bullet: improve performance of adding geometry to BulletTriangleMesh

This commit is contained in:
rdb 2017-05-14 22:17:41 +02:00
parent 560fd4eb3d
commit 652f2d7f21
6 changed files with 213 additions and 126 deletions

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@ -76,6 +76,7 @@ class btStaticPlaneShape;
class btStridingMeshInterface;
class btTransform;
class btTranslationalLimitMotor;
class btTriangleIndexVertexArray;
class btTriangleMesh;
class btTypedConstraint;
class btTypedObject;

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@ -197,7 +197,7 @@ transform_changed() {
_soft->scale(new_scale);
}
_sync = ts;
_sync = move(ts);
}
}

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@ -14,19 +14,9 @@
/**
*
*/
INLINE BulletTriangleMesh::
~BulletTriangleMesh() {
delete _mesh;
}
/**
*
*/
btTriangleMesh *BulletTriangleMesh::
INLINE btStridingMeshInterface *BulletTriangleMesh::
ptr() const {
return _mesh;
return (btStridingMeshInterface *)&_mesh;
}
/**
@ -34,7 +24,6 @@ ptr() const {
*/
INLINE ostream &
operator << (ostream &out, const BulletTriangleMesh &obj) {
obj.output(out);
return out;
}

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@ -23,150 +23,231 @@ TypeHandle BulletTriangleMesh::_type_handle;
*
*/
BulletTriangleMesh::
BulletTriangleMesh() {
_mesh = new btTriangleMesh();
BulletTriangleMesh()
: _welding_distance(0) {
btIndexedMesh mesh;
mesh.m_numTriangles = 0;
mesh.m_numVertices = 0;
mesh.m_indexType = PHY_INTEGER;
mesh.m_triangleIndexBase = nullptr;
mesh.m_triangleIndexStride = 3 * sizeof(int);
mesh.m_vertexBase = nullptr;
mesh.m_vertexStride = sizeof(btVector3);
_mesh.addIndexedMesh(mesh);
}
/**
*
* Returns the number of triangles in this triangle mesh.
*/
int BulletTriangleMesh::
get_num_triangles() const {
return _mesh->getNumTriangles();
return _indices.size() / 3;
}
/**
*
* Used to reserve memory in anticipation of the given amount of vertices and
* indices being added to the triangle mesh. This is useful if you are about
* to call add_triangle() many times, to prevent unnecessary reallocations.
*/
void BulletTriangleMesh::
preallocate(int num_verts, int num_indices) {
_mesh->preallocateVertices(num_verts);
_mesh->preallocateIndices(num_indices);
_vertices.reserve(num_verts);
_indices.reserve(num_indices);
}
/**
* Adds a triangle with the indicated coordinates.
*
* If remove_duplicate_vertices is true, it will make sure that it does not
* add duplicate vertices if they already exist in the triangle mesh, within
* the tolerance specified by set_welding_distance(). This comes at a
* significant performance cost, especially for large meshes.
*/
void BulletTriangleMesh::
add_triangle(const LPoint3 &p0, const LPoint3 &p1, const LPoint3 &p2, bool remove_duplicate_vertices) {
nassertv(!p0.is_nan());
nassertv(!p1.is_nan());
nassertv(!p2.is_nan());
_mesh->addTriangle(
LVecBase3_to_btVector3(p0),
LVecBase3_to_btVector3(p1),
LVecBase3_to_btVector3(p2),
remove_duplicate_vertices);
btIndexedMesh &mesh = _mesh.getIndexedMeshArray()[0];
mesh.m_numTriangles++;
if (!remove_duplicate_vertices) {
unsigned int index = _vertices.size();
_indices.push_back(index++);
_indices.push_back(index++);
_indices.push_back(index++);
_vertices.push_back(LVecBase3_to_btVector3(p0));
_vertices.push_back(LVecBase3_to_btVector3(p1));
_vertices.push_back(LVecBase3_to_btVector3(p2));
mesh.m_numVertices += 3;
mesh.m_vertexBase = (unsigned char*)&_vertices[0];
} else {
_indices.push_back(find_or_add_vertex(p0));
_indices.push_back(find_or_add_vertex(p1));
_indices.push_back(find_or_add_vertex(p2));
}
mesh.m_triangleIndexBase = (unsigned char *)&_indices[0];
}
/**
* Sets the square of the distance at which vertices will be merged
* together when adding geometry with remove_duplicate_vertices set to true.
*
* The default is 0, meaning vertices will only be merged if they have the
* exact same position.
*/
void BulletTriangleMesh::
set_welding_distance(PN_stdfloat distance) {
_mesh->m_weldingThreshold = distance;
_welding_distance = distance;
}
/**
*
* Returns the value previously set with set_welding_distance(), or the
* value of 0 if none was set.
*/
PN_stdfloat BulletTriangleMesh::
get_welding_distance() const {
return _mesh->m_weldingThreshold;
return _welding_distance;
}
/**
* Adds the geometry from the indicated Geom from the triangle mesh. This is
* a one-time copy operation, and future updates to the Geom will not be
* reflected.
*
* If remove_duplicate_vertices is true, it will make sure that it does not
* add duplicate vertices if they already exist in the triangle mesh, within
* the tolerance specified by set_welding_distance(). This comes at a
* significant performance cost, especially for large meshes.
*/
void BulletTriangleMesh::
add_geom(const Geom *geom, bool remove_duplicate_vertices, const TransformState *ts) {
nassertv(geom);
nassertv(ts);
LMatrix4 m = ts->get_mat();
// Collect points
pvector<LPoint3> points;
CPT(GeomVertexData) vdata = geom->get_vertex_data();
size_t num_vertices = vdata->get_num_rows();
GeomVertexReader reader = GeomVertexReader(vdata, InternalName::get_vertex());
while (!reader.is_at_end()) {
points.push_back(m.xform_point(reader.get_data3()));
}
btIndexedMesh &mesh = _mesh.getIndexedMeshArray()[0];
// Convert points
btVector3 *vertices = new btVector3[points.size()];
if (!remove_duplicate_vertices) {
// Fast path: directly copy the vertices and indices.
mesh.m_numVertices += num_vertices;
unsigned int index_offset = _vertices.size();
_vertices.reserve(_vertices.size() + num_vertices);
int i = 0;
pvector<LPoint3>::const_iterator it;
for (it=points.begin(); it!=points.end(); it++) {
LPoint3 v = *it;
vertices[i] = LVecBase3_to_btVector3(v);
i++;
}
if (ts->is_identity()) {
while (!reader.is_at_end()) {
_vertices.push_back(LVecBase3_to_btVector3(reader.get_data3()));
}
} else {
LMatrix4 m = ts->get_mat();
while (!reader.is_at_end()) {
_vertices.push_back(LVecBase3_to_btVector3(m.xform_point(reader.get_data3())));
}
}
// Add triangles
for (int k=0; k<geom->get_num_primitives(); k++) {
for (int k = 0; k < geom->get_num_primitives(); ++k) {
CPT(GeomPrimitive) prim = geom->get_primitive(k);
prim = prim->decompose();
CPT(GeomPrimitive) prim = geom->get_primitive(k);
prim = prim->decompose();
if (prim->is_of_type(GeomTriangles::get_class_type())) {
int num_vertices = prim->get_num_vertices();
_indices.reserve(_indices.size() + num_vertices);
mesh.m_numTriangles += num_vertices / 3;
for (int l=0; l<prim->get_num_primitives(); l++) {
GeomVertexReader index(prim->get_vertices(), 0);
while (!index.is_at_end()) {
_indices.push_back(index_offset + index.get_data1i());
}
}
}
int s = prim->get_primitive_start(l);
int e = prim->get_primitive_end(l);
} else {
// Collect points
pvector<LPoint3> points;
points.reserve(_vertices.size() + num_vertices);
nassertv(e - s == 3);
if (ts->is_identity()) {
while (!reader.is_at_end()) {
points.push_back(reader.get_data3());
}
} else {
LMatrix4 m = ts->get_mat();
while (!reader.is_at_end()) {
points.push_back(m.xform_point(reader.get_data3()));
}
}
btVector3 v0 = vertices[prim->get_vertex(s)];
btVector3 v1 = vertices[prim->get_vertex(s+1)];
btVector3 v2 = vertices[prim->get_vertex(s+2)];
// Add triangles
for (int k = 0; k < geom->get_num_primitives(); ++k) {
CPT(GeomPrimitive) prim = geom->get_primitive(k);
prim = prim->decompose();
_mesh->addTriangle(v0, v1, v2, remove_duplicate_vertices);
if (prim->is_of_type(GeomTriangles::get_class_type())) {
int num_vertices = prim->get_num_vertices();
_indices.reserve(_indices.size() + num_vertices);
mesh.m_numTriangles += num_vertices / 3;
GeomVertexReader index(prim->get_vertices(), 0);
while (!index.is_at_end()) {
_indices.push_back(find_or_add_vertex(points[index.get_data1i()]));
}
}
}
}
delete [] vertices;
// Reset the pointers, since the vectors may have been reallocated.
mesh.m_vertexBase = (unsigned char*)&_vertices[0];
mesh.m_triangleIndexBase = (unsigned char *)&_indices[0];
}
/**
* Adds triangle information from an array of points and indices referring to
* these points. This is more efficient than adding triangles one at a time.
*
* If remove_duplicate_vertices is true, it will make sure that it does not
* add duplicate vertices if they already exist in the triangle mesh, within
* the tolerance specified by set_welding_distance(). This comes at a
* significant performance cost, especially for large meshes.
*/
void BulletTriangleMesh::
add_array(const PTA_LVecBase3 &points, const PTA_int &indices, bool remove_duplicate_vertices) {
btIndexedMesh &mesh = _mesh.getIndexedMeshArray()[0];
// Convert vertices
btVector3 *vertices = new btVector3[points.size()];
_indices.reserve(_indices.size() + indices.size());
int i = 0;
PTA_LVecBase3::const_iterator it;
for (it=points.begin(); it!=points.end(); it++) {
LVecBase3 v = *it;
vertices[i] = LVecBase3_to_btVector3(v);
i++;
if (!remove_duplicate_vertices) {
unsigned int index_offset = _vertices.size();
for (size_t i = 0; i < indices.size(); ++i) {
_indices.push_back(index_offset + indices[i]);
}
_vertices.reserve(_vertices.size() + points.size());
for (size_t i = 0; i < points.size(); ++i) {
_vertices.push_back(LVecBase3_to_btVector3(points[i]));
}
mesh.m_numVertices += points.size();
} else {
// Add the points one by one.
_indices.reserve(_indices.size() + indices.size());
for (size_t i = 0; i < indices.size(); ++i) {
LVecBase3 p = points[indices[i]];
_indices.push_back(find_or_add_vertex(p));
}
}
// Add triangles
int j = 0;
while (j+2 < (int)indices.size()) {
mesh.m_numTriangles += indices.size() / 3;
btVector3 v0 = vertices[indices[j++]];
btVector3 v1 = vertices[indices[j++]];
btVector3 v2 = vertices[indices[j++]];
_mesh->addTriangle(v0, v1, v2, remove_duplicate_vertices);
}
delete [] vertices;
// Reset the pointers, since the vectors may have been reallocated.
mesh.m_vertexBase = (unsigned char*)&_vertices[0];
mesh.m_triangleIndexBase = (unsigned char *)&_indices[0];
}
/**
@ -174,8 +255,7 @@ add_array(const PTA_LVecBase3 &points, const PTA_int &indices, bool remove_dupli
*/
void BulletTriangleMesh::
output(ostream &out) const {
out << get_type() << ", " << _mesh->getNumTriangles();
out << get_type() << ", " << get_num_triangles() << " triangles";
}
/**
@ -183,19 +263,39 @@ output(ostream &out) const {
*/
void BulletTriangleMesh::
write(ostream &out, int indent_level) const {
indent(out, indent_level) << get_type() << ":" << endl;
IndexedMeshArray& array = _mesh->getIndexedMeshArray();
for (int i=0; i < array.size(); i++) {
const IndexedMeshArray &array = _mesh.getIndexedMeshArray();
for (size_t i = 0; i < array.size(); ++i) {
indent(out, indent_level + 2) << "IndexedMesh " << i << ":" << endl;
btIndexedMesh meshPart = array.at(i);
indent(out, indent_level + 4) << "num triangles:" << meshPart.m_numTriangles << endl;
indent(out, indent_level + 4) << "num vertices:" << meshPart.m_numVertices << endl;
const btIndexedMesh &mesh = array[0];
indent(out, indent_level + 4) << "num triangles:" << mesh.m_numTriangles << endl;
indent(out, indent_level + 4) << "num vertices:" << mesh.m_numVertices << endl;
}
}
/**
* Finds the indicated vertex and returns its index. If it was not found,
* adds it as a new vertex and returns its index.
*/
unsigned int BulletTriangleMesh::
find_or_add_vertex(const LVecBase3 &p) {
btVector3 vertex = LVecBase3_to_btVector3(p);
for (unsigned int i = 0; i < _vertices.size(); ++i) {
if ((_vertices[i] - vertex).length2() <= _welding_distance) {
return i;
}
}
_vertices.push_back(vertex);
btIndexedMesh &mesh = _mesh.getIndexedMeshArray()[0];
mesh.m_numVertices++;
mesh.m_vertexBase = (unsigned char*)&_vertices[0];
return _vertices.size() - 1;
}
/**
* Tells the BamReader how to create objects of type BulletTriangleMesh.
*/
@ -215,7 +315,7 @@ write_datagram(BamWriter *manager, Datagram &dg) {
// In case we ever want to represent more than 1 indexed mesh.
dg.add_int32(1);
btIndexedMesh &mesh = _mesh->getIndexedMeshArray()[0];
btIndexedMesh &mesh = _mesh.getIndexedMeshArray()[0];
dg.add_int32(mesh.m_numVertices);
dg.add_int32(mesh.m_numTriangles);
@ -238,22 +338,12 @@ write_datagram(BamWriter *manager, Datagram &dg) {
const unsigned char *iptr = mesh.m_triangleIndexBase;
nassertv(iptr != NULL || mesh.m_numTriangles == 0);
if (_mesh->getUse32bitIndices()) {
for (int i = 0; i < mesh.m_numTriangles; ++i) {
int *triangle = (int *)iptr;
dg.add_int32(triangle[0]);
dg.add_int32(triangle[1]);
dg.add_int32(triangle[2]);
iptr += mesh.m_triangleIndexStride;
}
} else {
for (int i = 0; i < mesh.m_numTriangles; ++i) {
short int *triangle = (short int *)iptr;
dg.add_int32(triangle[0]);
dg.add_int32(triangle[1]);
dg.add_int32(triangle[2]);
iptr += mesh.m_triangleIndexStride;
}
for (int i = 0; i < mesh.m_numTriangles; ++i) {
int *triangle = (int *)iptr;
dg.add_int32(triangle[0]);
dg.add_int32(triangle[1]);
dg.add_int32(triangle[2]);
iptr += mesh.m_triangleIndexStride;
}
}
@ -287,23 +377,26 @@ fillin(DatagramIterator &scan, BamReader *manager) {
int num_triangles = scan.get_int32();
nassertv(scan.get_bool() == true);
btIndexedMesh &mesh = _mesh.getIndexedMeshArray()[0];
mesh.m_numVertices = num_vertices;
mesh.m_numTriangles = num_triangles;
// Read and add the vertices.
_mesh->preallocateVertices(num_vertices);
_vertices.clear();
_vertices.reserve(num_vertices);
for (int i = 0; i < num_vertices; ++i) {
PN_stdfloat x = scan.get_stdfloat();
PN_stdfloat y = scan.get_stdfloat();
PN_stdfloat z = scan.get_stdfloat();
_mesh->findOrAddVertex(btVector3(x, y, z), false);
_vertices.push_back(btVector3(x, y, z));
}
// Now read and add the indices.
int num_indices = num_triangles * 3;
_mesh->preallocateIndices(num_indices);
for (int i = 0; i < num_indices; ++i) {
_mesh->addIndex(scan.get_int32());
}
size_t num_indices = (size_t)num_triangles * 3;
_indices.resize(num_indices);
scan.extract_bytes((unsigned char *)&_indices[0], num_indices * sizeof(int));
// Since we manually added the vertices individually, we have to update the
// triangle count appropriately.
_mesh->getIndexedMeshArray()[0].m_numTriangles = num_triangles;
// Reset the pointers, since the vectors may have been reallocated.
mesh.m_vertexBase = (unsigned char*)&_vertices[0];
mesh.m_triangleIndexBase = (unsigned char *)&_indices[0];
}

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@ -30,10 +30,9 @@
*
*/
class EXPCL_PANDABULLET BulletTriangleMesh : public TypedWritableReferenceCount {
PUBLISHED:
BulletTriangleMesh();
INLINE ~BulletTriangleMesh();
~BulletTriangleMesh() DEFAULT_DTOR;
void add_triangle(const LPoint3 &p0,
const LPoint3 &p1,
@ -59,10 +58,15 @@ PUBLISHED:
MAKE_PROPERTY(welding_distance, get_welding_distance, set_welding_distance);
public:
INLINE btTriangleMesh *ptr() const;
INLINE btStridingMeshInterface *ptr() const;
private:
btTriangleMesh *_mesh;
unsigned int find_or_add_vertex(const LVecBase3 &p);
btTriangleIndexVertexArray _mesh;
btAlignedObjectArray<btVector3> _vertices;
btAlignedObjectArray<unsigned int> _indices;
PN_stdfloat _welding_distance;
public:
static void register_with_read_factory();

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@ -145,7 +145,7 @@ complete_pointers(TypedWritable **p_list, BamReader *manager) {
_mesh = DCAST(BulletTriangleMesh, p_list[pi++]);
btTriangleMesh *mesh_ptr = _mesh->ptr();
btStridingMeshInterface *mesh_ptr = _mesh->ptr();
nassertr(mesh_ptr != NULL, pi);
if (_dynamic) {