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.
This commit is contained in:
Sergej Reich 2013-12-26 17:49:08 +01:00
parent 2260a7dbc0
commit c96601138d
3 changed files with 76 additions and 43 deletions

@ -227,8 +227,10 @@ extern rbCollisionShape *RB_shape_new_convex_hull(float *verts, int stride, int
/* Setup (Triangle Mesh) ---------- */ /* Setup (Triangle Mesh) ---------- */
/* 1 */ /* 1 */
extern rbMeshData *RB_trimesh_data_new(void); extern rbMeshData *RB_trimesh_data_new(int num_tris, int num_verts);
extern void RB_trimesh_add_triangle(rbMeshData *mesh, const float v1[3], const float v2[3], const float v3[3]); 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 */ /* 2a - Triangle Meshes */
extern rbCollisionShape *RB_shape_new_trimesh(rbMeshData *mesh); extern rbCollisionShape *RB_shape_new_trimesh(rbMeshData *mesh);
/* 2b - GImpact Meshes */ /* 2b - GImpact Meshes */

@ -86,9 +86,24 @@ struct rbRigidBody {
int col_groups; 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 { struct rbCollisionShape {
btCollisionShape *cshape; btCollisionShape *cshape;
btTriangleMesh *mesh; rbMeshData *mesh;
}; };
struct rbFilterCallback : public btOverlapFilterCallback struct rbFilterCallback : public btOverlapFilterCallback
@ -692,57 +707,71 @@ rbCollisionShape *RB_shape_new_convex_hull(float *verts, int stride, int count,
/* Setup (Triangle Mesh) ---------- */ /* Setup (Triangle Mesh) ---------- */
/* Need to call rbTriMeshNewData() followed by rbTriMeshAddTriangle() several times /* Need to call RB_trimesh_finish() after creating triangle mesh and adding vertices and triangles */
* to set up the mesh buffer BEFORE calling rbShapeNewTriMesh(). Otherwise,
* we get nasty crashes...
*/
rbMeshData *RB_trimesh_data_new() rbMeshData *RB_trimesh_data_new(int num_tris, int num_verts)
{ {
// XXX: welding threshold? rbMeshData *mesh = new rbMeshData;
return (rbMeshData *) new btTriangleMesh(true, false); mesh->vertices = new rbVert[num_verts];
mesh->triangles = new rbTri[num_tris];
mesh->num_vertices = num_verts;
mesh->num_triangles = num_tris;
return mesh;
}
static void RB_trimesh_data_delete(rbMeshData *mesh)
{
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); for (int i = 0; i < num_verts; i++) {
float *vert = (float*)(((char*)vertices + i * vert_stride));
/* cast vertices to usable forms for Bt-API */ mesh->vertices[i].x = vert[0];
btVector3 vtx1((btScalar)v1[0], (btScalar)v1[1], (btScalar)v1[2]); mesh->vertices[i].y = vert[1];
btVector3 vtx2((btScalar)v2[0], (btScalar)v2[1], (btScalar)v2[2]); mesh->vertices[i].z = vert[2];
btVector3 vtx3((btScalar)v3[0], (btScalar)v3[1], (btScalar)v3[2]); }
}
/* add to the mesh void RB_trimesh_add_triangle_indices(rbMeshData *mesh, int num, int index0, int index1, int index2)
* - remove duplicated verts is enabled {
*/ mesh->triangles[num].v0 = index0;
meshData->addTriangle(vtx1, vtx2, vtx3, false); 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 *RB_shape_new_trimesh(rbMeshData *mesh)
{ {
rbCollisionShape *shape = new rbCollisionShape; 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) */ /* 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? // 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->cshape = new btScaledBvhTriangleMeshShape(unscaledShape, btVector3(1.0f, 1.0f, 1.0f));
shape->mesh = tmesh; shape->mesh = mesh;
return shape; return shape;
} }
rbCollisionShape *RB_shape_new_gimpact_mesh(rbMeshData *mesh) rbCollisionShape *RB_shape_new_gimpact_mesh(rbMeshData *mesh)
{ {
rbCollisionShape *shape = new rbCollisionShape; 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? gimpactShape->updateBound(); // TODO: add this to the update collision margin call?
shape->cshape = gimpactShape; shape->cshape = gimpactShape;
shape->mesh = tmesh; shape->mesh = mesh;
return shape; return shape;
} }
@ -756,7 +785,7 @@ void RB_shape_delete(rbCollisionShape *shape)
delete child_shape; delete child_shape;
} }
if (shape->mesh) if (shape->mesh)
delete shape->mesh; RB_trimesh_data_delete(shape->mesh);
delete shape->cshape; delete shape->cshape;
delete shape; delete shape;
} }

@ -282,6 +282,8 @@ static rbCollisionShape *rigidbody_get_shape_trimesh_from_mesh(Object *ob)
MFace *mface; MFace *mface;
int totvert; int totvert;
int totface; int totface;
int tottris = 0;
int triangle_index = 0;
dm = rigidbody_get_mesh(ob); dm = rigidbody_get_mesh(ob);
@ -303,32 +305,32 @@ static rbCollisionShape *rigidbody_get_shape_trimesh_from_mesh(Object *ob)
else { else {
rbMeshData *mdata; rbMeshData *mdata;
int i; int i;
/* count triangles */
for (i = 0; i < totface; i++) {
(mface[i].v4) ? (tottris += 2) : (tottris += 1);
}
/* init mesh data for collision shape */ /* 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 /* loop over all faces, adding them as triangles to the collision shape
* (so for some faces, more than triangle will get added) * (so for some faces, more than triangle will get added)
*/ */
for (i = 0; (i < totface) && (mface) && (mvert); i++, mface++) { for (i = 0; (i < totface) && (mface) && (mvert); i++, mface++) {
/* add first triangle - verts 1,2,3 */ /* add first triangle - verts 1,2,3 */
{ RB_trimesh_add_triangle_indices(mdata, triangle_index, mface->v1, mface->v2, mface->v3);
MVert *va = (mface->v1 < totvert) ? (mvert + mface->v1) : (mvert); triangle_index++;
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);
}
/* add second triangle if needed - verts 1,3,4 */ /* add second triangle if needed - verts 1,3,4 */
if (mface->v4) { if (mface->v4) {
MVert *va = (mface->v1 < totvert) ? (mvert + mface->v1) : (mvert); RB_trimesh_add_triangle_indices(mdata, triangle_index, mface->v1, mface->v3, mface->v4);
MVert *vb = (mface->v3 < totvert) ? (mvert + mface->v3) : (mvert); triangle_index++;
MVert *vc = (mface->v4 < totvert) ? (mvert + mface->v4) : (mvert);
RB_trimesh_add_triangle(mdata, va->co, vb->co, vc->co);
} }
} }
RB_trimesh_finish(mdata);
/* construct collision shape /* construct collision shape
* *