blender/source/gameengine/Rasterizer/RAS_MeshObject.h
Campbell Barton 4a07876562 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.
2009-03-23 06:00:21 +00:00

171 lines
4.3 KiB
C++

/**
* $Id$
*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
#ifndef __RAS_MESHOBJECT
#define __RAS_MESHOBJECT
#ifdef WIN32
// disable the STL warnings ("debug information length > 255")
#pragma warning (disable:4786)
#endif
#include <vector>
#include <set>
#include <list>
#include "RAS_Polygon.h"
#include "RAS_MaterialBucket.h"
#include "MT_Transform.h"
#include "GEN_HashedPtr.h"
struct Mesh;
/* RAS_MeshObject is a mesh used for rendering. It stores polygons,
* but the actual vertices and index arrays are stored in material
* buckets, referenced by the list of RAS_MeshMaterials. */
class RAS_MeshObject
{
private:
unsigned int m_debugcolor;
int m_lightlayer;
bool m_bModified;
bool m_bMeshModified;
STR_String m_name;
static STR_String s_emptyname;
vector<class RAS_Polygon*> m_Polygons;
/* polygon sorting */
struct polygonSlot;
struct backtofront;
struct fronttoback;
protected:
list<RAS_MeshMaterial> m_materials;
Mesh* m_mesh;
bool m_bDeformed;
public:
// for now, meshes need to be in a certain layer (to avoid sorting on lights in realtime)
RAS_MeshObject(Mesh* mesh, int lightlayer);
virtual ~RAS_MeshObject();
bool IsDeformed() { return m_bDeformed; }
/* materials */
int NumMaterials();
const STR_String& GetMaterialName(unsigned int matid);
const STR_String& GetTextureName(unsigned int matid);
RAS_MeshMaterial* GetMeshMaterial(unsigned int matid);
RAS_MeshMaterial* GetMeshMaterial(RAS_IPolyMaterial *mat);
list<RAS_MeshMaterial>::iterator GetFirstMaterial();
list<RAS_MeshMaterial>::iterator GetLastMaterial();
unsigned int GetLightLayer();
/* name */
void SetName(STR_String name);
const STR_String& GetName();
/* modification state */
bool MeshModified();
void SetMeshModified(bool v){m_bMeshModified = v;}
/* original blender mesh */
Mesh* GetMesh() { return m_mesh; }
/* mesh construction */
virtual RAS_Polygon* AddPolygon(RAS_MaterialBucket *bucket, int numverts);
virtual void AddVertex(RAS_Polygon *poly, int i,
const MT_Point3& xyz,
const MT_Point2& uv,
const MT_Point2& uv2,
const MT_Vector4& tangent,
const unsigned int rgbacolor,
const MT_Vector3& normal,
bool flat,
int origindex);
void SchedulePolygons(int drawingmode);
/* vertex and polygon acces */
int NumVertices(RAS_IPolyMaterial* mat);
RAS_TexVert* GetVertex(unsigned int matid, unsigned int index);
int NumPolygons();
RAS_Polygon* GetPolygon(int num) const;
/* buckets */
virtual void AddMeshUser(void *clientobj);
virtual void UpdateBuckets(
void* clientobj,
double* oglmatrix,
bool useObjectColor,
const MT_Vector4& rgbavec,
bool visible,
bool culled);
void RemoveFromBuckets(void *clientobj);
/* colors */
void DebugColor(unsigned int abgr);
void SetVertexColor(RAS_IPolyMaterial* mat,MT_Vector4 rgba);
/* 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;
int m_offset;
};
vector<vector<SharedVertex> > m_sharedvertex_map;
};
#endif //__RAS_MESHOBJECT