forked from bartvdbraak/blender
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.
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2260a7dbc0
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@ -227,8 +227,10 @@ extern rbCollisionShape *RB_shape_new_convex_hull(float *verts, int stride, int
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/* Setup (Triangle Mesh) ---------- */
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/* 1 */
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extern rbMeshData *RB_trimesh_data_new(void);
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extern void RB_trimesh_add_triangle(rbMeshData *mesh, const float v1[3], const float v2[3], const float v3[3]);
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extern rbMeshData *RB_trimesh_data_new(int num_tris, int num_verts);
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extern void RB_trimesh_add_vertices(rbMeshData *mesh, float *vertices, int num_verts, int vert_stride);
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extern void RB_trimesh_add_triangle_indices(rbMeshData *mesh, int num, int index0, int index1, int index2);
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extern void RB_trimesh_finish(rbMeshData *mesh);
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/* 2a - Triangle Meshes */
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extern rbCollisionShape *RB_shape_new_trimesh(rbMeshData *mesh);
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/* 2b - GImpact Meshes */
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@ -86,9 +86,24 @@ struct rbRigidBody {
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int col_groups;
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};
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struct rbVert {
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float x, y, z;
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};
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struct rbTri {
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int v0, v1, v2;
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};
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struct rbMeshData {
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btTriangleIndexVertexArray *index_array;
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rbVert *vertices;
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rbTri *triangles;
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int num_vertices;
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int num_triangles;
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};
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struct rbCollisionShape {
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btCollisionShape *cshape;
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btTriangleMesh *mesh;
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rbMeshData *mesh;
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};
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struct rbFilterCallback : public btOverlapFilterCallback
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@ -692,57 +707,71 @@ rbCollisionShape *RB_shape_new_convex_hull(float *verts, int stride, int count,
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/* Setup (Triangle Mesh) ---------- */
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/* Need to call rbTriMeshNewData() followed by rbTriMeshAddTriangle() several times
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* to set up the mesh buffer BEFORE calling rbShapeNewTriMesh(). Otherwise,
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* we get nasty crashes...
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*/
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/* Need to call RB_trimesh_finish() after creating triangle mesh and adding vertices and triangles */
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rbMeshData *RB_trimesh_data_new()
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rbMeshData *RB_trimesh_data_new(int num_tris, int num_verts)
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{
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// XXX: welding threshold?
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return (rbMeshData *) new btTriangleMesh(true, false);
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rbMeshData *mesh = new rbMeshData;
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mesh->vertices = new rbVert[num_verts];
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mesh->triangles = new rbTri[num_tris];
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mesh->num_vertices = num_verts;
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mesh->num_triangles = num_tris;
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return mesh;
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}
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void RB_trimesh_add_triangle(rbMeshData *mesh, const float v1[3], const float v2[3], const float v3[3])
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static void RB_trimesh_data_delete(rbMeshData *mesh)
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{
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btTriangleMesh *meshData = reinterpret_cast<btTriangleMesh*>(mesh);
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delete mesh->index_array;
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delete mesh->vertices;
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delete mesh->triangles;
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delete mesh;
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}
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/* cast vertices to usable forms for Bt-API */
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btVector3 vtx1((btScalar)v1[0], (btScalar)v1[1], (btScalar)v1[2]);
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btVector3 vtx2((btScalar)v2[0], (btScalar)v2[1], (btScalar)v2[2]);
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btVector3 vtx3((btScalar)v3[0], (btScalar)v3[1], (btScalar)v3[2]);
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void RB_trimesh_add_vertices(rbMeshData *mesh, float *vertices, int num_verts, int vert_stride)
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{
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for (int i = 0; i < num_verts; i++) {
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float *vert = (float*)(((char*)vertices + i * vert_stride));
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mesh->vertices[i].x = vert[0];
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mesh->vertices[i].y = vert[1];
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mesh->vertices[i].z = vert[2];
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}
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}
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void RB_trimesh_add_triangle_indices(rbMeshData *mesh, int num, int index0, int index1, int index2)
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{
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mesh->triangles[num].v0 = index0;
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mesh->triangles[num].v1 = index1;
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mesh->triangles[num].v2 = index2;
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}
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/* add to the mesh
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* - remove duplicated verts is enabled
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*/
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meshData->addTriangle(vtx1, vtx2, vtx3, false);
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void RB_trimesh_finish(rbMeshData *mesh)
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{
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mesh->index_array = new btTriangleIndexVertexArray(mesh->num_triangles, (int*)mesh->triangles, sizeof(rbTri),
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mesh->num_vertices, (float*)mesh->vertices, sizeof(rbVert));
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}
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rbCollisionShape *RB_shape_new_trimesh(rbMeshData *mesh)
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{
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rbCollisionShape *shape = new rbCollisionShape;
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btTriangleMesh *tmesh = reinterpret_cast<btTriangleMesh*>(mesh);
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/* triangle-mesh we create is a BVH wrapper for triangle mesh data (for faster lookups) */
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// RB_TODO perhaps we need to allow saving out this for performance when rebuilding?
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btBvhTriangleMeshShape *unscaledShape = new btBvhTriangleMeshShape(tmesh, true, true);
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btBvhTriangleMeshShape *unscaledShape = new btBvhTriangleMeshShape(mesh->index_array, true, true);
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shape->cshape = new btScaledBvhTriangleMeshShape(unscaledShape, btVector3(1.0f, 1.0f, 1.0f));
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shape->mesh = tmesh;
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shape->mesh = mesh;
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return shape;
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}
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rbCollisionShape *RB_shape_new_gimpact_mesh(rbMeshData *mesh)
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{
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rbCollisionShape *shape = new rbCollisionShape;
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/* interpret mesh buffer as btTriangleIndexVertexArray (i.e. an impl of btStridingMeshInterface) */
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btTriangleMesh *tmesh = reinterpret_cast<btTriangleMesh*>(mesh);
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btGImpactMeshShape *gimpactShape = new btGImpactMeshShape(tmesh);
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btGImpactMeshShape *gimpactShape = new btGImpactMeshShape(mesh->index_array);
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gimpactShape->updateBound(); // TODO: add this to the update collision margin call?
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shape->cshape = gimpactShape;
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shape->mesh = tmesh;
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shape->mesh = mesh;
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return shape;
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}
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@ -756,7 +785,7 @@ void RB_shape_delete(rbCollisionShape *shape)
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delete child_shape;
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}
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if (shape->mesh)
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delete shape->mesh;
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RB_trimesh_data_delete(shape->mesh);
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delete shape->cshape;
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delete shape;
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}
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@ -282,6 +282,8 @@ static rbCollisionShape *rigidbody_get_shape_trimesh_from_mesh(Object *ob)
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MFace *mface;
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int totvert;
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int totface;
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int tottris = 0;
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int triangle_index = 0;
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dm = rigidbody_get_mesh(ob);
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@ -304,31 +306,31 @@ static rbCollisionShape *rigidbody_get_shape_trimesh_from_mesh(Object *ob)
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rbMeshData *mdata;
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int i;
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/* count triangles */
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for (i = 0; i < totface; i++) {
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(mface[i].v4) ? (tottris += 2) : (tottris += 1);
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}
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/* init mesh data for collision shape */
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mdata = RB_trimesh_data_new();
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mdata = RB_trimesh_data_new(tottris, totvert);
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RB_trimesh_add_vertices(mdata, (float*)mvert, totvert, sizeof(MVert));
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/* loop over all faces, adding them as triangles to the collision shape
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* (so for some faces, more than triangle will get added)
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*/
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for (i = 0; (i < totface) && (mface) && (mvert); i++, mface++) {
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/* add first triangle - verts 1,2,3 */
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{
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MVert *va = (mface->v1 < totvert) ? (mvert + mface->v1) : (mvert);
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MVert *vb = (mface->v2 < totvert) ? (mvert + mface->v2) : (mvert);
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MVert *vc = (mface->v3 < totvert) ? (mvert + mface->v3) : (mvert);
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RB_trimesh_add_triangle(mdata, va->co, vb->co, vc->co);
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}
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RB_trimesh_add_triangle_indices(mdata, triangle_index, mface->v1, mface->v2, mface->v3);
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triangle_index++;
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/* add second triangle if needed - verts 1,3,4 */
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if (mface->v4) {
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MVert *va = (mface->v1 < totvert) ? (mvert + mface->v1) : (mvert);
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MVert *vb = (mface->v3 < totvert) ? (mvert + mface->v3) : (mvert);
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MVert *vc = (mface->v4 < totvert) ? (mvert + mface->v4) : (mvert);
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RB_trimesh_add_triangle(mdata, va->co, vb->co, vc->co);
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RB_trimesh_add_triangle_indices(mdata, triangle_index, mface->v1, mface->v3, mface->v4);
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triangle_index++;
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}
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}
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RB_trimesh_finish(mdata);
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/* construct collision shape
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*
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