From 9d3c77ec6277b28993f76804cd975b3684a304e9 Mon Sep 17 00:00:00 2001 From: Erwin Coumans Date: Fri, 26 Sep 2008 06:25:35 +0000 Subject: support concave soft bodies, preliminary. could be used for cloth too. need vertex pinning/constraint attach to other objects. --- .../CollisionShapes/btTriangleMesh.cpp | 86 +++++++++++++--------- .../CollisionShapes/btTriangleMesh.h | 8 +- 2 files changed, 59 insertions(+), 35 deletions(-) (limited to 'extern/bullet2') diff --git a/extern/bullet2/src/BulletCollision/CollisionShapes/btTriangleMesh.cpp b/extern/bullet2/src/BulletCollision/CollisionShapes/btTriangleMesh.cpp index bcea97052d6..29d26316316 100644 --- a/extern/bullet2/src/BulletCollision/CollisionShapes/btTriangleMesh.cpp +++ b/extern/bullet2/src/BulletCollision/CollisionShapes/btTriangleMesh.cpp @@ -19,7 +19,8 @@ subject to the following restrictions: btTriangleMesh::btTriangleMesh (bool use32bitIndices,bool use4componentVertices) :m_use32bitIndices(use32bitIndices), -m_use4componentVertices(use4componentVertices) +m_use4componentVertices(use4componentVertices), +m_weldingThreshold(0.0) { btIndexedMesh meshIndex; meshIndex.m_numTriangles = 0; @@ -60,49 +61,66 @@ m_use4componentVertices(use4componentVertices) } - -void btTriangleMesh::addTriangle(const btVector3& vertex0,const btVector3& vertex1,const btVector3& vertex2) +void btTriangleMesh::addIndex(int index) { - m_indexedMeshes[0].m_numTriangles++; - m_indexedMeshes[0].m_numVertices+=3; - - if (m_use4componentVertices) + if (m_use32bitIndices) { - m_4componentVertices.push_back(vertex0); - m_4componentVertices.push_back(vertex1); - m_4componentVertices.push_back(vertex2); - m_indexedMeshes[0].m_vertexBase = (unsigned char*)&m_4componentVertices[0]; + m_32bitIndices.push_back(index); + m_indexedMeshes[0].m_triangleIndexBase = (unsigned char*) &m_32bitIndices[0]; } else { - m_3componentVertices.push_back(vertex0.getX()); - m_3componentVertices.push_back(vertex0.getY()); - m_3componentVertices.push_back(vertex0.getZ()); - - m_3componentVertices.push_back(vertex1.getX()); - m_3componentVertices.push_back(vertex1.getY()); - m_3componentVertices.push_back(vertex1.getZ()); - - m_3componentVertices.push_back(vertex2.getX()); - m_3componentVertices.push_back(vertex2.getY()); - m_3componentVertices.push_back(vertex2.getZ()); - m_indexedMeshes[0].m_vertexBase = (unsigned char*)&m_3componentVertices[0]; + m_16bitIndices.push_back(index); + m_indexedMeshes[0].m_triangleIndexBase = (unsigned char*) &m_16bitIndices[0]; } +} - if (m_use32bitIndices) +int btTriangleMesh::findOrAddVertex(const btVector3& vertex) +{ + //return index of new/existing vertex + //todo: could use acceleration structure for this + if (m_use4componentVertices) { - int curIndex = m_32bitIndices.size(); - m_32bitIndices.push_back(curIndex++); - m_32bitIndices.push_back(curIndex++); - m_32bitIndices.push_back(curIndex++); - m_indexedMeshes[0].m_triangleIndexBase = (unsigned char*) &m_32bitIndices[0]; + for (int i=0;i< m_4componentVertices.size();i++) + { + if ((m_4componentVertices[i]-vertex).length2() <= m_weldingThreshold) + { + return i; + } + } + m_indexedMeshes[0].m_numVertices++; + m_4componentVertices.push_back(vertex); + m_indexedMeshes[0].m_vertexBase = (unsigned char*)&m_4componentVertices[0]; + + return m_4componentVertices.size()-1; + } else { - short curIndex = static_cast(m_16bitIndices.size()); - m_16bitIndices.push_back(curIndex++); - m_16bitIndices.push_back(curIndex++); - m_16bitIndices.push_back(curIndex++); - m_indexedMeshes[0].m_triangleIndexBase = (unsigned char*) &m_16bitIndices[0]; + + for (int i=0;i< m_3componentVertices.size();i+=3) + { + btVector3 vtx(m_3componentVertices[i],m_3componentVertices[i+1],m_3componentVertices[i+2]); + if ((vtx-vertex).length2() <= m_weldingThreshold) + { + return i/3; + } + } + m_3componentVertices.push_back(vertex.getX()); + m_3componentVertices.push_back(vertex.getY()); + m_3componentVertices.push_back(vertex.getZ()); + m_indexedMeshes[0].m_numVertices++; + m_indexedMeshes[0].m_vertexBase = (unsigned char*)&m_3componentVertices[0]; + return (m_3componentVertices.size()/3)-1; } + +} + +void btTriangleMesh::addTriangle(const btVector3& vertex0,const btVector3& vertex1,const btVector3& vertex2) +{ + m_indexedMeshes[0].m_numTriangles++; + + addIndex(findOrAddVertex(vertex0)); + addIndex(findOrAddVertex(vertex1)); + addIndex(findOrAddVertex(vertex2)); } int btTriangleMesh::getNumTriangles() const diff --git a/extern/bullet2/src/BulletCollision/CollisionShapes/btTriangleMesh.h b/extern/bullet2/src/BulletCollision/CollisionShapes/btTriangleMesh.h index e4d41d5ede0..1f51b2f2c87 100644 --- a/extern/bullet2/src/BulletCollision/CollisionShapes/btTriangleMesh.h +++ b/extern/bullet2/src/BulletCollision/CollisionShapes/btTriangleMesh.h @@ -25,6 +25,7 @@ subject to the following restrictions: ///It allows either 32bit or 16bit indices, and 4 (x-y-z-w) or 3 (x-y-z) component vertices. ///If you want to share triangle/index data between graphics mesh and collision mesh (btBvhTriangleMeshShape), you can directly use btTriangleIndexVertexArray or derive your own class from btStridingMeshInterface. ///Performance of btTriangleMesh and btTriangleIndexVertexArray used in a btBvhTriangleMeshShape is the same. +///It has a brute-force option to weld together closeby vertices. class btTriangleMesh : public btTriangleIndexVertexArray { btAlignedObjectArray m_4componentVertices; @@ -34,11 +35,16 @@ class btTriangleMesh : public btTriangleIndexVertexArray btAlignedObjectArray m_16bitIndices; bool m_use32bitIndices; bool m_use4componentVertices; - + public: + btScalar m_weldingThreshold; + btTriangleMesh (bool use32bitIndices=true,bool use4componentVertices=true); + int findOrAddVertex(const btVector3& vertex); + void addIndex(int index); + bool getUse32bitIndices() const { return m_use32bitIndices; -- cgit v1.2.3