Speedup for bullet physics mesh conversion

Was adding each face with a remove doubles option that made conversion increasingly slower for larger meshes, this would often hang blender when starting with the BGE with larger meshes.

Replace btTriangleMesh()->addTriangle() with btTriangleIndexVertexArray()

YoFrankie level_1_home.blend starts a third faster, level_nut about twice as fast.

- previous commit was also incorrect using the original meshes vert locations rather then the vert locations that came from the derived mesh.
- Softbody is relying on removing doubles at 0.01 to give stable results, this no longer works but seems a bit dodgy anyway. Maybe some post-processing filter could fix up a mesh for bullet softbody.
This commit is contained in:
Campbell Barton 2009-03-23 06:00:21 +00:00
parent bd13f30224
commit 4a07876562
4 changed files with 198 additions and 118 deletions

@ -881,6 +881,9 @@ void KX_ConvertBulletObject( class KX_GameObject* gameobj,
{
shapeInfo->SetMesh(meshobj, false,false);
}
// Note! since 2.48a bullet mesh conversion has been sped up not to remove doubles
// if softbody needs this there should be some post processing filter for softbody meshes.
if (objprop->m_softbody)
shapeInfo->setVertexWeldingThreshold(0.01f); //todo: expose this to the UI

@ -16,6 +16,9 @@ subject to the following restrictions:
#include "CcdPhysicsController.h"
#include "btBulletDynamicsCommon.h"
#include "BulletCollision/CollisionShapes/btScaledBvhTriangleMeshShape.h"
#include "BulletCollision/CollisionShapes/btTriangleIndexVertexArray.h"
#include "PHY_IMotionState.h"
#include "CcdPhysicsEnvironment.h"
#include "RAS_MeshObject.h"
@ -1276,150 +1279,212 @@ CcdShapeConstructionInfo* CcdShapeConstructionInfo::FindMesh(RAS_MeshObject* mes
bool CcdShapeConstructionInfo::SetMesh(RAS_MeshObject* meshobj, bool polytope,bool useGimpact)
{
int numpolys;
m_useGimpact = useGimpact;
// assume no shape information
// no support for dynamic change of shape yet
assert(IsUnused());
m_shapeType = PHY_SHAPE_NONE;
m_vertexArray.clear();
m_polygonIndexArray.clear();
m_meshObject = NULL;
if (!meshobj)
return false;
// Mesh has no polygons!
int numpolys = meshobj->NumPolygons();
if (!numpolys)
{
// No mesh object or mesh has no polys
if (!meshobj || meshobj->HasColliderPolygon()==false) {
m_vertexArray.clear();
m_polygonIndexArray.clear();
m_triFaceArray.clear();
return false;
}
// check that we have at least one colliding polygon
int numvalidpolys = 0;
for (int p=0; p<numpolys; p++)
{
RAS_Polygon* poly = meshobj->GetPolygon(p);
// only add polygons that have the collisionflag set
if (poly->IsCollider())
{
numvalidpolys++;
break;
}
}
// No collision polygons
if (numvalidpolys < 1)
return false;
numpolys = meshobj->NumPolygons();
m_shapeType = (polytope) ? PHY_SHAPE_POLYTOPE : PHY_SHAPE_MESH;
numvalidpolys = 0;
/* Convert blender geometry into bullet mesh, need these vars for mapping */
vector<bool> vert_tag_array(meshobj->GetMesh()->totvert, false);
unsigned int tot_bt_verts= 0;
unsigned int orig_index;
int i;
if (polytope)
{
Mesh *blen_mesh= meshobj->GetMesh();
vector<bool> vuser_array(blen_mesh->totvert, false);
unsigned int tot_bt_verts= 0;
unsigned int orig_index;
int i;
// Tag verts we're using
for (int p2=0; p2<numpolys; p2++)
{
RAS_Polygon* poly= meshobj->GetPolygon(p2);
// only add polygons that have the collisionflag set
// only add polygons that have the collision flag set
if (poly->IsCollider())
{
for (i=0;i<poly->VertexCount();i++)
{
for(i=0; i<poly->VertexCount(); i++) {
orig_index= poly->GetVertex(i)->getOrigIndex();
if (vuser_array[orig_index]==false)
if (vert_tag_array[orig_index]==false)
{
vuser_array[orig_index]= true;
vert_tag_array[orig_index]= true;
tot_bt_verts++;
}
}
}
}
m_vertexArray.resize(tot_bt_verts);
// Copy used verts directly from the meshes vert location to the bullet vector array
MVert *mv= blen_mesh->mvert;
btVector3 *bt= &m_vertexArray[0];
for (i=0;i<vuser_array.size();i++, mv++)
{
if (vuser_array[i]==true)
{
bt->setX( mv->co[0] );
bt->setY( mv->co[1] );
bt->setZ( mv->co[2] );
bt++;
}
}
numvalidpolys++;
}
else {
for (int p2=0; p2<numpolys; p2++)
{
RAS_Polygon* poly = meshobj->GetPolygon(p2);
RAS_Polygon* poly= meshobj->GetPolygon(p2);
// only add polygons that have the collisionflag set
if (poly->IsCollider())
{
//Bullet can raycast any shape, so
{
const float* vtx = poly->GetVertex(2)->getXYZ();
btVector3 vertex0(vtx[0],vtx[1],vtx[2]);
{
for(i=0; i<poly->VertexCount(); i++) {
RAS_TexVert *v= poly->GetVertex(i);
orig_index= v->getOrigIndex();
vtx = poly->GetVertex(1)->getXYZ();
btVector3 vertex1(vtx[0],vtx[1],vtx[2]);
if (vert_tag_array[orig_index]==true)
{
const float* vtx = v->getXYZ();
vert_tag_array[orig_index]= false;
vtx = poly->GetVertex(0)->getXYZ();
btVector3 vertex2(vtx[0],vtx[1],vtx[2]);
m_vertexArray.push_back(vertex0);
m_vertexArray.push_back(vertex1);
m_vertexArray.push_back(vertex2);
m_polygonIndexArray.push_back(p2);
numvalidpolys++;
}
if (poly->VertexCount() == 4)
{
const float* vtx = poly->GetVertex(3)->getXYZ();
btVector3 vertex0(vtx[0],vtx[1],vtx[2]);
vtx = poly->GetVertex(2)->getXYZ();
btVector3 vertex1(vtx[0],vtx[1],vtx[2]);
vtx = poly->GetVertex(0)->getXYZ();
btVector3 vertex2(vtx[0],vtx[1],vtx[2]);
m_vertexArray.push_back(vertex0);
m_vertexArray.push_back(vertex1);
m_vertexArray.push_back(vertex2);
m_polygonIndexArray.push_back(p2);
numvalidpolys++;
bt->setX(vtx[0]); bt->setY(vtx[1]); bt->setZ(vtx[2]);
bt++;
}
}
}
}
}
else {
unsigned int tot_bt_tris= 0;
vector<int> vert_remap_array(meshobj->GetMesh()->totvert, 0);
// Tag verts we're using
for (int p2=0; p2<numpolys; p2++)
{
RAS_Polygon* poly= meshobj->GetPolygon(p2);
if (!numvalidpolys)
// only add polygons that have the collision flag set
if (poly->IsCollider())
{
for(i=0; i<poly->VertexCount(); i++) {
orig_index= poly->GetVertex(i)->getOrigIndex();
if (vert_tag_array[orig_index]==false)
{
vert_tag_array[orig_index]= true;
vert_remap_array[orig_index]= tot_bt_verts;
tot_bt_verts++;
}
}
tot_bt_tris += (i==4 ? 2:1); /* a quad or a tri */
}
}
m_vertexArray.resize(tot_bt_verts);
m_polygonIndexArray.resize(tot_bt_tris);
m_triFaceArray.resize(tot_bt_tris*3);
btVector3 *bt= &m_vertexArray[0];
int *poly_index_pt= &m_polygonIndexArray[0];
int *tri_pt= &m_triFaceArray[0];
for (int p2=0; p2<numpolys; p2++)
{
RAS_Polygon* poly= meshobj->GetPolygon(p2);
// only add polygons that have the collisionflag set
if (poly->IsCollider())
{
RAS_TexVert *v1= poly->GetVertex(0);
RAS_TexVert *v2= poly->GetVertex(1);
RAS_TexVert *v3= poly->GetVertex(2);
int i1= v1->getOrigIndex();
int i2= v2->getOrigIndex();
int i3= v3->getOrigIndex();
const float* vtx;
// the face indicies
tri_pt[0]= vert_remap_array[i1];
tri_pt[1]= vert_remap_array[i2];
tri_pt[2]= vert_remap_array[i3];
tri_pt= tri_pt+3;
// m_polygonIndexArray
*poly_index_pt= p2;
poly_index_pt++;
// the vertex location
if (vert_tag_array[i1]==true) { /* *** v1 *** */
vert_tag_array[i1]= false;
vtx = v1->getXYZ();
bt->setX(vtx[0]); bt->setY( vtx[1]); bt->setZ(vtx[2]);
bt++;
}
if (vert_tag_array[i2]==true) { /* *** v2 *** */
vert_tag_array[i2]= false;
vtx = v2->getXYZ();
bt->setX(vtx[0]); bt->setY(vtx[1]); bt->setZ(vtx[2]);
bt++;
}
if (vert_tag_array[i3]==true) { /* *** v3 *** */
vert_tag_array[i3]= false;
vtx = v3->getXYZ();
bt->setX(vtx[0]); bt->setY(vtx[1]); bt->setZ(vtx[2]);
bt++;
}
if (poly->VertexCount()==4)
{
RAS_TexVert *v4= poly->GetVertex(3);
int i4= v4->getOrigIndex();
tri_pt[0]= vert_remap_array[i1];
tri_pt[1]= vert_remap_array[i3];
tri_pt[2]= vert_remap_array[i4];
tri_pt= tri_pt+3;
// m_polygonIndexArray
*poly_index_pt= p2;
poly_index_pt++;
// the vertex location
if (vert_tag_array[i4]==true) { /* *** v4 *** */
vert_tag_array[i4]= false;
vtx = v4->getXYZ();
bt->setX(vtx[0]); bt->setY(vtx[1]); bt->setZ(vtx[2]);
bt++;
}
}
}
}
/* If this ever gets confusing, print out an OBJ file for debugging */
#if 0
printf("# vert count %d\n", m_vertexArray.size());
for(i=0; i<m_vertexArray.size(); i+=1) {
printf("v %.6f %.6f %.6f\n", m_vertexArray[i].x(), m_vertexArray[i].y(), m_vertexArray[i].z());
}
printf("# face count %d\n", m_triFaceArray.size());
for(i=0; i<m_triFaceArray.size(); i+=3) {
printf("f %d %d %d\n", m_triFaceArray[i]+1, m_triFaceArray[i+1]+1, m_triFaceArray[i+2]+1);
}
#endif
}
#if 0
if (validpolys==false)
{
// should not happen
m_shapeType = PHY_SHAPE_NONE;
return false;
}
#endif
m_meshObject = meshobj;
if (!polytope)
{
@ -1444,7 +1509,6 @@ btCollisionShape* CcdShapeConstructionInfo::CreateBulletShape()
{
btCollisionShape* collisionShape = 0;
btTriangleMeshShape* concaveShape = 0;
btTriangleMesh* collisionMeshData = 0;
btCompoundShape* compoundShape = 0;
CcdShapeConstructionInfo* nextShapeInfo;
@ -1485,18 +1549,17 @@ btCollisionShape* CcdShapeConstructionInfo::CreateBulletShape()
// One possible optimization is to use directly the btBvhTriangleMeshShape when the scale is 1,1,1
// and btScaledBvhTriangleMeshShape otherwise.
if (m_useGimpact)
{
collisionMeshData = new btTriangleMesh();
{
btTriangleIndexVertexArray* indexVertexArrays = new btTriangleIndexVertexArray(
m_polygonIndexArray.size(),
&m_triFaceArray[0],
3*sizeof(int),
m_vertexArray.size(),
(btScalar*) &m_vertexArray[0].x(),
sizeof(btVector3)
);
bool removeDuplicateVertices=true;
// m_vertexArray is necessarily a multiple of 3
for (int i=0;i<m_vertexArray.size(); i+=3 )
{
collisionMeshData->addTriangle(m_vertexArray[i+2],m_vertexArray[i+1],m_vertexArray[i],removeDuplicateVertices);
}
btGImpactMeshShape* gimpactShape = new btGImpactMeshShape(collisionMeshData);
btGImpactMeshShape* gimpactShape = new btGImpactMeshShape(indexVertexArrays);
collisionShape = gimpactShape;
gimpactShape->updateBound();
@ -1505,17 +1568,18 @@ btCollisionShape* CcdShapeConstructionInfo::CreateBulletShape()
{
if (!m_unscaledShape)
{
collisionMeshData = new btTriangleMesh(true,false);
collisionMeshData->m_weldingThreshold = m_weldingThreshold;
bool removeDuplicateVertices=true;
// m_vertexArray is necessarily a multiple of 3
for (int i=0;i<m_vertexArray.size(); i+=3 )
{
collisionMeshData->addTriangle(m_vertexArray[i+2],m_vertexArray[i+1],m_vertexArray[i],removeDuplicateVertices);
}
btTriangleIndexVertexArray* indexVertexArrays = new btTriangleIndexVertexArray(
m_polygonIndexArray.size(),
&m_triFaceArray[0],
3*sizeof(int),
m_vertexArray.size(),
(btScalar*) &m_vertexArray[0].x(),
sizeof(btVector3)
);
// this shape will be shared and not deleted until shapeInfo is deleted
m_unscaledShape = new btBvhTriangleMeshShape( collisionMeshData, true );
m_unscaledShape = new btBvhTriangleMeshShape( indexVertexArrays, true );
m_unscaledShape->recalcLocalAabb();
}
collisionShape = new btScaledBvhTriangleMeshShape(m_unscaledShape, btVector3(1.0f,1.0f,1.0f));

@ -167,6 +167,9 @@ public:
std::vector<int> m_polygonIndexArray; // Contains the array of polygon index in the
// original mesh that correspond to shape triangles.
// only set for concave mesh shape.
std::vector<int> m_triFaceArray; // Contains an array of triplets of face indicies
// quads turn into 2 tris
void setVertexWeldingThreshold(float threshold)
{
@ -185,7 +188,7 @@ protected:
// 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
float m_weldingThreshold; //welding closeby vertices together can improve softbody stability etc.
float m_weldingThreshold; //welding closeby vertices together can improve softbody stability etc. // Not used at the moment, maybe remove?
CcdShapeConstructionInfo* m_shapeProxy; // only used for PHY_SHAPE_PROXY, pointer to actual shape info
};

@ -147,6 +147,16 @@ public:
/* polygon sorting by Z for alpha */
void SortPolygons(RAS_MeshSlot& ms, const MT_Transform &transform);
bool HasColliderPolygon() {
int numpolys= NumPolygons();
for (int p=0; p<numpolys; p++)
if (m_Polygons[p]->IsCollider())
return true;
return false;
}
/* for construction to find shared vertices */
struct SharedVertex {
RAS_DisplayArray *m_darray;