Revision: 19379
          
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=19379
Author:   campbellbarton
Date:     2009-03-23 07:00:21 +0100 (Mon, 23 Mar 2009)

Log Message:
-----------
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.

Modified Paths:
--------------
    trunk/blender/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
    trunk/blender/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp
    trunk/blender/source/gameengine/Physics/Bullet/CcdPhysicsController.h
    trunk/blender/source/gameengine/Rasterizer/RAS_MeshObject.h

Modified: trunk/blender/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
===================================================================
--- trunk/blender/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp 
2009-03-23 03:14:56 UTC (rev 19378)
+++ trunk/blender/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp 
2009-03-23 06:00:21 UTC (rev 19379)
@@ -881,6 +881,9 @@
                                {
                                        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
 

Modified: 
trunk/blender/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp
===================================================================
--- trunk/blender/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp     
2009-03-23 03:14:56 UTC (rev 19378)
+++ trunk/blender/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp     
2009-03-23 06:00:21 UTC (rev 19379)
@@ -16,6 +16,9 @@
 #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 @@
 
 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)
+       // No mesh object or mesh has no polys
+       if (!meshobj || meshobj->HasColliderPolygon()==false) {
+               m_vertexArray.clear();
+               m_polygonIndexArray.clear();
+               m_triFaceArray.clear();
                return false;
-
-       // Mesh has no polygons!
-       int numpolys = meshobj->NumPolygons();
-       if (!numpolys)
-       {
-               return false;
        }
 
-       // check that we have at least one colliding polygon
-       int numvalidpolys = 0;
+       numpolys = meshobj->NumPolygons();
 
-       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;
-
        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++)
+
+               for (int p2=0; p2<numpolys; p2++)
                {
-                       if (vuser_array[i]==true)
+                       RAS_Polygon* poly= meshobj->GetPolygon(p2);
+
+                       // only add polygons that have the collisionflag set
+                       if (poly->IsCollider())
                        {
-                               bt->setX( mv->co[0] );
-                               bt->setY( mv->co[1] );
-                               bt->setZ( mv->co[2] );
-                               bt++;
+                               for(i=0; i<poly->VertexCount(); i++) {
+                                       RAS_TexVert *v= poly->GetVertex(i);
+                                       orig_index= v->getOrigIndex();
+
+                                       if (vert_tag_array[orig_index]==true)
+                                       {
+                                               const float* vtx = v->getXYZ();
+                                               vert_tag_array[orig_index]= 
false;
+
+                                               bt->setX(vtx[0]);  
bt->setY(vtx[1]);  bt->setZ(vtx[2]);
+                                               bt++;
+                                       }
+                               }
                        }
                }
-               numvalidpolys++;
        }
        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);
+                       RAS_Polygon* poly= meshobj->GetPolygon(p2);
 
+                       // 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())
-                       {   
-                               //Bullet can raycast any shape, so
-                       
-                               {
-                                       const float* vtx = 
poly->GetVertex(2)->getXYZ();
-                                       btVector3 vertex0(vtx[0],vtx[1],vtx[2]);
+                       {
+                               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;
 
-                                       vtx = poly->GetVertex(1)->getXYZ();
-                                       btVector3 vertex1(vtx[0],vtx[1],vtx[2]);
+                               // 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;
 
-                                       vtx = poly->GetVertex(0)->getXYZ();
-                                       btVector3 vertex2(vtx[0],vtx[1],vtx[2]);
+                               // m_polygonIndexArray
+                               *poly_index_pt= p2;
+                               poly_index_pt++;
 
-                                       m_vertexArray.push_back(vertex0);
-                                       m_vertexArray.push_back(vertex1);
-                                       m_vertexArray.push_back(vertex2);
-                                       m_polygonIndexArray.push_back(p2);
-                                       numvalidpolys++;
+                               // 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 (poly->VertexCount() == 4)
+                               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)
                                {
-                                       const float* vtx = 
poly->GetVertex(3)->getXYZ();
-                                       btVector3 vertex0(vtx[0],vtx[1],vtx[2]);
+                                       RAS_TexVert *v4= poly->GetVertex(3);
+                                       int i4= v4->getOrigIndex();
 
-                                       vtx = poly->GetVertex(2)->getXYZ();
-                                       btVector3 vertex1(vtx[0],vtx[1],vtx[2]);
+                                       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;
 
-                                       vtx = poly->GetVertex(0)->getXYZ();
-                                       btVector3 vertex2(vtx[0],vtx[1],vtx[2]);
+                                       // m_polygonIndexArray
+                                       *poly_index_pt= p2;
+                                       poly_index_pt++;
 
-                                       m_vertexArray.push_back(vertex0);
-                                       m_vertexArray.push_back(vertex1);
-                                       m_vertexArray.push_back(vertex2);
-                                       m_polygonIndexArray.push_back(p2);
-                                       numvalidpolys++;
+                                       // 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 (!numvalidpolys)
+#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* collisionShape = 0;
        btTriangleMeshShape* concaveShape = 0;
-       btTriangleMesh* collisionMeshData = 0;
        btCompoundShape* compoundShape = 0;
        CcdShapeConstructionInfo* nextShapeInfo;
 
@@ -1485,19 +1549,18 @@
                // 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;
+                               btGImpactMeshShape* gimpactShape =  new 
btGImpactMeshShape(indexVertexArrays);
 
-                               // 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);
-
                                collisionShape = gimpactShape;
                                gimpactShape->updateBound();
 
@@ -1505,17 +1568,18 @@
                {
                        if (!m_unscaledShape)

@@ Diff output truncated at 10240 characters. @@

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