Revision: 16506
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=16506
Author: ben2610
Date: 2008-09-13 18:03:11 +0200 (Sat, 13 Sep 2008)
Log Message:
-----------
BGE patch: use new btScaledBvhTriangleMeshShape to allow shape sharing between
replicas and avoid BVH rebuild in case of scaling. This will save memory and
speed up greatly the instantiation of static mesh.
Modified Paths:
--------------
trunk/blender/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp
trunk/blender/source/gameengine/Physics/Bullet/CcdPhysicsController.h
trunk/blender/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp
Modified:
trunk/blender/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp
===================================================================
--- trunk/blender/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp
2008-09-13 15:32:13 UTC (rev 16505)
+++ trunk/blender/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp
2008-09-13 16:03:11 UTC (rev 16506)
@@ -15,7 +15,7 @@
#include "CcdPhysicsController.h"
#include "btBulletDynamicsCommon.h"
-
+#include "BulletCollision/CollisionShapes/btScaledBvhTriangleMeshShape.h"
#include "PHY_IMotionState.h"
#include "CcdPhysicsEnvironment.h"
#include "RAS_MeshObject.h"
@@ -904,15 +904,26 @@
break;
case PHY_SHAPE_MESH:
- collisionMeshData = new btTriangleMesh();
- // m_vertexArray is necessarily a multiple of 3
- for (std::vector<btPoint3>::iterator it=m_vertexArray.begin();
it != m_vertexArray.end(); )
+ // Let's use the latest btScaledBvhTriangleMeshShape: it allows
true sharing of
+ // triangle mesh information between duplicates => drastic
performance increase when
+ // duplicating complex mesh objects.
+ // BUT it causes a small performance decrease when sharing is
not required:
+ // 9 multiplications/additions and one function call for each
triangle that passes the mid phase filtering
+ // One possible optimization is to use directly the
btBvhTriangleMeshShape when the scale is 1,1,1
+ // and btScaledBvhTriangleMeshShape otherwise.
+ if (!m_unscaledShape)
{
- collisionMeshData->addTriangle(*it++,*it++,*it++);
+ collisionMeshData = new btTriangleMesh();
+ // m_vertexArray is necessarily a multiple of 3
+ for (std::vector<btPoint3>::iterator
it=m_vertexArray.begin(); it != m_vertexArray.end(); )
+ {
+
collisionMeshData->addTriangle(*it++,*it++,*it++);
+ }
+ // this shape will be shared and not deleted until
shapeInfo is deleted
+ m_unscaledShape = new btBvhTriangleMeshShape(
collisionMeshData, true );
+ m_unscaledShape->recalcLocalAabb();
}
- concaveShape = new btBvhTriangleMeshShape( collisionMeshData,
true );
- concaveShape->recalcLocalAabb();
- collisionShape = concaveShape;
+ collisionShape = new
btScaledBvhTriangleMeshShape(m_unscaledShape, btVector3(1.0f,1.0f,1.0f));
break;
case PHY_SHAPE_COMPOUND:
@@ -953,7 +964,10 @@
childShape->Release();
childShape = nextShape;
}
-
+ if (m_unscaledShape)
+ {
+ DeleteBulletShape(m_unscaledShape);
+ }
m_vertexArray.clear();
}
Modified: trunk/blender/source/gameengine/Physics/Bullet/CcdPhysicsController.h
===================================================================
--- trunk/blender/source/gameengine/Physics/Bullet/CcdPhysicsController.h
2008-09-13 15:32:13 UTC (rev 16505)
+++ trunk/blender/source/gameengine/Physics/Bullet/CcdPhysicsController.h
2008-09-13 16:03:11 UTC (rev 16506)
@@ -49,6 +49,7 @@
m_halfExtend(0.f,0.f,0.f),
m_childScale(1.0f,1.0f,1.0f),
m_nextShape(NULL),
+ m_unscaledShape(NULL),
m_refCount(1)
{
m_childTrans.setIdentity();
@@ -72,6 +73,10 @@
void AddShape(CcdShapeConstructionInfo* shapeInfo);
+ btTriangleMeshShape* GetMeshShape(void)
+ {
+ return m_unscaledShape;
+ }
CcdShapeConstructionInfo* GetNextShape()
{
return m_nextShape;
@@ -108,6 +113,8 @@
protected:
CcdShapeConstructionInfo* m_nextShape; // for compound shape
+ btBvhTriangleMeshShape* m_unscaledShape;// holds the shared unscale BVH
mesh shape,
+
// the actual shape is of type btScaledBvhTriangleMeshShape
int m_refCount;
// this class is shared between replicas
// keep track of users so that we can release it
};
Modified:
trunk/blender/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp
===================================================================
--- trunk/blender/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp
2008-09-13 15:32:13 UTC (rev 16505)
+++ trunk/blender/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp
2008-09-13 16:03:11 UTC (rev 16506)
@@ -816,44 +816,48 @@
// If the user requests the real
normal, compute it now
if (filterCallback.m_faceNormal)
{
- // this code is copied from
Bullet
- btVector3 triangle[3];
- const unsigned char *vertexbase;
- int numverts;
- PHY_ScalarType type;
- int stride;
- const unsigned char *indexbase;
- int indexstride;
- int numfaces;
- PHY_ScalarType indicestype;
- btTriangleMeshShape*
triangleShape = (btTriangleMeshShape*)shape;
- btStridingMeshInterface*
meshInterface = triangleShape->getMeshInterface();
+ // mesh shapes are shared and
stored in the shapeInfo
+ btTriangleMeshShape*
triangleShape = shapeInfo->GetMeshShape();
+ if (triangleShape)
+ {
+ // this code is copied
from Bullet
+ btVector3 triangle[3];
+ const unsigned char
*vertexbase;
+ int numverts;
+ PHY_ScalarType type;
+ int stride;
+ const unsigned char
*indexbase;
+ int indexstride;
+ int numfaces;
+ PHY_ScalarType
indicestype;
+
btStridingMeshInterface* meshInterface = triangleShape->getMeshInterface();
-
meshInterface->getLockedReadOnlyVertexIndexBase(
- &vertexbase,
- numverts,
- type,
- stride,
- &indexbase,
- indexstride,
- numfaces,
- indicestype,
- 0);
+
meshInterface->getLockedReadOnlyVertexIndexBase(
+ &vertexbase,
+ numverts,
+ type,
+ stride,
+ &indexbase,
+ indexstride,
+ numfaces,
+ indicestype,
+ 0);
- unsigned int* gfxbase =
(unsigned int*)(indexbase+rayCallback.m_hitTriangleIndex*indexstride);
- const btVector3& meshScaling =
meshInterface->getScaling();
- for (int j=2;j>=0;j--)
- {
- int graphicsindex =
indicestype==PHY_SHORT?((unsigned short*)gfxbase)[j]:gfxbase[j];
+ unsigned int* gfxbase =
(unsigned int*)(indexbase+rayCallback.m_hitTriangleIndex*indexstride);
+ const btVector3&
meshScaling = shape->getLocalScaling();
+ for (int j=2;j>=0;j--)
+ {
+ int
graphicsindex = indicestype==PHY_SHORT?((unsigned short*)gfxbase)[j]:gfxbase[j];
- btScalar* graphicsbase
= (btScalar*)(vertexbase+graphicsindex*stride);
+ btScalar*
graphicsbase = (btScalar*)(vertexbase+graphicsindex*stride);
- triangle[j] =
btVector3(graphicsbase[0]*meshScaling.getX(),graphicsbase[1]*meshScaling.getY(),graphicsbase[2]*meshScaling.getZ());
+ triangle[j] =
btVector3(graphicsbase[0]*meshScaling.getX(),graphicsbase[1]*meshScaling.getY(),graphicsbase[2]*meshScaling.getZ());
+ }
+
meshInterface->unLockReadOnlyVertexBase(0);
+ btVector3
triangleNormal;
+ triangleNormal =
(triangle[1]-triangle[0]).cross(triangle[2]-triangle[0]);
+
rayCallback.m_hitNormalWorld =
rayCallback.m_collisionObject->getWorldTransform().getBasis()*triangleNormal;
}
-
meshInterface->unLockReadOnlyVertexBase(0);
- btVector3 triangleNormal;
- triangleNormal =
(triangle[1]-triangle[0]).cross(triangle[2]-triangle[0]);
- rayCallback.m_hitNormalWorld =
rayCallback.m_collisionObject->getWorldTransform().getBasis()*triangleNormal;
}
}
}
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