m_shapeArray.push_back(shapeInfo);
+ shapeInfo->AddRef();
}
CcdShapeConstructionInfo::~CcdShapeConstructionInfo()
diff --git a/source/gameengine/Physics/Bullet/CcdPhysicsController.h b/source/gameengine/Physics/Bullet/CcdPhysicsController.h
index 637007e2857..607602a4d0d 100644
--- a/source/gameengine/Physics/Bullet/CcdPhysicsController.h
+++ b/source/gameengine/Physics/Bullet/CcdPhysicsController.h
@@ -62,7 +62,7 @@ public:
float uv[2];
};
- static CcdShapeConstructionInfo* FindMesh(class RAS_MeshObject* mesh, struct DerivedMesh* dm, bool polytope, bool gimpact);
+ static CcdShapeConstructionInfo* FindMesh(class RAS_MeshObject* mesh, struct DerivedMesh* dm, bool polytope);
CcdShapeConstructionInfo() :
m_shapeType(PHY_SHAPE_NONE),
@@ -74,7 +74,6 @@ public:
m_refCount(1),
m_meshObject(NULL),
m_unscaledShape(NULL),
- m_useGimpact(false),
m_forceReInstance(false),
m_weldingThreshold1(0.f),
m_shapeProxy(NULL)
@@ -143,7 +142,7 @@ public:
return true;
}
- bool SetMesh(class RAS_MeshObject* mesh, struct DerivedMesh* dm, bool polytope,bool useGimpact);
+ bool SetMesh(class RAS_MeshObject* mesh, struct DerivedMesh* dm, bool polytope);
RAS_MeshObject* GetMesh(void)
{
return m_meshObject;
@@ -158,7 +157,7 @@ public:
return m_shapeProxy;
}
- btCollisionShape* CreateBulletShape(btScalar margin);
+ btCollisionShape* CreateBulletShape(btScalar margin, bool useGimpact=false, bool useBvh=true);
// member variables
PHY_ShapeType m_shapeType;
@@ -193,7 +192,6 @@ protected:
btBvhTriangleMeshShape* m_unscaledShape;// holds the shared unscale BVH mesh shape,
// the actual shape is of type btScaledBvhTriangleMeshShape
std::vector<CcdShapeConstructionInfo*> m_shapeArray; // for compound shapes
- bool m_useGimpact; //use gimpact for concave dynamic/moving collision detection
bool m_forceReInstance; //use gimpact for concave dynamic/moving collision detection
float m_weldingThreshold1; //welding closeby vertices together can improve softbody stability etc.
CcdShapeConstructionInfo* m_shapeProxy; // only used for PHY_SHAPE_PROXY, pointer to actual shape info
@@ -240,6 +238,7 @@ struct CcdConstructionInfo
m_bRigid(false),
m_bSoft(false),
m_bSensor(false),
+ m_bGimpact(false),
m_collisionFilterGroup(DefaultFilter),
m_collisionFilterMask(AllFilter),
m_collisionShape(0),
@@ -308,6 +307,7 @@ struct CcdConstructionInfo
bool m_bRigid;
bool m_bSoft;
bool m_bSensor;
+ bool m_bGimpact; // use Gimpact for mesh body
///optional use of collision group/mask:
///only collision with object goups that match the collision mask.